Karrar
f446fa12bb
Fixed a rare exception in the client when a network object is created or destroyed in NetworkDestroy in the server.
2025-08-07 15:35:17 +03:00
Karrar
39f61a4d7f
Fixed an issue where a newly spawned object may not be fully initialized and still sent to the client, causing undefined behaviour.
2025-08-06 17:49:56 +03:00
Karrar
a73b60190f
Added basic detection for client-server mismatches.
2025-08-06 11:04:15 +03:00
Karrar
5f7ebf8797
Added [Serializable] attribute to NetworkBehaviourRef and NetworkObjectRef.
2025-08-04 11:00:39 +03:00
Karrar
a2fd447d1a
Fixed potential misprediction-like behavior on high-ping connections when joining and immediately performing actions (e.g., moving the player). And overall, improved general CSP behavior for high-ping clients when they first join.
2025-08-04 10:55:24 +03:00
Karrar
a8fed34b90
Added try-catch around several callback invocations (e.g., NetworkAwake) to prevent exceptions in one from causing undefined behaviour.
2025-08-02 08:20:54 +03:00
Karrar
7cde5340e7
Fixed an issue with Narrow Phase Filtering that causes Input Source objects to not sync to the Input Source client.
2025-07-31 18:32:53 +03:00
Karrar
e90c1d6533
Improved bandwidth usage when using Narrow Phase Filtering.
2025-07-30 11:36:32 +03:00
Karrar
a5c7bef946
Changed the size of LiteNetLibTransport._connectionBytes to be 1000.
2025-07-30 05:59:14 +03:00
Karrar
f449244367
Fixed an issue where invoking an RPC on the server from within another RPC (originally invoked by a client) could prevent the new RPC from being delivered to the source client, even if it was correctly scoped to them.
2025-07-28 16:10:55 +03:00
Karrar
97ee05413c
Added codegen errors for the use of generic type parameters as network properties or RPC parameters.
2025-07-26 11:40:14 +03:00
Karrar
0d6fcba6d7
Fixed an issue where the previous snapshot of a network collection could be incorrect. Also fixed a bug in NetworkDictionary and NetworkHashSet where key existence checks and value retrievals could fail, despite the key being present.
2025-07-25 19:07:23 +03:00
Karrar
758b073942
Fixed Netick throwing an exception on the client when an object's parent was changed without using NetworkObject.SetParent.
2025-07-22 19:41:57 +03:00
Karrar
a637c9fc92
Fixed an issue with the previous commit.
2025-07-22 06:06:11 +03:00
Karrar
4d97886a3c
Changed NetworkObject.Id to return -1 when the object is spawned but the client is not interested in it and hasn't yet received any state for it.
2025-07-22 01:09:40 +03:00
Karrar
54e7f6d8ed
Updated XML documentation.
2025-07-20 19:23:21 +03:00
Karrar
5f77e7b394
Added IsMarkedForDestruction to NetworkObject. This flag returns true if Sandbox.Destroy has been invoked on an object in the server, and the object is scheduled to be removed from the simulation (destroyed) at the end of the current tick.
2025-07-19 00:07:24 +03:00
Karrar
6f63dc3b1a
Fixed an issue with static RPCs with RpcPeers.Owner source.
2025-07-17 17:29:38 +03:00
Karrar
d405291150
Added IsInterested to NetworkObject and NetworkBehaviour. On the client, it returns true if this client is interested in this object. On the server, it always returns true.
2025-07-16 23:51:02 +03:00
Karrar
63fabfadda
Fixed an issue where targeted RPCs with target: RpcPeers.Everyone were not invoked on the target player if the caller was the target player.
2025-07-16 01:14:06 +03:00
Karrar
035bc58c2b
Fixed issue with accessing Length getter of Network Array Structs.
2025-07-16 00:14:49 +03:00
Karrar
d67e299b44
Fixed a code gen issue with static RPCs with no serializable parameters.
2025-07-16 00:08:55 +03:00
Karrar
e0b6616f93
Fixed a codegen issue with Guid type.
2025-07-09 14:23:18 +03:00
Karrar
f6ea3fd0f6
Added Sandbox.GetBehavioursOfType to performantly get all scripts (in the simulation) of a specific type.
2025-07-08 15:43:01 +03:00
Karrar
864f003677
Fixed code gen issue for RPC methods where the only parameter is RpcContext.
2025-07-07 14:44:25 +03:00
Karrar
53ddf149e1
Added support for targeted RPCs and optional RpcContext parameter
...
- Enables sending RPCs to specific players
- Introduces `RpcContext` struct for contextual metadata (e.g., sender info)
2025-07-05 16:39:49 +03:00
Karrar
e19a418de5
Changed Sandbox.GetPlayerFromId to Sandbox.GetPlayerById.
2025-06-30 04:37:17 +03:00
Karrar
9f31f4f16c
Fixed an issue in code gen where non-networked properties within structs marked with [Networked] were being incorrectly modified, leading to code gen errors.
2025-06-28 23:23:16 +03:00
Karrar
07feb115b3
Added a warning for [Networked] structs when float-quantizable members (e.g., float, Vector2, Vector3) are declared as fields instead of properties.
2025-06-28 04:23:33 +03:00
Karrar
1b0d33d8f0
Read the description for detailed changes.
...
- Added `Sandbox.Players`: a synchronized list of `NetworkPlayerId` structs representing connected players.
- Added `Sandbox.Events.OnPlayerJoined` and `Sandbox.Events.OnPlayerLeft` callbacks, synchronized across all clients.
- Changed internal interpolation of quaternions to use `Slerp` instead of `Lerp`.
- Fixed a potential crash caused by undefined behavior when reaching `NetickConfig.MaxPlayers` and destroying network objects.
- Fixed an issue where sandbox-loaded scenes were not being unloaded during shutdown.
- Fixed a bug preventing Prediction Error Correction from functioning correctly.
2025-06-27 05:47:00 +03:00
Karrar
fb0bb8ba67
Improved Prediction Error Correction Smoothing by changing the correction method.
2025-06-14 18:10:08 +03:00
Karrar
0ec3babf0d
Added the sandbox name next to the scene name in the hierarchy UI in the editor.
2025-06-06 15:55:42 +03:00
Karrar
49a8a05b2a
Added Accurate Local Interpolation to Netick Config. By default, Netick uses the predicted (and thus potentially inaccurate) From snapshot for local interpolation even after rollback & resims, which results in basic smoothing over prediction errors. However, enable this if you want to always use the reconciled From snapshot.
2025-05-28 19:38:00 +03:00
Karrar
e13c8efacf
Added Head and Tail properties and GetNode method to NetworkLinkedListSnapshot to make performing a traditional linked list iteration easier.
2025-05-24 14:21:35 +03:00
Karrar
4a8d3b76c9
Improved Remote Interpolation buffering in the client. Now, it should adjust faster when network conditions improve. In addition, added Extra Interpolation Delay to Netick Config, which determines the amount of extra remote interpolation delay/buffering added in the client, regardless of connection quality. This is a value between 0 and 1, where 1 is equivalent to one send tick worth of delay/buffering.
2025-05-18 12:33:51 +03:00
Karrar
d442880219
Added GetPreviousNetworkUnorderedList to OnChangedData.
2025-05-10 08:58:27 +03:00
Karrar
c1e4405850
Fixed an issue when unloading a scene that caused a null reference exception to be thrown in Netick.InterestManagement.ProcessGroup.
2025-04-30 00:22:45 +03:00
Karrar
08c839edf1
Read the description for detailed changes.
...
- Improved memory usage in the client.
- Added methods to simplify saving/loading a snapshot of the world's networked state.
- Fixed an issue with Interpolation Delay calculation.
2025-04-29 21:47:49 +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
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
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
ae40087bef
Added support for custom scene handling, in addition to an addressable scene handler.
2025-03-11 07:05:45 +03:00
Karrar
6d0f3be204
Changed shutdown behaviour to despawn pending destroyed objects when shutting down.
2025-02-28 00:46:53 +03:00
Karrar
1a16d85152
Changed NetworkBehaviour.StateSize to be virtual.
2025-02-25 01:13:15 +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
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
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