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o3de/Gems/Multiplayer/Code/Source
Olex Lozitskiy 775dda8ed2
NetBindComponent::SetOwningConnectionId is for a hierarchy based on its root's network entity
- for hierarchies, on both servers and clients NetBindComponent::SetOwningConnectionId is set for the all involved entities based on the root entity owning connection id
- added new unit tests to cover these scenarios
- all unit tests pass, hierarchy benchmarks remain unaffected
4 years ago
..
AutoGen Fixing broken include path 4 years ago
Components NetBindComponent::SetOwningConnectionId is for a hierarchy based on its root's network entity 4 years ago
ConnectionData Merging latest development 4 years ago
Debug Updates mocks for interface changes 4 years ago
Editor small fix to include using <> 4 years ago
EntityDomains Entity migrations now totally functional again, plus some fixes to network rigid bodies to make them work properly as they migrate around 4 years ago
NetworkEntity Merging latest dev 4 years ago
NetworkInput PR feedback 4 years ago
NetworkTime Entity migrations now totally functional again, plus some fixes to network rigid bodies to make them work properly as they migrate around 4 years ago
Physics Shorten copyright headers by splitting into 2 lines (#2213) 4 years ago
Pipeline Added tests. Made network spawnable to serialize in binary 4 years ago
ReplicationWindows Merging latest dev 4 years ago
MultiplayerGem.cpp Merged dev 4 years ago
MultiplayerGem.h Shorten copyright headers by splitting into 2 lines (#2213) 4 years ago
MultiplayerStats.cpp Refactoring to use AZ::Events 4 years ago
MultiplayerSystemComponent.cpp Adding a guard for this, since tests attempt to apply autonomy to an invalid entity 4 years ago
MultiplayerSystemComponent.h Merging latest dev 4 years ago
MultiplayerToolsModule.cpp Merge branch 'development' into cmake/SPEC-7179 4 years ago
MultiplayerToolsModule.h Shorten copyright headers by splitting into 2 lines (#2213) 4 years ago
MultiplayerTypes.h Shorten copyright headers by splitting into 2 lines (#2213) 4 years ago