Karrar
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a12d28ba25
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Added codegen support for inheritance of network behaviors across different assemblies.
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2024-11-25 23:34:49 +03:00 |
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Karrar
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ca0a757f53
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Added Area of Interest Layers. This is a new feature that allows you to put different objects on different AoI layers, making it possible to query each set of objects differently.
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2024-11-22 22:17:22 +03:00 |
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Karrar
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d829c37c6a
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Fixed an issue with Interest Management and pooled network prefab instances.
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2024-11-21 11:53:50 +03:00 |
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Karrar
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e9b04b18c2
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Testing an improvement to Prediction Offset calculation in the client - 2.
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2024-11-20 10:54:52 +03:00 |
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Karrar
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80df2dedd3
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Testing an improvement to Prediction Offset calculation in the client.
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2024-11-18 19:12:11 +03:00 |
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Karrar
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b07f005b60
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Fixed an issue where Netick might freeze the game when you reach Max Players.
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2024-11-15 17:16:12 +03:00 |
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Karrar
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e31cb736ec
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Improved LiteNetLib transport performance by removing two needless data copies when sending and receiving a packet.
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2024-11-11 11:27:31 +03:00 |
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Karrar
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849a0de85f
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Fixed an issue with OnInputSourceChanged invoke logic in the client.
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2024-11-09 05:50:28 +03:00 |
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Karrar
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027d929f57
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Fixed an issue with the setter of the NetworkDictionary indexer failing to invoke OnChanged associated with the network dictionary.
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2024-11-07 19:44:45 +03:00 |
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Karrar
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69b47ddf69
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Added support for persistent network objects. Enabling IsPersistent on a NetworkObject will automatically mark it as DontDestroyOnLoad, preventing its instances from being destroyed on scene switches. This is only supported on network prefabs, as scene objects can't be created for a late joiner without going through the full scene changes that occurred before it connected.
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2024-11-07 01:27:23 +03:00 |
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Karrar
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23f42b633a
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Fixed an issue with Narrow Phase Filtering causing NetworkStart to be invoked on a filtered object in the client.
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2024-11-06 20:40:00 +03:00 |
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Karrar
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a6ccd3acc0
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Fixed an issue with OnInputSourceChanged not being invoked in the client.
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2024-11-06 15:42:57 +03:00 |
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Karrar
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8d8308c7e2
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Fixed an issue with removing network objects in the client.
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2024-11-05 14:51:09 +03:00 |
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Karrar
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d7c7141ae9
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Fixed an issue with predicted objects being simulated when the client is not interested in them.
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2024-11-03 17:52:14 +03:00 |
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Karrar
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f8e745bb32
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Fixed an issue with NetworkSandbox.FindGameObjectWithTag.
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2024-10-27 12:03:45 +03:00 |
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Karrar
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e84924ea8b
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Changed how network objects are rolled back. Now, objects are no longer rolled back when they don't have to. Before now, when Prediction Mode of an object was set to Everyone, that caused the object network state to roll back each tick. This is no longer the case. Now, the object network state is only rolled back when it was changed in the client, or the object received new a state from the server. This is a significant improvement in client CPU performance.
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2024-10-25 11:12:35 +03:00 |
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Karrar
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c1b68bae1b
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Fixed an issue causing the main scene to duplicate in the client. The duplicate scene gets immediately unloaded. However, it causes DontDestroyOnLoad objects to duplicate.
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2024-10-17 01:02:52 +03:00 |
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Karrar
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d675fa54e9
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Added ensureSafety to [Networked] attribute. When it's equal to true, it will ensure that any access to this network variable will be valid and never result in a null reference exception even when Netick is not started.
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2024-10-11 16:22:08 +03:00 |
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Karrar
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ab2f95c53d
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Fixed an issue with generic classes inheriting from NetworkBehaviour.
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2024-10-11 09:38:06 +03:00 |
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Karrar
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01d6efd4b4
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Fixed an issue with calculating the normal on a box HitShape.
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2024-10-08 15:36:58 +03:00 |
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Karrar
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d6e0bc5597
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Added [Preserve] attributes to internal Lag Compensation methods to prevent them from being stripped when Unity Stripping Level is set to low or higher.
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2024-09-30 22:21:21 +03:00 |
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Karrar
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cdf48fbcaa
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Fixed an issue with NetworkTransform.GetInterpolationData when agressive rotation compression is turned on.
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2024-09-29 22:52:17 +03:00 |
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Karrar
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0cd07c0c1b
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Changed NetworkAwake behavior. Now, NetworkAwake should be reliable and safe to use. NetworkAwake is invoked immediately when a network object is created, and before any other callbacks.
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2024-09-19 16:23:59 +03:00 |
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Karrar
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5acdcdbebe
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Added support for auto-compression (using codegen) to struct field members. Making a float-based field (such as float or Vector3) of a struct a property, and adding [Networked] attribute to it, will allow Netick to provide extra compression on it. This will noticeably reduce client->server bandwidth when done on float-based members of network input types.
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2024-09-18 09:37:17 +03:00 |
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Karrar
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8dda03efcf
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Added NetworkSandbox.AttachGameObject and NetworkSandbox.DeattachGameObject. These methods are used to manually attach/detach game objects to/from the visibility system when using sandboxing, and attach/detach rigidbodies to/from the non-networked rigidbody interpolation system that is used to interpolate rigidbodies that are not networked in non-main physics scenes.
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2024-09-13 00:18:52 +03:00 |
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Karrar
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14c122c151
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Fixed an issue with IL2CPP that caused an internal ordering issue that prevented RPCs from working correctly when there are multiple RPCs with similar names in the game project.
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2024-09-12 10:27:16 +03:00 |
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Karrar
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54e4928c04
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Updated README.md.
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2024-09-11 04:21:26 +03:00 |
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Karrar
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e2944d1ae6
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Removed the Assemblies section in Netick Settings. Now other assemblies are automatically detected.
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2024-09-10 23:14:36 +03:00 |
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Karrar
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f97e60c999
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Added Normal to LagCompHit and LagCompHit2D.
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2024-09-05 19:28:02 +03:00 |
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Karrar
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737209385a
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Fixed a rare issue that causes an OnChanged method not to be invoked when a misprediction occurs (on another variable) that causes the variable to change but no OnChanged callback is ever invoked, even though the value before rollback and the value after rollback & resimulation weren't the same.
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2024-09-02 18:18:27 +03:00 |
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Karrar
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d294f65bd7
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Added packet loss stats to NetworkInfo and made several other improvements.
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2024-08-25 01:58:57 +03:00 |
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Karrar
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b10c8c8f06
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Fixed an issue with parenting network objects.
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2024-08-23 05:53:28 +03:00 |
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Karrar
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bceb246d91
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Fixed an issue with calculating prediction tick offset that was causing missed inputs at very high tickrates (+100).
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2024-08-20 23:12:47 +03:00 |
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Karrar
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9dc1884469
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Fixed an issue with CSP that was causing very frequent speed-ups (which look like jitter) on predicted objects, which was most noticeable on fast-moving objects.
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2024-08-19 02:06:53 +03:00 |
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Karrar
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8795bf71f9
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Fixed an issue causing NetworkBehaviour.OnInputSourceChanged to be invoked before OnConnectedToServer network event.
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2024-08-14 02:30:02 +03:00 |
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Karrar
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fd6781ea83
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Fixed an issue with NetworkDictionary and NetworkHashSet causing them to override the memory of adjacent variables.
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2024-08-08 18:18:48 +03:00 |
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Karrar
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fbb5a2800f
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Fixed an issue causing the client to destroy all scene network objects when it finishes loading the scene before the server.
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2024-08-08 15:45:41 +03:00 |
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Karrar
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776c38fa86
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Fixed an issue with NetworkHashSet causing it to override the memory of adjacent variables. The previous commit didn't fully fix the issue with NetworkHashSet.
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2024-08-08 15:18:41 +03:00 |
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Karrar
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22a389784c
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Changed the way Ids of Network Objects are assigned. Now Ids are never recycled and reused, instead, they only increment forward. In the future, we will allow the previous behavior too as an option.
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2024-08-08 14:57:08 +03:00 |
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Karrar
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60c1e9323e
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Fixed an issue causing only up to 500 bytes worth of unreliable RPCs to be received in the client when sent together at the same tick by the server.
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2024-08-05 10:27:03 +03:00 |
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Karrar
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3f02ec362c
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Added InputReuseAtLowFPS to Netick Settings. Read this for details: https://netick.net/docs/2/articles/understanding-client-side-prediction/writing-client-side-prediction-code.html#framerate-lower-than-tickrate
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2024-08-03 03:19:47 +03:00 |
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Karrar
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417d60b93b
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Added a testing change to debug an issue with RPCs.
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2024-08-02 22:11:31 +03:00 |
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Karrar
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010cd7a4cc
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Added NetworkDictionary<TKey,TValue>, NetworkHashSet<T> and NetworkUnorderedList<T>.
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2024-07-29 04:32:17 +03:00 |
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Karrar
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d2ef08b789
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Improved RPC error handling. Now, when an exception is thrown inside the body of an RPC method, Netick will no longer kick the calling client, instead, it will only print the exception.
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2024-07-16 11:17:25 +03:00 |
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Karrar
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2e7f114fac
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Fixed an issue with OnVisibilityChanged network event.
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2024-07-08 22:10:21 +03:00 |
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Karrar
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1e2fa03efe
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Added OnVisibilityChanged to Sandbox.Events. This is a callback that is invoked when a sandbox visibility state changes
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2024-07-08 03:40:45 +03:00 |
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Karrar
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f80c9dc6e8
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Fixed an issue with the previous commit.
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2024-07-07 08:19:46 +03:00 |
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Karrar
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7319346d2a
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Fixed several issues with additive scene loading.
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2024-07-06 05:04:07 +03:00 |
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Karrar
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1cfd073481
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Fixed several issues with additive scene loading.
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2024-07-03 05:01:45 +03:00 |
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Karrar
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68fa2debe0
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Removed a testing log.
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2024-07-01 15:30:42 +03:00 |
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