Files
Netick.Unity/Netick/Runtime/Netick.Pro.xml
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

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3.0 KiB
XML

<?xml version="1.0"?>
<doc>
<assembly>
<name>Netick.Pro</name>
</assembly>
<members>
<member name="M:Netick.Pro.LagCompensation.Raycast(System.Numerics.Vector3,System.Numerics.Vector3,Netick.Pro.NetHit@,Netick.NetworkPlayer,System.Single,System.Int32,System.Boolean)">
<summary>
Casts a lag compensated ray, from point origin, in direction direction, of length maxDistance,
against all HitShapes and Colliders (if includeUnityColliders is equal to true) in the Scene.
</summary>
<param name="origin">The starting point of the ray in world coordinates.</param>
<param name="direction">The direction of the ray.</param>
<param name="hitData"></param>
<param name="inputSource">The input source to compensate for.</param>
<param name="maxDistance">The max distance the ray should check for collisions.</param>
<param name="layerMask">A that is used to selectively ignore Colliders when casting a ray.</param>
<returns>Returns true if the ray intersects with a Collider/HitShape, otherwise false.</returns>
</member>
<member name="M:Netick.Pro.LagCompensation.RaycastAll(System.Numerics.Vector3,System.Numerics.Vector3,System.Collections.Generic.List{Netick.Pro.NetHit},Netick.NetworkPlayer,System.Single,System.Int32,System.Boolean,System.Boolean)">
<summary>
Casts a lag compensated ray, from point origin, in direction direction, of length maxDistance,
against all HitShapes and in the Scene, and return all hits.
</summary>
<param name="origin">The starting point of the ray in world coordinates.</param>
<param name="direction">The direction of the ray.</param>
<param name="inputSource">The input source to compensate for.</param>
<param name="maxDistance">The max distance the ray should check for collisions.</param>
<param name="layerMask">A that is used to selectively ignore Colliders when casting a ray.</param>
</member>
<member name="M:Netick.Pro.LagCompensation.OverlapSphere(System.Numerics.Vector3,System.Single,System.Collections.Generic.List{Netick.Pro.NetHit},Netick.NetworkPlayer,System.Int32,System.Boolean,System.Boolean)">
<summary>
Performs a lag compensated OverlapSphere which computes and stores HitShapes and Colliders (if includeUnityColliders is equal to true) touching or inside the sphere.
</summary>
<param name="center">Center of the sphere.</param>
<param name="radius">Radius of the sphere.</param>
<param name="hits"></param>
<param name="inputSource">The input source to compensate for.</param>
<param name="layerMask">A defines which layers of colliders to include in the query.</param>
<param name="oneHitPerHitShapeContainer">Choose whether you want to include only one HitShape per HitShapeContainer</param>
</member>
</members>
</doc>