* Use GLFW instead of OpenTK windows
* Seems to work pretty well now.
* Fix stackalloc issue on Framework.
* Add GLFW project to sln.
* Fix package downgrade.
* Fix SLN more.
* Please work.
* Fix C# version error.
* UI layout v2.
All controls now act like containers.
Moved anchor/margin layout model to LayoutContainer
Implement basic WPF-like attached properties for the above LayoutContainer.
* Fix VV.
* Moved IMap from Shared/Interfaces/Map to Shared/Map namespace.
* Extracted Map class out of the MapManager class.
* Removed the Map class and interface.
* Fully removed the Map and IMap class.
* Use DynamicMethod for dependency injection.
Should be way faster to initialize types and also have no allocation overhead
* Cleanup, don't make injectors for types without dependencies
* Fix Framework, maybe?
* Test the new system explicitly.
* Adds a new IPhysicsShape object where you can define what collisions shape a PhysBody has.
AABB is now accessed through the PhysicsShape, so the BoundingBoxComponent is not required.
* Default PhysShape now copies the AABB of the BoundingBoxComponent.
* Fixed issue with serialization of PhysShapeAabbComp.
* Spatial queries now use ICollidableComponent instead of BoundingBoxComponent.
showbb now draws entities using the obsolete BoundingBoxComponent in Aqua.
* Renamed PhysShapeAabbComp to PhysShapeAabb.
Removed BoundingBoxComponent.
* Default CollidableComponent does not collide with anything now.
* Renamed ICollidable to IPhysBody.
Moved ICollidable to the Robust.Shared/Physics namespace.
* PhysShapes are now a collection of primitive shapes that contribute to the whole PhysBody.
ObjectSerializer.DataField can now deal with abstract types using YAML tags.
* Added LocalBounds property to ClickableComponent.
Added state to ClickableComponent.
* Added a Rectangle physics shape.
* ClickableComponent now actually checks that a click is inside its bounds.
* Reverted the addition of a try/catch around map loading. Any errors can propagate to the code trying to load the map again.
* Fixes right click menu stopping input
Removed a flag change when the modal stack was showing, which preventing the click from getting passed to the next function.
* Added parsing for mod2 and mod3 from Keybind YAML
* Fixes a crash on context change when a keybind is not defined in keybinds.yml
* Implemented ShowDebugConsole Hotkey
* Refactored input system
Refactored input system to run Key and Mouse input through the InputManager before doing stuff.
* Upgraded LineEdit and classes that use it. Fixed input while KeyboardFocused.
Upgraded LineEdit to use Keybinds.
Upgraded DebugConsole to use Keybinds.
Replaced all references to MouseDown, MouseUp, KeyDown, and KeyUp with KeyBindUp and KeyBindDown.
Moved UserInterfaceManager call from GameController.Input to InputManager event.
Stopped input going to simulation while a control has focus in UserInterfaceManager.
* Some fixes for input system
Fixed keybinds getting stuck when selecting a LineEdit.
Changed MenuBar to not error.
Fixed a few cases where LineEdit would eat input if you hovered over it and where mouse input got eaten when clicking in the world while a LineEdit was selected.
* Removed extra dependencies
* Added GUIBoundKeyEventArgs to ButtonEventArgs
* Fixes for input with LineEdit selected
Fixed multiple keybinds mapped to the same key not triggering.
Fixed keybind input not getting to LineEdit when hovering over a control.
* Implemented Key Repeat for LineEdit
* Fix for input on Robust.Lite Launcher
* Renames NonFocusKeybinds to EnableAllKeybinds
Renamed NonFocusKeybinds to EnableAllKeybinds and added comment to clarify usage
* Adds repeating keybinds
Used for TextBackspace, TextCursorLeft, and TextCursorRight
Reverts a change to LineEdit that implemented repeating keys
Adds some documentation comments
* Refactor UI system.
Deferred updating is used for styling & layout. This fixes the awful time complexity of containers.
Removed SetDefaults and Initialize. They were a bad idea alright.
* Fix build on .NET Framework.
* Attempted Clyde cleanup, didn't get far.
* Add negation operator to Vector2i.
* Add RenderOrder to ISpriteComponent.
* Post process shaders.
Adds "post process" shaders to sprite component.
These are executed on the WHOLE sprite component (every layer)
in one draw.
This is necessary to implement functional outlines.
They no longer load system-wide config or user data.
User data is emulated through a VFS.
Also added more hooks to improve the customizability of the test,
for example allowing content to hijack their IoC registrations.
* Project file refactor
Move all the .csproj files to the new .NET Core style.
This doesn't make any difference for compiling for Framework,
but it does reduce a ton of useless boilerplate.
As an extension of this, killed a bunch of uncompiled & unmaintained .cs files.
Compiling for release (to profile) works now.
Removed AnyCPU targets from the solution file.
* Fix compiler warnings.
* Retrofitted ComponentManager_Test to use DependencyCollection.
* Renamed ComponentManager_Test to ComponentManager_Tests to follow naming conventions.
* Added component add/remove/delete events to IComponentManager.
Removed IEntity dependency from ComponentManager.
* Entities can now be spawned without a prototype.
* Removed unused function.
* CreateEntity now actually works with a null prototype ID. The other spawn functions should work as well.
Updated doc comments for IEntityManager.SpawnEntity().