AMZN-koppersr
1e7ac60949
Reintroduced spawning multiple instances of the same entity
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The following was changed:
- The remapper in AZ::IdUtils now has an additional argument to tell it what to do when it encounters the same source entity id. The original behavior of ignoring the new entity id and returning the first occurrence is the default. The alternative behavior is to store the last known entity id and return that instead.
- Split the optional arguments for SpawnAllEntities and SpawnEntities.
- SpawnEntities now has an option to continue with the entity mapping from a previous spawn call or to start with a fresh mapping. The latter is the default as the former will come at a performance cost since the mapping table has to be reconstructed.
- Entities spawned using SpawnEntities and ReloadEntities now also get the correct entity mapping applied.
- Added several new unit tests to cover most of the new functionality.
- Fixed some places where the older API version was still called.
2021-06-03 10:56:34 -07:00
AMZN-koppersr
d4ce2849c7
Post-merge fixup.
2021-05-27 16:46:33 -07:00
pereslav
cb87b7cd1f
Moved early return case in prefab processing
2021-05-20 19:43:33 +01:00
pereslav
43d98ac989
Fixed comment
2021-05-20 16:56:54 +01:00
pereslav
22e893ccbe
Added support for nested prefabs in multiplayer pipeline
2021-05-20 16:32:41 +01:00
AMZN-puvvadar
29b4ab6ff3
Merge pull request #522 from aws-lumberyard-dev/mp_editor_pipeline
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Integrating network prefab processing with Multiplayer.Editor to enable server launch on Ctrl+G via an Editor specific network connection
2021-05-18 16:28:08 -07:00
pereslav
f721aa511f
Fixed entity IDs of the original & networked spawnables
2021-05-18 17:15:24 +01:00
pereslav
85374ea7fc
Merged from main
2021-05-18 13:10:44 +01:00
puvvadar
93e267345f
Address string/mem feedback plus some misc cleanup
2021-05-17 18:46:21 -07:00
pereslav
970c87b487
Refactored spawning network entities to use SpawnableEntityManager instead of duplicating the code in NetworkEntityManager
2021-05-17 23:34:58 +01:00
puvvadar
cb55eaf853
Merge main to mp_editor_pipeline
2021-05-16 11:36:47 -07:00
puvvadar
fb51829360
Resolve MP Gem Ctrl+G changes with main
2021-05-15 13:12:16 -07:00
puvvadar
1915b97c16
Cleanup server launch, misc. MP consts, and register Editor Spawnable assets server side
2021-05-15 12:58:30 -07:00
karlberg
5acdc40595
Many fixes for external gem multiplayer components and component network inputs, fixes an uninitialized variable resulting in continual desyncs, restructures our public includes to match the directory structure of source, allows autogen artefacts to be included by external gems, allowing for external multiplayer components to interact with multiplayer gem components with no extra code
2021-05-14 14:24:33 -07:00
pereslav
a852da93a3
Merge branch 'main' into MultiplayerPipeline
2021-05-13 23:40:43 +01:00
puvvadar
8a39f9f1b4
Streamline MP Ctrl+G logic via MultiplayerEditorConnection
2021-05-13 15:31:37 -07:00
karlberg
e772265871
Build fixes for gem reorganization
2021-05-12 20:09:27 -07:00
pereslav
92ef82f933
Added handling parented net entities
2021-05-10 19:52:23 +01:00
puvvadar
108f4dfdd6
Merge branch 'main' into mp_editor_pipeline
2021-05-06 16:19:15 -07:00
pereslav
e414cc151d
SPEC-6590 Implemented network entities instantiation by network spawnable asset ID
2021-05-05 00:00:06 +01:00
puvvadar
2f4120cdfb
Update Ctrl+G logic to account for prefab processing status and timing
2021-05-03 13:07:11 -07:00
pereslav
7e633d907e
Enabled NetworkPrefabProcessor for Ctrl+G
2021-04-29 16:26:13 +01:00
karlberg
4e75a099b8
Initial Imgui debug display for stats, some hookup between entity replication and the spawnable code to make testing possible
2021-04-17 19:06:28 -07:00
pereslav
4962218d29
Refactored root spawnable instantiation, added selective instantiation of root spawnable entities
2021-04-16 00:19:43 +01:00
pereslav
a5fdbddeda
Merged MultiplayerPipeline from CodeCommit
2021-04-15 20:24:50 +01:00