Alex Evgrashin and GitHub
341c279265
Bandaid sprite animation in SpriteView ( #2181 )
2021-11-02 19:50:29 +01:00
Saphire Lattice and GitHub
9b2a50b1a8
Make camera lerp towards the grid rotation, and keep rotation when stepping off onto the world grid ( #2187 )
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* Make camera lerp towards the grid rotation, and keep rotation when stepping off onto the world grid
* Fix lerp targeting, add a bunch of comments
2021-11-02 13:49:28 +01:00
Visne and GitHub
f11ac39cd5
Fix all warnings ( #2171 )
2021-10-31 12:22:58 +01:00
ShadowCommander and GitHub
331f14b31a
Fix audio warnings ( #2158 )
2021-10-24 23:43:04 +02:00
E F R and GitHub
3e6b5a7739
UserInterfaceSystem: fail gracefully if the ClientUserInterfaceComponent goes away ( #2155 )
2021-10-23 19:38:44 +02:00
mirrorcult and GitHub
a9c7926226
Merge pull request #1942 from ShadowCommander/fix-sound
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Change Audio to also use Grid Coordinates as a fallback
2021-10-18 00:28:11 -07:00
metalgearsloth
5bbf1703ac
Hack to avoid eye flicker on parent change
2021-10-15 11:55:47 +11:00
ShadowCommander
d8499f2e60
Merge branch 'master' into fix-sound
2021-10-10 02:24:55 -07:00
metalgearsloth and GitHub
3ac5552276
Cache more broadphase stuff internally ( #2071 )
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* Don't generate physics contacts for non-predicted bodies
These are all just handled on the server anyway so it's a significant waste of performance on the client for busy scenes.
* Significantly optimise broadphase updates
Cache all of the broadphase data properly now and also save the cache for physics step to boot.
* Fix cross-map broadphases
* Remove unnecessary clear
* fix
* Fixes
* Numerous ray fixes
2021-10-10 14:18:10 +11:00
Vera Aguilera Puerto and GitHub
fbcdd63988
Gets rid of most ComponentManager usages. ( #2076 )
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- Obsoletes more `ComponentManager` fields/properties.
2021-09-28 13:36:18 +02:00
Vera Aguilera Puerto
15778d3af4
Fix some warnings regarding IComponentManager.
2021-09-28 12:41:49 +02:00
Vera Aguilera Puerto
0fce2e438a
Add EntityUid overloads for SoundSystem, AudioSystem.
2021-09-28 11:41:15 +02:00
metalgearsloth
e91ce4c5ad
Fix animation crash
2021-09-27 15:29:43 +10:00
metalgearsloth and GitHub
1acad96eff
Optimise animations a bit ( #2006 )
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* Optimise animations
L'il bit of ECS at the time.
* Add pointlight event too
* System methods
* Bool flag
* Fix perf problem
* Use RQ
2021-09-27 14:51:10 +10:00
metalgearsloth
8b462cc099
Remove 2 unused field dependencies
2021-09-21 00:18:33 +10:00
metalgearsloth and GitHub
68576ace72
Accurate grid bounds ( #2027 )
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* Fright night
* Shitty bounds working
* No more fixture leak
* Optimise TryFindGridAt
Should be O(1) now instead of the previous O(n) for number of fixtures
* ambush
* Merge stuffies
* Merge to master
* Fixes I guess
* Fix client sync
* Fix grid deserialization
* Jank test
* Fix deferral shitfuckery
* Optimise and remove
* Fixes
* Just werk dam u
* Optimisations
* Bunch of fixes
* FINALLY IT'S DONE
* Fixes
* Fix
* Comment
2021-09-20 21:07:31 +10:00
Visne and GitHub
a5be8e723e
Remove some unused obsolete stuff ( #2049 )
2021-09-20 10:59:50 +02:00
Javier Guardia Fernández and GitHub
bfabc8e51a
Fix deleting empty containers on the client deleting their previous contents ( #2036 )
2021-09-20 10:58:14 +02:00
Vera Aguilera Puerto and GitHub
6d03840fbd
Makes BoundUserInterfaces partially ECS. ( #2033 )
2021-09-18 10:41:06 +02:00
metalgearsloth
8f8c1eccc3
hotfix eyes
2021-09-16 17:42:30 +10:00
metalgearsloth and GitHub
209eb5fea0
Fix 90% of grid rotation bugs ( #2003 )
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* View box2rotated
* Changes
* Stash someday
* Sync
* Grid rotation in a commit
* SIMD comment
* Minor TryFindGridAt optimisation
* More fixes
* Optimise rays a tad
* Reduce code duplication
* Fix anchoring
* More fixes woopsie
* Eye matching parent
* Centre of mass stuffsies
* Remove TODO
* Add TODO
* Revert anchor crash
* Fix master merge-in whoopsie
* Fixes
* Woops
* Fixed viewport transform
* Re-fix rendering
2021-09-16 12:59:16 +10:00
metalgearsloth and GitHub
24f7ecccc0
Remove AppearanceTestComponent ( #2015 )
2021-09-10 23:59:42 +02:00
metalgearsloth
54f6143be3
Quick audio fix nothing to see here
2021-09-07 18:17:58 +10:00
552893f1b7
Audio enhancements ( #1997 )
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Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com >
2021-09-07 08:08:49 +02:00
metalgearsloth and GitHub
d5855fa805
Sync PointLight data between client and server. ( #1995 )
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* Sync PointLight data
* ECS GetComponentState
* Nothing to see here
2021-09-06 17:31:06 +10:00
Vera Aguilera Puerto and GitHub
84b7742656
Adds by-ref and struct event support to ComponentEvents ( #1987 )
2021-08-29 16:52:38 +02:00
ShadowCommander
9ac8db37cc
Add invalid check
2021-08-28 02:37:20 -07:00
ShadowCommander
2d6eebfae2
Rename GridCoordinates to FallbackCoordinates and move GetFallbackCoordinates to shared
2021-08-28 02:29:47 -07:00
metalgearsloth and GitHub
d72185933a
Add support for grid chunk removals ( #1941 )
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* Add support for grid chunk removals
Also allows grids to be removed when they have no more chunks remaining.
* No more crashing pog
* Slightly better
* Minor optimisations and fix bounds
* Avoid creating new chunks for anchoring
* chucky
* comment
* Tests
* Remove some logs
* Remove another log
* Review
2021-08-23 16:00:07 +10:00
e5013d9e3f
Add support for struct directed events, add by-ref directed/broadcast events. ( #1931 )
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* Add support for struct directed events.
- Turn transform events into readonly structs
* TransformComponent events have readonly fields.
* Reduce boxing allocations, add DirectedRegistration readonly struct.
* Use typeof in a few places instead of GetType
* Add overloads to allow passing directed events by ref.
* Raise transform events by ref.
* Fix occluder AnchorStateChangedEvent subscription
* Fix broadphase subscriptions
* Fix bug oops
* Fix transform system raising moveevents by value
* Don't reflect the test entity systems.
* Directed EventBus uses ref everywhere, internally
Deduplicates a bunch of code. Whoo!
* Add broadcast by-ref events
* Fix by-ref events bug using Unsafe, add new tests for sorted by-ref events.
* Port broadcast events to by-ref.
* Speed, more correctness, reduce generics bloat.
* Clean up subscription code some.
* Remove bad test.
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com >
2021-08-21 11:37:02 +02:00
metalgearsloth and GitHub
1ad5122b5d
Fix y-sorting ( #1952 )
2021-08-18 17:49:54 +02:00
metalgearsloth and GitHub
2fd3bbf58b
Optimise TryFindGridAt ( #1945 )
2021-08-16 21:06:31 +02:00
ShadowCommander
5540d643ef
Change from MapCoordinates to GridCoordinates
2021-08-12 01:45:07 -07:00
ShadowCommander
76c1d9f97b
Change Audio to also use MapCoordinates as a fallback
2021-08-10 20:42:46 -07:00
ShadowCommander and GitHub
e16e0f4bd0
Fix containers with entities that do not exist yet ( #1892 )
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* Fix containers that hold entities not on client
* Delete from ExpectedEntities when entity removed
* Fix ContainerSystem not registering on the server
* Move container state to entity system
Move client code to client
* Fix removal and clean up code
* Add test
* Add more checks to test
* Remove unneeded deletion event handler
When the child is deleted, if the entity does not exist on the client,
then HandleComponentState runs. If the entity does exist, then
HandleEntityInitialized would have run. Either way HandleEntityDeleted
is not needed.
* Renamed unexpected to removedExpected
2021-08-04 19:00:14 -07:00
metalgearsloth and GitHub
06af61106c
Fix grid rendering for rotation ( #1881 )
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* Fix grid rendering
* Actually feex
* spellcheck
* Add a test for chunk bounds
* Revert that
2021-08-02 16:41:24 +10:00
Vera Aguilera Puerto
b7c8452285
Use EntitySystem dependencies in a few places that cached systems before.
2021-07-26 12:57:39 +02:00
7f2e433087
Broadphase refactor ( #1848 )
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* Broadphase refactor
* Stuff
* Working
* TODO
* Changes
* Which fucking madman came up with this shit
* Known gud state
* Kinda shitcodey but it works so fuck it doin it live
* Shuttle jankiness
* Refactor entitylookups to be 30% more based
* Refactor gucci
* Done?
* Fix most tests
* nothing suss
* Vera single-handedly saving shuttles
* fex
* Fix renderingtreecomp for relativity
* Fix IEntityLookup
* Fixes
* Testing jank please revert some of it before merging
* Fix the remaining bugs
* Fix crash
* Fix grid physics initialization
* Shuttle collisions working
* Fixes
* Fixes
* Velocity on transfers
* Velocity on parent change
* Fixes
* world angular velocity too
* Slightly faster map velocities
* showbb revert
* Sketch grids kinda workin
* Fix PVS contact crash
* Cleanup gridfixture updates 0.1%
* Grid fixtures
* AAAAAAAAAAAAAAA
* a
* termp
* Fixes
* Test reversion reversion?
* Tests
* Fix Equals
* Slight box2i cleanup
* Better initializer
* Fix merge issues
* Shuttles go BRRT
* Remove MoveProxy from DynamicTreeBroadphase
* Optimise a shit tonne
* Approx
* fix showbb
* clean
* Slightly more optimised
* My almonds are activating
* Contact transform caching
* Avoid duplicates
* Typo
* Logger
* Jitter 1% better
* Okay shit maybe that's not it.
* Contact fixes
* Move check thingy up front
* Revert some jank caching
* Contact filtering
* Fix master merge
* Test fixes
* Re-fix MapLoaderTest
* Use proxies instead
* uhh wtf?
* Woops
* Fix collisions
* Fix grid fixture generation
* Fix deserializing
* Tile window fix
* Cleanup broadphase
* Bit more cleanup
Co-authored-by: metalgearsloth <metalgearsloth@gmail.com >
2021-07-21 21:12:58 +10:00
Pieter-Jan Briers
f232195ceb
Fix audio log warning not using interpolated string correctly.
2021-07-17 01:17:23 +02:00
metalgearsloth and GitHub
ba40185179
Make entitylookup grid-relative ( #1849 )
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* Refactor entitylookups to be 30% more based
* Refactor gucci
* Done?
* Fix most tests
* nothing suss
* Vera single-handedly saving shuttles
* fex
* Copy lookup from shuttles
* sys
* comp recursion
2021-07-12 13:39:02 +02:00
metalgearsloth and GitHub
d02d186a2f
Fix light pop-in 2 ( #1798 )
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* Fix light pop-in
Doh
* Uniqueness
* Refactor to be less bad
* Better perf
* Fix perf problems
* Hide debug commands under preprocessor
Can't imagine anyone using this during live-game.
* CVars
2021-06-29 22:29:47 +10:00
Pieter-Jan Briers
db0e49f5dd
Defer SpriteComponent.IsInert updates.
...
Prevents O(n^2) behavior in many cases.
2021-06-20 17:57:45 +02:00
Acruid and GitHub
713f702064
Engine Entity Anchoring ( #1829 )
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* Added unit tests for the new anchor system design.
* Amend ME!
* SnapGridComponent now anchors the entity when added or removed.
TransformComponent.Anchored properly replicates it's state to clients.
* Converted all SnapGridPositionChangedEvent subscriptions to AnchorStateChangedEvent.
Removed SnapGridPositionChangedEvent.
Obsoleted SnapGridComponent.
* Allows setting Transform.Anchored in prototypes.
* Changing tile to empty under anchored ents unanchors them.
* More unit testing.
* Migrated transform gamestate tests to RobustServerSimulation.
* Fixed nasty off-by-one error when sending a full server state.
* Adds lifetime stages to Component.
* More test fixing.
* Review changes.
2021-06-19 17:26:18 -07:00
DrSmugleaf and GitHub
5a3000febb
Add directed events for player attach/detach ( #1815 )
2021-06-12 01:45:43 +02:00
metalgearsloth and GitHub
66117e35ba
Don't store lights in rendertree if not enabled ( #1803 )
2021-06-09 01:37:40 +02:00
metalgearsloth and GitHub
22cfee4f01
Don't store non-visible / occluded sprites in rendertree ( #1805 )
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Sister commit to the point-light one.
2021-06-09 01:33:24 +02:00
metalgearsloth and GitHub
81272b0bc8
Reduce rendertree allocs ( #1806 )
2021-06-06 14:50:31 +02:00
metalgearsloth and GitHub
25c1c6ef91
Fix rendertree updatequeued ( #1804 )
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Woulda pushed directly but I cooked my git so ya know, nothing to see here
2021-06-06 19:25:27 +10:00
metalgearsloth and GitHub
d46ea9c9ba
Add gridtilelookup debugger back in ( #1792 )
...
Was reverted from the broadphase PR.
2021-06-01 11:58:44 +10:00
Pieter-Jan Briers
8e416bb3cb
Fix error in RenderingTreeSystem.
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Seems related to #1754 ? Doesn't seem to fix it though.
2021-06-01 00:01:36 +02:00