* 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>
Removed Overlay.Shader property, you need to manage the field yourself and apply the shader before you draw.
Made all overlays compatible with the new changes.
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.
* Fix client-side input system not sending sequence numbers for input messages.
This caused message ordering issues and keys getting stuck down.
* Make sure EyeUpdateSystem runs after physics.
* IGameTiming.TickFraction helper.
* Subtick data for input commands.
* Literally a unit test to verify that I wasn't going insane while debugging input message ordering issues.
* More prediction logs behind net.predict.
* Move physics to shared and run it on the client.
* Synchronize grid gravity.
* Fix ResetPredictedEntities crash when entities get deleted server-side.
* Fix CollidableComponent setters not calling Dirty()
* Fix going into space while predicting.
* Watch window uses history line edit.
* Fix unpredicted objects stuck-jittering.
* VV tags for interp vars on transform.
* Fix 0 mass objects on client.
* Fix friction calculations being TPS dependent.
* Reset predict flag on handelComponentState
* rework ComponentManager
create indexing solution, UniqueIndex
split out ComponentEventArgs, add sealed variants
fix up documentation
fix terrible crap
make benchmark work
* woops, ordered enumerables are already a copy
* naming
* clean up comments
* nullable enable
* add some doc comments to unique index
* perf tweaks
add UniqueIndexHkm for high key mutability
extract internal interface mostly for documentation
add nullability support and constraints
* fix doc comment for UniqueIndexHkm
* make PVS threaded
* remove redundant member declarations in interface
* fix grid loss crap on client shutdown
* fix nullability warning when retrieving from always constructed threadlocal
* add comment explaining chan == null check
remove inParallel parameter
* Adds a derived class from Nunit's Is test constraint class.
The game camera can now be rotated.
* Added the new `bind` command to the console, used to bind a key to a keybind.
Added two new keybinds for rotating the View camera left and right.
Added more info to the ""Component does not exist for state" exception.
Added Reduced() and FlipPositive() public functions to Angle.
* Fix a copy/paste bug.
* Adds missing code to bind/unbind CameraRotateLeft.
Camera snapping now actually uses the CameraSnapTolerance constant.
* Work on shadow casting.
* Shadowcasting depth works, code cleanup
* Adds #include support to SWSL parser.
* Move lighting shader to swsl.
Also more shader parser fixes.
* Move PI constant to correct file.
* Got functional FOV, working on wall bleed.
* Hey, it kinda works.
* Occluder component now lives in shared.
* Optimizations.
* Fix light map color format.
I set it to something else while testing perf.
* Front face cull final FOV pass.
* Fix holes in occlusion geometry due to disabled occluders.
* Starting work on better wall handling.
* Some comments.
* Improve font-face-culled FOV pass.
* Improve various light biasing things.
* VSM, smooth shadows.
Also unused VSM blurring because it didn't work but committing it like this will forever keep it in Git somewhere.
* FOV smoothing, looks kinda awful.
* Base wall bleed blur strength on camera size.
* The part where I give up.
* Comments. Many comments.
* Allow eyes to disable FOV.
* Improve OccluderComponent on the client.
* Update for occluder component changes.
* Maybe do this properly...
* bubble implementation
include contained entities
fix line edit crash when clipboard contents are null somehow
use CVar for update bubble range
remove seenMovers that get NaN'd out of MaxUpdateRange - huge reduction in network traffic from bullets
cut default of MaxUpdateRange down to 12.5 for now
maybe handle teleported things
handle removing player state on disconnect
fixed positional audio errors
make UpdateEntityTree also update player's last seen ents
make net.maxupdaterange cvar tunable at runtime w/o impacting performance
back to position nan as means to hide from client
revert work pooling as the wrong player was getting the wrong game state
ffs needed to think less about *if* something is *seen* and more about *when* it must be *unseen*
clean up usings
handle parenting and sequencing issues that arise on the client
gather needed ents to update recursively
applied suggestions from code review
fix missing recursively contained ents
make assumption that client last saw things on first tick instead of tick zero, as zero would be the "from tick" and first would be he "to tick"
add First tick as constant to GameTick due to relevance above
renamed includedEnts to checkedEnts to make usage more clear
added comments
inverted some conditions to flatten parts of the pvs logic
fixed sending states when already seen (lastChange < lastSeen to lastChange <= lastSeen)
fix sending states when no actual changes (other bugs?)
local caching of currentTick, remove priorTick
* make TransformComponent's Parent setter call Dirty() to handle replicating network state if AttachParent isn't invoked
* fixed parent changed by setting Parent on Transform not updating parent's Children collection and other stuff
rotating parent entities now are visible with their orbiting children if one of their children moves into view
* break out duplicated code as GetLastSeen
* remove unused net.parallelstates
introduce net.pvs to configure enabling/disabling PVS
* Removed the EntitySystem event implementation, it now uses the more advanced EventBus.
Removed EntitySystem.RegisterMessageTypes() function.
Removed EntitySystem.SubscribeEvents() function.
Added EntitySystemMessage.NetChannel field. This holds the remote net channel the event originated from.
* Removed the Sender object from events. If you needed this field, add it to the event class.
* Removed unused event proxy methods from Entity.
SubscribeEvent() has been split into SubscribeNetworkEvent() and SubscribeLocalEvent() methods on EntitySystem.
Most methods on EntityEventBus now require callers to specify the source (Local or Network) of the events.
Removed use of ConcurrentDictionary. It was slow.
Other minor optimizations around the codebase.
Added option for parallel game state generation. Seems slower than doing it single-threaded so off by default for now.
Adds a check to the `PlayAudioPositionalMessage` case of client `AudioSystem` to make sure the grid it's playing on actually exists. If it doesn't, an error is logged and the message is ignored instead of crashing the client.
* Fold animation delays into a single set for all directions.
* Update systems to use new RSI animations API.
* Fetching layer directions now done in sprite render.
* Allow overriding direction in SpriteView.