Removed use of ConcurrentDictionary. It was slow.
Other minor optimizations around the codebase.
Added option for parallel game state generation. Seems slower than doing it single-threaded so off by default for now.
Adds a check to the `PlayAudioPositionalMessage` case of client `AudioSystem` to make sure the grid it's playing on actually exists. If it doesn't, an error is logged and the message is ignored instead of crashing the client.
* Fold animation delays into a single set for all directions.
* Update systems to use new RSI animations API.
* Fetching layer directions now done in sprite render.
* Allow overriding direction in SpriteView.
* raw PCM audio for clyde
* Remove soundfont.cs
* Midi stuff
* Some more work
* This actually works now!
* update
* Add nfluidsynth submodule.
* fuck
* Midi audio works!
* Lots of stuff, and cool interfaces for items
* Update
* Note limit
* Moving out of range of UI raises OnClosed now as well
* It just works
* Update nfluidsynth submodule
* Remove managed-midi, remove unused methods I added to clyde
* Remove remnants of older NFluidsynth
* Update nfluidsynth submodule.
* Fix some of MidiManager
* Add changes PJB made to soundfont loading
* Delete OpenAL source/buffers when disposed
* Remove remnants of "Rendering"
* Use ReadOnlySpan, make interface/implementation arguments consistent
* Improve EmptyBuffers performance
* Make renderers use an enum for their status
* MidiRenderer events are now invoked on the main thread
* MidiManager now has a method to dispose renderers
* Lock player
* Fun stuff
* Update nfluidsynth submodule.
* Fix midi audio rendering
* Address a few reviews
* Revert changes made to Clyde
* Create sfloader per midi renderer
* Midi file size check
* Now OpenMidi/OpenInput and their respective close methods return bools.
* Update nfluidsynth submodule.
* Move number to constant.
* Use BufferedAudioSource
* Remove unused using statements
* Use new API
* Lock player and synth correctly
* Use midi sawmill
* Adds "Disposed" property to MidiRenderer
* Remove DisposeRenderer, let midi render thread handle it instead
* Renderer position is updated from main loop
* Use nfluidsynth from nuget
* Fix appveyor, lazy fluidsynth init
* Only join MidiThread if it actually exists...
* 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.
* Project file refactor
Move all the .csproj files to the new .NET Core style.
This doesn't make any difference for compiling for Framework,
but it does reduce a ton of useless boilerplate.
As an extension of this, killed a bunch of uncompiled & unmaintained .cs files.
Compiling for release (to profile) works now.
Removed AnyCPU targets from the solution file.
* Fix compiler warnings.
* Added centered unit box static field to Box2.
* MapGrid is more testable.
* Added some unit tests for MapGrid.
Fixed bug in MapChunk.GridTileToLocal().
MapGrid.UpdateAABB() actually expands properly now.
* Moved IMapChunk to Robust.Shared.Map.
Moved Chunk class out of MapManager class.
* Added unit tests for MapChunk.
* Bounds reduce by 1, so almost working.
* Now bound shrinking works :D
* Moved MapGrid out of MapManager.
Moved IMapGrid into the Shared/Map folder.
Replaced all calls to IMapGrid.ParentMap.Index with IMapGrid.ParentMapId.
* Added more MapGrid unit tests.
Fixed a bug in TryGetTileRef.
* Removed unused method TileRef.GetStep().
Removed unused property TileRef.TileSize.
Removed unused property TileRef.Tile, made the field public with the same name.
Made the TileRef struct readonly.
Removed property TileRef.TileDef.
Removed property TileRef.LocalPos.
Renamed GridTile to GridIndices.
Implemented IEquatable on TileRef.
Implemented Equality operators on TileRef.
Added PublicAPI attribute to TileRef.
Added doc comments to TileRef.
* Modified Tile:
Added the PublicApi annotation.
Made struct readonly.
Filled out doc comments.
Changed auto properties to readonly fields.
Renamed TileId to TypeId.
Added a static Empty tile to the struct.
Implemented IEquatable.
* Modified MapCoordinates:
Added PublicApi attribute.
Implemented IEquatable.
Filled out doc comments.
Removed Map property.
* Modified ScreenCoordinates:
Filled out doc comments.
Added the PublicApi attribute.
Implemented IEquatable.
* Modified GridCoordinates:
Removed method IsValidLocation.
* Removed property GridCoordinates.Grid.
* Removed GridCoordinates.Map.
* Removed GridCoordinates.MapId.
* Removed property GridCoordinates.IsWorld.
Removed constructors taking a MapId.
* Removed static IoCManager calls from GridCoordinates.
* Modified GridCoordinates:
Added attribute PublicApi.
Filled out doc comments.
* Filled out doc comments for MapGrid.
Filled out doc comments for MapIndices.
Misc refactors for both.
* added command to teleport grids.
* Added method Box2.Intersect.
Added method Box2.Union.
Placement manager now spawns new grids to place tiles not connected to an existing grid.
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