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o3de/Gems/Multiplayer/Code/Include/Multiplayer
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 merging latest dev 4 years ago
Components NetBindComponent::SetOwningConnectionId is for a hierarchy based on its root's network entity 4 years ago
ConnectionData Merge latest to mp_handshake_conndata 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 Removing unused member, simplify API 4 years ago
NetworkInput Merging latest dev 4 years ago
NetworkTime Update GetPrevious to behave similarly to Get when rewound on owning connection 4 years ago
Physics Shorten copyright headers by splitting into 2 lines (#2213) 5 years ago
ReplicationWindows Fixes to sending entity updates and entity rpcs within an environment set up for cross host entity migration 4 years ago
IMultiplayer.h Merging latest development 4 years ago
IMultiplayerDebug.h Preparing for PR 5 years ago
IMultiplayerTools.h Shorten copyright headers by splitting into 2 lines (#2213) 5 years ago
INetworkSpawnableLibrary.h Shorten copyright headers by splitting into 2 lines (#2213) 5 years ago
MultiplayerConstants.h Added delta replication and stat tracking to vector and array network property container types, + some minor cleanup I ran into when looking for the best hook points for this functionality 4 years ago
MultiplayerStats.h Refactoring to use AZ::Events 5 years ago
MultiplayerTypes.h Further fixes to get client migrations functional, plus a bug fix from the netBindComponent lookup optimization 4 years ago