Gene Walters
4be9ce56c4
Merge pull request #1399 from aws-lumberyard-dev/CherryPickNetworkingFixes
...
Cherry pick networking fixes
2021-06-17 11:48:34 -07:00
Gene Walters
0810f353c6
Cherrypick 7adf5ca5a5911997102017e2db7981e7b2926100. Fixed assert for network prefabs when asset path was empty
2021-06-17 09:11:48 -07:00
Gene Walters
bcd008df20
Allowing network properties to generate event bindings while staying hidden from script by using a new ExposeToScript attribute. This was useful in hiding NetworkTransformComponent properties which needed event binding in order to update the normal transform, but remain hidden from scripters who should still be using the normal transform component
2021-06-15 21:22:45 -07:00
Gene Walters
260b2851f3
Merge pull request #1148 from aws-lumberyard-dev/SPEC7174_ReceiveRPCsViaScriptViaEntityId
...
Allow Script Canvas Users to Listen for RPC Events Via EntityId
2021-06-08 09:23:36 -07:00
Esteban Papp
36cb0f6d40
SPEC-7178 Removal of precompiled cpp files ( #1171 )
...
* SPEC-7178 Removal of precompiled cpp files
* Missing files...
2021-06-07 15:59:58 -07:00
Gene Walters
3e74c4f1e1
fixed minor type. Beh method name should say entityId, not entity
2021-06-07 09:22:13 -07:00
AMZN-koppersr
4eb5b3554e
Merge branch 'main' into SpawnableEntityIdMapping
2021-06-04 14:00:06 -07:00
Gene Walters
c586ff1ca6
Allow script canvas user to listen for RPC events
2021-06-04 12:12:02 -07:00
Esteban Papp
76a6df341b
SPEC-2513 Fixes to enable w4457
2021-06-04 10:51:47 -07:00
AMZN-koppersr
1e7ac60949
Reintroduced spawning multiple instances of the same entity
...
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
Gene Walters
8666ca6467
Merge pull request #1119 from aws-lumberyard-dev/SPEC7150_AllowScriptCanvasUsersToSendRPC
...
SPEC-7150 Allow Script Canvas Users to Send RemoteProcedures via EntityId
2021-06-03 10:10:54 -07:00
AMZN-puvvadar
e340f3ca56
Merge pull request #1102 from aws-lumberyard-dev/MultiplayerPipeline
...
Fixed ctrl+g port number
2021-06-03 08:50:29 -07:00
Gene Walters
cd619e14dc
Allow script canvas users to send RPCs via entityId
2021-06-03 08:31:38 -07:00
Gene Walters
89b1afc50e
Adding Multiplayer:: namespace to RpcIndex so components outside the Multiplayer gem can compile
2021-06-02 19:37:35 -07:00
karlberg
afeea87862
Fix for linux being a banned keyword
2021-06-02 19:21:39 -07:00
pereslav
bffb7d1b28
Simplified the change to rely on sv_port cvar
2021-06-03 01:20:22 +01:00
pereslav
3b519c6475
removed whitespace
2021-06-03 01:06:15 +01:00
pereslav
c752b9d0fc
Fixed ctrl+g port number. Enabled server spawn for levels with no network entities since we can spawn net entities from the scripts
2021-06-03 01:04:01 +01:00
karlberg
38853eb2c2
Linux build fix
2021-06-02 15:34:35 -07:00
karlberg
82f9d08cfd
Build fix for uniform scale changes
2021-06-02 15:21:43 -07:00
karlberg
14bc0ba8ac
Merge remote-tracking branch 'origin' into MultiplayerComponents
2021-06-02 14:57:00 -07:00
karlberg
b013d7ac67
Minor cleanup
2021-06-02 14:53:33 -07:00
karlberg
8ef2bd7518
Turn off desync debug by default, as this explodes network input sizes
2021-06-02 14:47:05 -07:00
karlberg
a69db3bf76
Converts physx console commands from cry console to az console, fixes some bugs in the multiplayer gem
2021-06-02 14:44:02 -07:00
AMZN-koppersr
c0dade8883
Merge branch 'main' into SpawnablePriorityQueue
2021-06-01 09:57:27 -07:00
Gene Walters
1a01a876a2
Merge branch 'main' into Multiplayer_AutonomousPropertiesUpdate
2021-05-29 16:01:33 -07:00
Gene Walters
fe913f310d
Merge pull request #904 from aws-lumberyard-dev/SPEC6989_MultiplayerHostPlayerShouldBeMarkedAutonomous
...
Host's Default Player NetBinding will be Autonomous on the Host
2021-05-29 15:58:01 -07:00
AMZN-puvvadar
61fde9cb7f
Merge pull request #1016 from aws-lumberyard-dev/mp_reflect_containers
...
Fixes for MP Gem container scripting and non-rewindable containers
2021-05-28 14:05:45 -07:00
puvvadar
17f85be9b5
Switch size check to empty
2021-05-28 11:00:54 -07:00
pereslav
090234f1f0
Merge branch 'main' into MultiplayerPipeline
2021-05-28 16:00:09 +01:00
pereslav
42b3e3817a
SPEC-7012 Added rewind-aware scene query utilities. Added frame ID to SimulatedBody
2021-05-28 15:50:02 +01:00
Gene Walters
0f258954fb
Fix for unit test. Checking that AssetManager is ready before spawning entities; MultiplayerSystemComponent will attempt to spawn a default player on init(), but during unit tests the AssetManager isn't stood up
2021-05-27 22:29:40 -07:00
karlberg
e737307168
Merging latest origin/main
2021-05-27 20:00:54 -07:00
karlberg
802943bbb3
Bug fixes, naming changes to make variables more clear, and adds a cvar to adjust client window size
2021-05-27 19:54:56 -07:00
Gene Walters
98d9ee44fd
Merge branch 'main' into SPEC6989_MultiplayerHostPlayerShouldBeMarkedAutonomous
2021-05-27 19:04:17 -07:00
puvvadar
4d2e453b73
Cleanup flow of logic in serialization
2021-05-27 16:53:53 -07:00
AMZN-koppersr
d4ce2849c7
Post-merge fixup.
2021-05-27 16:46:33 -07:00
puvvadar
0c6af23652
Correct numeric cast
2021-05-27 16:27:26 -07:00
puvvadar
291e27a381
Correct numeric cast
2021-05-27 16:26:26 -07:00
puvvadar
f007efbc36
Fix various container issues in jinja
2021-05-27 16:01:57 -07:00
Gene Walters
c746b9939b
Merge branch 'main' into SPEC6989_MultiplayerHostPlayerShouldBeMarkedAutonomous
2021-05-27 09:02:58 -07:00
puvvadar
528df7fad2
Merge branch 'main' into mp_serialize_vector
2021-05-26 20:07:58 -07:00
Gene Walters
7a16ef31f5
Merge branch 'SPEC6989_MultiplayerHostPlayerShouldBeMarkedAutonomous' into Multiplayer_AutonomousPropertiesUpdate
2021-05-26 16:31:22 -07:00
Gene Walters
09dd298a8d
Merge branch 'main' into Multiplayer_AutonomousPropertiesUpdate
2021-05-26 15:24:05 -07:00
Gene Walters
05a0e063a2
Also making Auton->Auth Getters requiring controller
2021-05-26 10:38:04 -07:00
greerdv
c0546c27f7
change default scale to 1
2021-05-26 16:21:56 +01:00
greerdv
4018bb587c
update network code to use uniform scale on Transform
2021-05-26 14:20:22 +01:00
Gene Walters
0fc9697e49
Allow Autonomous->Auth properties. Remove the ability of accessing properties Getters from the Component when ReplicateTo is Autonomous; in this case users must be using the controller to Get
2021-05-25 19:56:18 -07:00
Gene Walters
b5a0df00e1
Hosts which are not a dedicated server (meaning they also play the game) will spawn a default player for themselves
2021-05-25 17:21:03 -07:00
puvvadar
d2797c0d15
Add RewindableArray and cleanup a bit more of vector
2021-05-25 16:40:58 -07:00