Commit Graph
453 Commits
Author SHA1 Message Date
metalgearslothandGitHub b9a9cc4b0f Revert "Immediate broadphase updates (#1687)" (#1790)
This reverts commit ee6aee57bd.
2021-05-31 20:33:29 +10:00
metalgearslothandGitHub ee6aee57bd Immediate broadphase updates (#1687) 2021-05-31 08:58:23 +02:00
20kdcandGitHub 9eaf52886a Make RenderingTreeSystem handle parent recursion properly, fixing space-station-14#4040 and possibly other bugs (#1776) 2021-05-29 11:39:35 +02:00
Vera Aguilera Puerto 5fa422865f AudioSystem warning now prints audio stream name, if any. 2021-05-26 18:56:30 +02:00
Vera Aguilera Puerto 647f1a6808 Fixes bug where deleting things causes their sprite to appear and pile on 0,0.
- Cleans up an unneeded event.
2021-05-20 21:17:20 +02:00
metalgearslothandGitHub 6c44dd9665 RenderingTreeSystem cleanup (#1759)
* RenderingTreeSystem cleanup

10% less bad but 100% still boilerplate

* Slight changies

* Even better

* New shit just got made

* Apply revews
2021-05-20 18:57:29 +10:00
Pieter-Jan BriersandGitHub 96c0a4ae1f Automatically unsubscribe event bus registrations in entity system shutdown. (#1758)
* Automatically unsubscribe event bus registrations in entity system shutdown.

* Fix incorrect unsubscription of local events, obsolete unsubscribe methods.

That's what we got tests for.

* = null instead of .Clear()
2021-05-17 11:01:22 +02:00
Vera Aguilera Puerto cc67edfc2c Unsubscribe from directed event in UI System. 2021-05-15 12:40:35 +02:00
Vera Aguilera Puerto 943ea9e6c8 Shutdown and dispose of BoundUserInterfaces correctly when the UI component gets shutdown. 2021-05-14 14:25:53 +02:00
Pieter-Jan Briers 3aa5cefe03 Stop using component messages in bound UI code. 2021-05-13 03:29:38 +02:00
ShadowCommander ae45a96753 Fix error when someone else is shooting outside client PVS 2021-05-11 13:21:30 -07:00
Acruid 7899780543 Unsubscribing from a directed entity event does not require a delegate argument anymore. 2021-05-02 14:23:48 -07:00
Vera Aguilera Puerto 967b76483a Fix rendering tree system crash involving nullspace.
Nullspace is a valid map, so we need to account for that!
2021-04-30 01:11:16 +02:00
AcruidandGitHub 122acc5fd5 SnapGridComponent Removal (#1720)
* Removed SnapGridOffset, there is only center now.

* SnapGridComponent methods are now static.

* Removed SnapGridComponent.OnPositionChanged.

* Refactored static functions off SnapGridComponent to MapGrid.
Refactored away usages of SnapGridComponent.Position.

* Added Transform.Anchored for checking if an entity is a tile entity.
More refactoring for static MapGrid functions.

* Static snapgrid methods on MapGrid are no longer static.

* Removed IMapGrid.SnapSize, it is now always equal to the IMapGrid.TileSize.

* Add setter to ITransformComponent.Anchored.
Removed direct references to SnapGridComponent from content.

* Grid functions now deal with EntityUids instead of SnapGridComponents.
Began renaming public API functions from SnapGrid to Anchor.

* Add some unit tests.

* SnapGridComponent now anchors itself in startup, instead of Initialize (sending directed events in init is an error).
2021-04-28 10:24:11 -07:00
c4946b8466 Viewport Improvements (#1528)
Co-authored-by: 20kdc <asdd2808@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2021-04-19 09:47:20 +02:00
Vera Aguilera PuertoandGitHub 02af42da30 Refactors EntityManager to not do any networking. (#1695)
* Refactors EntityManager to not do any networking.
ServerEntityManager and ClientEntityManager now do the networking instead.

* Rename property for "backwards compat."

* Remove comented out code in robust server simulation
2021-04-14 11:39:21 -07:00
Vera Aguilera Puerto 056e4de0c1 Appearance System cleanup.
Removes a nearly 4 years old unused visualizer that had a hardcoded update method in the appearance system, for some reason.
2021-04-12 19:59:25 +02:00
Vera Aguilera Puerto 8edd44086b AudioSystem and DebugPhysicsIslandSystem unsubscribe from events on shutdown now. 2021-04-09 16:07:44 +02:00
metalgearslothandGitHub 6cf5fdc5d6 Grid-trees for rendering (#1666) 2021-04-02 20:25:16 +11:00
AcruidandGitHub 92f44b390e SoundSystem Improvements (#1649) 2021-03-21 16:35:52 +01:00
ClyybberandGitHub 3d25886d79 Set velocity for audio sources, enabling doppler effect (#1622) 2021-03-11 11:44:01 +01:00
AcruidandGitHub f7e8178736 Added new ComponentEvents system in IEventBus. (#1601)
* Added new ComponentEventBus, combined it with IEventBus.

* Removed all traces of IEntity from ComponentDependencies.
Removed IEntityManager dependency from ComponentManager.

* Added entity create/delete events to IEntityManager.

* ComponentEvents now use EntitySystemMessages instead of their custom ComponentEvent class.

* Component events are now just overloads of entity events.

* Removed obsolete EntitySystemMessage, now everything uses the base EntityEventArgs.

* Add a bool argument for if the message should be broadcast as well as directed.
Fix ordering and init issues of events in EntityManager.

* Changed names from Component/Entity events to Directed/Broadcast.

* Fix bugs and unit tests.
2021-03-09 11:02:24 -08:00
33a6934582 Large number of changes to Shaders and Overlays (#1387)
* AAAAAAAAAAAAA

* Organization

* Still doesnt work

* Formatting

* It works!!

* More changes to everything

* Beginning of changes to overlays

* Makes the overlay manager GUID based (also it was very messy, still messy but i fixed some of it)

* Stencils are easy

* Questionable changes to overlays

* Minor change to HLR

* Fixed duplicate overlays when calling some commands (Like showbb)

* Fixes misleading message

* Adds a variety of worldspaces for overlays to choose from

* Caching

* Address reviews

* Merging pains

* ah.

* ahhhhh

* minor overlaymanager changes

* Work

* fix

* Merge??

* Fixes null errors

* Force update

* Delete whatever the fuck this is?

Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2021-03-09 01:52:16 -08:00
c17c8d7a11 Physics (#1605)
* Physics worlds

* Paul's a good boy

* Build working

* Ingame and not lagging to hell

* Why didn't you commit ahhhhh

* Hard collisions working

* Solver parity

* Decent broadphase work done

* BroadPhase outline done

* BroadPhase working

* waiting for pvs

* Fix static PVS AABB

* Stop static bodies from awakening

* Optimise a bunch of stuff

* Even more broadphase stuff

* I'm fucking stupid

* Optimise fixture updates

* Collision solver start

* Building

* A is for Argumentative

* Fix contact caching island flags

* Circle shapes actually workeded

* Damping

* DS2 consumables only

* Slightly more stable

* Even slightlier more stablier

* VV your heart out

* Initial joint support

* 90% of joints I just wanted to push as I'd scream if I lost progress

* JOINT PURGATORY

* Joints barely functional lmao

* Okay these joints slightly more functional

* Remove station FrictionJoint

* Also that

* Some Box2D ports

* Cleanup mass

* Edge shape

* Active contacts

* Fix active contacts

* Optimise active contacts even more

* Boxes be stacking

* I would die for smug oh my fucking god

* In which everything is fixed

* Distance joints working LETS GO

* Remove frequency on distancejoint

* Fix some stuff and break joints

* Crashing fixed mehbeh

* ICollideSpecial and more resilience

* auto-clear

* showbb vera

* Slap that TODO in there

* Fix restartround crash

* Random fixes

* Fix fixture networking

* Add intersection method for broadphase

* Fix contacts

* Licenses done

* Optimisations

* Fix wall clips

* Config caching for island

* allocations optimisations

* Optimise casts

* Optimise events queue for physics

* Contact manager optimisations

* Optimise controllers

* Sloth joint or something idk

* Controller graph

* Remove content cvar

* Random cleanup

* Finally remove VirtualController

* Manifold structs again

* Optimise this absolute retardation

* Optimise

* fix license

* Cleanup physics interface

* AHHHHHHHHHHHHH

* Fix collisions again

* snivybus

* Fix potential nasty manifold bug

* Tests go snivy

* Disable prediction for now

* Spans

* Fix ShapeTypes

* fixes

* ch ch changeesss

* Kinematic idea

* Prevent static bodies from waking

* Pass WorldAABB to MoveEvent

* Fix collisions

* manifold structs fucking WOOORRKKKINNGGG

* Better pushing

* Fix merge ickies

* Optimise MoveEvents

* Use event for collisions performance

* Fix content tests

* Do not research tests

* Fix most conflicts

* Paul's trying to kill me

* Maybe collisions work idk

* Make us whole again

* Smug is also trying to kill me

* nani

* shitty collisions

* Settling

* Do not research collisions

* SHIP IT

* Fix joints

* PVS moment

* Fix other assert

* Fix locker collisions

* serializable sleeptime

* Aether2D contacts

* Physics is no longer crashing (and burning)

* Add to the TODO list

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-03-08 03:19:01 +11:00
AcruidandGitHub 06e62b031a SoundSystem (#1604)
* Adds the SoundSystem static proxy class for the AudioSystem.
Added a shared IAudioSystem interface for the future.

* Moved ConnectedClient property from IPlayerSession down to ICommonSession.

* Connected up the SoundSystem to the client/server AudioSystems.

* Converted client calls over to the new system.

* Marked the old serverside functions to play sound obsolete, use the new ones from the IAudioSystem.

* Added ISharedPlayerManager to the IoC registration.
2021-03-01 20:22:28 -08:00
AcruidandGitHub 24707b7385 Shared Containers (#1579)
* Added a basic server simulation framework for help with tests.

* Moved as much as possible to Robust.Shared/Containers.
Moved ContainerSlot from content to engine.

* Moved ClientContainer to shared.

* Merged client/server ContainerManagerComponents into a single shared version.

* ContainerManagerComponent is now implicitly registered with the attributes.

* Migrated to 2021 serialization technology.

* Existing Unit Tests work.

* More tests coverage.
Fixed bug with transferring items between containers.

* Container Type info is now sent over the network.

* Merge client/server container systems.

* Code cleanup.

* Attempted to fix dictionary serialization.
Logs warning when trying to check if an unknown GridId is paused.

* Remove OldCode.
2021-03-01 15:19:59 -08:00
Pieter-Jan Briers d751c0b3ab Revert "Physics (#1602)"
This reverts commit fefcc7cba3.
2021-02-28 18:45:18 +01:00
fefcc7cba3 Physics (#1602)
* Physics worlds

* Paul's a good boy

* Build working

* Ingame and not lagging to hell

* Why didn't you commit ahhhhh

* Hard collisions working

* Solver parity

* Decent broadphase work done

* BroadPhase outline done

* BroadPhase working

* waiting for pvs

* Fix static PVS AABB

* Stop static bodies from awakening

* Optimise a bunch of stuff

* Even more broadphase stuff

* I'm fucking stupid

* Optimise fixture updates

* Collision solver start

* Building

* A is for Argumentative

* Fix contact caching island flags

* Circle shapes actually workeded

* Damping

* DS2 consumables only

* Slightly more stable

* Even slightlier more stablier

* VV your heart out

* Initial joint support

* 90% of joints I just wanted to push as I'd scream if I lost progress

* JOINT PURGATORY

* Joints barely functional lmao

* Okay these joints slightly more functional

* Remove station FrictionJoint

* Also that

* Some Box2D ports

* Cleanup mass

* Edge shape

* Active contacts

* Fix active contacts

* Optimise active contacts even more

* Boxes be stacking

* I would die for smug oh my fucking god

* In which everything is fixed

* Distance joints working LETS GO

* Remove frequency on distancejoint

* Fix some stuff and break joints

* Crashing fixed mehbeh

* ICollideSpecial and more resilience

* auto-clear

* showbb vera

* Slap that TODO in there

* Fix restartround crash

* Random fixes

* Fix fixture networking

* Add intersection method for broadphase

* Fix contacts

* Licenses done

* Optimisations

* Fix wall clips

* Config caching for island

* allocations optimisations

* Optimise casts

* Optimise events queue for physics

* Contact manager optimisations

* Optimise controllers

* Sloth joint or something idk

* Controller graph

* Remove content cvar

* Random cleanup

* Finally remove VirtualController

* Manifold structs again

* Optimise this absolute retardation

* Optimise

* fix license

* Cleanup physics interface

* AHHHHHHHHHHHHH

* Fix collisions again

* snivybus

* Fix potential nasty manifold bug

* Tests go snivy

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-03-01 03:09:36 +11:00
DrSmugleafandGitHub 17182dd0e8 Engine PR for enabling nullability in Content.Client (#1565) 2021-02-16 20:05:06 +01:00
AcruidandGitHub 2183cd7ca1 Massive Namespace Cleanup (#1544)
* Removed the Interfaces folder.
* All objects inside the GameObjects subfolders are now in the GameObjects namespace.
* Added a Resharper DotSettings file to mark the GameObjects subfolders as not providing namespaces.
* Simplified Robust.client.Graphics namespace.
* Automated remove redundant using statements.
2021-02-10 23:27:19 -08:00
DrSmugleafandGitHub 8a5b7f5146 Add AudioSystem extension methods for the client and server (#1532) 2021-02-05 17:23:36 +11:00
a274b8dfc2 EntityQuery no longer yields paused by default (#1521)
* Change EntityQuery to not get paused by default

* GetAllComponents

* Fix shell commands

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-02-04 00:20:31 +11:00
Acruid 033d6ffb22 Fixes bug where effects were dying in transit from lag. Resolves #1256. 2021-02-01 19:17:34 -08:00
Pieter-Jan Briers 06ace83a73 Allow audio playback without grids. 2021-01-24 16:04:23 +01:00
Vera Aguilera PuertoandGitHub 76b15dda70 Client-side addcompc/rmcompc (#1497) 2021-01-10 20:09:14 +01:00
DrSmugleafandGitHub 58560f589f Defer MoveEvent out of TransformComponent.HandleComponentState (#1453)
* Defer MoveEvent out of TransformComponent.HandleComponentState

* Imports

* Make the update loop more readable and call ToArray

* Fix tests

* Fix tests HALLELUJAH
2020-12-19 13:09:16 +01:00
b8e5b47e7a Use 'new' expression in places where the type is evident for the engine (#1415)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2020-11-26 00:16:55 +01:00
20kdcandGitHub e82a83223f Cleanup: Fix grid lookups performed just to get map IDs (#1421)
"All of the failures have to fuel success" I don't think applies to pointless exceptions
2020-11-26 00:08:55 +01:00
Pieter-Jan Briers 5dc15b90c6 Optimize some allocations. 2020-11-11 01:30:09 +01:00
DTanxxxGitHubDavid Tan <>
791fcfd65e Updated ContainerHelpers to use new extensions (#1396)
Co-authored-by: David Tan <>
2020-11-09 09:22:31 +01:00
178e2cbd76 Make icons great again (#1349)
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-11-04 02:33:15 +01:00
DrSmugleafandGitHub da76788751 Replace MapIndices to Vector2i (#1318) 2020-10-11 14:33:09 +02:00
Pieter-Jan Briers e87520bea5 Occluder tree for server. 2020-09-24 18:14:24 +02:00
Pieter-Jan Briers d134f31d66 Re-implement DynamicTree<T> on top of B2DynamicTree<T>. 2020-09-24 11:51:50 +02:00
0a67cecfa5 Replace every usage of GridCoordinates with EntityCoordinates (#1280)
* Added struct skeleton for EntityCoordinates.

* Polish EntityCoordinates, add tests, add EntityCoordinates to Transforms

* Doc cleanup

* Remove useless code

* Return offset 0 when you don't have a parent

* Test for making sure EntityCoordinates for entities without parents have offset 0

* Use parent transform's GridId for GetGridId.

* Adds various methods, checks and tests

* Replace GridCoordinates with EntityCoordinates

* EyeManager.WorldToScreen fix

* Address reviews

* Fix za buildo

* Fix one transform test

* Fix the remaining tests

* Remove duplicate

* Remove another merge duplicate

* Fix property

* Rename most usages of GridCoordinates to EntityCoordinates.

* Add WithEntityId method to EntityCoordinates.

* Fix EntityCoordinates usage in GetEntitiesInRange

* Remove cursed IMapGrid method, change naming.

* Makes GridTileLookupSystem use EntityCoordinates

Co-authored-by: Acruid <shatter66@gmail.com>
Co-authored-by: Víctor Aguilera Puerto <zddm@outlook.es>
2020-09-06 16:09:19 +02:00
6ffe2e1750 Effect entity parenting (#1264)
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-08-29 12:59:18 +02:00
Pieter-Jan Briers 68d80cb136 Fix exceptions in audio system update. 2020-08-20 21:34:40 +02:00
Pieter-Jan Briers 90108f66ae Fix unplayable streams not disposing audio sources immediately. 2020-08-20 21:34:23 +02:00
9d1bec9bb2 Merge FloatMath and MathHelper (#1234)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2020-08-20 19:21:07 +02:00
Pieter-Jan Briers d4fc0517c4 Fix IEntity.TryGetComponent nullability signatures.
This means all invocations of TryGetComponent now need a nullable parameter because, well, the result can be null. that's the point.
2020-08-20 15:31:18 +02:00