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...
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.
* 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
* 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
* 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
* 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.
Give BoxContainer a preset capacity to reduce allocations in layout.
Removed Control.GetChild(string) and similar. This was no longer used (and was a pretty bad idea in general), and the implementation had a lot of wasted book keeping to do.
Use UpdateLayout() instead of DoUpdateLayout() in Control minsize changed to avoid doing redundant layout, and by extension style & minsize, updates.
Used RemoveAllChildren instead of DisposeAllChildren in EntitySpawnWindow because it's faster (way less stuff to clear, just let the GC handle it).
Optimized ResourcePath with a better GetHashCode(), better Equals, replacement for List<T>.ToArray()
Fixed enumerator allocations in stylesheet SelectorElement matching to speed up style updates.
ResourceCache now caches fallbacks to avoid constructing Resource instance when fetching fallback explicitly.
ResourceCache now has nested dictionaries for Type -> ResourcePath -> BaseResource storage of resources.
Use calculated property instead of auto property for TextureResource.Fallback
Reverts b40413dfd6.
Decorates EntityPrototype.Name with CanBeNull.
The entity spawn window now properly handles prototypes with null names. Previously, a null name would throw a NullException. Entities with null names will never show up in the spawn window search results.
* 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.