* Fix grid-based audio
- Fixes parenting issues.
- Add SetGridAudio as an easy way to set it up and apply the override too.
* No more global
* Rejig it all
* mergew
* review
* Minor optimisation
* Revert "Minor optimisation"
This reverts commit d0cdac7690.
* Remove full "delta" states
* Update MapGridComponentState
* abstract ComponentState
* Release notes
* Fix tests
* Fix nullable errors
* A
* typo
* Turns out testing my own PRs is a good idea
* too many warnings
* perf: Replays use less memory for checkpoints (#28052)
- Simple change of the CVars and some stats
- Based on a Lizard replay, checkpoints move from on average every 70 ticks to every 350.
* Set a minimum number of ticks that must pass between checkpoints
* Fix stat collection, split _checkpointMinInterval, more CheckpointState
* update release notes
* Add truncate for filesaving
If I expose it to content I pretty much always want truncate to be honest.
* Update Robust.Client/UserInterface/FileDialogManager.cs
---------
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
* Partially fix UI assert
* Avoid breaking change in BoundKeyEventArgs
This is a public constructor, as much as it maybe shouldn't be. Adding this parameter is a breaking change.
* Replace .Disposed checks with ! .VisibleInTree
Control disposal should not be used anymore.
* Release notes
---------
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
* Add load parameter support to RSIs.
Currently only supports turning sRGB off. RSIs with custom load parameters are not thrown into the meta-atlas.
As part of this, TextureLoadParameters and TextureSampleParameters has been made to support equality.
* Add UV2 channel to vertices.
This is a bad hack to make displacement maps work in Robust. The UV2 channel goes from 0 -> 1 across the draw and can therefore be used by displacement maps to map a separate displacement map layer on top of the regular meta-atlas RSI texture.
This creates float inaccuracy issues but they weren't bad enough to completely void the feature. I'm thinking I learn from this experience and completely re-do how UVs work with the renderer rewrite, so that hopefully won't happen anymore.
This required dumping the optimized PadVerticesV2 because the changed struct size made it impractical. RIP.
I don't like this approach at all but the renderer is slated for a rewrite anyways, and all shaders will need to be rewritten regardless.
* Add CopyToShaderParameters for sprite layers.
This effectively allows copying the parameters of a sprite layer into another layer's shader parameters. The use case is to copy texture coordinates for displacement maps, as the exact map used changes depending on orientation. It also enables animations to be used though I didn't use that personally.
* Add TryGetOpenBUI
Avoids having to get the component and openinterfaces separately.
* Couple more helpers
* entityquery
* reviews
* Shared BUIs
* zawehdo
* More boilerplate
* Bunch more work
* Building
* Stuff
* More state handling
* API cleanup
* Slight tweak
* Tweaks
* gabriel
* Disposies
* Active UI support
* Lots of fixes
- Fix states not applying properly, fix predicted messages, remove redundant message type, add RaiseUiMessage for an easy way to do it from shared, add the old BUI state change events back.
* Fix test failures
* weh
* Remove unncessary closes.
* release note
It would bail out of the entire update logic if you aren't hovering over a map position, which isn't great when the control displays far more than in-simulation mouse position info.
* Network audio states
Lets server pause or stop audio or whatever.
* Better API and state fix
* Bunch of fixes
- TimedDespawn proccing too early.
- PlaybackPosition setting
- SetState setting.
* Clamps and despawn fixes
* fix
* Reapply "Allow control layout properties to be set via style sheet." (#5035)
This reverts commit af36d24892.
* Fix tests
MaxSize properties had wrong default. Oops.
This works by setting the stylesheet values into the regular control property fields when updated. This means 0 performance overhead except when updating styles, and even then it's probably negligible. A bitfield is used to track which properties are set and how.
This code is all done manual for now. I wanted to make a source gen for this but couldn't be arsed at the moment. The code manually written here is basically what a future source gen would generate optimally.
* Make various ValueList enumerators use spans
* Remove reference to EntityEventBus.OrderedRegistration
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
The first measure would include scroll bar size even if the available size fit all the contents. This would make the returned size larger than it should be.
Wow this API is bad. Well the API is just terrible for perf for multiple reasons but not fixing that...
1. Was using DSA GetTextureImage() instead of GetnTexImage() so only worked if DSA was available.
2. Was using stackalloc with a potentially huge amount of memory (original bug).
3. Had an off-by-one for the vertical coordinate.
All fixed now.
Fixes#5001