Commit Graph
105 Commits
Author SHA1 Message Date
20kdcandGitHub ed2be48864 Fix Coordinates setter destroying local position during a parent change by migrating parent changes to it (#1763)
This fixes computer boards going missing. (Seriously.)
2021-05-22 11:36:18 +02:00
a6dae8e30a GridId caching (#1678)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2021-05-17 11:43:22 +02:00
Pieter-Jan Briers 720f1b1d05 Fix a bunch of compiler warnings. 2021-05-12 00:16:12 +02:00
AcruidandGitHub 122acc5fd5 SnapGridComponent Removal (#1720)
* Removed SnapGridOffset, there is only center now.

* SnapGridComponent methods are now static.

* Removed SnapGridComponent.OnPositionChanged.

* Refactored static functions off SnapGridComponent to MapGrid.
Refactored away usages of SnapGridComponent.Position.

* Added Transform.Anchored for checking if an entity is a tile entity.
More refactoring for static MapGrid functions.

* Static snapgrid methods on MapGrid are no longer static.

* Removed IMapGrid.SnapSize, it is now always equal to the IMapGrid.TileSize.

* Add setter to ITransformComponent.Anchored.
Removed direct references to SnapGridComponent from content.

* Grid functions now deal with EntityUids instead of SnapGridComponents.
Began renaming public API functions from SnapGrid to Anchor.

* Add some unit tests.

* SnapGridComponent now anchors itself in startup, instead of Initialize (sending directed events in init is an error).
2021-04-28 10:24:11 -07:00
c54b1572f5 Unbuckling Closes Inventory UI (#1723)
* pain

* Add test for parent changed when not at 0,0

* Fix map loading of grids

Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
2021-04-26 12:26:29 -07:00
Vera Aguilera Puerto 3ec9e7a734 Remove a few (now irrelevant) comments mentioning Godot. 2021-04-12 20:10:05 +02:00
Vera Aguilera Puerto 40e193df33 Adds directed/broadcast event for SnapGrid component position change. 2021-04-09 13:21:15 +02:00
Vera Aguilera PuertoandGitHub 5068294d38 Makes a bunch of TransformComponent events directed. (#1682) 2021-04-08 20:42:46 +02:00
d8aad89c2f Split entity management from entity queries (#1665)
* Split entity lookups from entitymanager

* Helps if you subscribe dingus

* Handle map changes

* Stacks instead

* Make mapchanges use a queue because it's probably better

Moves likely only care about the latest position

* IoC what you did there

* IoC refactor

* Minor optimisations

* Apply feedback

* My IQ dropped 3 sizes that day

* Rest of acruid's feedback

* final_no_actual commit

* enlightenment?

* Liftoff

* final_commit_v2_actual

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-04-06 13:29:48 +10:00
AcruidandGitHub f7e8178736 Added new ComponentEvents system in IEventBus. (#1601)
* Added new ComponentEventBus, combined it with IEventBus.

* Removed all traces of IEntity from ComponentDependencies.
Removed IEntityManager dependency from ComponentManager.

* Added entity create/delete events to IEntityManager.

* ComponentEvents now use EntitySystemMessages instead of their custom ComponentEvent class.

* Component events are now just overloads of entity events.

* Removed obsolete EntitySystemMessage, now everything uses the base EntityEventArgs.

* Add a bool argument for if the message should be broadcast as well as directed.
Fix ordering and init issues of events in EntityManager.

* Changed names from Component/Entity events to Directed/Broadcast.

* Fix bugs and unit tests.
2021-03-09 11:02:24 -08:00
33a6934582 Large number of changes to Shaders and Overlays (#1387)
* AAAAAAAAAAAAA

* Organization

* Still doesnt work

* Formatting

* It works!!

* More changes to everything

* Beginning of changes to overlays

* Makes the overlay manager GUID based (also it was very messy, still messy but i fixed some of it)

* Stencils are easy

* Questionable changes to overlays

* Minor change to HLR

* Fixed duplicate overlays when calling some commands (Like showbb)

* Fixes misleading message

* Adds a variety of worldspaces for overlays to choose from

* Caching

* Address reviews

* Merging pains

* ah.

* ahhhhh

* minor overlaymanager changes

* Work

* fix

* Merge??

* Fixes null errors

* Force update

* Delete whatever the fuck this is?

Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2021-03-09 01:52:16 -08:00
c17c8d7a11 Physics (#1605)
* Physics worlds

* Paul's a good boy

* Build working

* Ingame and not lagging to hell

* Why didn't you commit ahhhhh

* Hard collisions working

* Solver parity

* Decent broadphase work done

* BroadPhase outline done

* BroadPhase working

* waiting for pvs

* Fix static PVS AABB

* Stop static bodies from awakening

* Optimise a bunch of stuff

* Even more broadphase stuff

* I'm fucking stupid

* Optimise fixture updates

* Collision solver start

* Building

* A is for Argumentative

* Fix contact caching island flags

* Circle shapes actually workeded

* Damping

* DS2 consumables only

* Slightly more stable

* Even slightlier more stablier

* VV your heart out

* Initial joint support

* 90% of joints I just wanted to push as I'd scream if I lost progress

* JOINT PURGATORY

* Joints barely functional lmao

* Okay these joints slightly more functional

* Remove station FrictionJoint

* Also that

* Some Box2D ports

* Cleanup mass

* Edge shape

* Active contacts

* Fix active contacts

* Optimise active contacts even more

* Boxes be stacking

* I would die for smug oh my fucking god

* In which everything is fixed

* Distance joints working LETS GO

* Remove frequency on distancejoint

* Fix some stuff and break joints

* Crashing fixed mehbeh

* ICollideSpecial and more resilience

* auto-clear

* showbb vera

* Slap that TODO in there

* Fix restartround crash

* Random fixes

* Fix fixture networking

* Add intersection method for broadphase

* Fix contacts

* Licenses done

* Optimisations

* Fix wall clips

* Config caching for island

* allocations optimisations

* Optimise casts

* Optimise events queue for physics

* Contact manager optimisations

* Optimise controllers

* Sloth joint or something idk

* Controller graph

* Remove content cvar

* Random cleanup

* Finally remove VirtualController

* Manifold structs again

* Optimise this absolute retardation

* Optimise

* fix license

* Cleanup physics interface

* AHHHHHHHHHHHHH

* Fix collisions again

* snivybus

* Fix potential nasty manifold bug

* Tests go snivy

* Disable prediction for now

* Spans

* Fix ShapeTypes

* fixes

* ch ch changeesss

* Kinematic idea

* Prevent static bodies from waking

* Pass WorldAABB to MoveEvent

* Fix collisions

* manifold structs fucking WOOORRKKKINNGGG

* Better pushing

* Fix merge ickies

* Optimise MoveEvents

* Use event for collisions performance

* Fix content tests

* Do not research tests

* Fix most conflicts

* Paul's trying to kill me

* Maybe collisions work idk

* Make us whole again

* Smug is also trying to kill me

* nani

* shitty collisions

* Settling

* Do not research collisions

* SHIP IT

* Fix joints

* PVS moment

* Fix other assert

* Fix locker collisions

* serializable sleeptime

* Aether2D contacts

* Physics is no longer crashing (and burning)

* Add to the TODO list

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-03-08 03:19:01 +11:00
80f9f24243 Serialization v3 aka constant suffering (#1606)
* oops

* fixes serialization il

* copytest

* typo & misc fixes

* 139 moment

* boxing

* mesa dum

* stuff

* goodbye bad friend

* last commit before the big (4) rewrite

* adds datanodes

* kills yamlobjserializer in favor of the new system

* adds more serializers, actually implements them & removes most of the last of the old system

* changed yamlfieldattribute namespace

* adds back iselfserialize

* refactors consts&flags

* renames everything to data(field/definition)

* adds afterserialization

* help

* dataclassgen

* fuggen help me mannen

* Fix most errors on content

* Fix engine errors except map loader

* maploader & misc fix

* misc fixes

* thing

* help

* refactors datanodes

* help me mannen

* Separate ITypeSerializer into reader and writer

* Convert all type serializers

* priority

* adds alot

* il fixes

* adds robustgen

* argh

* adds array & enum serialization

* fixes dataclasses

* adds vec2i / misc fixes

* fixes inheritance

* a very notcursed todo

* fixes some custom dataclasses

* push dis

* Remove data classes

* boutta box

* yes

* Add angle and regex serializer tests

* Make TypeSerializerTest abstract

* sets up ioc etc

* remove pushinheritance

* fixes

* Merge fixes, fix yaml hot reloading

* General fixes2

* Make enum serialization ignore case

* Fix the tag not being copied in data nodes

* Fix not properly serializing flag enums

* Fix component serialization on startup

* Implement ValueDataNode ToString

* Serialization IL fixes, fix return and string equality

* Remove async from prototype manager

* Make serializing unsupported node as enum exception more descriptive

* Fix serv3 tryread casting to serializer instead of reader

* Add constructor for invalid node type exception

* Temporary fix for SERV3: Turn populate delegate into regular code

* Fix not copying the data of non primitive types

* Fix not using the data definition found in copying

* Make ISerializationHooks require explicit implementations

* Add test for serialization inheritance

* Improve IsOverridenIn method

* Fix error message when a data definition is null

* Add method to cast a read value in Serv3Manager

* Rename IServ3Manager to ISerializationManager

* Rename usages of serv3manager, add generic copy method

* Fix IL copy method lookup

* Rename old usages of serv3manager

* Add ITypeCopier

* resistance is futile

* we will conquer this codebase

* Add copy method to all serializers

* Make primitive mismatch error message more descriptive

* bing bong im going to freacking heck

* oopsie moment

* hello are you interested in my wares

* does generic serializers under new architecture

* Convert every non generic serializer to the new format, general fixes

* Update usgaes of generic serializers, cleanup

* does some pushinheritance logic

* finishes pushinheritance FRAMEWORK

* shed

* Add box2, color and component registry serializer tests

* Create more deserialized types and store prototypes with their deserialized results

* Fixes and serializer updates

* Add serialization manager extensions

* adds pushinheritance

* Update all prototypes to have a parent and have consistent id/parent properties

* Fix grammar component serialization

* Add generic serializer tests

* thonk

* Add array serializer test

* Replace logger warning calls with exceptions

* fixes

* Move redundant methods to serialization manager extensions, cleanup

* Add array serialization

* fixes context

* more fixes

* argh

* inheritance

* this should do it

* fixes

* adds copiers & fixes some stuff

* copiers use context v1

* finishing copy context

* more context fixes

* Test fixes

* funky maps

* Fix server user interface component serialization

* Fix value tuple serialization

* Add copying for value types and arrays. Fix copy internal for primitives, enums and strings

* fixes

* fixes more stuff

* yes

* Make abstract/interface skips debugs instead of warnings

* Fix typo

* Make some dictionaries readonly

* Add checks for the serialization manager initializing and already being initialized

* Add base type required and usage for MeansDataDefinition and ImplicitDataDefinitionForInheritorsAttribute

* copy by ref

* Fix exception wording

* Update data field required summary with the new forbidden docs

* Use extension in map loader

* wanna erp

* Change serializing to not use il temporarily

* Make writing work with nullable types

* pushing

* check

* cuddling slaps HARD

* Add serialization priority test

* important fix

* a serialization thing

* serializer moment

* Add validation for some type serializers

* adds context

* moar context

* fixes

* Do the thing for appearance

* yoo lmao

* push haha pp

* Temporarily make copy delegate regular c# code

* Create deserialized component registry to handle not inheriting conflicting references

* YAML LINTER BABY

* ayes

* Fix sprite component norot not being default true like in latest master

* Remove redundant todos

* Add summary doc to every ISerializationManager method

* icon fixes

* Add skip hook argument to readers and copiers

* Merge fixes

* Fix ordering of arguments in read and copy reflection call

* Fix user interface components deserialization

* pew pew

* i am going to HECK

* Add MustUseReturnValue to copy-over methods

* Make serialization log calls use the same sawmill

* gamin

* Fix doc errors in ISerializationManager.cs

* goodbye brave soldier

* fixes

* WIP merge fixes and entity serialization

* aaaaaaaaaaaaaaa

* aaaaaaaaaaaaaaa

* adds inheritancebehaviour

* test/datafield fixes

* forgot that one

* adds more verbose validation

* This fixes the YAML hot reloading

* Replace yield break with Enumerable.Empty

* adds copiers

* aaaaaaaaaaaaa

* array fix
priority fix
misc fixes

* fix(?)

* fix.

* funny map serialization (wip)

* funny map serialization (wip)

* Add TODO

* adds proper info the validation

* Make yaml linter 5 times faster (~80% less execution time)

* Improves the error message for missing fields in the linter

* Include component name in unknown component type error node

* adds alwaysrelevant usa

* fixes mapsaving

* moved surpressor to analyzers proj

* warning cleanup & moves surpressor

* removes old msbuild targets

* Revert "Make yaml linter 5 times faster (~80% less execution time)"

This reverts commit 2ee4cc2c26.

* Add serialization to RobustServerSimulation and mock reflection methods
Fixes container tests

* Fix nullability warnings

* Improve yaml linter message feedback

* oops moment

* Add IEquatable, IComparable, ToString and operators to DataPosition
Rename it to NodeMark
Make it a readonly struct

* Remove try catch from enum parsing

* Make dependency management in serialization less bad

* Make dependencies an argument instead of a property on the serialization manager

* Clean up type serializers

* Improve validation messages and resourc epath checking

* Fix sprite error message

* reached perfection

Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
Co-authored-by: Vera Aguilera Puerto <zddm@outlook.es>
2021-03-04 15:59:14 -08:00
Pieter-Jan Briers d751c0b3ab Revert "Physics (#1602)"
This reverts commit fefcc7cba3.
2021-02-28 18:45:18 +01:00
fefcc7cba3 Physics (#1602)
* Physics worlds

* Paul's a good boy

* Build working

* Ingame and not lagging to hell

* Why didn't you commit ahhhhh

* Hard collisions working

* Solver parity

* Decent broadphase work done

* BroadPhase outline done

* BroadPhase working

* waiting for pvs

* Fix static PVS AABB

* Stop static bodies from awakening

* Optimise a bunch of stuff

* Even more broadphase stuff

* I'm fucking stupid

* Optimise fixture updates

* Collision solver start

* Building

* A is for Argumentative

* Fix contact caching island flags

* Circle shapes actually workeded

* Damping

* DS2 consumables only

* Slightly more stable

* Even slightlier more stablier

* VV your heart out

* Initial joint support

* 90% of joints I just wanted to push as I'd scream if I lost progress

* JOINT PURGATORY

* Joints barely functional lmao

* Okay these joints slightly more functional

* Remove station FrictionJoint

* Also that

* Some Box2D ports

* Cleanup mass

* Edge shape

* Active contacts

* Fix active contacts

* Optimise active contacts even more

* Boxes be stacking

* I would die for smug oh my fucking god

* In which everything is fixed

* Distance joints working LETS GO

* Remove frequency on distancejoint

* Fix some stuff and break joints

* Crashing fixed mehbeh

* ICollideSpecial and more resilience

* auto-clear

* showbb vera

* Slap that TODO in there

* Fix restartround crash

* Random fixes

* Fix fixture networking

* Add intersection method for broadphase

* Fix contacts

* Licenses done

* Optimisations

* Fix wall clips

* Config caching for island

* allocations optimisations

* Optimise casts

* Optimise events queue for physics

* Contact manager optimisations

* Optimise controllers

* Sloth joint or something idk

* Controller graph

* Remove content cvar

* Random cleanup

* Finally remove VirtualController

* Manifold structs again

* Optimise this absolute retardation

* Optimise

* fix license

* Cleanup physics interface

* AHHHHHHHHHHHHH

* Fix collisions again

* snivybus

* Fix potential nasty manifold bug

* Tests go snivy

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-03-01 03:09:36 +11:00
AcruidandGitHub de0bd1887f Sprite Rendering Bugfixes (#1551)
* Added documentation to Clyde on the sprite rendering calls.

* Added a rotation debug entity.

* Non-directional RSIs and raw textures are now rotated properly.

* Directional RSIs and Sprite Smoothing work.

* Remove the Directional flag usages.

* Supports layers with different numbers of directions.

* Fixes window rendering.
2021-02-20 11:06:08 -08:00
DrSmugleafandGitHub 3ef4ac7452 Make component states dependant on the player getting them (#1569) 2021-02-17 23:48:17 -08:00
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
Acruid 8ffdb090e6 Adds a property on ITransformComponent that prevents the entity from being rotated. Resolves #1479. 2021-02-01 20:27:17 -08:00
Remie RichardsandGitHub 29e0faed88 Can now animate ITransformComponent.WorldPosition (#1518) 2021-01-30 23:26:01 +01:00
24315fa787 Avoid unnecessary EntMapIdChangedMessages (#1493)
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-01-10 12:46:59 +11:00
DrSmugleafandGitHub 58560f589f Defer MoveEvent out of TransformComponent.HandleComponentState (#1453)
* Defer MoveEvent out of TransformComponent.HandleComponentState

* Imports

* Make the update loop more readable and call ToArray

* Fix tests

* Fix tests HALLELUJAH
2020-12-19 13:09:16 +01:00
ad8b0b3c83 Add bytes or sbytes to enum where available (#1430)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2020-12-08 12:46:30 +01:00
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
DTanxxxGitHubDavid Tan <>
791fcfd65e Updated ContainerHelpers to use new extensions (#1396)
Co-authored-by: David Tan <>
2020-11-09 09:22:31 +01:00
2f21a2551e Fix grid parenting (#1347)
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-10-30 01:02:14 +01:00
1e723eae92 Make transformstate actuall check equals (#1361)
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-10-29 13:05:38 +01:00
ac5ad96117 Make lockers pushable again (#1353)
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-10-29 20:38:12 +11:00
4fd1084946 Rotation rounding (#1352)
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-10-27 00:34:50 +01:00
4bc53ebfe8 Fix (some) physics stuttering (#1327)
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-10-25 15:37:03 +01:00
Víctor Aguilera Puerto 4b709ebb44 Fix SnapGridComponent for entities without grid. 2020-10-21 16:04:58 +02:00
Víctor Aguilera PuertoandGitHub 47593307b6 Remove default grids (#1322)
* Remove default grids

* Fix test. Invalid grids don't "exist" anymore in map manager.

* Fix crashes

* Fix placement modes.

* Remove warning.
2020-10-21 15:12:02 +02:00
Pieter-Jan Briers 62b60fc426 Add GetOffset() helper to SnapGridComponent. 2020-10-20 12:04:46 +02:00
DrSmugleafandGitHub 6eb3301904 Add debug assert for transform self parenting (#1340) 2020-10-19 22:20:42 +02:00
DrSmugleafandGitHub 3176d4c06e Rename last usages of Collidable to Physics (#1333) 2020-10-14 22:42:01 +02:00
DrSmugleafandGitHub f8d5fa5319 Rename CollidableComponent to PhysicsComponent (#1320) 2020-10-11 15:32:50 +02:00
DrSmugleafandGitHub da76788751 Replace MapIndices to Vector2i (#1318) 2020-10-11 14:33:09 +02:00
5f1251a813 LocalPosition value check (#1312)
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-10-10 12:05:06 +02:00
00fbefa4e5 Physics caching go brrt (#1307)
* Physics caching go brrt

* Minor optimisation

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-10-09 11:40:02 +02:00
Víctor Aguilera Puerto 1181464829 Add RotateEvent raised when a Transform's LocalRotation changes. 2020-09-07 13:56:34 +02:00
0a67cecfa5 Replace every usage of GridCoordinates with EntityCoordinates (#1280)
* Added struct skeleton for EntityCoordinates.

* Polish EntityCoordinates, add tests, add EntityCoordinates to Transforms

* Doc cleanup

* Remove useless code

* Return offset 0 when you don't have a parent

* Test for making sure EntityCoordinates for entities without parents have offset 0

* Use parent transform's GridId for GetGridId.

* Adds various methods, checks and tests

* Replace GridCoordinates with EntityCoordinates

* EyeManager.WorldToScreen fix

* Address reviews

* Fix za buildo

* Fix one transform test

* Fix the remaining tests

* Remove duplicate

* Remove another merge duplicate

* Fix property

* Rename most usages of GridCoordinates to EntityCoordinates.

* Add WithEntityId method to EntityCoordinates.

* Fix EntityCoordinates usage in GetEntitiesInRange

* Remove cursed IMapGrid method, change naming.

* Makes GridTileLookupSystem use EntityCoordinates

Co-authored-by: Acruid <shatter66@gmail.com>
Co-authored-by: Víctor Aguilera Puerto <zddm@outlook.es>
2020-09-06 16:09:19 +02:00
0701b040ee EntityCoordinates (#1277)
* Added struct skeleton for EntityCoordinates.

* Polish EntityCoordinates, add tests, add EntityCoordinates to Transforms

* Doc cleanup

* Remove useless code

* Return offset 0 when you don't have a parent

* Test for making sure EntityCoordinates for entities without parents have offset 0

* Use parent transform's GridId for GetGridId.

* Adds various methods, checks and tests

* Adds new constructor to EntityCoordinates and add WithPosition method

Co-authored-by: Acruid <shatter66@gmail.com>
2020-09-04 23:08:18 +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
ShadowCommanderandGitHub 30108cf992 Refactor DetachParent (#1188) 2020-07-25 17:04:14 +02:00
Pieter-Jan Briers 0297464af5 Fix MapID assignment in transform init. 2020-07-22 01:51:17 +02:00
ShadowCommanderandGitHub 8e39de77f1 Fix GridPosition set breaking when value.GridID == GridId.Invalid (#1178) 2020-07-11 02:38:36 -07:00
Pieter-Jan Briers af4c920606 Don't lerp transforms on teleports/parent changes. 2020-07-04 00:35:40 +02:00
Pieter-Jan Briers b72b0e5984 Use a DynamicTree for sprite finding.
Significantly improves client CPU usage.
2020-06-29 16:18:11 +02:00
Pieter-Jan Briers a40d89dd3e Optimize TransformSystem.
Now keeps a list of actively lerping transforms instead of iterating every transform every tick.

Yeah it doesn't even show up in profiles anymore instead of taking like 8% of CPU time.
2020-06-28 00:41:48 +02:00
Pieter-Jan Briers 1a7cc344e2 Optimize TransformComponent component state handling:
1. Don't resolve Parent in GetComponentState
2. Don't try to AttachParent unless parent actually changed.
2020-06-25 18:17:25 +02:00