Previously these errors propagated all the way into Clyde. Guh.
Probably still need more error handling around the input system, but this is important regardless.
* Adding "Attribution-NonCommercial-NoDerivatives 4.0 International"
Adding the "Attribution-NonCommercial-NoDerivatives 4.0 International" License type, this is getting marked as an "invalid" license when its actually a valid license.
[License link](https://creativecommons.org/licenses/by-nc-nd/4.0/)
* Darn, forgot a comma
* Add Nullable<T> support to ToolshedManager.TryParse
* Check that command arguments are parseable
* release notes
* a
* A is for Array
* Fix test
* Fix indentation
* Fix TransformComponent state handling changing the coordinates of detached entities
* Make ResetPredictedEntities not handle state for detached entities
* Fix incorrect saved window positions
As of however many UI PRs ago windows store their last position on the client and it re-opens windows at that position.
The issue is that the code to avoid windows being able to go off-screen was immediately bulldozing this value, at least if the x <= 0. Now we just don't run it until we have a valid measure (probably the frame after) and avoid unnecessarily having an incorrect position applied.
* Explainer
* Replace PhysicsMapComponent
- Dumb idea
- Lots of book-keeping and perf overhead.
- Much saner this way.
* stuff
* More work
* Purge
* Fixes
* Eh?
* Fixes
* Also this
* weh
* Fixes
* ice-cream
* Fix
* Fix stacking / gravity
* Gravity query
* MoveBuffer optimisations
* Fixes for test
* World gravity
* Fix build
* Avoid some transform resolves for contactless ents
* Less getcomps
* Fix contact caching
* Possibly less copies
* reh
* bulldoze
* Test "fix"
* seikrets
* a
* I saw this but now I decideded against it
* true
File dialog requests can now specify the share and access mode they want out of the opened file. This means read-only access is now possible.
While doing this I noticed that the SDL3 backend had a memory leak *and* didn't match the behavior of the other backends. Cleaned up the code to avoid that.
In-engine commands that *can* specify read-only access on file open now do.
* Stopped recursive updates for controls that are not visible, as it violates framerate in large menus.
* Update Robust.Client/UserInterface/Control.cs
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Co-authored-by: Cam <Nop>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>