Activity
Fixed an issue causing auto-quantization to not work on structs that …
Fixed an issue causing auto-quantization to not work on structs that …
Fixed an issue with the new prefab system causing a `Server sent bad …
Fixed an issue with the new prefab system causing a `Server sent bad …
Fixed not being able to set NetworkObject.InterestGroup
to null
.
Fixed not being able to set
NetworkObject.InterestGroup
to null
.Fixed an issue with Sandbox.SimulatedLossOut
causing it not to affe…
Fixed an issue with
Sandbox.SimulatedLossOut
causing it not to affe…Fixed an issue with Sandbox. NetworkInstantiate<T>
causing a stack …
Fixed an issue with
Sandbox. NetworkInstantiate<T>
causing a stack …Fixed a small issue with the previous commit.
Fixed a small issue with the previous commit.
Fixed an issue where nested network objects of persistent objects get…
Fixed an issue where nested network objects of persistent objects get…
Fixed an issue with persistent network prefabs.
Fixed an issue with persistent network prefabs.
Changed Prefab Fetch Mode
to Auto Get Prefabs
.
Changed
Prefab Fetch Mode
to Auto Get Prefabs
.Rewritten the network prefab runtime and editor systems from scratch.…
Rewritten the network prefab runtime and editor systems from scratch.…
Fixed an issue causing the client not to send redundant inputs.
Fixed an issue causing the client not to send redundant inputs.
Updated AddressableSceneOperation
to fit the previous change.
Updated
AddressableSceneOperation
to fit the previous change.Changed NetworkSceneHandler.LoadBuildSceneAsync
and `NetworkSceneHa…
Changed
NetworkSceneHandler.LoadBuildSceneAsync
and `NetworkSceneHa…Added support for custom scene handling, in addition to an addressabl…
Added support for custom scene handling, in addition to an addressabl…
Made a small change to PlayerSpawner
in how the spawn position is c…
Made a small change to
PlayerSpawner
in how the spawn position is c…Changed OnPlayerDisconnected
/OnClientDisconnected
to invoke after…
Changed
OnPlayerDisconnected
/OnClientDisconnected
to invoke after…Moved PlayerSpawner
to Netick.Samples
namespace.
Moved
PlayerSpawner
to Netick.Samples
namespace.Changed shutdown behaviour to despawn pending destroyed objects when …
Changed shutdown behaviour to despawn pending destroyed objects when …
Added PlayerSpawner
, a helper script for quick prototyping, used to…
Added
PlayerSpawner
, a helper script for quick prototyping, used to…Fixed an issue with calculating LagCompHit.Normal
/`LagCompHit2D.Nor…
Fixed an issue with calculating
LagCompHit.Normal
/`LagCompHit2D.Nor…Fixed an issue with calculating normal vector of LagCompHit
/`LagCom…
Fixed an issue with calculating normal vector of
LagCompHit
/`LagCom…Changed NetworkBehaviour.StateSize
to be virtual.
Changed
NetworkBehaviour.StateSize
to be virtual.Changed CopyStateTo
, SetStateFrom
, and ClearState
methods of `N…
Changed
CopyStateTo
, SetStateFrom
, and ClearState
methods of `N…Fixed an issue where the client resets Sandbox.AuthoritativeTick
be…
Fixed an issue where the client resets
Sandbox.AuthoritativeTick
be…Fixed an issue with HitShape.Raycast
always returning false.
Fixed an issue with
HitShape.Raycast
always returning false.