Commit Graph

29 Commits

Author SHA1 Message Date
Silver
867b9ad932 Adds Docfx to RobustToolbox 2022-03-20 23:08:59 -06:00
Pieter-Jan Briers
95f9418e56 Remove some garbage from .gitignore
A different time
2021-12-30 18:12:35 +01:00
Pieter-Jan Briers
242f187263 Stuff to export standalone builds of Robust.Client. 2020-12-05 01:50:33 +01:00
Pieter-Jan Briers
e33bae107b Add .idea/ to .gitignore. 2020-04-30 00:37:20 +02:00
Pieter-Jan Briers
c0eca4f6c2 .NET Core support. 2019-08-02 02:07:03 +02:00
Pieter-Jan Briers
67c962b612 Add .directory to gitignore 2019-01-23 15:27:12 +01:00
Pieter-Jan Briers
b5c0202647 Godot (#545)
* bsdiff submodule

* All the other stuff

* Upgrade to 0.2 of SS14.Shared.BSdiff

* Use streams. Even faster!

* All rendering refactors should start with the killing of the SFML submodule. Trust me I've done this before!

* And after that comes the removal of the references in the project files!

Of course, neither of these compile. Meh.

* IoC loads, now to port the entire client over.

* More work

* Trying to debug the null exception.

* More messy WiP code

* More WiP

* Transform components now make Node2Ds inside the scene tree.

* Work on the UI system.

* Redo project configurations to work better.

* More work on the Godot GUI binding.

Added BaseButton and Button bindings, including events for them.

More APIs on Controls like GetChild() and alike.

Ability to instance a Godot PackedScene and have it automatically be wrapped by the SS14 GUI wrapper, thus allowing the usage of Godot's GUI editor while maintaining the good C# API.

* Fix incorrect sRGB profile on bootsplash.png

* LineEdit API.

* Maybe commit the csproj too.

* Exit button works now!

* Change MainMenu root to a normal Control.

* Some stuff messing with window popups.

* Fix popup not scaling down again after housing large text.

* Make popup dialog helper.

* Auto wrap controls that spawn others when not instancing.

* Nice typo me.

* Work getting server connections working.

* Server didn't start anymore due to still trying to load removed zip packs.
* Made MainMenu dump UI elements in shutdown.

* We now successfully connect to the server.

* WE Ingame NOW!

* Basic map rendering works now!

* Camera & Input work.

Though I'm not sure whether the input issues are this piss poor laptop or actual bugs.

* Fix input issues.

KeyHeld() was firing KeyUp() into States, which broke everything.

* WiP Debug console.

UI Works, command processing doesn't.

* Remove some debug logs.

* Fixing focusing issues with the Debug Console.

* In which I copy paste in the DebugConsole code.

* More WiP DebugConsole work.

* Use RichTextLabel for DebugConsole.

* Disable DebugConsole test text.

Also disable context menu on the IP Box because of font size issues.

* ITextureSource for texture wrapping.

* Make resource loading not copy every build.

It now loads from repo root. Release builds are TODO.

* Bsdiff 0.3 for fixed targets.

* Fix iCCP sRGB errors.

* Give full texture paths to prototypes.

* Sprite component old API restored. *shudder*

* Finish sprite rendering.

By hitting delete on basically everything.

* Fixing camera delay with this one weird trick!

The input lag was because the camera lagged, not because the input lagged. I didn't have visualization.

* Use greyshirt as temporary human replacement.

* FPS Counter.

* Fix Windows, re-add space tile def.

Windows broke because Mono on Windows can't use System.IO.Compression.
The GZIP streams use by MsgFullState have been moved to
ICSharpCode.SharpZipLib.GZip. Works fine.

Also re-added the space tile def because everything blows up otherwise I
guess.

* Debug colliders works.

* Highly WiP varied Window code.

* Work on the quit button. Doesn't work yet. Needs state overhaul.

* Do a better job of freeing Godot objects correctly.

* Simplify game states.

States are no longer cached. They're GC'd after shut down. Their creation has been simplified too due to IoCManager.InjectDependencies().

This makes returning to main menu work GUI wise.

* Be less aggressive on resource freeing. Only dispose Mono handles now.

* More work getting quit to work.

* Grids get cleared upon disconnect correctly.

* Disable rendering of the filler space tile.

I'll leave a nice parallax background up to content.

* Oops forgot to stage these.

* Fix issues in the csproj file.

* Make controls have own namespace.

* Chatbox GUI, other stuff.

Compiles but doesn't quite work yet.

* Git fuck you

* Chat works.

* Clicking on a not-control removes focus now.

* Fix an exception.

* Update mono. Use enums instead of constants now!

* Fix window dragging

* Fix chat stealing focus from other LineEdits on MacOS I guess.

* Correctly handle client shutdown & server disconnect.

* Fix error spam on client shutdown probably.

* Tiny amount of lighting code to have access to it from other computers

* Lighting works mostly.

* Godot.Texture.Flags -> FlagsEnum

* More WiP lighting code

* Turns out you can't control custom layers with cameras eh.

* WiP lighting almost works

* Lighting WORKS!

* Lobby thing.

* Some options menu work. I'm gonna try something

* Options menu works.

* More improvements.

* In game options menu works.

* Remove a debug log.

* Fix Window Movement and Drag.

* Huh Godot edited these scenes.

* Forgot to commit projects

* It compiles.

* I never claimed that.

* Update sandbox csprojs a bit.

* Makes sandbox load.

Client goes ingame but dies due to broken map manager networking code.

* Fix grids.

* Fix relogging duplicating entities inside Godot.

* Eyes!

* How about removing the TODO entry.

* Auto fetch bsdiffwrap.

* Update TODO.

* Remove TODO list.

* Tilemaps get cleaned on disconnect now.

* Fix bsdiff submodule HOPEFULLY

* Highly WiP and not compiling or working placement.

Yes this is the best way for me to share code between my computers.

* Fix bsdiff with spaces in path names bloody MSBuild + cmd.

* PLACEMENT KINDA WORKS.

NO RENDERING OR TILES YET.

ALSO I NEED TO REBASE THIS.

* Kill EngineContentPack.zip

* Fix map code and remove sprite components from the server.

* Ok entity placement mostly works.

* Grid lines sorta work but SnapgridCenter is still broke.

* Fix Center Grid Rendering.

* Work getting tile spawns to work. Not quite there yet.

* Fix placement and remove tiledef networking.

It werks!

* Remove SolutionSpecific.targets

Didn't end up being needed.

* Kill off wearableanimatedsprite component states.

* Do not put binaries relative to the solution.

* Remove shaders, reorganize prototypes for content.

* Reimplement SpriteComponent color.

* Correctly set __engine_human DrawDepth.

* Round coordinates passed to Godot to pixels to prevent issues.

* Remove some GUI log spam.

* Resource cache now uses the VFS more-proper but still awfully.

* Fix color reading code on SpriteComponent.

See, e94bf4854b106da51c89eeeab9a609be369f9622 did work.
The problem was all the code it NEEDED to work was broken.

* Step one into trying to fix Travis and AppVeyor.

* Auto download GodotSharp on Travis.

* Let's not make dumb mistakes with the cache directories.

* 2018 and requests still isn't in the stdlib.

* This maybe?

* This maybe?

* AppVeyor time.

* How 'bout we don't download sonarqube at all outside master.

* Try to cache on AppVeyor.

* Fix mac builds maybe.

* Finishing up Godot: cleanup.

* Eh this works too for SS14Loader.

* Remove some dead files

* Make Omnisharp not choke on buildchecker.

* Controls for box containers.

* Remove debug port from project.godot.

* Control and drawing improvements.

Controls are now properly capable of overriding Godot virtuals.
Importantly minsize calculations and stuff like HasPoint.

There is now a system for doing direct drawing on controls.
This is done with a DrawingHandle system.

TextureSource has been renamed to Texture.

Also there's a wrapping for Godot's style boxes now.

* Yeah don't insult omnisharp.

* Stylebox fixes and margin API on controls.

* Hey it compiles!

* Fix things.

* Fix null godot texture conversion.

* Fix client transform parenting.

* Fix movement sticking to north.

* Some updates.

* Work on exports.

* Unstubs client/Godot timing code.

It's mostly implemented now.

* Client unit tests work.

Jesus Christ.

* Let's figure out why AppVeyor hates me.

* Does the remie.

* Update GodotSharp download URL.

* Export templates for the builds server.

* Remove mac export icon.

* TO THE BUILDS SERVER.

* Probably implement the effects system in Godot.

* Fix mouse handling everywhere.

* Fix some CollidableComponent exceptions.

* Effects system works + unshaded option for LAZORS.

* Let's not fuck with Angle yet.

* Make file/line numbers show up on Windows Godot.
2018-04-07 15:24:46 +02:00
Pieter-Jan Briers
518a366c7e Attempt to fix Python on Travis being too old. (#415)
* Attempt to fix Python on Travis being too old.

* Fix RUN_THIS.py too.

* Fix CI builds blocking.

* Fix BuildChecker.csproj Python versioning in Travis.
2017-09-14 14:47:00 -06:00
Pieter-Jan Briers
a57abb2ca7 Move to our own SFML.NET fork with a submodule. (#351)
* Remove SFML binaries in repo.

* Add SFML.NET submodule from our fork.

* Get build checker for submodule handling.

* Fix project references. Remove SFML from non-client.

* Make it work!

* Automatically fetch Windows CSFML natives.

* Fix project file now I'm done debugging.

* Fix project references.

* Fix CI

* Now if only I didn't typo...

* Fix Travis too

* Fix lighting.

* Move shaders over to new API.

* Fix some obsoletions.

* Improve SetUniformArray casts
2017-08-19 10:28:39 +02:00
Pieter-Jan Briers
f5eb8cd55b MSBuild MacOS handling. (#337)
* Makes MSBuild distinguish Linux and MacOS.

* Fix TargetOS

* Copy mac natives during build.

* Fix travis

* Fix typo.
2017-08-14 18:54:46 +02:00
sood
2f2aa40362 Add SpriteRenderer/Output to gitignore (#266) 2017-07-09 14:51:40 +02:00
Pieter-Jan Briers
bb06eccb87 Remove rogue NetSerializerDebug.dll (#230) 2017-06-14 21:24:52 +02:00
Pieter-Jan Briers
ce50ef8959 Refactor IoC.
Is now attribute driven and more compile time enforced (with interfaces). IoC can now resolve types (and create them with a helper to reduce boilerplate).
2017-05-10 15:44:05 +02:00
Pieter-Jan Briers
c1ae923c51 Gitignore some stuff 2017-05-07 01:02:43 +02:00
Pieter-Jan Briers
b2982ecd9f Gitignore packages dir 2017-05-03 21:04:16 +02:00
CrAzYPiLoT
bc4556fc85 Reduces warning count to 1 2017-05-01 17:32:56 +02:00
volundr-
e18e6811a7 Hello .sln/.csproj 2015-04-06 14:07:42 -04:00
Ben
d85dbc90ae RightClick now uses item on target per design document
Summary: RightClick now uses item on target per design document

Test Plan:
1.) Spawn Door.
2.) Spawn Scalpel.
3.) Pickup Scalpel.
4.) Left Click Door (Opens/Closes)
5.) Right Click Door (Nothing)
6.) Right Click Self (Damage self with scalpel)
7.) Left Click Self (Server Crash)
8.) Works!

Reviewers: #ss14_developers, volundr-

Reviewed By: #ss14_developers, volundr-

Subscribers: volundr-

Differential Revision: http://phab.nexisonline.net/D48
2015-02-02 22:12:11 +00:00
Zach Hill
716357412f Some buildscript changes and additions.
Summary:
Added clean script for Linux.

Updated prebuild files to have consistent casing for Linux support.

Test Plan:
1) Use loonix
2) Use buildscripts
3) Watch it break horribly in some obscure way

Reviewers: #ss14_developers, thatguy

Reviewed By: #ss14_developers, thatguy

Differential Revision: http://phab.nexisonline.net/D44
2015-01-24 03:35:50 +00:00
volundr-
aa3a80ba9a Fixed typoes.
Summary:
Fixed prebuild_common.sh failing because of back-slash.

Fixed typo in prebuild-nant.sh.

Fixed typo in prebuild-monodev.sh

Test Plan:
1) Run prebuild-monodev.sh
2) Open SpaceStation14.mds in MonoDevelop

Reviewers: deathrat, N3X15, #ss14_developers

Subscribers: volundr-, thatguy, N3X15

Differential Revision: http://phab.nexisonline.net/D37
2015-01-22 14:56:07 -05:00
volundr-
4ad27b10ec Merge pull request #3 from volundr-/buildsystem
Move to Prebuild-based buildsystem. Compiles on VS2010.  (FIXD)
2015-01-20 14:04:17 -05:00
volundr-
965088c103 # Summary:
This change removes all Visual Studio buildsystem remnants and replaces it with Prebuild.

Prebuild is capable of generating a wide range of buildscripts, including VS, nant, MonoDevelop.  Prebuild uses prebuild.xml, obviously.

# Other Changes:
 * Removed a bunch of crap that VS generated for the key bindings XSD, thinking it was a DataSet.
 * Renamed Reference to Third-Party.
 * Added MS Diagnostics API DLL, since it's now distributable.
 * All binaries are now dumped in Bin/.
 * Removed reference to MiniDumper -- was crashing client when not run with debugger -- can be readded later
 * Fixed Media paths to point to Resources
 * Made Server/Client build to Bin/Server and Bin/Client respectively so they dont stomp on each other's shit

# Test Plan:
 * Run prebuild2010.cmd
 * Compile using SpaceStation14.sln
 * Run stuff in Bin/.

# Reviewers: #ss14_developers

Differential Revision: http://phab.nexisonline.net/D14

Not on phabricator because phab can't handle all these binaries.
2015-01-20 13:51:50 -05:00
volundr
38f3526ac0 Added setenv.bat to set up location of Arcanist -- for people who dont want to put it on the system path.
Summary: Adds a file called setenv.bat.dist, which can be renamed as setenv.bat and used to set the path to arcanist -- for people who don't want to put arcanist on their systemwide or user path.

Test Plan:
Rename setenv.bat.dist to setenv.bat
Change ARC_HOME in the batch file to point to the location of arcanist
run setenv.bat from a clean command prompt
try to run arc

Reviewers: #ss14_developers, Kraso

Reviewed By: #ss14_developers, Kraso

Differential Revision: http://phab.nexisonline.net/D17
2015-01-20 16:24:24 +00:00
Rob Nelson
f6737d9802 .gitignore improvements, suggested by YotaXP.
Summary:

Fixes some issues brought up by D3#30, after my dumb ass merged D3.

 * Removed a bunch of VS and ReSharper artifacts
 * Added
 * Made some paths absolute
 * Basically, everything in that comment, plus some stuff from the template.

Test Plan:  * N/A

Reviewers: #ss14_developers, Kraso, YotaXP

Reviewed By: #ss14_developers, Kraso, YotaXP

Differential Revision: http://phab.nexisonline.net/D5
2015-01-19 20:10:59 +00:00
Rob Nelson
4882d2e9e5 Batch file fixins, remove ogre log. 2015-01-18 20:02:08 -08:00
volundr-
292e64eafa Moved Media to Resources 2015-01-18 20:13:38 -05:00
volundr-
7cda9d27d3 gitignore 2015-01-18 20:06:51 -05:00
volundr-
d2a590262e Converted rest of sprites 2015-01-18 16:20:50 -05:00
spoogemonster
1ed063be22 lol 2014-06-15 15:27:25 -04:00