IceLink 3.0.5 has been released!
This release brings several new features, including ActiveX and (experimental) Unity support, some performance enhancements to Xamarin and the transport stack, along with several bug fixes.
- ActiveX support has been added along with an example of how to build and sign your own cabs;
- Experimental support for Unity via libraries and API docs has been added;
- Several performance enhancements have been made for Xamarin and Mono;
- RTP Transport is now factoring in round trip times when sending NACKs to help reduce network congestion;
- More robust detection of connectivity loss on a given CandidatePair has been added. A particular CandidatePair is reported to have lost connectivity after 3,000 ms. A stream is reported to have lost connectivity when all the CandidatePairs remain in the lost connectivity state for 10,000 ms (this value can be chnaged via the Connection.DeadStreamTimeout interface).
- Resolved a bug preventing full connectivity establishment when RTP/RTCP multiplexing was disabled (for Audio and Video streams);
- Resolved a casting issue for SRControlFrames;
- Added support for non-zero, and unsynced audio / video source presentation timestamp start-points;
- Fixed FEC disable bug and Opus Encoder quality/bitrate bug;
- Resolved a bug in UI thread for Xamarin.Android;
- OpenGLView in Xamarin.iOS is no longer throwing an exception on startup;
- TypeScript no longer causes a crash when Video is set to false;
- FM.IceLink.NAudio no longer causes clipping.
SDP Renegotiation is code-complete and is working in NET-to-NET integration tests. Once the other platforms have cleared QA that will be ready to go, so expect 3.0.6 to be a relatively quick turn-around.
Head on over to the Downloads page to pick up the latest!