Files
RobustToolbox/Robust.Client/GameObjects/EntitySystems/MapSystem.cs
metalgearsloth 9268c8629d Refactor TileEdgeOverlay (#5295)
* 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

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Co-authored-by: PJB3005 <pieterjan.briers+git@gmail.com>
2025-04-03 07:52:28 +02:00

23 lines
598 B
C#

using Robust.Client.Graphics;
using Robust.Client.Map;
using Robust.Client.ResourceManagement;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
namespace Robust.Client.GameObjects;
public sealed class MapSystem : SharedMapSystem
{
protected override MapId GetNextMapId()
{
// Client-side map entities use negative map Ids to avoid conflict with server-side maps.
var id = new MapId(--LastMapId);
while (MapExists(id) || UsedIds.Contains(id))
{
id = new MapId(--LastMapId);
}
return id;
}
}