* Move MapManager queries to SharedMapSystem
Moves all variants of FindGridsIntersecting/TryFindGridAt to SharedMapSystem
Hollows out the MapManager methods and converts them into relays to SharedMapSystem
* Move CreateGrid to SharedMapSystem
Moves the functionality for CreateGrid and its variants to SharedMapSystem
Hollows out the MapManager methods and converts them into relays for the SharedMapSystem methods
Obsoletes them too
Also moves over the GetAllMapGrids and GetAllGrids methods
* Move RaiseOnTileChanged to SharedMapSystem
Also moves the SuppressOnTileChanged flag member to SharedMapSystem
Hollows out and obsoletes the MapManager versions
* Move default value constants to SharedMapSystem
* Converts map pausing events into LocalizedEntityCommands
* Move MapManager related delegates/structs to SharedMapSystem
Moves the GridCreationOptions struct to the same namespace as SharedMapSystem and converts it into a record struct
Move the GridCallback delegates to the same namespace as SharedMapSystem
* Move CullDeletionHistory to SharedMapSystem
Well, that was less painful than I thought it would be
* Actually obsolete the NetworkedMapManager method
* Rename file
* Doc comments for new SharedMapSystem methods
* Doc comment
* Doc comments
* Fix access
* Purge all references to IMapManagerInternal
* Cull easy IMapManager references
* The rest
* Purge IMapManager
* Private internal FindGridsIntersecting method
* please die
* 41
* notes
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Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* [Dependency] source generator
No more reflection, no more codegen at runtime
Also various changes to Roslyn helpers to make this easier to write.
Requires all types with dependencies to be partial and not have readonly dependency fields. An analyzer enforces this at warning level, the previous injection strategies have remained in the code *for now* as a fallback.
No fallback is available for [field: Dependency] properties, due to a Roslyn bug.
Code Fixes exist. We love Roslyn
* Apply dependencies generator changes to all code
* Release notes
* Preprocessor got hands
* Handle nullable dependencies
These are bad but gotta deal with it.
* Apply suggestions from code review
Co-authored-by: Moony <moony@hellomouse.net>
* Fine, let's not use collection expressions
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Co-authored-by: Moony <moony@hellomouse.net>
* modify light attenuation function
* support for changing attenuation curve type + lots of docs
* this is what i defaulted to typing in a prototype, so i guess it should just be this instead
* Allow a continuous range of values between inverse and inversequadratic rather than two set curves
* calc is slang for calculator
* fix
* oops committed it at 1 while testing i think, values are balanced for 0
* 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
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Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
Vector3, Vector4, Matrix4, and Quaternion are now gone. Use System.Numerics instead.
This commit is just replacing usages, cleaning up using declarations, and moving over the (couple) helpers that are actually important.
* 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
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.
* 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
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Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
* Fix warning for using non-generic variant of TryComp for MetaDataComponent RA0030 (Use non-generic variant)
* Use non-generic variant of TryComp for TransformComponent
So on content we have an issue where the animation is played in doorsystem but sprite visibility is controlled by airlocksystem. The issue then is that we get a single frame where the incorrect sprite is shown before it corrects itself. The easiest way to reproduce this is to walk into a door that denies you and observe it shows the incorrect sprite then flickers to the denied one.
There might be more systems with these issues which is why I did this here instead.
* Don't rely on client for grid fixture rebuilds
Server is already networking fixture data and this has a chance to go bad.
Easier to just stop this entirely and remove the fixture references to just network the relevant ones for each chunk. Performance impact should pretty much be non-existent and it should be less buggy.
* a
* weh notes
* fix aabb update
* Fix AABB gen
* weh
* More networking