- Fixed issue with posting rpcs to out of scope subobjects being scheduled with internal index and transmitted with invalid object.
#rb Peter.Engstrom
[CL 31834068 by mattias hornlund in ue5-main 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 31578476 by mattias hornlund in ue5-main branch]
* Added NetRefHandle::GetInvalid() and replaced existing calls to FNetRefHandle() to GetInvalid()
#rnx
#rb Peter.Engstrom
[CL 31426712 by louisphilippe seguin in ue5-main 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]