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Fixed a rare issue that causes an OnChanged method not to be invoked when a misprediction occurs (on another variable) that causes the variable to change but no OnChanged callback is ever invoked, even though the value before rollback and the value after rollback & resimulation weren't the same.
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7 files changed

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-3
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7 files changed

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Netick/Editor/Netick.CodeGen.dll

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Netick/Editor/Netick.Unity.Editor.dll

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Netick/Runtime/Netick.Unity.dll

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Netick/Runtime/Netick.dll

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Scripts/NetworkInfo.cs

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@@ -63,8 +63,8 @@ private void DrawText(int offset, string title, string content, string unit)
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public void DrawIcons()
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{
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var pktLossIconPos = PacketLossIconOffset + (Screen.width * Vector2.right);
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var latencyIconPos = LatencyIconOffset + (Screen.width * Vector2.right);
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var serverLagIconPos = ServerLagIconOffset + (Screen.width * Vector2.right);
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var latencyIconPos = LatencyIconOffset + (Screen.width * Vector2.right);
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var serverLagIconPos = ServerLagIconOffset + (Screen.width * Vector2.right);
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var pktLoss = Mathf.Max(Sandbox.InPacketLoss, Sandbox.OutPacketLoss) * 100; // multiplying by 100 to convert from a decimal to a percentage.
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var rtt = Sandbox.RTT * 1000f; // multiplying by 1000 to convert from seconds to milliseconds.

package.json

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@@ -1,6 +1,6 @@
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{
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"name": "com.karrar.netick",
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"version": "0.12.24",
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"version": "0.12.25",
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"displayName": "Netick",
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"description": "A networking solution for Unity",
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"unity": "2021.3",

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