* Add ProfManager.Value guard, write first command argument as a ProfManager value in ExecuteInShell
* Make EntitySystemManager use the new Value method
* WebSocket-based data transfer system
* Move resource downloads/uploads to the new transfer system
Should drastically increase the permitted practical size
* Transfer impl for Lidgren
* Async impl for receive stream
* Use unbounded channel for Lidgren
* Add metrics
* More comments
* Add serverside stream limit to avoid being a DoS vector
* Fix tests
* Oops forgot to actually implement sequence channels in NetMessage
* Doc comment for NetMessage.SequenceChannel
* Release notes
Add a cd to the current directory
Will literally only affect people doing a "Run as administrator" as far as I'm aware, but still good to have I suppose
It apparently broke clean builds, as the dependencies aren't in the project asset list or something anymore. I tried to fix this, but it seems impossible to do without relying on .NET SDK internals, as there's no point in the NuGet graph walk process that seems cleanly extensible.
Instead let's just do the much dumber thing: a bunch of .props files for content to import. Hooray!
This also means that I have to go through and *explicitly* disable transitive dependencies everywhere in RT. This thankfully isn't too hard.
Robust.UnitTesting was both ALL tests for RT, and also API surface for content tests.
Tests are now split into separate projects as appropriate, and the API side has also been split off.
This is a gigantic kerfuffle because Chromium expects a very specific directory & app bundle layout. Have to change a bunch of resource loading code to account for content development being launched from an app bundle, and also had to make automatic MSBuild tooling & a python script to generate such an app bundle
* Rethrow more exceptions when EXCEPTION_TOLERANCE is false
* A
* update test
* Revert "update test"
This reverts commit 37f4da67fc.
* actually we probably want to know if Deleting an exception throwing entity throws another exception
* Autocomplete more map commands
Also added some extra helper features.
* Finish
* Fix bug, avoid IocResolves
* grid is grid
* file filename clash
* turn hint into option
* a
---------
Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
This makes it so players aren't in the Sessions list anymore when their status is Disconnected.
Fixes SS14's lobby code sending lobby status updates to the just-disconnected player, which logs an error with the recent net message changes.
* feat: Add VV editor for tuples
* refactor: make tuple editor work in more cases
* feat: support other arity tuples
* fix: correct release notes entry
* refactor: use a new index selector for tuples
Also yank out silly unused code.
* fix: make all non-ValueTuples readonly
* refactor: spell out ValueTuple arities
,,,,,,,,,,,,,,,,,,,,,
* Clean up all missing EntitySystem proxy method uses
* Restore comment
* Fix bad change that caused closure allocation
* tuple
* Revert "tuple"
This reverts commit 14581a40aa.
* Revert "Fix bad change that caused closure allocation"
This reverts commit 215b2559ed.
* Revert "Restore comment"
This reverts commit 4a47a36557.
* Revert "Clean up all missing EntitySystem proxy method uses"
This reverts commit 3b1fe4ce7f.
* Redo with improved code fixer.
Let's see how it fares this time
* Replace PhysicsMapComponent
- Dumb idea
- Lots of book-keeping and perf overhead.
- Much saner this way.
* stuff
* More work
* Purge
* Fixes
* Eh?
* Fixes
* Also this
* weh
* Fixes
* ice-cream
* Fix
* Fix stacking / gravity
* Gravity query
* MoveBuffer optimisations
* Fixes for test
* World gravity
* Fix build
* Avoid some transform resolves for contactless ents
* Less getcomps
* Fix contact caching
* Possibly less copies
* reh
* bulldoze
* Test "fix"
* seikrets
* a
* I saw this but now I decideded against it
* true
* Initial commit
* Add tile rotation/mirror perms
* Nicer UI for the rotation
* Review fixes (also seemed to have missed applying the serialization reading oops)
* One less byte, one less struct size!
* Pretty sure it goes here too
* Fix error
Necessary so the client can calculate an initial state, which is necessary for prediction and replay seeking to work properly.
Fixes the nuke in SS14 not having its light turn off when going back in a replay.
* sloth is so going to kill me
* the voices in my head told me to do this
* Register ILocalizationManagerInternal on client
* Avoid breaking change
* Cleanup
* Release notes
* Fix warnings in SharedJointSystem
* Fix reference to EC TransformComponent method
Replaces call to TransformComponent.GetMapUid with SharedTransformSystem.GetMap
* Fix obsolete calls in SharedPhysicsSystem.Contacts.cs
Fixes a couple calls to obsolete varients of SetAwake and an obsolete call to RegenerateContacts by converting them to their Entity<T> varients
* Fix obsolete call in SharedPhysicsSystem.Components.cs
Adds one set of parenthesis to convert a 'uid, comp, comp, comp' call to an 'Entity<T, T, T> call.
* Removes unused local var
Removes an unused list of broadphases that was being allocated in TryCollideRect
* One-line fixes in SharedPhysicsSystem.Islands.cs
Fixes all of the easy warnings regarding physics island processing, the rest require more complicated changes than a simple argument rearrangement
* Fix obsolete method call in SharedMapSystem
* Fix a few obsolete ToMap calls in EntityLookup.Queries
* Fix calls to obsolete EntityCoordinate methods in SharedMapSystem.Grids
* Fix calls to obsolete EntityCoordinate methods in SharedLookupSystem.ComponentQueries
* Fix a few obsolete method calls in entity spawning
* Fix obsolete method calls in MapLoaderSystem
* Fix obsolete method call in GridFixtureSystem
* Fix obsolete IsMapInitialized call in SaveMap command
* Fix obsolete MapPosition reference in Client.EyeSystem
* Fix obsolete EntitySystem.Get<TSystem> references in DebugLightTreeSystem
* Fix obsolete EntitySystem.Get<TSystem> reference in DebugEntityLookup command
* Fix obsolete method calls in SpriteBoundsOverlay
Slightly more complicated than the rest, but it's really just changing an unused dependency over to use SharedTransformSystem
* Remove unused IClyde references from controls
LineEdit and TextEdit never use their IClyde dependencies and it generates a warning so yeet
* Remove use of EntitySystem.Get from lightbb command
* Fix DebugDrawingSystem
Removes a bunch of unused private IEntityManager vars
Also removes an obsolete use of TransformComponent.GetWorldPositionRotation
* Removes duplicate position set when splitting grids
There's nothing saying why this is this way and the blame looks like it was an oversight when replacing a bit where they set position and then rotation
Please, oh Chesterton's Fence, spare me your wrath
* Fix obsolete method use in PlacementMode
* Fix obsolete method use in Placement Modes
* Removes unused local var in gamestate management
* Fix unreachable code warnings in gamestate management
Use #else sections to make sure they don't complain about being on the wrong side of a throw
* Fix obsolete ToMap use in EyeManager
* Make InputManager use a sawmill to log
* Fix obsolete ContainerManagerComponent method calls in ContainerSystem
* Make ClientPrototypeManager use a sawmill for logging
* poke tests
* Use LocalizedEntityCommands for SpriteBoundsOverlay toggle
* Use LocalizedEntityCommands for system toggles
---------
Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
* Fix ResPath CanonPath
Apparently this is supposed to standardise to / but this isn't always the case. Alternatively we could just assert for performance reasons I'm good with either. The comment as written says this should happen.
* assert
* Fix bad respath input
* review
* Actually check if map save succeeded before displaying success message
It would be great to offer more clarity to the mapper about *why* the
save didn't succeed, but at least they won't be deceived into thinking
their work has been saved when it hasn't.
Portuguese localization text is via DuckDuckGo Translate, so I hope it's
reasonable.
* Actually check save success for saving grids
These messages need localization, too, but that seems out of scope for
my PR.
* Improve map save error message
Now it tells the mapper to go look at the server log.
Still translated via DuckDuckGo Translate.
* Normalize indentation and style