* Rename SS14.Server/GameState directory.
* Server now runs at 60 FPS.
* RegisterNetMessage<T> more generic!
Also started refactoring game states.
* HOLY SHIT I CAN MOVE AROUND.
* Dirty(); calls and improvements.
* Implement deletions + mark components as dirty initially.
* Remove bsdiff submodule.
* Remove Bsdiff.
* Fix System.ValueTuple reference.
* Server no longer crashes when the gun is used.
* Optimize player sync.
* Prevent constant dirtiness from player input mover.
Debug monitors like coord debug, FPS and the (now re-added)
have been amde into a more centralized system.
Networking debug is back! No chart though.
Bunch of improvements and fixes to the UI code to facilitate this.
* Deactivate special placement mode after placement
Comments
Fix collision checks for placement manager
Remove unnecessary usings
Fix the alignment issues
Wow this commit has literally almost all the work done in it alone
time to test some sketchy shit, commit first
* Fix align similar
* Adds Godot shader support.
* New sprite component with a layer system.
Supports per-layer shaders. Only texture and shader properties are implemented.
More TODO.
* Basic RSI loading.
* Direct textures for layers.
* Implement a scale layer parameter.
* RSI directions work now.
* Animation support.
* Make sprites appear again.
* Fix error message about shaders on the server.
* Implements directional sprite handling & rotation of transforms.
* Remove debug logs from ShaderSourceResource.Load
* Work on a public API & better handling of errors.
* Layer addition API coded but untested.
* Fix init crash.
* Add a client side API for SpriteComponent.
* Remove dead NetIDs.
* Fix bug where sometimes entities start flat on their face.
* Refactor IconComponent.
* Adds rotation property to layers.
* Expose scale and rotation APIs, sprite-global rotation.
* Adds visibility property.
* Netcode work.
* Server side prototype loading done.
* Netcode works.
Also adds a visibility layer option.
Apparently @pjb3005 did almost all the work for this when he changed the system to godot but didn't say anything, adds a property to parse the clicktype on mousebuttoneventargs and passes it in the network message instead
* Sawmills
* They seem to work on the server now, sorta.
* They work.
* More shit that works.
* Shit works yo.
* File logging for the server.
* Adds some debug commands and finishing touches.
* Oh yeah change this default.
* Fix unit tests.
* RSI WiP
* More work but we're doing bsdiff now
* RSI loading seems to mostly work.
* Vector2u deserialization test.
* Add in packages again.
* This is the part where I realize I need a path manipulation library.
* The start of a path class but it's late so I'm going to bed.
* HIGHLY theoretical ResourcePath code.
Partially tested but not really.
* Allow x86 for unit tests I guess jesus christ.
Thanks Microsoft for still not shipping x64 VS in 2018.
* Resource paths work & are tested.
* I missed a doc spot.
* ResourcePaths implemented on the server.
* Client works with resource paths.
TIME FOR A REFACTOR.
* Some work but this might be a stupid idea so I migh throw it in the trash.
* Resources refactored completely.
They now only get the requested resourcepath.
They're in charge of opening files to load.
* RSI Loader WORKS.
* Update AudioResource for new loading support.
* Fix package references.
* Fix more references.
* Gonna work now?
* Unit test improvements.
Adds an ApproxEqualityConstraint and IApproxEquatable<T> for certain tests.
Gives [Parallelizable] to a bunch of tests.
* ParallelScope.All | ParallelScope.Fixtures
Fixes a humorous bug where you click on things that are contained in another thing because the mousedown doesn't check if something is on the map or not
* bsdiff submodule
* All the other stuff
* Upgrade to 0.2 of SS14.Shared.BSdiff
* Use streams. Even faster!
* All rendering refactors should start with the killing of the SFML submodule. Trust me I've done this before!
* And after that comes the removal of the references in the project files!
Of course, neither of these compile. Meh.
* IoC loads, now to port the entire client over.
* More work
* Trying to debug the null exception.
* More messy WiP code
* More WiP
* Transform components now make Node2Ds inside the scene tree.
* Work on the UI system.
* Redo project configurations to work better.
* More work on the Godot GUI binding.
Added BaseButton and Button bindings, including events for them.
More APIs on Controls like GetChild() and alike.
Ability to instance a Godot PackedScene and have it automatically be wrapped by the SS14 GUI wrapper, thus allowing the usage of Godot's GUI editor while maintaining the good C# API.
* Fix incorrect sRGB profile on bootsplash.png
* LineEdit API.
* Maybe commit the csproj too.
* Exit button works now!
* Change MainMenu root to a normal Control.
* Some stuff messing with window popups.
* Fix popup not scaling down again after housing large text.
* Make popup dialog helper.
* Auto wrap controls that spawn others when not instancing.
* Nice typo me.
* Work getting server connections working.
* Server didn't start anymore due to still trying to load removed zip packs.
* Made MainMenu dump UI elements in shutdown.
* We now successfully connect to the server.
* WE Ingame NOW!
* Basic map rendering works now!
* Camera & Input work.
Though I'm not sure whether the input issues are this piss poor laptop or actual bugs.
* Fix input issues.
KeyHeld() was firing KeyUp() into States, which broke everything.
* WiP Debug console.
UI Works, command processing doesn't.
* Remove some debug logs.
* Fixing focusing issues with the Debug Console.
* In which I copy paste in the DebugConsole code.
* More WiP DebugConsole work.
* Use RichTextLabel for DebugConsole.
* Disable DebugConsole test text.
Also disable context menu on the IP Box because of font size issues.
* ITextureSource for texture wrapping.
* Make resource loading not copy every build.
It now loads from repo root. Release builds are TODO.
* Bsdiff 0.3 for fixed targets.
* Fix iCCP sRGB errors.
* Give full texture paths to prototypes.
* Sprite component old API restored. *shudder*
* Finish sprite rendering.
By hitting delete on basically everything.
* Fixing camera delay with this one weird trick!
The input lag was because the camera lagged, not because the input lagged. I didn't have visualization.
* Use greyshirt as temporary human replacement.
* FPS Counter.
* Fix Windows, re-add space tile def.
Windows broke because Mono on Windows can't use System.IO.Compression.
The GZIP streams use by MsgFullState have been moved to
ICSharpCode.SharpZipLib.GZip. Works fine.
Also re-added the space tile def because everything blows up otherwise I
guess.
* Debug colliders works.
* Highly WiP varied Window code.
* Work on the quit button. Doesn't work yet. Needs state overhaul.
* Do a better job of freeing Godot objects correctly.
* Simplify game states.
States are no longer cached. They're GC'd after shut down. Their creation has been simplified too due to IoCManager.InjectDependencies().
This makes returning to main menu work GUI wise.
* Be less aggressive on resource freeing. Only dispose Mono handles now.
* More work getting quit to work.
* Grids get cleared upon disconnect correctly.
* Disable rendering of the filler space tile.
I'll leave a nice parallax background up to content.
* Oops forgot to stage these.
* Fix issues in the csproj file.
* Make controls have own namespace.
* Chatbox GUI, other stuff.
Compiles but doesn't quite work yet.
* Git fuck you
* Chat works.
* Clicking on a not-control removes focus now.
* Fix an exception.
* Update mono. Use enums instead of constants now!
* Fix window dragging
* Fix chat stealing focus from other LineEdits on MacOS I guess.
* Correctly handle client shutdown & server disconnect.
* Fix error spam on client shutdown probably.
* Tiny amount of lighting code to have access to it from other computers
* Lighting works mostly.
* Godot.Texture.Flags -> FlagsEnum
* More WiP lighting code
* Turns out you can't control custom layers with cameras eh.
* WiP lighting almost works
* Lighting WORKS!
* Lobby thing.
* Some options menu work. I'm gonna try something
* Options menu works.
* More improvements.
* In game options menu works.
* Remove a debug log.
* Fix Window Movement and Drag.
* Huh Godot edited these scenes.
* Forgot to commit projects
* It compiles.
* I never claimed that.
* Update sandbox csprojs a bit.
* Makes sandbox load.
Client goes ingame but dies due to broken map manager networking code.
* Fix grids.
* Fix relogging duplicating entities inside Godot.
* Eyes!
* How about removing the TODO entry.
* Auto fetch bsdiffwrap.
* Update TODO.
* Remove TODO list.
* Tilemaps get cleaned on disconnect now.
* Fix bsdiff submodule HOPEFULLY
* Highly WiP and not compiling or working placement.
Yes this is the best way for me to share code between my computers.
* Fix bsdiff with spaces in path names bloody MSBuild + cmd.
* PLACEMENT KINDA WORKS.
NO RENDERING OR TILES YET.
ALSO I NEED TO REBASE THIS.
* Kill EngineContentPack.zip
* Fix map code and remove sprite components from the server.
* Ok entity placement mostly works.
* Grid lines sorta work but SnapgridCenter is still broke.
* Fix Center Grid Rendering.
* Work getting tile spawns to work. Not quite there yet.
* Fix placement and remove tiledef networking.
It werks!
* Remove SolutionSpecific.targets
Didn't end up being needed.
* Kill off wearableanimatedsprite component states.
* Do not put binaries relative to the solution.
* Remove shaders, reorganize prototypes for content.
* Reimplement SpriteComponent color.
* Correctly set __engine_human DrawDepth.
* Round coordinates passed to Godot to pixels to prevent issues.
* Remove some GUI log spam.
* Resource cache now uses the VFS more-proper but still awfully.
* Fix color reading code on SpriteComponent.
See, e94bf4854b106da51c89eeeab9a609be369f9622 did work.
The problem was all the code it NEEDED to work was broken.
* Step one into trying to fix Travis and AppVeyor.
* Auto download GodotSharp on Travis.
* Let's not make dumb mistakes with the cache directories.
* 2018 and requests still isn't in the stdlib.
* This maybe?
* This maybe?
* AppVeyor time.
* How 'bout we don't download sonarqube at all outside master.
* Try to cache on AppVeyor.
* Fix mac builds maybe.
* Finishing up Godot: cleanup.
* Eh this works too for SS14Loader.
* Remove some dead files
* Make Omnisharp not choke on buildchecker.
* Controls for box containers.
* Remove debug port from project.godot.
* Control and drawing improvements.
Controls are now properly capable of overriding Godot virtuals.
Importantly minsize calculations and stuff like HasPoint.
There is now a system for doing direct drawing on controls.
This is done with a DrawingHandle system.
TextureSource has been renamed to Texture.
Also there's a wrapping for Godot's style boxes now.
* Yeah don't insult omnisharp.
* Stylebox fixes and margin API on controls.
* Hey it compiles!
* Fix things.
* Fix null godot texture conversion.
* Fix client transform parenting.
* Fix movement sticking to north.
* Some updates.
* Work on exports.
* Unstubs client/Godot timing code.
It's mostly implemented now.
* Client unit tests work.
Jesus Christ.
* Let's figure out why AppVeyor hates me.
* Does the remie.
* Update GodotSharp download URL.
* Export templates for the builds server.
* Remove mac export icon.
* TO THE BUILDS SERVER.
* Probably implement the effects system in Godot.
* Fix mouse handling everywhere.
* Fix some CollidableComponent exceptions.
* Effects system works + unshaded option for LAZORS.
* Let's not fuck with Angle yet.
* Make file/line numbers show up on Windows Godot.
A bit of a shitty function that somewhat works, get entities in a range that intersects ours but also has a center point within an angular range that we specify
* Moves client entity system to be closer to IoC registration and before gamescreen initialization
* Gives the raycasting system an argument to ignore a particular entity when finding what entity it will intersect
* Adds an arbitrary effects system
By creating a message defining things such as position, spritename, rotation, size, and delta values, you can create a temporary effect on the client. Just create a new message, define all the values upon it, pass it to the serverside effects system to send to the clients.
* Effects csprojs stuff and adding a datatype for priorityqueue from a nuget package
* Modifies nuget to use $solutiondir
* Effectsystemstuff
* Added Data Get/Set functions for use with Properties.
* Able to serialize generic List and Dictionary.
* Can now actually serialize generic lists and Dictionaries.
* Manually set the newline string for StreamWriter so the tests pass in linux/mac.
* Added Unit Tests for GameTiming.
* Added GameLoop class.
* Removed TimeScale.
* Switched server to the new GameLoop.
* Client now uses GameLoop.
* Allowed friend assemblies in release builds, so TravisCI can run tests.
* Ray -> Box intersection works.
* Turret AI finished.
* Turret Works :D
* Light masks can now be rotated.
* Shoddy angle MoveTowards works.
* Shoddy Vector2 MoveTowards works.
* And pretty broken Quaternion version..
* Slept on it, rotation works good enough now.
* Fixed nuget dependencies.
* Moved AimShootLifeProcessor.cs to content.
* Misc cleanup.
* Removed BoundKeyChangeEventArgs.
* Removed event IClickableComponent.OnClick.
* Nothing uses EntityEventArgs now.
* Input messages are now sent through the network as SystemMessages instead of ComponentMessages.
Fixed EntitySystemMessage namespace name colliding with the base class.
Removed some unused code from server.
* Ignored KeyBindingInputComponent in the client prototype system.
Removed useless update code from client InputManager.
* Removed useless CLSComplientAttribute from math structs.
Removed Obsolete functions from math structs.
Minor code cleanup.
* Merged Color into Color4, then renamed Color4 back to Color.
* Moved GameStateManager functions out of BaseServer.
* Moved PlayerManager NetMsgs out of BaseServer.
* Moved MapManager NetMsg out of BaseServer.
* Moved TryLoadAssembly from BaseServer to AssemblyLoader.
* Removed some service locator calls.
* Sealed Entity class.
Removed Entity.Update().
Code cleanup.
* Component.Update() is now obsolete.
* Added skeleton of new Component Message system.
* Converted everything to use new `SendMessage(owner, message)`.
* Removed more of the old system.
* Changes `IEntity.AddComponent(IComponent)` to `IEntity.AddComponent<T>`.
Removes some initialization functions from IEntity.
* Pulled ComponentManager registration out of Component into Entity.
Removed unused OnShutdown events from Entity and Component.
* Converted Component.ReceiveMessage() to Component.HandleMessage().
* Killed component message params.
* Remove EntityNetworkMessage params.
* YAML deserializer is coming along.
Nightly work.
* Should be pretty much working now.
* Converted most of the server components over.
* Entity loading/saving works.
* Grid saving/loading works.
* Cleans up old code.
* Saving and Loading of blueprints works.
* Improved map commands a bit.
* MapLoader fixes grid and map IDs in blueprint.
Can now load blueprints from the VFS.
* Removed Entity.LoadData(YamlMappingNode).
* Updated the nuget 'YamlDotNet' package to 4.3.0.
* Fixed Sandbox entry point.
Unit tests pass again.
* Fixes spawn entity bug
Now transform is called before initialize is, yay.
Call it shitcode but unless there is a better way that I cant find, this is the fix, and if there is please tell me
* Fixes incorrect AABB
* Prevents sprite exceptions
Even though setsprite has a default value that it gets set to, unless you give basesprite a non-null value and call setsprite it will cause the animatedsprite components to have an exception without fail. This happens if you don't include it in the prototype for whatever reason.
* Unnecessary
* Added math types from OpenTK project.
* Removed OpenTK from SS14.Server.
* Removed most references to OpenTK from SS14.Shared.
* Removed OpenTK from SS14.UnitTesting.
* Fixed errors in SS14.Client.Graphics.
* Removed more references.
* Remove OpenK from SS14.Client.
* Fised the last compile errors.
* Deleted opentk config file.
* Changed projects so that Sandbox content is built in its own folder, and then copied to ./Resources/Assemblies.
* Moved SS14.Sandbox.targets to the ./MSBuild/ folder.
* Location Getters 2
Oh my god I didn't even make them part of the interface last time
Fixed a bug with local coordinates not be converted to world coordinates before comparing to other entities world transform
Added some more getter overloads
* Changes entities getters more
Adds a get entities in range for entity and range overload
Changed getentitiesinrange to take into account the bounding boxes of objects instead of their absolute coordinates
* SQUARE
* Added a NetManager.DisconnectChannel so that server/shared can disconnect clients.
Added listplayers command to list all connected session on the server.
Added kick command to forcefully disconnect a connected session.
* Part 2, everything works now.
Changes way content loads instead of using config, attempts content then loads sandbox instead
Fixes some compiler warnings
Adds a field needed for content player mob
* Lidgren removed from Client.
ScreenBlocker control removed.
* Lidgren removed from server.
Lidgren removed from UnitTesting.
Lidgren only referenced in SS14.Shared.Network.
* Removed useless traffic debug printing.
Fix a bug with Keybinds being sent to server.
* NetMessages enum is finally gone :D
* Add warning for receiving NetMsgs without a registered callback.
* Moved some of the RegisterNetMessage calls out of BaseServer.
Added 'netaudit' concmd to list NetMsg callbacks on the server.
* Fixed exceptions, it works now.
LocalCoordinates.IsValidLocation() added.
* Moved all objects out of the SS14.Shared root namespace.
* Remove IoC self-referencing in MapManager.
* Added Circle to the math library.
Made LocalCoordinates equatable.
MapManager refactoring.
Light refactoring.
* Removed LightArea.
* GetEntities* functions now check mapIds.
PlacementManager does not place things in null space.
Prop Edit window "works" again.
* Lightmasks work.
* Adds skeleton Sandbox Content projects to the solution.
* Change BuildChecker output type to Class Library so that Resharper stops complaining about the project not having a Main() function.
* Added basic player event hooks to BaseServer.
Moved Server run level from PlayerManager to BaseServer.
Added concmds to switch between run levels on server.
* Forgot to commit project file.
* Entry points got changed a bit.
* You can now join a game without a map loaded on the server.
* Moved map loading to Content.
* Adds 'tp' command.
* Added 'addmap' command. Client crashes when used.
* Teleporting between maps works.
* Added GridId and MapId types.
Removed Test concmd, it was useless.
Misc formatting/cleanup.
* Tile placement kinda works.
* Added OnPlayerStatusChanged event.
* Server now auto starts the round.
* HandlePlayerStatusChanged works better now.
* Removed PlayerJoined* events from BaseServer, PlayerStatusChanged event does the same thing.
* Changed default platform of Sandbox from AnyCPU to x86.
Added "content.dllprefix" ConVar so that the config file can specify which content dll to load.
Changed LoadContentAssembly name argument to contain the entire name of the dll being searched for.
* SS14.Shared now copies Lidgren to the output directory.
More project configuration changes to remove the AnyCPU nonsense.
* Extracted the logic from DebugConsole into a new ClientConsole class.
* ClientConsole moved to IoC system.
Verb system replaced with concmds.
* Shared Cleanup
* ClientChatConsole skeleton.
* DebugConsole and LobbyChat are now both subscribed to ClientChatConsole.
* Removed server chat commands.
* cleaned up server command sysyem.
* More chat handling, and aliasing.
* Nightly work on Say command.
* Fixes a bug in Maths.Angle.
* Chat channel colors moved to ClientChatConsole.
* Now Server commands are sent without opening DebugConsole.
* Emotes work.
Clientside chat formatting works.
* Fixed angle unit test.
* Added BaseClient.
Moved connecting system into BaseClient.
* Added ConnectFailed event to ClientNetManager.
BaseClient properly handles failed connection attempts.
* Session Rework
* Client now knows about other clients that are connected to the server.
* Reconnecting with the client works now.
* Allow Dupe IP.
* Shared PlayerManager shell.
* More session work.
* TWO PEOPLE CAN ACTUALLY CONNECT.
* Added some event functions to BaseClient.
* Basic multiplayer works again.
* Fixed MsgPlayerList buffer overrun.
* Lobby Updates.
Simplified MsgPlayerList, and cleaned up some networking.
* Cleaned up misc dead code.
Added DocComments to IBaseClient and BaseClient.
* Fixes spelling issues and adds more Doc Comments.
* removed a bunch of vulnerabilities
* removed a bunch of vulnerabilities
* uncommented the code
* reverted .gitignore to its previous state
* fixed the compilation bug
* and again
* Switched to autoproperties everywhere where I could. There are still 3 unsolved vulnerabilities though.
Fixed some defaults not being set.
* Re-added the default value for BlendMode.
* Screen now controls children.
* Input works.
* Transitions work.
* Removed IState.cs.
* More MainMenu.cs cleanup.
* Cleaned up options menu code.
* Simple Image now aligns properly.
* Alignment on the main menu works.
* YOU'RE NOT PERFECT
* Oh Boy ListBoxes.
* Screens actually get laid out properly.
* Big Options.
* Done fixing for tonight.
* More Cleaning!
* More cleanup, documentation and moving things to the base Control class.
* Migrating everything to use parent class properties.
* Lobby menu is looking good!
* More State cleanup.
* Give namespaces proper names.
* More namespace work.
* The chatbox position struggle is finally finished!
* Windows kinda work now.
* Scrollable Container work.
* OH GOD the listbox finally works.
* Ingame MainWindow works.
* Move spawn panels into CustomControls.
* TileSpawnPanel pretty much lays out.
* EntitySpawnWindow layout works.
* DebugConsole shows up, but contents do not display.
* Minor cleanup.
* Scrollbars work.
* Focus system should be working now.
Removed old code.
* Focus system should work as you expect now.
GameScreen now controls KeyBindingManager, so you can block movement keys with the UI.
* Text alignment fixed.
OptionsMenu background fixed.
* Mouseover UI scrolling works again.
Listbox dropdown now shrinks to fit contents.
Minor text alignment issues in Textbox fixed.
* Chatbox input alignment fixed.
* ListPanel is a thing now.
* ChatBox work.
* RichTextPanel now wraps lines.
* RTP cleanup.
* Fixes DebugConsole, Tabs, and Chatbox.
All prototypes inside the engine are now clearly marked and prefixed with `__engine_`. Also renames all prototypes to be snake_case, and added [engine] to their name.
Also, the content repo can now select which prototype to spawn for humans.
* Fix UpdateIsHardCollidable.
Probably should've tested that beforehand.
Also optimized collidable removal extremely to not be O(n), by reworking the way they were stored inside the collision manager.
Seriously why would you use a dictionary as a dumb list of key/value pairs. WHY
* band-aid buggy client code
* better idea
* Apparently I forgot to remove this.
* Fix crash when disconnecting from server.
For some reason the game screen sets all sprites to have a null texture. This caused Sprite's Texture setter to nullref.
* Implement spritebatch.dispose, remove gaussianblur.dispose
* Improves debug mode perf & look
Debug mode no langer tanks FPS by caching the used rectangle and text shapes. The LINQ removal probably helped too.
Sprite AABB debug has been removed since sprite AABBs aren't used anymore.
Implemented text shadowing, which is now used by the debug text to make it more readable.
Implemented collidable debug color from prototypes.
* Remove stray comma.
* WiP of making SFML encapsulate by Client.Graphics.
* Up to like 40 files changed already!
* My hands are writing words.
* More work.
* Render states
* Client Graphics compiles
* More work
* C# compiler might be bugged
* C# compiler might be bugged
* Rust has ruined me
* It works!
* IServerTransformComponent improvements.
IServerTransformComponent now more closely represents the API in TransformComponent, which was lacking because ITransformComponent is client-side, and the client cannot move entities itself, for example.
* Fix compile error
* Refactor and clean up containers.
Containers are no longer arbitrarily bound to a single component, they use string IDs instead.
The API to interact with containers has been documented with doc comments.
Container creation now uses a static method.
Containers are sealed instead of abstract. Custom logic doesn't go on containers.
Theoretically fixed various bugs:
* Makes container manager creation work, previously it'd nullref.
* Containers being deleted now correctly detaches contained entities.
Still needs unit tests before being merged, because this code is still 100% untested.
* Lots of fixes, unit tests.
* Attempt to fix Python on Travis being too old.
* Fix RUN_THIS.py too.
* Fix CI builds blocking.
* Fix BuildChecker.csproj Python versioning in Travis.
* The million error march
This commit replaces many of the vector2's with their appropriate version of either LocalCoordinates, WorldCoordinates, or ScreenCoordinates
* Change transforms to send back worldcoordinates for position instead
* Adds coordinate class file
* What the fuck is going onnnnnn
* What the fuck is goign onnnnnnnnnnnn
* Changes some shit to use multiple maps instead
Fixes the compile errors in shared first
* Compile errors mostly fixed, about to rebase
* Merge branch 'master-wizfederation' into multiplemaps
# Conflicts:
# SS14.Client.Graphics/CluwneLib.cs
# SS14.Client/GameObjects/ClientEntityManager.cs
# SS14.Client/GameObjects/Components/Renderable/AnimatedSpriteComponent.cs
# SS14.Client/GameObjects/Components/Renderable/ItemSpriteComponent.cs
# SS14.Client/GameObjects/Components/Renderable/ParticleSystemComponent.cs
# SS14.Client/GameObjects/Components/Renderable/SpriteComponent.cs
# SS14.Client/GameObjects/Components/Transform/TransformComponent.cs
# SS14.Client/Interfaces/GameObjects/IClickTargetComponent.cs
# SS14.Client/Placement/Modes/AlignSimilar.cs
# SS14.Client/Placement/Modes/AlignSnapgridBorder.cs
# SS14.Client/Placement/Modes/AlignSnapgridCenter.cs
# SS14.Client/Placement/Modes/AlignTileAny.cs
# SS14.Client/Placement/Modes/AlignTileEmpty.cs
# SS14.Client/Placement/Modes/AlignTileNonSolid.cs
# SS14.Client/Placement/Modes/AlignTileSolid.cs
# SS14.Client/Placement/Modes/AlignWall.cs
# SS14.Client/Placement/PlacementManager.cs
# SS14.Server/GameObjects/ServerEntityManager.cs
# SS14.Server/Interfaces/Player/IPlayerManager.cs
# SS14.Server/Player/PlayerManager.cs
* Whops
* Compiles, loads somewhat, lights nonfunctional, many TODOs left
* serializes states, fixes incorrect spawn
* Fix map sending to the client
* Makes things only render on the correct zlevel
* Makes entity manager wait to intiialize shit after the maps arrive
* Fixes placement net messages
* Improves some of the placement managers, others need a bit of testing and tidying up again
* Transform fix
* Polishing, make coordinates into structs
* Remove resolved comments
* Last commit before master merge
* Fix the rest of the conflicts
* Fixes super spooky bug
* Fixes cross zlevel collisions
* Fix the rendering system to render the tile system regardless of grid location
* Fixed AnimatedSpriteComponent clicking, SpriteComponent is still bugged.
* Added Box2.Scale helper function.
Cleaned up the WasClicked function in AnimatedSpriteComponent.
* Renamed AABB to LocalAABB in ISpriteComponent and IRenderableComponent, so it is clearer what the property contains.
Fixed more bugs in AnimatedSpriteComponent.WasClicked(), and added exceptions.
* Fixed SpriteComponent.WasClicked().
Fixed unrelated bug in EntityManager, so entities can be properly deleted again.
* Fixed issue with sprite sorting using TextRect instead of LocalAABB.
* * CluwneLib.cs: Make _window a local variable
* BaseCollection.cs: Formatting issue
* BaseServer.cs: Removed unused parameter
* ChatManager.cs: Made public encapsulated fields
* BoundKeyEventArgs.cs: Public encapsulated parameters
* CVarFlags.cs: Explicit variable setting
* ComponentFactory.cs: unused variable
* * CluwneLib.cs: Make _window a local variable
* BaseCollection.cs: Formatting issue
* BaseServer.cs: Removed unused parameter
* ChatManager.cs: Made public encapsulated fields
* BoundKeyEventArgs.cs: Public encapsulated parameters
* CVarFlags.cs: Explicit variable setting
* ComponentFactory.cs: unused variable
* CVar fixes
* Edited the OSX error message to be a little more helpful. (You have to edit the .dylibs because they come broken).
* Fixing the sprite movement problem
* Reverted error message
* Revert Again
* Changed Cluwnelib.TileSize name to CluwneLib.PixelsPerMeter. I think its more descriptive of what the name is.
Removed the splash screen debug #ifdef's, and replaced with proper ConditionalAttributes.
* Window encapsulated.
* Add the RELEASE compilation symbol to Release builds of all SS14 projects.
* More CluwneLib cleanup.
* Fixes Bounding/Clicking Bugs
This fixes a number of bugs with the clicking system.
- Wearable animated components were fixed so that they properly report their AABB
- Wearable animated components were fixed so that they properly use their nonwornsprite or wornsprite for checkclicking
- Fixes the clicking system only choosing the player character
- Fixes the eraser only working within a 1.5 tile range
* Uses FloatMath.CloseTo()
* Creates a Snap Checking System
Creates a system that attempts to sanitize placement of objects when attempting to spawn them on snapping grids. This checks whether an object is trying to spawn specifically on a snap grid, and if it is checks against a snapflag of the type to see if other exclusive snappable objects are on that snap grid point.
Separates the spawnentityat into tryspawnentityat which checks for snappables, and forcespawnentityat which completely ignores that.
* Fixes the yaml placement
Fixes exemption from tryspawnentityat which didn't use the bool
Snap placement managers show when canspawnat is preventing them from spawning
* Improve snap placement managers again
Fix using prototype.name instead of prototype.ID
* Nope nope
* I need to unify these two types after the next refactor
* Move to strings for snap flags.
* Check
* 「s h i t c o d e」
* Gracias appveyor now I have seen the light
* Uses FloatMath.CloseTo() to check float equality
* "./Resources/" folder is now mounted instead of "./" in the ResourceManager.
Prototypes now use the ResourceManager.
Added FindFiles(string path) to recursively find files in the ResourceManager.
General FileHelper bug fixing and cleanup.
* Ran SS14.Shared/ContentPack* through the code cleanup again.
* Put PJB's comma back in.
* Makes walls into entities
* Fix the align tile empty placement mode, holy shit collision bounds is fucked
* Make shadowcasting from walls work again
* Fix lights on tiles
* Creates a helper function for making tile indices into tile refs, and a function to get a tileref one step in any particular direction of another tileref.
* Gottem
* k
* Remove some IComponent type bounds, component shutdown event.
Methods like GetComponent<T> don't require T to implement IComponent anymore.
Added an event to IComponent that is invoked whenever the component is shut down.
* Always at least compile your stuff kids.
* Remove SFML binaries in repo.
* Add SFML.NET submodule from our fork.
* Get build checker for submodule handling.
* Fix project references. Remove SFML from non-client.
* Make it work!
* Automatically fetch Windows CSFML natives.
* Fix project file now I'm done debugging.
* Fix project references.
* Fix CI
* Now if only I didn't typo...
* Fix Travis too
* Fix lighting.
* Move shaders over to new API.
* Fix some obsoletions.
* Improve SetUniformArray casts
Entities now initialize in a few stages. First all their components are added, then entity.PreInitialize() is called, then all components are initialized, then entity.Initialize() is called.
This multi-level initialization system should hopefully be more powerful and make things like prefetching components easier.
Also what the crap WAS the old init system even?
* WIP: Fixing the current placement system
* Placement system sprites come back pls
* HE TURNED THE FREAKING SPRITES GAY
* TECHNICALLY THIS MAKES THE SPRITES NOT GAY
* Mostly Shows sprites correctly
* Finished this bulllllshit
* Rename some things
* #Part 1
Created basic container dictionary and framework for transform parenting
##Work Left until completion
1. Registering containers through a container manager
2. Registering onmove events onto the parents event handler on insertion
3. Removing onmove events from the parent event handler on removal
4. An event called upon insertion and removal from storage objects
5. Redirecting transform getters to use the uppermost parents transform
* Part 2
Creates some basic code for removing entities generally from other entities
Creates code for creating containers
Adds some basic logic for parents overriding transform getters
Adds logic to prevent circular references
Makes Container an abstract class for things to create their own versions from
* Moves container classes to shared so they can be registered on server and client
Registers container classes on server and client
Makes ContainerManager get created properly by the component factory
* Adds missing } and finalizes csproj changes
* Add exception for double containers on one component
* Makes sure parents are attached and detached at the correct time
* Address some issues, cause others perhaps
* Rename Files
Changes Container Class Inheritance
Vague stuff
* Move Icontainer and Icontainermanagercomponent to ss14 server
Make servertransform interface for parents to be serverside only
Deregister containermanager from the client IOC
* Remove Icontainer And Icontainermanager from shared csproj
* Fix
* To get git to recognize this I have to delete them
* And then readd the files, fuck you git
* Be specific you daft cunt
* Make F2 not crash on Unix, fix join crash.
* Fix collision when moving to the bottom or right.
The bug was caused by 1d5ca223de. Collision adds to the AABB's Left and Top properties to do offsets, but when moving to OpenTK, this stopped working, as Right and Bottom now had to be offset too. I missed this, and as such, your hitbox is smaller when moving to the bottom or right. This allows you to clip into walls, but when you're in you can't move the other direction, as your hitbox is also *larger* when moving to the top or left.
* Physics works again.
* forgot some SFML stuff.
* Cluwnelib does not depend on 1.0m = 1 tile anymore.
* Fixed bug with tile placement in wrong spot.
Fixed blue box issue.
* Attempt to messily convert the codebase to use OpenTK math.
* Vector2f is gone. It compiles!
* Fix unit tests.
* Goodbye FloatRect
* Goodbye IntRect, say hello to Box2i.
* Merged Client and Server Map interfaces into a Shared version.
Merged Client and Server MapManager system into a shared version.
* Added some encapsulation to the map system.
Added doc comments to client and server classes.
It compiles, but it DOES NOT WORK.
* Now with 89% more encapsulation.
Added a MapGrid object to the MapManager.
STILL A BUGGY MESS!
* Rendering bugs were fixed.
* Fixed alignment bug with GetTilesIntersecting.
* Cleanup the interfaces a bit.
* Code update.
* Merged client/server MapNetworkManager into shared version.
* Nightly work. Compiles, does not run.
* Shared networking looks like it works.
* Cleanup and remove SFML.
* Inverse entity queries.
They now effectively behave like Func<IEntity, bool>.
The actual matching logic is now done on entity queries.
They've also been abstracted, as such there are now multiple entity
query types to pick from.
Also generic clean up.
* Fix doc comment on the exclude list.
* Use Predicate<> instead of Func<>
* Fix compile, Predictae<> doesn't work
* Cleans up base Component.
* Clean up PhysicsComponent.
Merge VelocityComponent with PhysicsComponent.
* Renamed HitBoxComponent to BoundingBoxComponent.
Cleaned up BoundingBoxComponent.
Added Box2 to the serializer and SfmlCompatibility.
* Serverside movement works.
* Removed DirectionComponent.
Everything is broke, time to sleep.
* Removed BasicMoverComponent and SlaveMoverComponent.
Added Parenting skeleton to TransformComponent.
* Move ClickAbleComponent to Input.
Fixed lights.
* More general cleanup.
* Move Physics system into Shared.
* Removed ColliderComponent.
* Fixed AnimatedSprite Rotation.
* Added Vector2i as a type.
* Fixes StackOverflow bug by just not using SFML.Vector2f.
* Should fix Build issues.
* Removed pointless server console resizing.
Fixed Unit tests working in VS.
Updated PrototypeManager_Test.cs tests.
* Adds SS14.Shared/Maths/VecMath.cs helper functions.
* Switched to Angle type.
* Fix server crash on rejoin
* Makes it possible to rejoin without exception
* Proper fix by culling ALL the component lists when the entity manager shuts down
* Adds OS targeting to the build setup
Will make cross platform builds (Linux -> Windows) easier.
* Rename Windows_NT to Windows and explicitly do Linux.
* Deprecate resource pack temporarily.
Temporarily being until we actually need content downloading from server.
Resources now get copied to the output directories directly.
* Move prototypes around.
* Reduce build size by removing redundant files.
22 MB of the build output was OpenTK.xml, the doc file for it.
This commit removes a lot of files like PDB files from the build output
on Release, cutting build size down to 13 MB.
Also deleted a ton of dead third party files in Third-Party, and the two
spare copies of CSFML...
* Remove more dead files.
* Even more!
* Generic repo cleanup. Removing dead files all over.
What the hell was filesystemeditor.exe supposed to be?
NetSerializer has been updated and moved to the latest version. This
means that the static nonsense it previously had is fixed and we can
properly use ISS14Serializer.
* Fixes a rare crash
Fixes a crash that occurs from the following
>return AngleDirections[(int)Math.Floor(angle/45f)];
System.IndexOutOfRangeException: 'Index was outside the bounds of the array.'
That occurs most likely due to a float rounding error
* Apparently this works fine
* Changed GameObjects.Component namespace back to GameObjects.Components namespace to prevent colliding with GameObjects.Component class.
* Changed IComponent.HandleComponentState to use polymorphism instead of dynamic keyword.
Cleaned up nesting in each implementation of IComponent.HandleComponentState.
* Moved all shared ComponentStates to the SS14.Shared.GameObjects namespace to be more in line with client & server components.
Made all ComponentStates immutable, as they should be.
* Unhardcode content pack locations.
The previous hardcoded path was causing problems for the content repo.
Now the content packs are loaded from the executable directory.
The build system copies the pack from the Resources/ folder now.
* Fix CI
* Clean up build targets and output dirs.
All old Any CPU targets and mixed ones have been removed. They wouldn't have worked anyways due to SFML.
Cleaned up all the build output directories to be neat and clean.
* Fix Travis
2017-08-04 07:11:28 -06:00
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