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base repository: sinbad/SPUD
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head repository: ShadowfallStudios/SPUD
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compare: main-Daeron
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- 15 commits
- 16 files changed
- 2 contributors
Commits on Aug 26, 2024
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- Better way to track level streaming changes. Fixes race conditions on saving actors during level unstream - Fix multiplayer games tries to save for both worlds on same actor. Add a client check for world during stream in/out save/load calls. - Make load game call use seamless travel to prevent clients getting dropped from game - Make it possible to mark actors as destroyed manually - Add support for querying streaming load state of levels - Add cvar to disable spud - Use non-dynamic multicast delegates instead, we won't do much with blueprint interface and need better performance for callbacks. - Clean old spud streaming volume stuff from subsystem. - Add a bool to disable auto level state saving while jumping into another level. Does not play well with multiplayer sessions. - Do not use handles for world delegate binds, remove all during subsystem uninitialization instead. - Use "seamless travel start" callback instead for detecting seamless travels, so we won't get notified for transition map travels.
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- Do not try to load file types other than SPUD saves
- Remove slot definitions and move them into header - Make auto travel to level on load optional
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Support for use of Unreal save system across platforms
- Add build.cs definition to enable ue save system globally - Fix an issue where spud logs an error while game loaded successfully - Fix unreal save system path is trying to list external saved files as spud saves
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- Use TObjectPtr when possible
- Remove tick from spud subsystem, not really required for screenshots - Make auto-travelling to worlds while loading optional
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Make "Cannot get info for save game" log verbose, it's not actually a…
…n error. There might be external save files.
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Commits on Aug 28, 2024
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Commits on Sep 12, 2024
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Commits on Dec 4, 2024
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