Tayrtahn
6672b7b1bd
Correct misleading error message in ShareMapSystem.OnParentChange ( #5992 )
2025-06-05 22:29:47 +10:00
Tayrtahn
44ea2cd396
Implement IEquatable for ResolvedPathSpecifier and ResolvedCollectionSpecifier ( #5980 )
2025-06-01 18:10:55 +10:00
metalgearsloth
2c5604432b
Update some GetComponentName usages ( #5942 )
...
Rider tells me to use generic and generic one seems better.
2025-06-01 17:54:43 +10:00
Tayrtahn
c696466522
Remove ITileDefinition.ID ( #5982 )
2025-06-01 17:51:59 +10:00
slarticodefast
01bb98e400
fix static grid center of mass ( #5985 )
2025-05-29 23:05:54 +10:00
metalgearsloth
af08e747de
Defer grid state handling TileChangedEvent ( #5981 )
...
Rather than doing the old raise-event-per-tile we just raise it at the end.
2025-05-29 09:21:45 +10:00
metalgearsloth
986b0f979d
Fix physics forces not autoclearing ( #5978 )
...
* Fix physics forces not autoclearing
* Changes
2025-05-29 00:04:55 +10:00
metalgearsloth
5f5fed5d6c
Update contact xform usage ( #5977 )
...
Forgot this one as well.
2025-05-28 19:30:50 +10:00
metalgearsloth
ee8ea4ec3b
Purge PhysicsMapComponent ( #5766 )
...
* 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
2025-05-28 19:18:36 +10:00
slarticodefast
7482451ec4
optimize ToMapCoordinates ( #5953 )
2025-05-28 12:07:23 +10:00
metalgearsloth
dddf5cd2fb
Add entities to SpawnEntitiesAttachedTo ( #5971 )
...
* Add entities to SpawnEntitiesAttachedTo
Need it for biome stuff.
* factorio
2025-05-27 19:45:48 +10:00
metalgearsloth
01979c451d
Make RaiseMoveEvent internal ( #5918 )
...
I don't think content should really be calling this tbh.
2025-05-27 19:45:04 +10:00
slarticodefast
181a5ef0b4
fix GetMapLinearVelocity ( #5950 )
...
* fix GetMapLinearVelocity
* resolve and adjust other methods
2025-05-27 19:41:43 +10:00
metalgearsloth
3b4944376b
Fix FastNoiseLite fractal bounding ( #5970 )
...
This shouldn't be datafielded because it gets set by other datafields.
2025-05-27 19:14:49 +10:00
Tayrtahn
fa6bd8f7ba
Cleanup TypeSerializer Logger warnings ( #5966 )
2025-05-24 20:23:28 +02:00
Tayrtahn
38ce48a83f
Cleanup 3 warnings in SharedContainerSystem ( #5949 )
...
* Cleanup 3 warnings in SharedContainerSystem
* Don't call Transform twice
2025-05-24 19:00:57 +02:00
Tayrtahn
7b571dc80e
Fix 2 instances of warning CS0162 ( #5951 )
2025-05-23 17:37:08 +02:00
TemporalOroboros
f1c76ca899
Remove unused obsolete TryGetContainingContainer override ( #5660 )
...
* Remove unused obsolete TryGetContainingContainer override
* poke tests
---------
Co-authored-by: PJB3005 <pieterjan.briers+git@gmail.com >
2025-05-23 17:36:38 +02:00
metalgearsloth
a634d6bd04
Add WorldNormal to StartCollideEvent ( #5954 )
...
We already have the value just a matter of adding it to the event.
2025-05-21 20:41:57 +10:00
DrSmugleaf
36f9df3079
Add System.Text.StringBuilder Insert(int, string) to sandbox.yml ( #5955 )
2025-05-21 11:20:10 +02:00
metalgearsloth
be14a3c249
Expose CompFactory to systems ( #5941 )
2025-05-18 00:56:09 -04:00
metalgearsloth
44180b3ee0
Fix / remove startcollidevent worldpoint ( #5936 )
...
Now it's worldpoints because it may not necessarily be 1 pointr and internally we fix the actual points themselves.
2025-05-18 03:03:12 +10:00
metalgearsloth
bb0e77e937
Add some EntProtoId overloads ( #5938 )
...
Need it for some content stuff didn't feel like doing the rest yet.
2025-05-17 18:28:12 +10:00
Tayrtahn
5c97b15849
Mark Entity methods as readonly ( #5919 )
...
* Mark Entity methods as readonly
* Add to GenericEntityPrint
* No but really
2025-05-15 20:23:29 +10:00
Tayrtahn
3d8a9a41fa
Combine TileChangedEvents in SetTiles ( #5912 )
...
* Combine TileChangedEvents in SetTiles
* Raise event after regenerating collision
* continue, not return
* No need for GetComponent
* Swap TileRef for Tile + Vector2i
* Estimate size of tileChanges
2025-05-15 20:22:05 +10:00
metalgearsloth
73f6555624
Fix static ent collision spawn ( #5933 )
...
* Fix static ent collision spawn
* Fix test
* cool
2025-05-15 19:11:20 +10:00
Leon Friedrich
05cb4bb1c9
Make SpriteSystem.LayerMapReserve not throw ( #5930 )
...
* Make SpriteSystem.LayerMapReserve not throw
* fix SpriteComponent.Visible
* remove region
2025-05-14 23:23:51 +10:00
Leon Friedrich
4d47cfa1a6
Minor respath improvements ( #5876 )
...
* Minor respath improvements
* Add helpers
* tweak helper
* Throw on more than 1 char
* comments
* No emoji separators
2025-05-12 13:04:40 +10:00
metalgearsloth
89be682e24
Don't raise wake events for terminating contacts ( #5757 )
2025-05-10 22:02:22 +10:00
metalgearsloth
6086076559
Avoid checking grid traversal for rotation events ( #5778 )
...
* Avoid checking grid traversal for rotation events
* Also this one
2025-05-10 22:01:43 +10:00
Leon Friedrich
a3d0921cc9
Pause entities that leave PVS range ( #5878 )
...
* Pause entities that leave PVS range
* Fix merge
---------
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com >
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com >
2025-05-10 21:57:04 +10:00
Leon Friedrich
15d5b9aa02
Move parts of SpriteComponent to SpriteSystem ( #5602 )
...
* Partial sprite component ECS
* release notes
* tests
* Why
* SetSnapCardinals
* NoRotation
* DirectionOverride
* This is why I love distinct overrides that take in object
* LayerSetData
* ISerializationHooks continue to haunt me
* Relocate SetShader
* LayerSetSprite
* LayerSetTexture
* yipeeeee
* LayerSetRsi
* Remove GetFallbackState
* LayerSet Scale,Rotation,Color,Visible
* Fix LayerSetRsi
* LayerSetOffset
* LayerSetDirOffset
* Add overrides that take in a Layer
* LayerSetAnimationTime
* LayerSetRenderingStrategy
* Reduce Resolves, Add Layer.Index
* Access
* Try fix NREs
* Asserts
* LayerGetState
* Cleanup
* Merge helper partial classes
* partial rendering
* GetLayerDirectionCount
* Cache local bounds
* RenderLayer
* RefreshCachedState
* RoundToCardinalAngle
* Fix the pr
* Fix debug assert
---------
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com >
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com >
2025-05-10 21:56:53 +10:00
Leon Friedrich
d24854d94f
Improve yaml validation errors for ignored prototypes ( #5886 )
...
* Improve yaml validation errors for ignored prototypes
* release notes
* Comments
2025-05-10 21:37:42 +10:00
B_Kirill
4754661467
Cleanup warnings: CS0649 ( #5891 )
...
* Clean up
* Remove "struct UpdateTreesJob"
* Use #pragma
* Use #if DEBUG
* More #if DEBUG
2025-05-10 12:40:15 +10:00
B_Kirill
2a8b776ee9
Cleanup warnings: CS0414 ( #5892 )
...
* Clean up
* Use #pragma
2025-05-10 12:39:46 +10:00
SlamBamActionman
65f74943d3
Add support for rotated/mirrored tiles ( #5652 )
...
* 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
2025-05-05 23:13:31 +10:00
Errant
eb5ed12270
Serialize TimeSpan from text ( #5865 )
...
* timespanserializer cleanup
* string reading
* high speed, low drag
* unit tests
* Update Robust.Shared/Serialization/TypeSerializers/Implementations/TimespanSerializer.cs
---------
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com >
2025-05-05 00:57:01 +02:00
PJB3005
c43b7b16c0
Add CancellationTokenRegistration to sandbox
2025-05-05 00:45:05 +02:00
dffdff2423
8905a3fe14
Add documentation to the serializer interfaces and remove ITypeReaderWriter ( #5897 )
...
* Add documentation to the serializer interfaces
* Remove ITypeReaderWriter and fix the docs
* Fix spelling errors and incorrect docstrings
2025-05-04 04:03:17 +02:00
PJB3005
a878da5b80
Allow texture preload to be skipped for some textures
...
This is a far cry from a proper resource tracking system, but it's something to avoid a ton of otherwise-unused parallax textures being loaded at game start and consuming VRAM.
2025-05-04 02:24:57 +02:00
Leon Friedrich
806c23e034
Move EntityExt.AsNullable extension methods into the Entity struct ( #5899 )
...
* Move `EntityExt.AsNullable` extension methods into the Entity struct
* use constructor
* a
2025-05-04 01:24:23 +02:00
metalgearsloth
e80f5d13a1
Add Vector2i / bitmask conversions ( #5901 )
...
Content uses for a couple tile-based flags.
2025-05-04 01:23:04 +02:00
PJB3005
a6905151b6
Move PointLight component states to shared
...
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.
2025-05-02 01:21:17 +02:00
Leon Friedrich
1d0404953f
Add GridUidChangedEvent and MapUidChangedEvent ( #5893 )
...
* Add GridUidChangedEvent and MapUidChangedEvent
* cleanup
* Fix assert
* more fixes
* docs
* record struct
* Use implicit tuple constructor
* stinky review
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com >
2025-04-30 18:36:53 +10:00
metalgearsloth
ff23f98b26
Document container events ( #5904 )
...
It's hard to discern what it's raised directed on and this makes it much easier.
2025-04-30 13:10:03 +10:00
B_Kirill
62ce9724fc
Clean up ( #5890 )
2025-04-26 22:59:02 +10:00
Milon
3bbe0e7f44
ftl hot reloading ( #5874 )
...
* 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
2025-04-26 22:38:56 +10:00
Leon Friedrich
4cbce064b8
Fix grid fixtures using locale dependent ids ( #5887 )
2025-04-24 12:49:04 +02:00
IProduceWidgets
93bb7b1532
Sandbox whitelist for calendar stuff. ( #5888 )
2025-04-24 12:46:41 +02:00
DrSmugleaf
2f85408f8f
Fix SharedPhysicsSystem.CollideContacts looping contacts that are in nullspace ( #5881 )
...
* Fix SharedJointSystem.CreateDistanceJoint taking in an int for minimumDistance instead of a float
* Fix SharedPhysicsSystem.CollideContacts looping contacts that are in nullspace
2025-04-22 22:50:56 +10:00