fix: remove ilpp for network variable [MTT-3438]#1976
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# Conflicts: # com.unity.netcode.gameobjects/Editor/CodeGen/com.unity.netcode.editor.codegen.asmdef # testproject/Assets/Tests/Runtime/testproject.runtimetests.asmdef
…atible with extension methods - Added xmldocs - Added tests
# Conflicts: # com.unity.netcode.gameobjects/Editor/CodeGen/INetworkSerializableILPP.cs # com.unity.netcode.gameobjects/Runtime/NetworkVariable/NetworkVariableHelper.cs # com.unity.netcode.gameobjects/Runtime/NetworkVariable/NetworkVariableSerialization.cs # com.unity.netcode.gameobjects/Runtime/Serialization/BufferSerializer.cs # com.unity.netcode.gameobjects/Runtime/Serialization/FastBufferReader.cs # com.unity.netcode.gameobjects/Runtime/Serialization/FastBufferWriter.cs
ShadauxCat
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May 18, 2022
| - Fixed issues when multiple `ConnectionApprovalCallback`s were registered (#1972) | ||
| - Fixed endless dialog boxes when adding a NetworkBehaviour to a NetworkManager or vice-versa (#1947) | ||
| - `FixedString` types can now be used in NetworkVariables and RPCs again without requiring a `ForceNetworkSerializeByMemcpy<>` wrapper (#1961) | ||
| - `FixedString`, `Vector2Int`, and `Vector3Int` types can now be used in NetworkVariables and RPCs again without requiring a `ForceNetworkSerializeByMemcpy<>` wrapper (#1961) |
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Mentioning Vector2Int and Vector3Int was supposed to be part of my last PR but I forgot to push it after I committed it so it ended up in this branch by accident, but also needs to be there... I'll move it into a separate PR if desired but it seems so small as to not warrant it, maybe?
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There were cases where generic types were causing ILPP to perform incorrectly or crash at compile-time. This removes the offending ILPP code entirely - a couple of the generic cases were already addressed and another was found, so confidence that the ILPP wouldn't turn into an infinite series of such fixes was low. Moving to a runtime approach also reduces compile times since we have less ILPP code running.
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