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base repository: Unity-Technologies/com.unity.netcode.gameobjects
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base: develop-2.0.0
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head repository: fikaproductions/com.unity.netcode.gameobjects
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compare: fika/master
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  • 4 commits
  • 35 files changed
  • 1 contributor

Commits on Nov 8, 2022

  1. feat: add ClientNetworkTransform component

    - add NetworkTransformEditor for ClientNetworkTransform
    - patch NetworkTransforms that are inactive on spawn, expose position interpolators, a way to reset them and auto-reset them when re-enabled
    - revert NetworkRigidbody to 1.0.0-pre.7 version with patches for NetworkRigidbodies that are inactive on spawn or deactivated along the way
    - patch NetworkAnimators that are inactive on spawn and for flickering animation parameters
    - patch NetworkObjects to allow deactivated NetworkBehaviours, to prevent destroyed child NetworkBehaviours to mess with the order of their still living sibling NetworkBehaviours and to destroy in-scene NetworkObject on clients when destroyed on server / host
    - add NetworkDictionary network variable type
    - silence warnings when writting to NetworkVariables before spawned or when receiving an RPC before the spawn call has been processed
    - add NetworkSerializableVariable network variable type (for INetworkSerializable)
    - remove intrusive validations for NetworkBehaviours and allow extension of NetworkBehaviourEditor
    - remove expensive play mode state changed and hierarchy changed validations
    - add misc. extension methods for NetworkBehaviours, NetworkDictionary and NetworkList
    - add SendTo and SendToAllExcept convenience static construction methods for ClientRpcParams
    - add DereferencingListUpdator to allow safe syncing of a list from a list of references
    - expose ability to set a custom ISceneManagerHandler on the NetworkManager instead of the default one and allow networked loading of scenes that are outside of build
    - expose ways to verify the existence of a registered network prefab handler and to recover it in NetworkPrefabHandler component
    - expose NetworkObject's GlobalObjectIdHash
    - patch SceneEventData to destroy despawned and destroyed in-scene NetworkObject on client upon connection
    WhippetsAintDogs committed Nov 8, 2022
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Commits on Jul 10, 2023

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Commits on Jul 11, 2023

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Commits on Aug 9, 2023

  1. feat: make RPCs registration works in projects without domain reload

    fix: make NetworkDictionary and NetworkList resilient to duplicated application of initial state upon client late joining (due to prior dirty events synced after client synchronization which already copies the current state of the network variable)
    fix: prevent NetworkObjectReference being try get during shutdown from throwing
    WhippetsAintDogs committed Aug 9, 2023
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