* Add ValidateMemberAttribute, analyzer and test
* Use attribute on DirtyFields methods
* Defer member lookup
* Additional test case
* Add support for collection types
* Poke tests
* Revert "Add support for collection types"
This reverts commit 2b8f5534bd.
* break, not continue
* Cheaper attribute check with AttributeHelper
* Clean up unused helper method
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Co-authored-by: PJB3005 <pieterjan.briers+git@gmail.com>
* Add Prototype analyzer
* Add Prototype fixer
* Early return after finding prototype attribute
* Add PrototypeEndsWithPrototypeRule diagnostic
* Oops. Uncomment parallelizable.
* Rework to ignore redundancy for non-literal string values
* Allow redundancy when removal would expose class name not ending in "Prototype"
* Promote PrototypeEndsWithPrototypeRule from warning to error, since it causes a runtime error.
* No need to get the symbol to get the class identifier
* Minor cleanup
* A little more cleanup
* More specific location for redundant name
* Refactor redundant name fixer so argument order is no longer important
* Add failing test
* Use symbol analysis to fix alias handling
* Oops! We have to go back to the previous syntax-based approach.
Now it's a hybrid.
Also fixed tests to not copy the prototype definitions.
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Co-authored-by: PJB3005 <pieterjan.briers+git@gmail.com>
It apparently broke clean builds, as the dependencies aren't in the project asset list or something anymore. I tried to fix this, but it seems impossible to do without relying on .NET SDK internals, as there's no point in the NuGet graph walk process that seems cleanly extensible.
Instead let's just do the much dumber thing: a bunch of .props files for content to import. Hooray!
This also means that I have to go through and *explicitly* disable transitive dependencies everywhere in RT. This thankfully isn't too hard.
* make EntityQuery.Resolve error not useless
* it actually wasnt that bad
* goida
* make EntityQuery constructor internal
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Co-authored-by: deltanedas <@deltanedas:kde.org>
Robust.UnitTesting was both ALL tests for RT, and also API surface for content tests.
Tests are now split into separate projects as appropriate, and the API side has also been split off.
This is basically a lightweight marker type saying "this string contains markup". Intended to avoid injection accidents if people don't realize they should escape stuff.
From my extremely rough and unscientific tests, this saves like 15 MB of client memory on the main menu. Probably also just improves load speed on startup too.
It's per file to keep the implementation simple.
This means we don't have to JIT a bunch of UIs that you might not open, reducing memory usage and startup overhead.
One (1) UI is always JITed in another thread before prototype UIs are loaded, so as to warm up the JIT machinery. Said type is DropDownDebugConsole which always gets used anyways so there's no harm in it.
In total, these changes save more than a second of startup time for me.
* Added basic loading screen
* Make it look better!
* I forgor xD
* Fix test fails
* Add comment
* Removed unused import
* Only write to file if the number of sections changed
* Servers can now have their own settings
* Minor optionzation and rare colors
* Remove some of the cvars
* debug only loading messages
* Added a few more steps
* Only one section at a time
* nullable section name
* Lock out functions if finished
* Get rid of saving the ccvar
* Cleanup
* Forgot!
* A few tweaks
* Disable vsync
* remove colors
* remove outdated vsync functions
* Silly me xD
* What I get for trying to be clever... ;(
* Better seconds display
* Simplify drawing logic + it looks better
* Type does not need to be partial
* Make interface to expose to content
* Use correct define to gate showing debug info
Should be TOOLS instead of DEBUG
* Use appropriate exception type in BeginLoadingSection
* Fix exception when closing window during loading screen
Would try to stop the main loop before it exists.
* Rename CVars, put debug info behind CVar instead of conditional compilation.
* Add to RELEASE-NOTES.md
* Add UI scaling support
* Make ILoadingScreenManager fully internal
Didn't realize content can't touch it as it'd break the total amount of sections
* Don't re-enable vsync manually, GameController does it at the end of init
* Add command to show top load time usage.
* Improve verbosity of debug time tracking
More steps and some steps named better
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Co-authored-by: PJB3005 <pieterjan.briers+git@gmail.com>
* System font API
This is a new API that allows operating system fonts to be loaded by the engine and used by content.
Fonts are provided in a flat list exposing all the relevant metadata. They are loaded from disk with a Load call.
Initial implementation is only for Windows DirectWrite.
* Load system fonts as memory mapped files if possible.
This allows sharing the font file memory with other processes which is always good.
* Use ArrayPool to reduce char array allocations
* Disable verbose logging
* Implement system font support on Linux via Fontconfig
* Implement macOS support
* Add "FREEDESKTOP" define constant
This is basically LINUX || FREEBSD. Though FreeBSD currently gets detected as LINUX too. Oh well.
* Compile out Fontconfig and CoreText system font backends when not on those platforms
* Don't add Fontconfig package dep on Mac/Windows
* Allow disabling system font support via CVar
Cuz why not.
This is intended for content-side settings menus, so we can show users a "does this look correct" prompt after changing sensitive settings like graphics or UI, without risking an untimely config save *storing* broken CVar config.