Commit Graph
105 Commits
Author SHA1 Message Date
ShadowCommanderandGitHub 3781844d77 Fix TextReleaseFocus keybind for console not handling args (#1346)
Clean up OnKeyBindDown of DebugConsole
2020-10-24 15:51:44 +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
Víctor Aguilera Puerto 022e044b69 Fix Entity Spawn Menu Eraser mode not clearing when closing it.
Fixes https://github.com/space-wizards/space-station-14/issues/2178
2020-10-12 14:02:35 +02:00
Jan NekvapilandGitHub 5bf4e9ae1a Scale frame debug into control boundaries (#1305)
* Scale frame debug into control boundaries

* Remove unnecessary  cache
2020-10-06 09:47:50 +02:00
Pieter-Jan Briers 99aab96694 Fix offset control outline debug rendering. 2020-09-29 15:00:37 +02:00
DTanxxxGitHubDavid Tan <>
e7a49cc1f0 Removed obsolete EntitySpawnWindow constructor (#1295)
Co-authored-by: David Tan <>
2020-09-29 13:38:42 +02:00
Paul RitterandGitHub 7b1f60c940 Readds Iconcomponent (#1296)
* yep

* directional texture
2020-09-28 20:54:29 +02:00
DTanxxxGitHubDavid Tan <>
ff32a70b10 Purge localization manager (#1285)
* Applied feedback

* Applied feedback

Co-authored-by: David Tan <>
2020-09-23 16:21:10 +02:00
Paul RitterandGitHub 827734d658 Nukes the Iconcomponent (#1290)
* removes iconcomponent

* forgot one thing

* it works!!11

* last change
2020-09-23 16:20:32 +02:00
DrSmugleafandGitHub 25aaac7dbf Make the tile spawn search bar autofocus (#1287) 2020-09-17 23:19:17 +02:00
Pieter-Jan Briers 4e6f8ca224 Remove OptionsMenu from engine. 2020-09-07 11:07:49 +02:00
20kdcandGitHub 5146bf8ac2 More configurable lighting (also, "Rounded" mode for Range) (#1274)
* Add support for 'Rounded' mode to Range (and thus Slider)

* Make lighting resolution more configurable

* Use a lighting presets dropper because RemieRichards said so

* Make ConfigLightingQuality not a property and instead two separate methods

* More configurable lighting: cleanup to use a switch rather than an if-chain
2020-09-07 10:57:44 +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 b4fac5256c More Clyde GL version things.
Correctly use KHR and OES suffixed functions for debug output and VAOs, if necessary.

Allow overriding the detected GL version for feature detection (nvidia gives me an ES 3.2 context even when ES 2.0 is requested, so...)
2020-09-02 22:10:50 +02:00
ShadowCommanderandGitHub 72d8f60846 Add debug highlighting for UI Controls (#1272) 2020-09-02 12:32:30 +02:00
Pieter-Jan Briers 3ea73e9d2a Various OpenGL fixes.
1. Fixes screenshots on ES by providing a fallback path for when encessary features (PBO, fence sync, mapbuffer) are not available.
2. Correctly detect fence sync as not always being available for 3.1
3. Remove the "bad OpenGL version" box. We have MessageBoxW now.
4. Separated feature detection for ES and Desktop, added more feature detections on various sides.
5. Moved GL feature detection to its own file.
2020-09-02 01:47:12 +02:00
20kdcandGitHub 4777a0adbf GLES2 users, assemble! (#1266) 2020-09-01 15:27:14 +02:00
9d1bec9bb2 Merge FloatMath and MathHelper (#1234)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2020-08-20 19:21:07 +02:00
Pieter-Jan Briers 1934428c95 Use better file access patterns in engine. 2020-08-16 01:08:07 +02:00
73d529386d Added Console Tab Completion (#1212)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-14 22:47:26 +02:00
ShadowCommanderandGitHub 444eecf339 Change BaseWindow and SS14Window to open where they previously closed (#1217)
First open will be top left, centered, or left vertically centered. The subsequent calls to open will open the window at the position the window was closed at.
2020-08-09 00:13:09 +02:00
ShadowCommanderandGitHub 97f0479676 Fix OpenCentered by setting size before position (#1211) 2020-08-06 15:53:37 +02:00
Pieter-Jan Briers c482253b9d Clyde debug stats for light count. 2020-07-29 02:06:39 +02:00
MosesandGitHub 27fccbe74c 1513 Erase mode button toggle (#1194) 2020-07-28 14:12:29 -07:00
Víctor Aguilera Puerto d5e422f34e Debug coordinates panel now displays actual entity transform position 2020-07-26 03:16:10 +02:00
Pieter-Jan Briers fc73f88282 Hitting ~ while console is selected now closes it again.
How did this take me this long to fix.
2020-07-08 01:53:11 +02:00
AJCM-gitandGitHub afa0eb8ada Changing some paths (#1158)
* first commit

* Merging master

* Path changes

* what even is this

* MidiCustom
2020-07-07 19:15:39 +02:00
Pieter-Jan BriersandGitHub 6674be3adc Client NRTs (#1121) 2020-06-12 12:57:39 +02:00
Pieter-Jan Briers afb0624a2b Fix DebugTimePanel to report prediction size correctly.
It was not taking into the account that CurTick increments after the mainloop runs tick meaning that it was offset by one.
2020-06-12 12:42:05 +02:00
ClyybberandGitHub 71b06c0791 Placement improvements (#1105) 2020-06-08 13:51:22 +02:00
Pieter-Jan Briers 537b444eae DebugConsole doesn't spam position changes if hidden. 2020-06-06 14:13:00 +02:00
Pieter-Jan Briers 044eeb61f4 Fix OnClose not firing on windows correctly. 2020-05-28 13:18:39 +02:00
Pieter-Jan Briers 32c1b1e3b2 Split off SS14 into BaseWindow. 2020-05-27 14:08:52 +02:00
Pieter-Jan Briers cc4069d526 Fix clear button in tile spawn window not resetting search results. 2020-05-21 23:39:14 +02:00
Pieter-Jan Briers 7f508f7719 Show largest clyde batch size in F3. 2020-05-21 13:44:41 +02:00
Pieter-Jan Briers b7f3627ef1 Remove List<>/Dictionary<,> usage from low-level GameState serialization.
NetSerializer does not handle these well and sends the entire backing array instead of a more compact representation. This can then cause it to start sending lists of length 1 with a *capacity* of 4096 resulting in 250 KiB/s down to send updates for a single entity. As it just did on the public server...
2020-05-12 18:34:16 +02:00
Pieter-Jan Briers f54f4ffe52 Quite possibly break the whole input system.
Made it so keybinds don't block other keybinds from firing.

Why is this necessary? This allows us to have "same keybind, different functionality" binds sanely, like shift click being both TextCursorSelect and (in content) ExamineEntity. Before this change the latter was temporarily broken in UI controls because of TextCursorSelect taking priority and instantly treating the event as handled because it's CanFocus.

The offshoot of this is that all the "args.CanFocus == mouse left" UI code had to be fixed, since multiple things were now firing for that and breaking everything. For example TextCursorSelect actually BROKE because now ExamineEntity was firing inside UI again and that was seen as a left click.

EngineKeyFunctions.UIClick has been introduced as "mouse left for the UI" for this purpose.
2020-05-05 23:58:21 +02:00
Pieter-Jan Briers 400dcb06fc Server scripting. 2020-04-30 00:06:59 +02:00
Pieter-Jan Briers b366070cd4 Adds entity prototype editor suffix system. 2020-04-26 01:16:49 +02:00
Pieter-Jan BriersandGitHub 0c8f869cb4 Prediction (#1027) 2020-04-18 17:35:54 +02:00
Pieter-Jan Briers 832a4e01f1 High level cursor API. 2020-04-17 16:57:51 +02:00
Pieter-Jan Briers 50abd155c2 Opened() hook for SS14Window 2020-03-25 02:14:01 +01:00
ShadowCommanderandGitHub 2f819cf781 Refactor Controls to default to MouseFilterMode.Ignore (#1011)
* Refactor Controls to default to MouseFilterMode.Ignore

* Clean up MouseFilterMode.Ignore from Controls

* Fix BoxContainer eating UI clicks

* Fix ScrollContainer using the wrong variable

* Refactor ContainerButtons to use a StyleClass for formatting instead of typeof

* Refactor BaseButton to work when child has MouseFilter.Pass
2020-03-15 07:29:51 +01:00
Acruid 0a32938c23 DebugCoordsPanel now just prints the Map and Grid coordinates. This looks more uniform, gives more info, and saves a line in the pannel. 2020-03-05 14:42:11 -08:00
ShadowCommanderandGitHub 91467ecdb9 Implement HistoryLineEdit (#990)
* Implement HistoryLineEdit

* Refactor DebugConsole to use HistoryLineEdit

* Clean up LineEdit

Add args.Handle() for each BoundKeyFunction

Clean up if statements

* Rearrange LineEdit variables

* Reimplement DebugConsole saving and loading
2020-02-22 17:56:35 +01:00
ShadowCommanderandGitHub 3b49e0df82 Implement ContainerButton and refactor buttons (#975)
* Add style to TextureRect

* Implement ContainerButton

ContainerButton is a button that resizes to fit the Controls it contains.

* Refactor OptionButton to use ContainerButton

This allows OptionButton to have an inverted triangle icon on the right to make it more obvious that the button is an OptionButton.

* Fix Popup not updating size when opened

* Fix DrawMode not getting updated when _pressed is changed

* Refactor Button to inherit from ContainerButton

* Refactor CheckBox to inherit from ContainerButton

* Fix Control.StyleClasses.GetEnumerator

It was calling GetEnumerator in an infinite loop instead of getting _styleClasses.GetEnumerator like it was supposed to do.

* Update Button references

* Fix Styling
2020-02-17 11:06:16 +01:00
Víctor Aguilera PuertoandGitHub 8a2ae5ec85 Makes spawnlist use prototype ID if prototype name is null or em… (#954) 2020-02-06 16:12:34 +01:00
Pieter-Jan Briers 766e2c81e2 Fixes debug coords panel throwing in main menu.
Fixes #938
2020-01-22 23:55:41 +01:00
DamianXandPieter-Jan Briers ae1e9c3a71 Entity spawn window's search bar grabs keyboard focus (#928) 2020-01-21 18:10:04 +01:00