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corrected changelog before 2.5.0 branching (all changes under unreleased section)
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com.unity.netcode.gameobjects/CHANGELOG.md

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@@ -11,23 +11,6 @@ Additional documentation and release notes are available at [Multiplayer Documen
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### Added
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- Added `AsNativeArray()` read‑only accessor to `NetworkList<T>` (#3567)
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### Fixed
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- Fixed an issue where `UnityTransport` would not accept single words as valid hostnames (notably "localhost"). (#3591)
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- Fixed issue where viewing a `NetworkBehaviour` with one or more `NetworkVariable` fields could throw an exception if running a distributed authority network topology with a local (DAHost) host and viewed on the host when the host is not the authority of the associated `NetworkObject`. (#3578)
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- Fixed issue when using a distributed authority network topology and viewing a `NetworkBehaviour` with one or more `NetworkVariable` fields in the inspector view would not show editable fields. (#3578)
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- Fixed issue with unnecessary internal GC Allocations when using the `IReadOnlyList` `NetworkManager.ConnectedClientsIds` within a `foreach` statement by either replacing with a `for` loop or directly referencing the `NetworkConnectionManager.ConnectedClientIds`. (#3527)
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### Changed
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- Marked `UnityTransport.ConnectionAddressData.ServerEndPoint` as obsolete. It can't work when using hostnames as the server address, and its functionality can easily be replicated using `NetworkEndpoint.Parse`. (#3591)
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- Optimized `NetworkList<T>` indexer setter to skip operations when the new value equals the existing value, improving performance by avoiding unnecessary list events and network synchronization. (#3587)
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## [2.5.0] - 2025-08-01
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### Added
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- Added serializer for `Pose` (#3546)
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- Added `AttachableBehaviour` helper component to provide an alternate approach to parenting items without using the `NetworkObject` parenting. (#3518)
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- Added `AttachableNode` helper component that is used by `AttachableBehaviour` as the target node for parenting. (#3518)
@@ -45,9 +28,16 @@ Additional documentation and release notes are available at [Multiplayer Documen
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- Fixed ensuring OnValueChanged callback is still triggered on the authority when a collection changes and then reverts to the previous value in the same frame. (#3539)
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- Fixed synchronizing the destroyGameObject parameter to clients for InScenePlaced network objects. (#3514)
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- Fixed distributed authority related issue where enabling the `NetworkObject.DestroyWithScene` would cause errors when a destroying non-authority instances due to loading (single mode) or unloading scene events. (#3500)
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- Fixed an issue where `UnityTransport` would not accept single words as valid hostnames (notably "localhost"). (#3591)
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- Fixed issue where viewing a `NetworkBehaviour` with one or more `NetworkVariable` fields could throw an exception if running a distributed authority network topology with a local (DAHost) host and viewed on the host when the host is not the authority of the associated `NetworkObject`. (#3578)
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- Fixed issue when using a distributed authority network topology and viewing a `NetworkBehaviour` with one or more `NetworkVariable` fields in the inspector view would not show editable fields. (#3578)
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- Fixed issue with unnecessary internal GC Allocations when using the `IReadOnlyList` `NetworkManager.ConnectedClientsIds` within a `foreach` statement by either replacing with a `for` loop or directly referencing the `NetworkConnectionManager.ConnectedClientIds`. (#3527)
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### Changed
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- Marked `UnityTransport.ConnectionAddressData.ServerEndPoint` as obsolete. It can't work when using hostnames as the server address, and its functionality can easily be replicated using `NetworkEndpoint.Parse`. (#3591)
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- Optimized `NetworkList<T>` indexer setter to skip operations when the new value equals the existing value, improving performance by avoiding unnecessary list events and network synchronization. (#3587)
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## [2.4.4] - 2025-07-07
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### Added

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