A new version of GD-Sync is now available for download. Version 1.0.2 is a hotfix release focused on bug fixes, stability improvements.
This patch addresses several issues discovered following the 1.0.1 release, helping make GD-Sync more reliable and consistent for multiplayer development.
The newest version can be downloaded directly from the configuration menu or the asset store.
BUG FIX
IMPORTANT
Fixed a critical issue that could cause unreliable packets to be incorrectly dropped in exported builds. Under certain circumstances, this could prevent synchronization from working correctly between clients.
The issue was caused by an incorrect timestamp being used by GD-Sync's packet safety system when validating unreliable packets. This could cause otherwise valid packets to be considered too old and discarded.
This issue did not normally occur when testing directly in the Godot editor, making it particularly difficult to identify during development. Exported builds could experience the issue depending on how far apart the clients were started.
The packet validation system has now been corrected, ensuring unreliable packets are correctly validated across exported builds regardless of when each client was started.
This issue affects all exported builds using GD-Sync 1.0 or 1.0.1. Updating to the latest version is strongly recommended.
ENH
The GD-Sync updater now shows which file it is currently working on during an update. This provides clearer feedback while files are being downloaded or processed, making it easier to see that the updater is still active during longer updates.
BUG FIX
Fixed an issue where joining a local lobby could throw an error due to a missing function. Local lobby joining now correctly completes without triggering this error.
Renamed the internal State enum to _SwitchState to prevent potential naming conflicts with classes and enums named State in user projects.
Fixed an issue where multiple local lobbies on the same network could be created with the same name. Local lobby creation now checks for existing lobby names and prevents duplicate names from being used.
Fixed an issue where network packets could be executed immediately after GDSync.lobby_joined was emitted or while a scene change was still in progress. Requests such as function calls and synchronization updates could arrive before the game was ready to process them, causing the packets to be silently dropped.
Please let us know if you encounter any issues in version 1.0.2. For feature requests or bug reports, please visit our GitHub!
Thank you for using GD-Sync. Your feedback is crucial to our continuous improvement.