- Fixed issue where object could get stuck in state waitforcreateconfirmation, if cancelling creation, and then cancelling destroy.
#rb Peter.Engstrom
#tests BR, PIE, new unittests reproducing bug and verifying fix
[CL 32567378 by mattias hornlund in 5.4 branch]
- Fixed BitStream corruptions due to sending unexpected data to not yet confirmed objects
- Fixed issue where PendingFlush would not properly flush attachments if posted on the same frame as the object was destroyed if it was waiting for cration confirmation.
#rb Peter.Engstrom
[CL 32500347 by mattias hornlund in 5.4 branch]
- Fixed issue with posting rpcs to out of scope subobjects being scheduled with internal index and transmitted with invalid object.
#rb Peter.Engstrom
[CL 32489111 by mattias hornlund in 5.4 branch]
- Modified FastArrayReplictionFragment to allow for partial dequantization when applying state data.
- Uses more memory which we should be able to optimize away.
#rb Peter.Engstrom
[CL 31573213 by mattias hornlund in 5.4 branch]
* Added NetRefHandle::GetInvalid() and replaced existing calls to FNetRefHandle() to GetInvalid()
#rnx
#rb Peter.Engstrom
[CL 31426507 by louisphilippe seguin in 5.4 branch]
* Added unitest testing when one object causes a push model dirty change on a different object inside PreReplication
#rnx
#rb Ryan.Gerleve
[CL 30328251 by louisphilippe seguin in ue5-main branch]
- Fixed floating point precistoin bug with really high priorities which caused issues with scheduling of dependent objects
- Caused issues with scopes on weapons.
#rb LouisPhilippe.Seguin
[CL 30319125 by mattias hornlund in ue5-main branch]
* Added unit test for setting a push model property dirty from inside PreNetUpdate
#rnx
#rb Mattias.Hornlund
[CL 30237765 by louisphilippe seguin in ue5-main branch]
- Improved handling of ack history overruns which will no longer cause false negatives, if we overshoot ackhistorybuffer client will now flush the sequence history before accepting new data packets.
Added FNetPacketNotify::IsSequenceWindowFull. Make DataStreamChannel use the new functionality since some DataStreams require all sent packets to be correctly ACKed or NAKed. DataStreamChannel can spare a few packets, controlled via cvar net.Iris.PacketSequenceSafetyMargin which currently defaults to 4, in order to allow other channels to send data without breaking DataStreamChannel.
Moved NetPacketNotifyTests into TestNetPacketNotify.
#rb Peter.Engstrom,Mattias.hornlund
[CL 30074498 by mattias hornlund in ue5-main branch]