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fix: network time arguments #1194
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jeffreyrainy
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Sep 16, 2021
0xFA11
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Sep 16, 2021
mattwalsh-unity
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Sep 16, 2021
…-Technologies/com.unity.netcode.gameobjects into fix/network-time-arguments
SamuelBellomo
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Sep 17, 2021
* develop: feat: INetworkMessage (#1187) fix: Increase timeout for UTP adapter tests (#1199) docs: Update repo and both package readme files (#1180) chore: updating UTP package to pull in DTLS fixes (#1197) fix: network time arguments (#1194) feat: network physics (#1175) # Conflicts: # com.unity.netcode.gameobjects/Components/Interpolator/BufferedLinearInterpolator.cs # com.unity.netcode.gameobjects/Components/NetworkTransform.cs # testproject/Assets/Prefabs/PlayerCube.prefab
SamuelBellomo
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Sep 17, 2021
…transform-teleport * sam/feature/client-network-transform: adding proper delta sending feat: INetworkMessage (#1187) fix: Increase timeout for UTP adapter tests (#1199) docs: Update repo and both package readme files (#1180) chore: updating UTP package to pull in DTLS fixes (#1197) fix: network time arguments (#1194) feat: network physics (#1175) # Conflicts: # testproject/Assets/Scenes/ZooSam.unity
mollstam
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Feb 13, 2023
* fix: use uint for tickrate and more rigorous argument checking for 0 tickrate * tickrate to uint in buffered interpolator * time editor tests use uint and use testcase attribute to cleanup tests
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A small improvement to networktime to ensure that tickrate is a positive value
Makes sure no negative tick values can be used as mentioned in #1185 (but not directly related)