* Fixes right click menu stopping input
Removed a flag change when the modal stack was showing, which preventing the click from getting passed to the next function.
* Added parsing for mod2 and mod3 from Keybind YAML
* Fixes a crash on context change when a keybind is not defined in keybinds.yml
* Implemented ShowDebugConsole Hotkey
* Refactored input system
Refactored input system to run Key and Mouse input through the InputManager before doing stuff.
* Upgraded LineEdit and classes that use it. Fixed input while KeyboardFocused.
Upgraded LineEdit to use Keybinds.
Upgraded DebugConsole to use Keybinds.
Replaced all references to MouseDown, MouseUp, KeyDown, and KeyUp with KeyBindUp and KeyBindDown.
Moved UserInterfaceManager call from GameController.Input to InputManager event.
Stopped input going to simulation while a control has focus in UserInterfaceManager.
* Some fixes for input system
Fixed keybinds getting stuck when selecting a LineEdit.
Changed MenuBar to not error.
Fixed a few cases where LineEdit would eat input if you hovered over it and where mouse input got eaten when clicking in the world while a LineEdit was selected.
* Removed extra dependencies
* Added GUIBoundKeyEventArgs to ButtonEventArgs
* Fixes for input with LineEdit selected
Fixed multiple keybinds mapped to the same key not triggering.
Fixed keybind input not getting to LineEdit when hovering over a control.
* Implemented Key Repeat for LineEdit
* Fix for input on Robust.Lite Launcher
* Renames NonFocusKeybinds to EnableAllKeybinds
Renamed NonFocusKeybinds to EnableAllKeybinds and added comment to clarify usage
* Adds repeating keybinds
Used for TextBackspace, TextCursorLeft, and TextCursorRight
Reverts a change to LineEdit that implemented repeating keys
Adds some documentation comments
* Refactor UI system.
Deferred updating is used for styling & layout. This fixes the awful time complexity of containers.
Removed SetDefaults and Initialize. They were a bad idea alright.
* Fix build on .NET Framework.
* 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.
They no longer load system-wide config or user data.
User data is emulated through a VFS.
Also added more hooks to improve the customizability of the test,
for example allowing content to hijack their IoC registrations.
* Project file refactor
Move all the .csproj files to the new .NET Core style.
This doesn't make any difference for compiling for Framework,
but it does reduce a ton of useless boilerplate.
As an extension of this, killed a bunch of uncompiled & unmaintained .cs files.
Compiling for release (to profile) works now.
Removed AnyCPU targets from the solution file.
* Fix compiler warnings.
* Retrofitted ComponentManager_Test to use DependencyCollection.
* Renamed ComponentManager_Test to ComponentManager_Tests to follow naming conventions.
* Added component add/remove/delete events to IComponentManager.
Removed IEntity dependency from ComponentManager.
* Entities can now be spawned without a prototype.
* Removed unused function.
* CreateEntity now actually works with a null prototype ID. The other spawn functions should work as well.
Updated doc comments for IEntityManager.SpawnEntity().
* Server works if not connected to a tty.
* Rich presence does not run IoC resolution at runtime anymore.
* Work towards integration tests.
Mostly work related to making it so the server and client can run in
parallel, and allowing more control over main loop for testing.
* Lots of code relating to integration tests.
* Split GameState processing logic out of ClientGameStateManager into the new GameStateProcessor class.
* Adds a test fixture for GameStateProcessor with a basic use test.
* More unit tests and added Extrapolated property to GameStateProcessor.
* Added centered unit box static field to Box2.
* MapGrid is more testable.
* Added some unit tests for MapGrid.
Fixed bug in MapChunk.GridTileToLocal().
MapGrid.UpdateAABB() actually expands properly now.
* Moved IMapChunk to Robust.Shared.Map.
Moved Chunk class out of MapManager class.
* Added unit tests for MapChunk.
* Bounds reduce by 1, so almost working.
* Now bound shrinking works :D
* Moved MapGrid out of MapManager.
Moved IMapGrid into the Shared/Map folder.
Replaced all calls to IMapGrid.ParentMap.Index with IMapGrid.ParentMapId.
* Added more MapGrid unit tests.
Fixed a bug in TryGetTileRef.
* Added a new special MetaDataComponent to store entity data that isn't specific to a component.
* Adds ExposeData to MetaDataComponent.
Name of the entity now defaults to the prototype name.
* EntityStates changed so that the list of networked components is not sent every tick for a modified entity.
* Code cleanup & doc comments.
* MetaDataComponent Name and Description are taken from the prototype before storing them in the component.
* Adds the EntityState serializer benchmark. This isn't a test, but is really useful.
* Redesigned the logic in ServerGameStateManager.
* Adds MetaDataComponent registration to the UnitTesting project.
* Removed unused method TileRef.GetStep().
Removed unused property TileRef.TileSize.
Removed unused property TileRef.Tile, made the field public with the same name.
Made the TileRef struct readonly.
Removed property TileRef.TileDef.
Removed property TileRef.LocalPos.
Renamed GridTile to GridIndices.
Implemented IEquatable on TileRef.
Implemented Equality operators on TileRef.
Added PublicAPI attribute to TileRef.
Added doc comments to TileRef.
* Modified Tile:
Added the PublicApi annotation.
Made struct readonly.
Filled out doc comments.
Changed auto properties to readonly fields.
Renamed TileId to TypeId.
Added a static Empty tile to the struct.
Implemented IEquatable.
* Modified MapCoordinates:
Added PublicApi attribute.
Implemented IEquatable.
Filled out doc comments.
Removed Map property.
* Modified ScreenCoordinates:
Filled out doc comments.
Added the PublicApi attribute.
Implemented IEquatable.
* Modified GridCoordinates:
Removed method IsValidLocation.
* Removed property GridCoordinates.Grid.
* Removed GridCoordinates.Map.
* Removed GridCoordinates.MapId.
* Removed property GridCoordinates.IsWorld.
Removed constructors taking a MapId.
* Removed static IoCManager calls from GridCoordinates.
* Modified GridCoordinates:
Added attribute PublicApi.
Filled out doc comments.
* Filled out doc comments for MapGrid.
Filled out doc comments for MapIndices.
Misc refactors for both.
* added command to teleport grids.
* Added method Box2.Intersect.
Added method Box2.Union.
Placement manager now spawns new grids to place tiles not connected to an existing grid.
Code was changed so that time starts at tick zero, and all entities are initialized in the space between tick 0 to 1. This was a solution to the fact fromSequence was including entities with lastStateUpdate tick one less than the actual sequence number. This is purely an issue about when exactly the game does its logic relative to the tick signals, ie positive or negative edge of the tick. Right now the game is set up to run the game logic on the positive edge of a Tick (enforced by GameLoop).
The second big part is that an empty collection takes 5ish bytes more than a null collection in the NetSerializer, even though they are conceptually the same thing in a game state. This PR puts null checks around everything and allows GameStates to have whole sections of itself null. This reduced the payload size of an empty game state from 49B to 15B.
This PR also fixes the bug where the physics system marks every movable entity as dirty every tick.