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o3de/Gems/Multiplayer/Code/Source/Components
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
..
LocalPredictionPlayerInputComponent.cpp Merging latest dev 4 years ago
MultiplayerComponent.cpp Shorten copyright headers by splitting into 2 lines (#2213) 4 years ago
MultiplayerComponentRegistry.cpp Some shutdown crash fixes, reverted a whitespace, and added some basic unit tests for time additions 4 years ago
MultiplayerController.cpp Shorten copyright headers by splitting into 2 lines (#2213) 4 years ago
NetBindComponent.cpp Further fixes to get client migrations functional, plus a bug fix from the netBindComponent lookup optimization 4 years ago
NetworkCharacterComponent.cpp merging latest dev 4 years ago
NetworkHierarchyChildComponent.cpp Correction in set hierarchy entity logic. 4 years ago
NetworkHierarchyRootComponent.cpp Correction in set hierarchy entity logic. 4 years ago
NetworkHitVolumesComponent.cpp Fix compiler error because EntityPreRenderEvent only takes one float for deltaTime now 4 years ago
NetworkRigidBodyComponent.cpp 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
NetworkTransformComponent.cpp Added unittest for an activation test 4 years ago