HandleNetworkFailure not dependant on unreal
Game.JoinServer connects directly to server instead of unreal client travel
Create server socket with port from Global.Port. Make sure to connect using server port when connecting to your own listen server.
Send server info to client on successful steam auth
Remove required gamemode, unused and sucks
Init game server when starting new game instead of using unreal server travel. Create new client without unreal player controller bullshit after steam auth.
[D11] try to pull more stuff into the occlusion system - convert MeshCull into a LODGroup(2 state) + MeshOccludee setup (LOD grid is potentially redundant now), and where there is nothing but a "Model"+"MeshRenderer" (common to network objects), just added a MeshOccludee. Add debug option to OcclusionCulling "showAllInvisible" which helps identify exactly what is in the occlusion system by making them all vanish, though it doesn't work for instanced rendering which also uses the hiz chain.
LobbyQuery Numerical Filters, NearValFilter, SteamClient and Friend OwnsLobby methods
Added LobbyQuery numerical filters for WithLower, WithHigher, WithEqual, and WithNotEqual; added OrderByNear for near value filters. Added OwnsLobby method to SteamClient and Friend to test for ownership.
NumericalFilter struct and suggested changes
Added NumericalFilter struct, changed the dictionary for numerical filters into a list of the struct, removed IsOwner from Friend and SteamClient and added IsOwnedBy( SteamId ) to Lobby
Removed unnecessary using statements
Merge pull request #278 from thesupersoup/master
LobbyQuery Numerical and NearVal Filters, SteamClient and Friend OwnsLobby