Commit Graph

184 Commits

Author SHA1 Message Date
Karrar
e31eec5daa Added IncludeInactiveObjects to NetickConfig. Enabling this setting allows Netick to register inactive (disabled) network objects, network behaviours, and network event listeners. 2025-04-08 00:16:06 +03:00
Karrar
6118a98219 Changed PhysicsSimulationStep to use Sandbox.ScaledFixedDeltaTime instead of Sandbox.FixedDeltaTime to take Time.timeScale into account. 2025-04-07 18:29:05 +03:00
Karrar
ff8ea12efc Fixed a slight issue with calculating outgoing bandwidth. 2025-04-03 21:56:28 +03:00
Karrar
187cb86867 Fixed an issue causing auto-quantization to not work on structs that are defined outside a NetworkBehaviour class. 2025-03-26 13:04:56 +03:00
Karrar
5d7a60cb70 Fixed an issue with the new prefab system causing a Server sent bad data error in the client. 2025-03-26 04:39:51 +03:00
Karrar
bd6d5a22c9 Fixed not being able to set NetworkObject.InterestGroup to null. 2025-03-24 10:57:24 +03:00
Karrar
49a877f25d Fixed an issue with Sandbox.SimulatedLossOut causing it not to affect Sandbox.OutPacketLoss. 2025-03-24 07:44:48 +03:00
Karrar
8a83c3d05b Fixed an issue with Sandbox. NetworkInstantiate<T> causing a stack overflow. 2025-03-24 00:14:36 +03:00
Karrar
b599622b1c Fixed a small issue with the previous commit. 2025-03-22 22:04:30 +03:00
Karrar
b1090b8ab2 Fixed an issue where nested network objects of persistent objects get unlinked when changing scenes. 2025-03-22 21:57:55 +03:00
Karrar
87e4653a01 Fixed an issue with persistent network prefabs. 2025-03-22 20:49:49 +03:00
Karrar
5f8afcdf7a Changed Prefab Fetch Mode to Auto Get Prefabs. 2025-03-22 07:53:55 +03:00
Karrar
8a28181a82 Rewritten the network prefab runtime and editor systems from scratch. Now it should be less error-prone, more capable (ability to choose prefabs location, ability to select prefabs manually, and ability to provide a prefab list at runtime before starting Netick), and more performant (at editor time). In addition, Netick will no longer make any changes on prefabs at editor time, so you shouldn't see any changes on git anymore on prefabs. In addition, misconfigured prefab ids will no longer be a problem, because they are set at runtime instead of editor time. 2025-03-20 01:38:57 +03:00
Karrar
b95e68a568 Fixed an issue causing the client not to send redundant inputs. 2025-03-19 22:26:23 +03:00
Karrar
01fcd6547b Updated AddressableSceneOperation to fit the previous change. 2025-03-12 03:54:23 +03:00
Karrar
d8021a33b4 Changed NetworkSceneHandler.LoadBuildSceneAsync and NetworkSceneHandler.UnloadBuildSceneAsync to return ISceneOperation instead of UnityEngine.AsyncOperation. 2025-03-12 03:51:27 +03:00
Karrar
31d97490ff Moved Netick menu to Tools. 2025-03-11 07:24:46 +03:00
Karrar
ae40087bef Added support for custom scene handling, in addition to an addressable scene handler. 2025-03-11 07:05:45 +03:00
Karrar
c5ebb22afd Made a small change to PlayerSpawner in how the spawn position is calculated. 2025-03-01 01:44:32 +03:00
Karrar
79fcfc17ff Changed OnPlayerDisconnected/OnClientDisconnected to invoke after the player/client was removed from Sandbox.ConnectedPlayers/Sandbox.ConnectedClients. 2025-02-28 23:32:09 +03:00
Karrar
f56df7fc48 Moved PlayerSpawner to Netick.Samples namespace. 2025-02-28 21:25:08 +03:00
Karrar
33f4c44d51 Removed a testing log. 2025-02-28 04:22:47 +03:00
Karrar
6d0f3be204 Changed shutdown behaviour to despawn pending destroyed objects when shutting down. 2025-02-28 00:46:53 +03:00
Karrar
b21cb08db4 Added PlayerSpawner, a helper script for quick prototyping, used to spawn/despawn a player prefab when a player (client or host) has connected/disconnected. 2025-02-28 00:28:53 +03:00
Karrar
a7d3032518 Fixed an issue with calculating LagCompHit.Normal/LagCompHit2D.Normal of a raycast on rotated sphere HitShapes. 2025-02-27 23:07:43 +03:00
Karrar
661cbc1355 Fixed an issue with calculating normal vector of LagCompHit/LagCompHit2D. 2025-02-26 17:53:29 +03:00
Karrar
1a16d85152 Changed NetworkBehaviour.StateSize to be virtual. 2025-02-25 01:13:15 +03:00
Karrar
5cd72b10fe Changed CopyStateTo, SetStateFrom, and ClearState methods of NetworkBehaviour to be virtual. 2025-02-23 19:12:11 +03:00
Karrar
c89837d8a8 Fixed an issue where the client resets Sandbox.AuthoritativeTick before invoking OnConnectedToServer. 2025-02-22 10:55:31 +03:00
Karrar
01cf00257b Fixed an issue with HitShape.Raycast always returning false. 2025-02-21 09:05:06 +03:00
Karrar
4622c857ed Fixed an issue with NetworkObjectRef.IsValid and NetworkBehaviourRef.IsValid returning true for invalid id (-1). 2025-02-21 09:00:29 +03:00
Karrar
f3b3c047b1 Added HitShape.Raycast. Works the same as Collider.Raycast of Unity, but for HitShapes. 2025-02-19 05:34:26 +03:00
Karrar
291366479e Fixed a race condition causing a null reference exception to be thrown in the client when using IM on objects existing on an additively loaded scene. 2025-02-05 22:55:35 +03:00
Karrar
2dd0cca70c Added IsFirstNetworkFixedUpdateCall and IsLastNetworkFixedUpdateCall to NetworkSandbox. These properties are used to know if this current NetworkFixedUpdate call is the first or the last in this frame. These exclude resimulations, and only refer to new/forward ticks. 2025-01-28 06:02:03 +03:00
Karrar
14ece66a32 Fixed an issue with SetParent on pooled networked prefab instances. 2025-01-25 05:33:29 +03:00
Karrar
856f3492c6 Fixed an issue that might cause Lag Compensation not to initialize correctly if you started Netick in Awake. 2025-01-24 03:42:05 +03:00
Karrar
97106b2151 Added AddFirst, AddLast, AddBefore, AddAfter, and GetNode to NetworkLinkedList<T>. In addition, added Nodes getter to return an enumerable of the nodes of the list. 2025-01-16 22:42:47 +03:00
Karrar
e507ddf9eb Fixed an issue when destroying a network object that has a network object (network prefab instance) parented to it, causing the prefab instance not to reset properly when reused again in the future. 2025-01-11 12:14:07 +03:00
Karrar
6045b35cc1 Fixed an issue where an exception will be thrown in the server when multiple IM group changes occur to the same object at the same tick. 2025-01-10 12:10:13 +03:00
Karrar
fc7298046d Reverting NetworkAwake exeuction behavior in the client to the original behavior, where NetworkAwake is executed right after creating an object, regardless of networked state syncing. 2025-01-06 08:32:46 +03:00
Karrar
0c08fbdacb Fixed an issue where Netick would no longer send any packet when the FPS is very low. 2025-01-06 05:53:33 +03:00
Karrar
058cbed487 Changed NetickArrayExt.ToNetworkStructArray8 to NetickArrayExt.ToNetworkArrayStruct8. 2025-01-04 06:45:46 +03:00
Karrar
9be37db924 Fixed an issue in the latest commit preventing Fast Serialization from working. 2024-12-30 20:42:30 +03:00
Karrar
4f2678125e Fixed an issue with Fast Serialization when Interest Management is enabled. 2024-12-30 16:12:38 +03:00
Karrar
a12d28ba25 Added codegen support for inheritance of network behaviors across different assemblies. 2024-11-25 23:34:49 +03:00
Karrar
ca0a757f53 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. 2024-11-22 22:17:22 +03:00
Karrar
d829c37c6a Fixed an issue with Interest Management and pooled network prefab instances. 2024-11-21 11:53:50 +03:00
Karrar
411e498d9f Fixed an issue with Unity 2022.3.51 or later where enabling Interest Management breaks the game in IL2CPP. 2024-11-20 11:31:58 +03:00
Karrar
e9b04b18c2 Testing an improvement to Prediction Offset calculation in the client - 2. 2024-11-20 10:54:52 +03:00
Karrar
80df2dedd3 Testing an improvement to Prediction Offset calculation in the client. 2024-11-18 19:12:11 +03:00