Leon Friedrich
386b0bc232
Cache TransformComponent in trees ( #2904 )
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* Cache TransformComponent in trees
* add deleted check.
2022-06-05 00:25:00 +02:00
metalgearsloth
a14c956ccc
Nuke EntMapIdChangedMessage ( #2621 )
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Co-authored-by: metalgearsloth <metalgearsloth@gmail.com >
2022-03-26 18:14:56 +01:00
Acruid
31764d3c2d
Mark C# events on MapManager as Obsolete ( #2586 )
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* Obsoleted C# grid events from MapManager.GridCollection. Use the ECS EventBus events instead.
* Obsoleted C# events from MapManager.MapCollection. Use the ECS EventBus events instead.
2022-03-07 15:51:00 -08:00
metalgearsloth
3acbc8235d
Funny struct enumerator for xform kids Part 2 ( #2492 )
2022-02-17 17:19:08 +11:00
Leon Friedrich
58defed1d2
Fix InteractionOutline 2: Electric boogaloo ( #2511 )
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Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com >
2022-02-16 18:32:40 +11:00
metalgearsloth
88c328a636
Smol entityquery change
2022-01-31 17:33:21 +11:00
metalgearsloth
f9573530a8
Nuke entitylookup to get it merged
2022-01-31 17:30:53 +11:00
Leon Friedrich
6ee76e8f46
Fix point light add/remove ( #2466 )
2022-01-29 16:05:23 +11:00
metalgearsloth
ce9bf26204
Minor render tree updates optimisation ( #2337 )
2021-12-14 09:51:27 +01:00
Paul
76b2909116
removes resolves
2021-12-08 00:09:41 +01:00
metalgearsloth
66435e6022
optimise the shit out of rendertrees
2021-12-07 23:47:12 +11:00
DrSmugleaf
163deff564
Fix 3000 errors
2021-12-05 18:13:33 +01:00
Wrexbe
5356523305
Client builds
2021-12-03 12:58:37 -08:00
Vera Aguilera Puerto
c39f6d09eb
Lots of manual fixing. More to come.
2021-12-03 17:01:46 +01:00
Vera Aguilera Puerto
7a06db60cf
Inline UID
2021-12-03 15:53:10 +01:00
Vera Aguilera Puerto
94e6886a85
Inline Transform
2021-12-03 14:20:35 +01:00
Vera Aguilera Puerto
e93ae73e50
Inline TryGetComponent completely, for real
2021-12-03 14:17:01 +01:00
Vera Aguilera Puerto
b44a1cde88
Inline HasComponent entirely
2021-12-03 12:23:18 +01:00
Vera Aguilera Puerto
86d05dfa1e
Inline GetComponent
2021-12-03 11:55:25 +01:00
Vera Aguilera Puerto
7769252109
Inline Deleted
2021-12-03 11:30:03 +01:00
Acruid
f8bebee904
Remove Entity Transform/MetaData Component Cache ( #2296 )
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Co-authored-by: Vera Aguilera Puerto <gradientvera@outlook.com >
2021-12-03 10:33:06 +01:00
Vera Aguilera Puerto
78d01fd25d
Remove every ITransformComponent usage.
2021-11-08 12:44:03 +01:00
metalgearsloth
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
Vera Aguilera Puerto
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
1ad5122b5d
Fix y-sorting ( #1952 )
2021-08-18 17:49:54 +02:00
metalgearsloth
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
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
metalgearsloth
66117e35ba
Don't store lights in rendertree if not enabled ( #1803 )
2021-06-09 01:37:40 +02:00
metalgearsloth
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
81272b0bc8
Reduce rendertree allocs ( #1806 )
2021-06-06 14:50:31 +02:00
metalgearsloth
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
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
20kdc
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
647f1a6808
Fixes bug where deleting things causes their sprite to appear and pile on 0,0.
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- Cleans up an unneeded event.
2021-05-20 21:17:20 +02:00
metalgearsloth
6c44dd9665
RenderingTreeSystem cleanup ( #1759 )
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* 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 Briers
96c0a4ae1f
Automatically unsubscribe event bus registrations in entity system shutdown. ( #1758 )
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* 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
967b76483a
Fix rendering tree system crash involving nullspace.
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Nullspace is a valid map, so we need to account for that!
2021-04-30 01:11:16 +02:00
metalgearsloth
6cf5fdc5d6
Grid-trees for rendering ( #1666 )
2021-04-02 20:25:16 +11:00
Acruid
2183cd7ca1
Massive Namespace Cleanup ( #1544 )
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* 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
DrSmugleaf
b8e5b47e7a
Use 'new' expression in places where the type is evident for the engine ( #1415 )
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Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com >
2020-11-26 00:16:55 +01:00
Pieter-Jan Briers
5dc15b90c6
Optimize some allocations.
2020-11-11 01:30:09 +01:00
Pieter-Jan Briers
e87520bea5
Occluder tree for server.
2020-09-24 18:14:24 +02:00
Pieter-Jan Briers
d4fc0517c4
Fix IEntity.TryGetComponent nullability signatures.
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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
Pieter-Jan Briers
0720d4d39c
Fix deleted entities staying in render trees.
...
Alright that one was pretty obvious in hindsight.
2020-07-03 01:08:30 +02:00
Pieter-Jan Briers
466ce76ca9
Fix nullspace issues with RenderingTreeSystem
2020-07-01 02:24:20 +02:00
Pieter-Jan Briers
daa5a34413
Guess we're doing render trees for lights and occluders aswell.
2020-06-29 20:23:08 +02:00