Commit Graph
157 Commits
Author SHA1 Message Date
Pieter-Jan Briers fdfbf92223 Remove a ton of lighting system cruft.
Basically just kills the light manager.
Clyde was already using the ECS anyways.
2019-07-30 13:31:05 +02:00
Pieter-Jan BriersandGitHub bb4a1eda8e Project file refactor (#819)
* 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.
2019-05-28 00:16:01 +02:00
AcruidandPieter-Jan Briers dc4cc71c72 Fixes game crashing because the player entity got deleted. (#814) 2019-05-24 17:03:13 +02:00
Pieter-Jan Briers afc2a747c8 Fix deleting entities that have containers. 2019-05-06 19:30:51 +02:00
Pieter-Jan Briers 4979620486 Container improvements.
Make containers actually handle automatic removal of entities,
like say on unpartenting.
This was because a lot of content code was doing this manually,
and it broke, really badly.

They also emit events now that said content code can use instead.
2019-05-05 13:07:59 +02:00
AcruidandPieter-Jan Briers a5a3a539dc Tick Logic Timing and Bandwidth Improvements (#795)
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.
2019-04-20 18:08:43 +02:00
SilverandGitHub 25926a17b7 Renames SS14.* to Robust.* (#793)
RobustToolbox projects should be named Robust.* 

This PR changes the RobustToolbox projects from SS14.* to Robust.*

Updates SS14.* prefixes/namespaces to Robust.*
Updates SpaceStation14.sln to RobustToolbox.sln
Updates MSBUILD/SS14.* to MSBUILD/Robust.*
Updates CSProject and MSBuild references for the above
Updates git_helper.py
Removes Runserver and Runclient as they are unusable
2019-04-15 20:24:59 -06:00