Commit Graph

62 Commits

Author SHA1 Message Date
Karrar
e2944d1ae6 Removed the Assemblies section in Netick Settings. Now other assemblies are automatically detected. 2024-09-10 23:14:36 +03:00
Karrar
f97e60c999 Added Normal to LagCompHit and LagCompHit2D. 2024-09-05 19:28:02 +03:00
Karrar
737209385a 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. 2024-09-02 18:18:27 +03:00
Karrar
d294f65bd7 Added packet loss stats to NetworkInfo and made several other improvements. 2024-08-25 01:58:57 +03:00
Karrar
b10c8c8f06 Fixed an issue with parenting network objects. 2024-08-23 05:53:28 +03:00
Karrar
bceb246d91 Fixed an issue with calculating prediction tick offset that was causing missed inputs at very high tickrates (+100). 2024-08-20 23:12:47 +03:00
Karrar
9dc1884469 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. 2024-08-19 02:06:53 +03:00
Karrar
8795bf71f9 Fixed an issue causing NetworkBehaviour.OnInputSourceChanged to be invoked before OnConnectedToServer network event. 2024-08-14 02:30:02 +03:00
Karrar
fd6781ea83 Fixed an issue with NetworkDictionary and NetworkHashSet causing them to override the memory of adjacent variables. 2024-08-08 18:18:48 +03:00
Karrar
22a389784c 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. 2024-08-08 14:57:08 +03:00
Karrar
60c1e9323e 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. 2024-08-05 10:27:03 +03:00
Karrar
3f02ec362c 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 2024-08-03 03:19:47 +03:00
Karrar
417d60b93b Added a testing change to debug an issue with RPCs. 2024-08-02 22:11:31 +03:00
Karrar
010cd7a4cc Added NetworkDictionary<TKey,TValue>, NetworkHashSet<T> and NetworkUnorderedList<T>. 2024-07-29 04:32:17 +03:00
Karrar
b2c604dbcb Fixed a rare issue with Lag Comp that occurs when the client does a query at the time when its Remote Interpolation was reset due to lag. 2024-07-20 18:05:33 +03:00
Karrar
d2ef08b789 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. 2024-07-16 11:17:25 +03:00
Karrar
b24d56ca1b Fixed an issue causing a child network object to jitter compared to its parent. 2024-07-15 10:45:03 +03:00
Karrar
b87f653765 Testing a fix for a jitter issue that occurs when parenting network objects. 2024-07-13 09:18:26 +03:00
Karrar
21f9efc064 Removed a small GC allocation from pooled objects with HitShape Container. 2024-07-13 08:18:19 +03:00
Karrar
2e7f114fac Fixed an issue with OnVisibilityChanged network event. 2024-07-08 22:10:21 +03:00
Karrar
1e2fa03efe Added OnVisibilityChanged to Sandbox.Events. This is a callback that is invoked when a sandbox visibility state changes 2024-07-08 03:40:45 +03:00
Karrar
f80c9dc6e8 Fixed an issue with the previous commit. 2024-07-07 08:19:46 +03:00
Karrar
7319346d2a Fixed several issues with additive scene loading. 2024-07-06 05:04:07 +03:00
Karrar
1cfd073481 Fixed several issues with additive scene loading. 2024-07-03 05:01:45 +03:00
Karrar
68fa2debe0 Removed a testing log. 2024-07-01 15:30:42 +03:00
Karrar
c6789f90ed Fixed an issue that causes RPCs called in the server to newly spawned objects (at the same tick that the object was spawned at) to be missed in the client. 2024-07-01 12:35:19 +03:00
Karrar
214b9c3afd Fixed a rare issue when an additive scene that was just loaded in the client is unloaded in the next tick, causing an exception to be thrown. 2024-06-29 23:51:24 +03:00
Karrar
569c12dee2 Fixed an issue when destroying an object that is affected by IM. 2024-06-28 20:01:47 +03:00
Karrar
4a22d6430b Fixed an issue with loading/unloading additive scenes. 2024-06-28 18:45:52 +03:00
Karrar
fddbbbf606 Added lag-compensated RaycastAll and RaycastAll. 2024-06-25 09:53:28 +03:00
Karrar
1b8c390292 Fixed an issue with Lag Comp that occurs when you destroy an object with a HitShape Container and perform a lag-compensated query at the same tick. 2024-06-25 06:48:48 +03:00
Karrar
bb25ff6675 Fixed an issue with lag comp caused by relying on float equality. 2024-06-25 05:41:46 +03:00
Karrar
8c4bf3bea8 Added interpolationSource optional parameter to [Smooth]. This lets you choose the interpolation source for Auto Interpolation. 2024-06-25 04:40:19 +03:00
Karrar
9a2129ed9c Fixed an issue with Lag Comp where an exception would be thrown when several HitShape Containers are positioned in the same place. 2024-06-24 17:10:56 +03:00
Karrar
26ceabcd86 Testing a fix for an issue with lag comp. 2024-06-21 04:36:27 +03:00
Karrar
e2720f7800 Fixed an issue causing Rigidbody.isKinematic to not replicate to clients when using NetworkRigidbody. 2024-06-09 01:23:19 +03:00
Karrar
e7b89d90f0 Improved Prediction Error Correction Smoothing by coupling position and rotation in the corrector. 2024-06-07 10:56:23 +03:00
Karrar
f7ac776294 Changed the way OnPlayerConnected is invoked for the host player. Now it's invoked after NetworkStart has been invoked for all scene objects and the sandbox object. This is safer than before to avoid the problem of subscribing to Sandbox.Events.OnPlayerConnected in a scene object after it was already invoked for the host player, thus missing the call for the host player on that scene object. 2024-05-26 02:35:06 +03:00
Karrar
5b34dc69a5 Fixed an issue when destroying an object that has a NetworkTransform, NetworkRigidbody, or NetworkRigidbody2D component which has Prediction Error Correction Smoothing set to true. 2024-05-24 17:39:22 +03:00
Karrar
ccab14eb75 Added a feature for prediction error correction smoothing on NetworkTransform, NetworkRigidbody, and NetworkRigidbody2D. 2024-05-23 21:03:34 +03:00
Karrar
b8f7ff1294 Changed OnPlayerDisconnected to be invoked for the host player in the host when Netick shuts down. 2024-05-13 03:18:45 +03:00
Karrar
4fb0fbbe61 Fixed an issue causing Netick to not consider the host as a player in regards to NetickConfig.MaxPlayers. 2024-05-13 03:07:19 +03:00
Karrar
e4402c4c28 Fixed an issue with Lag Comp caused by refactoring code. 2024-05-12 03:49:25 +03:00
Karrar
1a598bdc52 Added support for sending data that is decoupled from Netick main packets, directly using the transport.
- added `SendData` to `NetworkConnection`.
- added `OnDataReceived` to `Sandbox.Events`.
- added `SendUserData` to `TransportConnection`.
2024-05-12 01:55:49 +03:00
Karrar
957fed25e0 Added NetworkSandbox.PhysicsPrediction. This lets you toggle Physics Prediction` in the client at runtime, so that, for example, you can enable it in some game modes or maps and not in others. 2024-05-11 04:19:19 +03:00
Karrar
21cfc82227 Fixed an issue when destroying a NetworkObject with a network id of -1. 2024-05-10 11:07:19 +03:00
Karrar
e5d78fe412 Fixed an issue with Sandbox.DestroyPool not working correctly. 2024-05-09 23:43:24 +03:00
Karrar
d423ff7817 Fixed an issue a client to use the inputs of other clients at high player counts. 2024-05-04 00:29:19 +03:00
Karrar
22faabd876 Fixed several issues with Interest Management.
- Fixed an issue causing `NetworkStart` to be invoked when the object has not yet applied its initial state in the client.
- Changed IM to not invoke `NetworkDestroy` when `NetworkStart` was not invoked for a destroyed object in the client.
- Changed IM to not simulate objects that the client is not interested in.
2024-05-02 00:45:56 +03:00
Karrar
daa599f0fc Read the description for commit details.
- Added `OnSceneOperationBegan` and `OnSceneOperationDone`. These are network events for when a scene load/unload operation begins and when it is finished, they offer more information than the older equivalent methods. `OnSceneLoadStarted` and `OnSceneLoaded` are now marked as `[Obsolete]` and will be removed in the future.
- Added `Teleport` method to `NetworkTransform`, `NetworkRigidbody`, and `NetworkRigidbody2D`. This allows you to skip interpolation for one tick.
- Fixed an issue causing scene objects to not get destroyed for late joiners.
2024-04-28 12:06:20 +03:00