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
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
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 and GitHub
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 and GitHub
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 and GitHub
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 and GitHub
6cf5fdc5d6
Grid-trees for rendering ( #1666 )
2021-04-02 20:25:16 +11:00
Acruid and GitHub
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
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.
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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