* ComponentNames are not sent over the network when components are created.
* Removed ComponentStates array from EntityState, now the state is stored directly inside the CompChange struct.
* Remove the unnecessary NetID property from ComponentState.
* Remove Component.NetworkSynchronizeExistence.
* Change GetNetComponents to return both the component and the component NetId.
* Remove public usages of the Component.NetID property.
* Adds the NetIDAttribute that can be applied to components.
* Removed Component.NetID.
* Revert changes to GetComponentState and how prediction works.
* Adds component netID automatic generation.
* Modifies ClientConsoleHost so that commands can be called before Initialize().
* Completely remove static NetIds.
* Renamed NetIDAttribute to NetworkedComponentAttribute.
* Fixing unit tests.
* Refactor Controls to default to MouseFilterMode.Ignore
* Clean up MouseFilterMode.Ignore from Controls
* Fix BoxContainer eating UI clicks
* Fix ScrollContainer using the wrong variable
* Refactor ContainerButtons to use a StyleClass for formatting instead of typeof
* Refactor BaseButton to work when child has MouseFilter.Pass
* Add style to TextureRect
* Implement ContainerButton
ContainerButton is a button that resizes to fit the Controls it contains.
* Refactor OptionButton to use ContainerButton
This allows OptionButton to have an inverted triangle icon on the right to make it more obvious that the button is an OptionButton.
* Fix Popup not updating size when opened
* Fix DrawMode not getting updated when _pressed is changed
* Refactor Button to inherit from ContainerButton
* Refactor CheckBox to inherit from ContainerButton
* Fix Control.StyleClasses.GetEnumerator
It was calling GetEnumerator in an infinite loop instead of getting _styleClasses.GetEnumerator like it was supposed to do.
* Update Button references
* Fix Styling
* Refactor UI system.
Deferred updating is used for styling & layout. This fixes the awful time complexity of containers.
Removed SetDefaults and Initialize. They were a bad idea alright.
* Fix build on .NET Framework.
* Attempted Clyde cleanup, didn't get far.
* Add negation operator to Vector2i.
* Add RenderOrder to ISpriteComponent.
* Post process shaders.
Adds "post process" shaders to sprite component.
These are executed on the WHOLE sprite component (every layer)
in one draw.
This is necessary to implement functional outlines.
Not quite perfect, but quite usable.
Adds the ability to scale the UI. Scaling is controlled via a cvar,
and can be changed at runtime.
Fractional scaling is supported.
Some controls could be better (SpriteView, TextureRect),
but for now it's a good start.
RobustToolbox projects should be named Robust.*
This PR changes the RobustToolbox projects from SS14.* to Robust.*
Updates SS14.* prefixes/namespaces to Robust.*
Updates SpaceStation14.sln to RobustToolbox.sln
Updates MSBUILD/SS14.* to MSBUILD/Robust.*
Updates CSProject and MSBuild references for the above
Updates git_helper.py
Removes Runserver and Runclient as they are unusable