2.3.0
Steamwork Update
We're now using Valve's latest SDK - version 1.48
Library Changes
Facepunch.Steamworks.Posix32/64.dll are now combined and we only have Facepunch.Steamworks.Posix.dll.
If you have Facepunch.Steamworks.Posix32.dll or Facepunch.Steamworks.Posix64.dll anywhere - delete them.
Callback Changes
We're using the new ManualDispatch for events & callbacks. It's cleaner and friendlier to C#.
Nothing should change from an end user's point of view - but if you had other code, like c++ code or something that is using the Steam callback code - it's not going to work anymore.
Flat Functions & 32Bit Support
We're back to using the provided flat functions instead of recreating the internal classes. Valve put a lot of work into cleaning this up for us and it's now a lot cleaner, friendlier and feature complete.
This has also meant that we can now support 32bit platforms properly again.
New Wiki
There's a bunch of new examples and usage help on the wiki !
Changes
- Updated to Steamworks 1.48
- Added SteamRemotePlay Interface
- Added Friend.RequestUserStats()
- Added Friend.GetAchievementUnlockTime
- Added Friend.GetAchievement
- Added Friend.GetStatInt
- Added Friend.GetStatFloat
- Fixed SocketInterface creating duplicate connections & callbacks
- Added SteamNetworkUtils.DebugLevel
- Added SteamNetworkUtils.OnDebugOutput
- Fixed NetMsg creating garbage on dispose
- Added SteamUtils.IsSteamChinaLauncher
- Added SteamUser.OnDurationControl
- Added SteamUserStats.RequestGlobalStatsAsync
- SteamFriends.OnGameOverlayActivated now correctly passes a bool
- Added Leaderboard.EntryCount
- Added SteamInput.GetDigitalActionGlyph
- Added ConnectionInfo.EndReason
- Limit SourceServerQuery to one concurrent request per endpoint
- Fixed false sometimes wrongly returned from SubscribeDownloadAsync
- Added SteamServer.UserHasLicenseForApp
- Added SteamUgc.DownloadAsync
- Added SteamUgc.StartPlaytimeTracking
- Added SteamUgc.StopPlaytimeTracking
- Added SteamUgc.StopPlaytimeTrackingForAllItems