userConnacancel
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17 Commits over 0 Days - ∞cph!

10 Months Ago
Allow owner transfer changing from current owner
10 Months Ago
Owner can always drop ownership
10 Months Ago
Rename Rpc.HasAuthority to Rpc.HasPermission for consistency
10 Months Ago
Documentation fixes
10 Months Ago
NetworkAccessor.SetOwnerTransfer method
10 Months Ago
CanSpawnObjects is always true for the host. Early out in NetworkSpawn if local connection can't spawn objects - why bother trying at all?
10 Months Ago
Remove this for now, sus is later
10 Months Ago
When OwnerTransfer is Request, make actual requests to the host for Drop/Assign/Take ownership and if host approves, then host will send the messages to everyone to take that action. Each message will then validate if was received from host
10 Months Ago
Default CanSpawnObjects to true for now
10 Months Ago
Make sure CanSpawnObjects is synchronized to clients when set from host via ConnectionInfo
10 Months Ago
Some renaming. Set OwnerTransfer direct on GameObject instead of method on NetworkAccessor
10 Months Ago
Can a connection create objects? Send network destroy even if DestroyImmediate is called Ownership authority flags Let GameObject have [Sync] too (test) Reorder enum, add [Expose] Change up logic for can create objects - only check if we have a source Default CanCreateObjects to true for now (this is current behavior) Initial implementatior for ownership authority Use NetworkAccessor for changing ownership authority. (Temp? Depending on review) don't use TL for set prop for Sync Vars Initial implementation of Rpc authority Remove a test log CodeGen static array for attributes on a CodeGenerator method/prop now marked as [SkipHotload] and readonly, so they do update when changed Make it CanSpawnObjects CanSpawnObjects settable only by the host
10 Months Ago
Can a connection create objects? Send network destroy even if DestroyImmediate is called Ownership authority flags Let GameObject have [Sync] too (test) Reorder enum, add [Expose] Change up logic for can create objects - only check if we have a source Default CanCreateObjects to true for now (this is current behavior) Initial implementatior for ownership authority Use NetworkAccessor for changing ownership authority. (Temp? Depending on review) don't use TL for set prop for Sync Vars Initial implementation of Rpc authority Remove a test log CodeGen static array for attributes on a CodeGenerator method/prop now marked as [SkipHotload] and readonly, so they do update when changed Make it CanSpawnObjects CanSpawnObjects settable only by the host
10 Months Ago
CanSpawnObjects settable only by the host
10 Months Ago
Make it CanSpawnObjects
10 Months Ago
Remove a test log CodeGen static array for attributes on a CodeGenerator method/prop now marked as [SkipHotload] and readonly, so they do update when changed
10 Months Ago
Can a connection create objects? Send network destroy even if DestroyImmediate is called Ownership authority flags Let GameObject have [Sync] too (test) Reorder enum, add [Expose] Change up logic for can create objects - only check if we have a source Default CanCreateObjects to true for now (this is current behavior) Initial implementatior for ownership authority Use NetworkAccessor for changing ownership authority. (Temp? Depending on review) don't use TL for set prop for Sync Vars Initial implementation of Rpc authority