* Adds the SoundSystem static proxy class for the AudioSystem.
Added a shared IAudioSystem interface for the future.
* Moved ConnectedClient property from IPlayerSession down to ICommonSession.
* Connected up the SoundSystem to the client/server AudioSystems.
* Converted client calls over to the new system.
* Marked the old serverside functions to play sound obsolete, use the new ones from the IAudioSystem.
* Added ISharedPlayerManager to the IoC registration.
* Added a basic server simulation framework for help with tests.
* Moved as much as possible to Robust.Shared/Containers.
Moved ContainerSlot from content to engine.
* Moved ClientContainer to shared.
* Merged client/server ContainerManagerComponents into a single shared version.
* ContainerManagerComponent is now implicitly registered with the attributes.
* Migrated to 2021 serialization technology.
* Existing Unit Tests work.
* More tests coverage.
Fixed bug with transferring items between containers.
* Container Type info is now sent over the network.
* Merge client/server container systems.
* Code cleanup.
* Attempted to fix dictionary serialization.
Logs warning when trying to check if an unknown GridId is paused.
* Remove OldCode.
* 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>
* Removed IBaseSession, pushed all members down to ICommonSession.
* Pulled all members of client IPlayerSession into ICommonSession.
Marked client IPlayerSession as obsolete, use the base ICommonSession.
* Restricted setter access for properties in ICommonSession, only engine should be setting them.
* Fixed ping implementation on server.
* Moved AttachedEntityUid to ICommonSession.
* Added a shared IPlayerManager and pulled some common properties down to it.
* Added a shared player Filter class that holds a set of recipients in a networked call. Very useful for selecting recipients in a shared context.
* Added support for erasing rectangular areas
* Apply suggestions from code review
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Switched sending start coordinate + end coordinate to sending start coordinate + rect selection size for preventing different parented positions, general code improvements
* Rewritten certain code part so the checks pass
* Added unshaded shader to rect erasing
* Tweaked alpha of erasing rectangle for better visualizing
Co-authored-by: Manel Navola <ManelNavola@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
*Allow content to define localization functions.
* Add rldloc command to reload localizations.
* Doc comments
* Error handling
* Parallelize loading of localization files, since I can only assume we'll have a lot eventually.
* Type system stuff to allow content to pass custom data types into fluent.
* Code cleanup.
This makes Direction no longer follow a cartesian trig circle but oh well. Also helper methods to work with this.
Math tests currently fail, pushing this so Acruid can see about fixing SpriteComponent.
* 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.
* Implement hot reloading for entity prototypes
* Implement automatic prototype hot-reloading
* Merge fixes
* Add yaml hot reloading and a message to notify the client
* Add reloading only changed files, remove cooldown, add retries and remove IPrototype
* Remove reload command
* Make the client listen for reloads instead and only when focused
* Fix errors
* Only queue a reload when the queue has items in it
* Make fails after 10 retries log instead of throw if reloading
Co-authored-by: Jackson Lewis <inquisitivepenguin@protonmail.com>
* Moved IPauseManager from server to shared.
* Moved ITimerManager from Timers to Timing.
* Added missing IConsoleHost to server/client RegisterIoC. Tests work again.
1. Add XAML namespaces https://spacestation14.io with Avalonia hacks.
2. Make markup extensions work with Avalonia hacks.
3. Add LocExtension for localized strings.
4. Add Vector2 parsing type converter to XAML compilation.
5. Make SS14Window better thanks to these improvements.
* #272 no arrow, actually change id on channel changer
* #272 ability to apply style class to child
* #272 try methods for selecting items in OptionButton.cs
* #272 allow escaping right angle bracket in formatted message
* #272 ability to detect when local player is set / unset
* #272 make RemoveModal public since PushModal is as well, so modals can be removed on-demand if needed rather than relying on a click elsewhere
* #272 revert
* 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.
Lidgren NetTime.Now is now synchronized to IGameTiming.RealTime.
NetChannel is now a nested class of NetManager.
Add IGameTiming.ServerTime, INetChannel.RemoteTimeOffset, INetChannel.RemoteTime