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fix: NetworkConfig checksum hash include TickRate (backport) #1728

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Feb 22, 2022
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1 change: 1 addition & 0 deletions com.unity.netcode.gameobjects/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -25,6 +25,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
- Fixed error when serializing ConnectionApprovalMessage with scene management disabled when one or more objects is hidden via the CheckObjectVisibility delegate (#1720)
- Fixed CheckObjectVisibility delegate not being properly invoked for connecting clients when Scene Management is enabled. (#1680)
- Fixed NetworkList to properly call INetworkSerializable's NetworkSerialize() method (#1682)
- Fixed The NetworkConfig's checksum hash includes the NetworkTick so that clients with a different tickrate than the server are identified and not allowed to connect (#1728)
- Fixed OwnedObjects not being properly modified when using ChangeOwnership (#1731)

## [1.0.0-pre.5] - 2022-01-26
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Original file line number Diff line number Diff line change
Expand Up @@ -239,6 +239,8 @@ public ulong GetConfig(bool cache = true)
writer.WriteValueSafe(sortedEntry.Key);
}
}

writer.WriteValueSafe(TickRate);
writer.WriteValueSafe(ConnectionApproval);
writer.WriteValueSafe(ForceSamePrefabs);
writer.WriteValueSafe(EnableSceneManagement);
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