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0.0.4
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Changed
Major refactoring of how game events work internally. They should be substantially more reliable and predictable now.
NetworkID management moved to NetworkIdManager class, accessible through networkStateManager.networkIdManager
Refactored allocation of network id's, so that they can be more easily reused (and play nicer with rollback scenarios)
Fixed some bugs in state DTOs where get accessors could return an object that wasn't actually used internally
Rigidbody sleep/wake state are now sync'd (note: this may be removed later, as it's unclear if it's strictly required)
When StateBuffer is asked for a non-existent frame, it returns the last known state before that frame instead of a blank frame
Some event delgates have changed their signatures
Lifecycle events asking NSM for gameTick will get the tick associated with the frame in progress, which may be different from the "real" game tick
Misc code cleanup and organization improvements
Added
Hello, NetworkStateManager demo project added.
OnRollbackEvents lifecycle event
Unity's Random number generator is now determistically synchronized
Various toggles for debugging more complex rollback scenarios
networkStateManager.isReplaying can be used to determine whether a lifecycle event is happening during normal playback or a replay scenario
Truly verbose verbose logging. Truly.
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