Date: Thu, 2 May 2024 12:20:54 +1000
Subject: [PATCH 13/59] Version: 221.2.0
---
MSBuild/Robust.Engine.Version.props | 2 +-
RELEASE-NOTES.md | 14 +++++++++++++-
2 files changed, 14 insertions(+), 2 deletions(-)
diff --git a/MSBuild/Robust.Engine.Version.props b/MSBuild/Robust.Engine.Version.props
index 0e855fd0c..aa2b3dee9 100644
--- a/MSBuild/Robust.Engine.Version.props
+++ b/MSBuild/Robust.Engine.Version.props
@@ -1,4 +1,4 @@
- 221.1.0
+ 221.2.0
diff --git a/RELEASE-NOTES.md b/RELEASE-NOTES.md
index 88d258edc..173d4ff56 100644
--- a/RELEASE-NOTES.md
+++ b/RELEASE-NOTES.md
@@ -43,7 +43,7 @@ END TEMPLATE-->
### Bugfixes
-* `SpriteComponent.CopyFrom` now copies `CopyToShaderParameters` configuration.
+*None yet*
### Other
@@ -54,6 +54,18 @@ END TEMPLATE-->
*None yet*
+## 221.2.0
+
+### New features
+
+* Add SetMapAudio helper to SharedAudioSystem to setup map-wide audio entities.
+* Add SetWorldRotNoLerp method to SharedTransformSystem to avoid client lerping.
+
+### Bugfixes
+
+* `SpriteComponent.CopyFrom` now copies `CopyToShaderParameters` configuration.
+
+
## 221.1.0
From caf9e45ad93324761bdee3522298b1450ba58a71 Mon Sep 17 00:00:00 2001
From: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
Date: Fri, 3 May 2024 07:52:56 +1200
Subject: [PATCH 14/59] Fix PVS iterating over duplicate chunks when a a client
has multiple viewers/eyes (#5094)
---
Robust.Server/GameStates/PvsData.cs | 8 +++++++-
Robust.Server/GameStates/PvsSystem.Chunks.cs | 12 +++++-------
Robust.Server/GameStates/PvsSystem.Session.cs | 12 ++++++++----
3 files changed, 20 insertions(+), 12 deletions(-)
diff --git a/Robust.Server/GameStates/PvsData.cs b/Robust.Server/GameStates/PvsData.cs
index a679edc0d..9f222460b 100644
--- a/Robust.Server/GameStates/PvsData.cs
+++ b/Robust.Server/GameStates/PvsData.cs
@@ -51,10 +51,15 @@ internal sealed class PvsSession(ICommonSession session, ResizableMemoryRegion PreviouslySent)? LastSent;
///
- /// Visible chunks, sorted by proximity to the clients's viewers;
+ /// Visible chunks, sorted by proximity to the client's viewers.
///
public readonly List<(PvsChunk Chunk, float ChebyshevDistance)> Chunks = new();
+ ///
+ /// Unsorted set of visible chunks. Used to construct the list.
+ ///
+ public readonly HashSet ChunkSet = new();
+
///
/// Squared distance ta all of the visible chunks.
///
@@ -117,6 +122,7 @@ internal sealed class PvsSession(ICommonSession session, ResizableMemoryRegion x.Chunk).ToHashSet().Count == session.Chunks.Count);
}
DebugTools.Assert(_dirtyChunks.ToHashSet().Count == _dirtyChunks.Count);
DebugTools.Assert(_cleanChunks.ToHashSet().Count == _cleanChunks.Count);
@@ -108,7 +106,7 @@ internal sealed partial class PvsSystem
/// Get the chunks visible to a single entity and add them to a player's set of visible chunks.
///