com.unity.netcode.gameobjects@1.0.0-pre.4
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html). Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com). ## [1.0.0-pre.4] - 2021-01-04 ### Added - Added `com.unity.modules.physics` and `com.unity.modules.physics2d` package dependencies (#1565) ### Removed - Removed `com.unity.modules.ai` package dependency (#1565) - Removed `FixedQueue`, `StreamExtensions`, `TypeExtensions` (#1398) ### Fixed - Fixed in-scene NetworkObjects that are moved into the DDOL scene not getting restored to their original active state (enabled/disabled) after a full scene transition (#1354) - Fixed invalid IL code being generated when using `this` instead of `this ref` for the FastBufferReader/FastBufferWriter parameter of an extension method. (#1393) - Fixed an issue where if you are running as a server (not host) the LoadEventCompleted and UnloadEventCompleted events would fire early by the NetworkSceneManager (#1379) - Fixed a runtime error when sending an array of an INetworkSerializable type that's implemented as a struct (#1402) - NetworkConfig will no longer throw an OverflowException in GetConfig() when ForceSamePrefabs is enabled and the number of prefabs causes the config blob size to exceed 1300 bytes. (#1385) - Fixed NetworkVariable not calling NetworkSerialize on INetworkSerializable types (#1383) - Fixed NullReferenceException on ImportReferences call in NetworkBehaviourILPP (#1434) - Fixed NetworkObjects not being despawned before they are destroyed during shutdown for client, host, and server instances. (#1390) - Fixed KeyNotFound exception when removing ownership of a newly spawned NetworkObject that is already owned by the server. (#1500) - Fixed NetworkManager.LocalClient not being set when starting as a host. (#1511) - Fixed a few memory leak cases when shutting down NetworkManager during Incoming Message Queue processing. (#1323) ### Changed - The SDK no longer limits message size to 64k. (The transport may still impose its own limits, but the SDK no longer does.) (#1384) - Updated com.unity.collections to 1.1.0 (#1451)
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@@ -189,7 +189,7 @@ namespace Unity.Netcode
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var newSize = Math.Min(desiredSize, Handle->MaxCapacity);
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byte* newBuffer = (byte*)UnsafeUtility.Malloc(newSize, UnsafeUtility.AlignOf<byte>(), Handle->Allocator);
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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UnsafeUtility.MemSet(newBuffer, 0, sizeof(WriterHandle) + newSize);
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UnsafeUtility.MemSet(newBuffer, 0, newSize);
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#endif
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UnsafeUtility.MemCpy(newBuffer, Handle->BufferPointer, Length);
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if (Handle->BufferGrew)
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@@ -428,7 +428,7 @@ namespace Unity.Netcode
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/// <param name="count"></param>
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/// <param name="offset"></param>
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/// <typeparam name="T"></typeparam>
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public void WriteNetworkSerializable<T>(INetworkSerializable[] array, int count = -1, int offset = 0) where T : INetworkSerializable
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public void WriteNetworkSerializable<T>(T[] array, int count = -1, int offset = 0) where T : INetworkSerializable
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{
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int sizeInTs = count != -1 ? count : array.Length - offset;
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WriteValueSafe(sizeInTs);
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