"description": "Material Type with properties used to define Enhanced PBR, a metallic-roughness Physically-Based Rendering (PBR) material shading model, with advanced features like subsurface scattering, transmission, and anisotropy.",
"description": "Material Type with properties used to define Standard PBR, a metallic-roughness Physically-Based Rendering (PBR) material shading model.",
// When rebuilding shaders we may be in a state where the ShaderAsset and root ShaderVariantAsset have been rebuilt and reloaded, but some (or all)
// shader variants haven't been built yet. Since we want to use the latest version of the shader code, ignore the old variants and fall back to the newer root variant instead.
AZ_Warning("ShaderAsset",false,"ShaderAsset and ShaderVariantAsset are out of sync; defaulting to root shader variant. (This is common while reloading shaders).");
<PacketName="EditorServerReadyForInit" Desc="A packet the local server will send on startup once it's ready for the EditorServerInit packet."/>
<PacketName="EditorServerReadyForLevelData" Desc="A packet the editor-server will send on startup once it's ready to receive all the current level data from the Editor."/>
<PacketName="EditorServerInit" Desc="A packet that initializes a local server launched from the editor">
<PacketName="EditorServerLevelData" Desc="A packet that initializes the editor-server with level data from the editor. The packet includes data required for loading the current level on the server (entities and asset data).">
<MemberType="bool"Name="lastUpdate"Init="false"/>
<!--16379 is 16384 (max TCP packet size) - 1 byte (bool lastUpdate) - 4 bytes (serialization overhead for ByteBuffer) -->
<PacketName="EditorServerReady"Desc="A response packet the local server should send when ready for traffic"/>
<PacketName="EditorServerReady"Desc="A response packet the editor-server should send after getting the editor's level data when it's ready to begin the actual game-mode network simulation."/>
"MultiplayerEditorConnection failed! Could not find the editorsv_port cvar; we may not be able to connect to the editor's port! Please update this code to use a valid cvar!")
}
AZ_Assert(m_networkEditorInterface,"MP Editor Network Interface was unregistered before Editor Server could start listening.")
"MultiplayerEditorConnection::HandleRequest for EditorServerInit failed! Could not find the sv_port cvar; we won't be able to listen on the correct port for incoming network messages!")
"MultiplayerEditorConnection::HandleRequest for EditorServerLevelData failed! Could not find the sv_port cvar; we won't be able to listen on the correct port for incoming network messages! Please update this code to use a valid cvar!")
}
networkInterface->Listen(sv_port);
AZLOG_INFO("Editor Server completed asset receive, responding to Editor...");
AZ_Assert(editorNetworkInterface,"MP Editor Network Interface was unregistered before Editor could connect.")
@ -295,14 +295,14 @@ namespace Multiplayer
{
AZ_Warning(
"MultiplayerEditor",false,
"Editor multiplayer game-mode failed! Could not connect to an editor-server. editorsv_launch is false so we're assuming you're running your own editor-server at editorsv_serveraddr(%s) on editorsv_port(%i)."
"Editor multiplayer game-mode failed! Could not connect to an editor-server. editorsv_launch is false so we're assuming you're running your own editor-server at editorsv_serveraddr(%s) on editorsv_port(%i)."
"Either set editorsv_launch=true so the editor launches an editor-server for you, or launch your own editor-server by hand before entering game-mode. Remember editor-servers must use editorsv_isDedicated=true.",