Merge branch 'development' into cmake/linux_fix_warn_unused

Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
This commit is contained in:
Esteban Papp
2021-08-20 14:51:35 -07:00
241 changed files with 5654 additions and 5352 deletions
@@ -643,6 +643,7 @@ namespace Multiplayer
{
controlledEntity.GetNetBindComponent()->SetOwningConnectionId(connection->GetConnectionId());
}
controlledEntity.Activate();
if (connection->GetUserData() == nullptr) // Only add user data if the connect event handler has not already done so
{
@@ -762,6 +763,7 @@ namespace Multiplayer
{
controlledEntityNetBindComponent->SetAllowAutonomy(true);
}
controlledEntity.Activate();
}
AZLOG_INFO("Multiplayer operating in %s mode", GetEnumString(m_agentType));
@@ -967,7 +969,7 @@ namespace Multiplayer
NetworkEntityHandle MultiplayerSystemComponent::SpawnDefaultPlayerPrefab()
{
PrefabEntityId playerPrefabEntityId(AZ::Name(static_cast<AZ::CVarFixedString>(sv_defaultPlayerSpawnAsset).c_str()));
INetworkEntityManager::EntityList entityList = m_networkEntityManager.CreateEntitiesImmediate(playerPrefabEntityId, NetEntityRole::Authority, AZ::Transform::CreateIdentity());
INetworkEntityManager::EntityList entityList = m_networkEntityManager.CreateEntitiesImmediate(playerPrefabEntityId, NetEntityRole::Authority, AZ::Transform::CreateIdentity(), Multiplayer::AutoActivate::DoNotActivate);
NetworkEntityHandle controlledEntity;
if (entityList.size() > 0)