Releases: RiptideNetworking/Riptide
v2.2.1
Riptide v2.2.1 includes memory leak patches and multiple other fixes which you can find in the full release notes.
You can find installation instructions here.
Full Changelog: v2.2.0...v2.2.1
v2.2.0
Riptide v2.2.0 includes overloads to multiple methods in the Message
class and multiple fixes which you can find in the full release notes.
You can find installation instructions here.
Full Changelog: v2.1.2...v2.2.0
v2.1.2
Riptide v2.1.2 fixes a critical issue with the Message.AddBytes
method which caused the data from previous messages to bleed over (full release notes).
You can find installation instructions here.
Full Changelog: v2.1.1...v2.1.2
v2.1.1
Riptide v2.1.1 fixes a critical issue with the Converter.SetBits
method which caused incorrect disconnections (full release notes).
You can find installation instructions here.
Full Changelog: v2.1.0...v2.1.1
v2.1.0
Riptide v2.1.0 includes a new "notify" message send mode, connection metrics, changes that make the Message
class operate on the bit-level and give you more control over how much data you send, actually functional duplicate filtering, and a whole lot more which you can find in the full release notes.
You can find installation instructions here.
Full Changelog: v2.0.0...v2.1.0
v2.0.0
Riptide v2.0.0 includes a complete overhaul of the transport system, numerous feature additions, and a lot of name changes to make names more descriptive and intuitive.
You can find the release notes and an update guide on the brand new documentation site!
Installation instructions are available there as well.
Full Changelog: v1.2.0...v2.0.0
v1.2.0
• Added a Message.Create
overload which accepts enums for the message ID (without casting)
• Added server auto message relaying for client-authoritative projects (disabled by default)
• Added ability to optionally include custom data in connection attempts
• Added a player-hosted Unity demo project
• Added a MonoGame demo project
• Fixed disconnections caused by Tick method not being called consistently
• Fixed message handlers not being added to dictionary when using multiple handler method groups
• Fixed readable length being set incorrectly when receiving reliable messages
• Fixed potential threading issues
Full Changelog: v1.1.0...v1.2.0
v1.1.0
• Added LAN host discovery functionality (see LanDiscovery.cs)
• Added type-explicit Add methods (AddByte
, AddShort
, AddInt
, etc.) for messages
• Improved error messaging for issues related to building the internal message handlers dictionary
• Fixed errors when building server demo project
• Fixed issue with Server
/Client
event subscribers not being invoked if added after the Start
/Connect
call
• XML doc fixes & cleanup
Full Changelog: v1.0.0...v1.1.0
v1.0.0
• Added IPv6 support
• Added the ability to change the transport that a Server
or Client
is using without creating a new instance
• Added pooling for PendingMessage
s to reduce RUDP transport's GC allocations
• Added support for different log types to RiptideLogger
• Added Message
extension methods for Vector2
, Vector3
, and Quaternion
to the Unity package
• Added additional information to test results in the console demos
• Improved ping/RTT calculations (now uses Stopwatch
instead of DateTime
)
• Improved RUDP transport's threading to help avoid potential issues
• Improved RUDP transport's duplicate message filtering
• Fixed console demos triggering Riptide's post-build events, thereby causing errors
• Reorganized and cleaned up projects, XML docs, and README files
Full Changelog: v0.8.2...v1.0.0
v0.8.2
• Updated README with setup instructions and more information
• Calling Server.Start
/Client.Connect
will no longer cause problems if already running/connected
• Removed RUDP transport's array allocation when receiving messages
• Made Message
structure transport-agnostic
• Made maxSendAttempts
message-specific (so custom transports no longer need to implement this parameter in their send methods if they don't make use of it)
• Moved byte<->value conversion methods to RiptideConverter
, and they can now be used anywhere (most useful for custom transports)
• Fixed Riptide being unable to find non-public methods with the MessageHandler
attribute applied
• Fixed players not being cleaned up in Unity demos when getting disconnected
Full changelog: v0.8.1...v0.8.2