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o3de/Gems/Multiplayer/Code/Include/Multiplayer/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
5 years ago
..
LocalPredictionPlayerInputComponent.h Merging latest dev 5 years ago
MultiplayerComponent.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 5 years ago
MultiplayerComponentRegistry.h Some shutdown crash fixes, reverted a whitespace, and added some basic unit tests for time additions 5 years ago
MultiplayerController.h Network Input Exposed to Script (#3990) 5 years ago
NetBindComponent.h Merging latest development 5 years ago
NetworkCharacterComponent.h Merging latest development 5 years ago
NetworkHierarchyBus.h Refactoring away the use of AZ::TransformNotificationBus. Added unittests for deactivating parents of inner roots. 5 years ago
NetworkHierarchyChildComponent.h Setting owning connection id based on the hierarchy root network entity. 5 years ago
NetworkHierarchyRootComponent.h NetBindComponent::SetOwningConnectionId is for a hierarchy based on its root's network entity 5 years ago
NetworkHitVolumesComponent.h Fix compiler error because EntityPreRenderEvent only takes one float for deltaTime now 5 years ago
NetworkRigidBodyComponent.h Entity migrations now totally functional again, plus some fixes to network rigid bodies to make them work properly as they migrate around 5 years ago
NetworkTransformComponent.h NetTransform replicates local transform for child entities 5 years ago