branchrust_reboot/main/editor_compare_client_server_fieldscancel
12 Commits over 121 Days - 0.00cph!
Fix some more fields only present on CLIENT
- BasePlayer
- MarketPlace
- Demos
- DemoItem
- BaseEventUI
- CardGameUI
Fix server compile error (keep door trigger box serializable)
Fix merge addition in Door.cs
Merge from main -> editor_compare_client_server_fields
Merge from main -> editor_compare_client_server_fields
CardPlayerData missed commit
NonSerialize
ItemIcon.timedActionTime
Climate (3 fields)
Buoyancy.ArtificialHeight
BasePlayer.firedProjectiles (pretty sure it wasn't serializing)
WipeTimer.client_timeUntilWipe
InstrumentKeyController.TimeInUse
GlobalNetworkHandler.serverData
Codelock.whitelistPlayers
CameraMan.TargetEntity
BasePet.inQueue
Serialize
UIInventory.underwearSkinPicker
Crosshair (3 fields)
BaseGameMode.corpseRemovalTime
AutoTurret.attachedWeaponZOffsetScale
LerpBetweenPointsBool.UseAsOffset (present in all monuments)
Door (3 navmesh fields)
BaseRidableAnimal (Dung fields)
FogMachine.fuelPerSec
More improvements to "What fields is unity serializing"
NonSerialize BaseCombatEntity.lastDealtDamageTo
Refactor / ensure it ignores types that aren't marked as serializable
NonSerialize:
- F15.blockTurningFor
- LootContainer.FirstLooted
- ModularCarSeat.associatedSeatingModule
- UIChat.activeChannel
- ShopFront.customerinventory
- EasterBasket.lastCollectedIndex
- HeldEntity.viewModel
Move outside CLIENT or SERVER
- MissionPoint.Flags
Editor tool to compare what fields are present for serialization in CLIENT vs SERVER mode because switching between CLIENT & SERVER causes long imports
- switch to CLIENT
- run `Tools/Cleanup/Dump Client Fields`
- switch to SERVER
- run `Tools/Cleanup/Dump Server Fields`
` run `Tools/Cleanup/Compare Fields`