branchrust_reboot/main/d11_console_version/unity2019.1/cliententitycachecancel
84 Commits over 61 Days - 0.06cph!
Added compression on save game files since these will be downloaded by the clients now
Ensure entities not present in save game files are always sent to clients
Added some better debugging for client entity cache group mismatches
[D11] latest delayed ent changes
Proper fix for entities changing groups while in the send queues
[D11] removes ip from bootstrap
[D11] Fixes delayed ent doors
Fix for pending entity send counts getting out of sync and a few tidy ups
Reset pending send counts when unsubscribing from a group
[D11] Fixes inventory items cached mismatch
[D11] More delayed ent fixes
Fix for delayed entity creation
[D11] Latest delayed ent/cached ent code... still WIP
[D11] Changes isDelayable to hashset
[D11] Server now has authority on delayed ents.
Fix for MeshLODs not being converted
More fixes for client entity cache
Add the network ID to the entity name on the server so we can find them in the editor more easily
[D11] Fix server only code
Invalidate network cache when entities change groups
Fix for server assuming it had entities cached that it didn't
Fix for server creating entities on the first frame with the save revision which was causing it to think the client already had them
Reset entity timestamps on creation
Add error message for missing cached entities
Small optimisation to BuildingBlock.ChangeSkin
[D11] Disable audio mixer plugin, no longer needed.
Added code for loading server snapshots into the clientside entity cache
small optimisation to GroupEnter packet size
Merge fix for booting from procedural map in editor
Client network entity caching