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* Refactor TileEdgeOverlay * weh * Updates * exweh * Stupid weh noises * I am le stupid * Add logging about tile atlas build time Seems fine, but wanted to check. * Don't over-allocate edge tile region array * Add DirectionExtensions.AllDirections * Clean up iteration in ClydeTileDefinitionManager * Don't stackalloc large chunk edge buffers, other code cleanup. * More release notes --------- Co-authored-by: PJB3005 <pieterjan.briers+git@gmail.com>
23 lines
598 B
C#
23 lines
598 B
C#
using Robust.Client.Graphics;
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using Robust.Client.Map;
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using Robust.Client.ResourceManagement;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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namespace Robust.Client.GameObjects;
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public sealed class MapSystem : SharedMapSystem
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{
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protected override MapId GetNextMapId()
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{
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// Client-side map entities use negative map Ids to avoid conflict with server-side maps.
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var id = new MapId(--LastMapId);
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while (MapExists(id) || UsedIds.Contains(id))
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{
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id = new MapId(--LastMapId);
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}
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return id;
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}
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}
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