branchsbox/net-permscancel

18 Commits over 0 Days - ∞cph!

2 Months Ago
Allow owner transfer changing from current owner
2 Months Ago
Owner can always drop ownership
2 Months Ago
Rename Rpc.HasAuthority to Rpc.HasPermission for consistency
2 Months Ago
Documentation fixes
2 Months Ago
NetworkAccessor.SetOwnerTransfer method
2 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?
2 Months Ago
Remove this for now, sus is later
2 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
2 Months Ago
Default CanSpawnObjects to true for now
2 Months Ago
Make sure CanSpawnObjects is synchronized to clients when set from host via ConnectionInfo
2 Months Ago
Some renaming. Set OwnerTransfer direct on GameObject instead of method on NetworkAccessor
2 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
2 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
2 Months Ago
CanSpawnObjects settable only by the host
2 Months Ago
Make it CanSpawnObjects
2 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
2 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
2 Months Ago