Commit Graph
21 Commits
Author SHA1 Message Date
metalgearslothandGitHub ba40185179 Make entitylookup grid-relative (#1849)
* 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
metalgearslothandGitHub d02d186a2f Fix light pop-in 2 (#1798)
* 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
metalgearslothandGitHub 66117e35ba Don't store lights in rendertree if not enabled (#1803) 2021-06-09 01:37:40 +02:00
metalgearslothandGitHub 22cfee4f01 Don't store non-visible / occluded sprites in rendertree (#1805)
Sister commit to the point-light one.
2021-06-09 01:33:24 +02:00
metalgearslothandGitHub 81272b0bc8 Reduce rendertree allocs (#1806) 2021-06-06 14:50:31 +02:00
metalgearslothandGitHub 25c1c6ef91 Fix rendertree updatequeued (#1804)
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.
Seems related to #1754? Doesn't seem to fix it though.
2021-06-01 00:01:36 +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 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 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
metalgearslothandGitHub 6cf5fdc5d6 Grid-trees for rendering (#1666) 2021-04-02 20:25:16 +11:00
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
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
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.
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