* 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
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...
* merged in shader automatic reloading, remove internal shader reloading
add support for includes to shader reloading, modified includes reload shaders that depends upon them
* add some fault tolerance to allow playing with the file a bit
* prevent multiple watch attempts
* fix spacing
* revert project change
* add cancellation to Reload with a default of 30s
fix case sensitivity comparison
assume windows & mac are case insensitive
* 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...
* 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.
* add basis for debug drawing raycasts
* rays
* this was too much work
* i assumed you could do string object stuff. you cant.
* fixed a crash
* Greatly improved DebugDrawingManager code with a struct and list as opposed to dictionary
* change default ray debug color from green to magenta
* reviewed changes
* reviewed changes and adds network message to physicsmanager so it works without much user config
Added IClientConGroupController and implemented it as ClientConGroupController. Lets client-side code check what commands the client can use based on their console group. Serves the same purpose as the server-side IConGroupController except it doesn't load a list of permissions from groups.yml. Instead, the server ConGroupController sends updated permissions to clients whenever they change.
* 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.
* 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.