branchrust_reboot/main/editor_compare_client_server_fieldscancel

12 Commits over 121 Days - 0.00cph!

10 Months Ago
Fix some more fields only present on CLIENT - BasePlayer - MarketPlace - Demos - DemoItem - BaseEventUI - CardGameUI
10 Months Ago
Fix server compile error (keep door trigger box serializable)
10 Months Ago
Fix merge addition in Door.cs
10 Months Ago
Merge from main -> editor_compare_client_server_fields
10 Months Ago
Merge from main -> editor_compare_client_server_fields
1 Year Ago
CardPlayerData missed commit
1 Year Ago
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
1 Year Ago
More improvements to "What fields is unity serializing"
1 Year Ago
NonSerialize BaseCombatEntity.lastDealtDamageTo
1 Year Ago
Refactor / ensure it ignores types that aren't marked as serializable
1 Year Ago
NonSerialize: - F15.blockTurningFor - LootContainer.FirstLooted - ModularCarSeat.associatedSeatingModule - UIChat.activeChannel - ShopFront.customerinventory - EasterBasket.lastCollectedIndex - HeldEntity.viewModel Move outside CLIENT or SERVER - MissionPoint.Flags
1 Year Ago
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`