* Physics worlds
* Paul's a good boy
* Build working
* Ingame and not lagging to hell
* Why didn't you commit ahhhhh
* Hard collisions working
* Solver parity
* Decent broadphase work done
* BroadPhase outline done
* BroadPhase working
* waiting for pvs
* Fix static PVS AABB
* Stop static bodies from awakening
* Optimise a bunch of stuff
* Even more broadphase stuff
* I'm fucking stupid
* Optimise fixture updates
* Collision solver start
* Building
* A is for Argumentative
* Fix contact caching island flags
* Circle shapes actually workeded
* Damping
* DS2 consumables only
* Slightly more stable
* Even slightlier more stablier
* VV your heart out
* Initial joint support
* 90% of joints I just wanted to push as I'd scream if I lost progress
* JOINT PURGATORY
* Joints barely functional lmao
* Okay these joints slightly more functional
* Remove station FrictionJoint
* Also that
* Some Box2D ports
* Cleanup mass
* Edge shape
* Active contacts
* Fix active contacts
* Optimise active contacts even more
* Boxes be stacking
* I would die for smug oh my fucking god
* In which everything is fixed
* Distance joints working LETS GO
* Remove frequency on distancejoint
* Fix some stuff and break joints
* Crashing fixed mehbeh
* ICollideSpecial and more resilience
* auto-clear
* showbb vera
* Slap that TODO in there
* Fix restartround crash
* Random fixes
* Fix fixture networking
* Add intersection method for broadphase
* Fix contacts
* Licenses done
* Optimisations
* Fix wall clips
* Config caching for island
* allocations optimisations
* Optimise casts
* Optimise events queue for physics
* Contact manager optimisations
* Optimise controllers
* Sloth joint or something idk
* Controller graph
* Remove content cvar
* Random cleanup
* Finally remove VirtualController
* Manifold structs again
* Optimise this absolute retardation
* Optimise
* fix license
* Cleanup physics interface
* AHHHHHHHHHHHHH
* Fix collisions again
* snivybus
* Fix potential nasty manifold bug
* Tests go snivy
* Disable prediction for now
* Spans
* Fix ShapeTypes
* fixes
* ch ch changeesss
* Kinematic idea
* Prevent static bodies from waking
* Pass WorldAABB to MoveEvent
* Fix collisions
* manifold structs fucking WOOORRKKKINNGGG
* Better pushing
* Fix merge ickies
* Optimise MoveEvents
* Use event for collisions performance
* Fix content tests
* Do not research tests
* Fix most conflicts
* Paul's trying to kill me
* Maybe collisions work idk
* Make us whole again
* Smug is also trying to kill me
* nani
* shitty collisions
* Settling
* Do not research collisions
* SHIP IT
* Fix joints
* PVS moment
* Fix other assert
* Fix locker collisions
* serializable sleeptime
* Aether2D contacts
* Physics is no longer crashing (and burning)
* Add to the TODO list
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
* Physics worlds
* Paul's a good boy
* Build working
* Ingame and not lagging to hell
* Why didn't you commit ahhhhh
* Hard collisions working
* Solver parity
* Decent broadphase work done
* BroadPhase outline done
* BroadPhase working
* waiting for pvs
* Fix static PVS AABB
* Stop static bodies from awakening
* Optimise a bunch of stuff
* Even more broadphase stuff
* I'm fucking stupid
* Optimise fixture updates
* Collision solver start
* Building
* A is for Argumentative
* Fix contact caching island flags
* Circle shapes actually workeded
* Damping
* DS2 consumables only
* Slightly more stable
* Even slightlier more stablier
* VV your heart out
* Initial joint support
* 90% of joints I just wanted to push as I'd scream if I lost progress
* JOINT PURGATORY
* Joints barely functional lmao
* Okay these joints slightly more functional
* Remove station FrictionJoint
* Also that
* Some Box2D ports
* Cleanup mass
* Edge shape
* Active contacts
* Fix active contacts
* Optimise active contacts even more
* Boxes be stacking
* I would die for smug oh my fucking god
* In which everything is fixed
* Distance joints working LETS GO
* Remove frequency on distancejoint
* Fix some stuff and break joints
* Crashing fixed mehbeh
* ICollideSpecial and more resilience
* auto-clear
* showbb vera
* Slap that TODO in there
* Fix restartround crash
* Random fixes
* Fix fixture networking
* Add intersection method for broadphase
* Fix contacts
* Licenses done
* Optimisations
* Fix wall clips
* Config caching for island
* allocations optimisations
* Optimise casts
* Optimise events queue for physics
* Contact manager optimisations
* Optimise controllers
* Sloth joint or something idk
* Controller graph
* Remove content cvar
* Random cleanup
* Finally remove VirtualController
* Manifold structs again
* Optimise this absolute retardation
* Optimise
* fix license
* Cleanup physics interface
* AHHHHHHHHHHHHH
* Fix collisions again
* snivybus
* Fix potential nasty manifold bug
* Tests go snivy
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
* Added documentation to Clyde on the sprite rendering calls.
* Added a rotation debug entity.
* Non-directional RSIs and raw textures are now rotated properly.
* Directional RSIs and Sprite Smoothing work.
* Remove the Directional flag usages.
* Supports layers with different numbers of directions.
* Fixes window rendering.
Note: Thanks to the nature of YAML properties in RobustToolbox, this commit is only an API blocker if the Softness property is directly manipulated from code, which is unlikely.
* Add support for 'Rounded' mode to Range (and thus Slider)
* Make lighting resolution more configurable
* Use a lighting presets dropper because RemieRichards said so
* Make ConfigLightingQuality not a property and instead two separate methods
* More configurable lighting: cleanup to use a switch rather than an if-chain
* Work on shadow casting.
* Shadowcasting depth works, code cleanup
* Adds #include support to SWSL parser.
* Move lighting shader to swsl.
Also more shader parser fixes.
* Move PI constant to correct file.
* Got functional FOV, working on wall bleed.
* Hey, it kinda works.
* Occluder component now lives in shared.
* Optimizations.
* Fix light map color format.
I set it to something else while testing perf.
* Front face cull final FOV pass.
* Fix holes in occlusion geometry due to disabled occluders.
* Starting work on better wall handling.
* Some comments.
* Improve font-face-culled FOV pass.
* Improve various light biasing things.
* VSM, smooth shadows.
Also unused VSM blurring because it didn't work but committing it like this will forever keep it in Git somewhere.
* FOV smoothing, looks kinda awful.
* Base wall bleed blur strength on camera size.
* The part where I give up.
* Comments. Many comments.
* Allow eyes to disable FOV.
* Improve OccluderComponent on the client.
* Update for occluder component changes.
* Maybe do this properly...
* Use GLFW instead of OpenTK windows
* Seems to work pretty well now.
* Fix stackalloc issue on Framework.
* Add GLFW project to sln.
* Fix package downgrade.
* Fix SLN more.
* Please work.
* Fix C# version error.
* raw PCM audio for clyde
* Remove soundfont.cs
* Midi stuff
* Some more work
* This actually works now!
* update
* Add nfluidsynth submodule.
* fuck
* Midi audio works!
* Lots of stuff, and cool interfaces for items
* Update
* Note limit
* Moving out of range of UI raises OnClosed now as well
* It just works
* Update nfluidsynth submodule
* Remove managed-midi, remove unused methods I added to clyde
* Remove remnants of older NFluidsynth
* Update nfluidsynth submodule.
* Fix some of MidiManager
* Add changes PJB made to soundfont loading
* Delete OpenAL source/buffers when disposed
* Remove remnants of "Rendering"
* Use ReadOnlySpan, make interface/implementation arguments consistent
* Improve EmptyBuffers performance
* Make renderers use an enum for their status
* MidiRenderer events are now invoked on the main thread
* MidiManager now has a method to dispose renderers
* Lock player
* Fun stuff
* Update nfluidsynth submodule.
* Fix midi audio rendering
* Address a few reviews
* Revert changes made to Clyde
* Create sfloader per midi renderer
* Midi file size check
* Now OpenMidi/OpenInput and their respective close methods return bools.
* Update nfluidsynth submodule.
* Move number to constant.
* Use BufferedAudioSource
* Remove unused using statements
* Use new API
* Lock player and synth correctly
* Use midi sawmill
* Adds "Disposed" property to MidiRenderer
* Remove DisposeRenderer, let midi render thread handle it instead
* Renderer position is updated from main loop
* Use nfluidsynth from nuget
* Fix appveyor, lazy fluidsynth init
* Only join MidiThread if it actually exists...
* Attempted Clyde cleanup, didn't get far.
* Add negation operator to Vector2i.
* Add RenderOrder to ISpriteComponent.
* Post process shaders.
Adds "post process" shaders to sprite component.
These are executed on the WHOLE sprite component (every layer)
in one draw.
This is necessary to implement functional outlines.
* Remove unused options menu tscn
* Move SS14Window to pure C#
* Move SpriteView to pure C#
* Move EntitySpawnWindow and EntitySpawnItem to pure C#
* Removes using statements accidentally added by resharper
* Set EntitySpawnWindow default size to normal value
Note that in construction menu and storage menu this had to be done in the object initializer and didn't work if it was set in the Initialize function for the respective menus. For whatever reason setting it in the EntitySpawnWindow.Initialize works fine.
* Reworked the net manager connection sequence.
* Correctly handle IPv4/IPv6 prioritization and fallback.
* Making a proper handshake for an auth system further down the line should be much easier now too.
* Added feedback to connection sequence in the main menu.