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chore: bumping to v1.9.1 initial package release version (#2887)
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* chore

bump initial package version.

* update

bumping version in changelog

* style

adding white space
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NoelStephensUnity authored Apr 18, 2024
1 parent d33421b commit 7d27c51
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14 changes: 7 additions & 7 deletions .github/CODEOWNERS
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Expand Up @@ -7,10 +7,10 @@ Metrics/ @Unity-Technologies/multiplayer-tools
/com.unity.netcode.gameobjects/Runtime/Transports/ @Unity-Technologies/multiplayer-workflows
/com.unity.netcode.gameobjects/Tests/Editor/Transports/ @Unity-Technologies/multiplayer-workflows
/com.unity.netcode.gameobjects/Tests/Runtime/Transports/ @Unity-Technologies/multiplayer-workflows
*.asmdef @chrispope @tylerunity
package.json @chrispope @tylerunity
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.yamato/ @chrispope @tylerunity
*.asmdef @chrispope @miniwolf
package.json @chrispope @miniwolf
AssemblyInfo.cs @chrispope @miniwolf
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4 changes: 2 additions & 2 deletions com.unity.netcode.gameobjects/CHANGELOG.md
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Expand Up @@ -6,10 +6,10 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/)

Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com).

## [1.9.0] - 2024-04-04
## [1.9.1] - 2024-04-18

### Added
-Added AnticipatedNetworkVariable<T>, which adds support for client anticipation of NetworkVariable values, allowing for more responsive gameplay (#2820)
- Added AnticipatedNetworkVariable<T>, which adds support for client anticipation of NetworkVariable values, allowing for more responsive gameplay (#2820)
- Added AnticipatedNetworkTransform, which adds support for client anticipation of NetworkTransforms (#2820)
- Added NetworkVariableBase.ExceedsDirtinessThreshold to allow network variables to throttle updates by only sending updates when the difference between the current and previous values exceeds a threshold. (This is exposed in NetworkVariable<T> with the callback NetworkVariable<T>.CheckExceedsDirtinessThreshold) (#2820)
- Added NetworkVariableUpdateTraits, which add additional throttling support: MinSecondsBetweenUpdates will prevent the NetworkVariable from sending updates more often than the specified time period (even if it exceeds the dirtiness threshold), while MaxSecondsBetweenUpdates will force a dirty NetworkVariable to send an update after the specified time period even if it has not yet exceeded the dirtiness threshold. (#2820)
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2 changes: 1 addition & 1 deletion com.unity.netcode.gameobjects/package.json
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"name": "com.unity.netcode.gameobjects",
"displayName": "Netcode for GameObjects",
"description": "Netcode for GameObjects is a high-level netcode SDK that provides networking capabilities to GameObject/MonoBehaviour workflows within Unity and sits on top of underlying transport layer.",
"version": "1.9.0",
"version": "1.9.1",
"unity": "2021.3",
"dependencies": {
"com.unity.nuget.mono-cecil": "1.10.1",
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