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RobustToolbox/RELEASE-NOTES.md
2026-01-29 01:49:02 +01:00

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Release notes for RobustToolbox.

Master

Breaking changes

None yet

New features

None yet

Bugfixes

None yet

Other

None yet

Internal

None yet

272.0.0

Breaking changes

  • Reversed an undocumented breaking change from v267.3.0: entity spawning with a MapCoordinates now takes the rotation as relative to the map again instead of relative to the grid the entity was attached to.

New features

  • Added ProfManager.Value guard method.

Other

  • ProfManager is now initialized on the server.

271.2.0

New features

  • IRobustSerializer can now be configured to remove float NaN values when reading.
    • This is intended to blanket block cheat clients from sending NaN values in input commands they shouldn't.
    • To enable, set IRobustSerializer.FloatFlags from your content entrypoint.
    • If you do really want to send NaN values while using the above, you can use the new UnsafeFloat, UnsafeHalf, and UnsafeDouble types to indicate a field that is exempt.

Other

  • Improved some debug asserts related to contacts.

Internal

  • Warning cleanup.

271.1.0

New features

  • Added AnimationStartedEvent and Control.AnimationStarted events.

Bugfixes

  • Fixed the new transfer system not working.
  • Fixed NetManager client state not getting reset properly when disconnected without call to ClientDisconnect().

Other

  • The launchauth command now displays completions.

271.0.0

Breaking changes

  • Made types & methods related to SharedNetworkResourceManager internals internal.

New features

  • Added a new "high-bandwidth transfer" subsystem accessible via ITransferManager. Requires server-side setup with new CVars to get full benefit.
  • Added NetMessage.SequenceChannel.
  • Added INetChannel.CanSendImmediately.
  • Added [Animatable] to some control properties.

Bugfixes

  • Localization string fixes that were causing warning spam.
  • Fixed MarkupNode.ToString() not properly separating attributes with whitespace.
  • Fixed SpriteComponent.Layer copy constructor not properly copying unshaded shaders.
  • Fixed looped audio playback getting stuck in some cases by "exceeding" the length of the audio track.

Other

  • Resource uploads/downloads now use the new high-bandwidth transfer system.
  • DebugTools.AssertNotNull() has been marked with [NotNull], making C# nullable analysis recognize it.
  • SpriteView updates its size when changing the set entity.
  • Improved error message when directly referencing RT projects.
  • Improve container remove assert message.
  • TabContainer now wraps tabs if there are too many for the width of the control.
  • The game now displays task bar progress when loading.
  • Switched order of TileChangedEvent and RegenerateCollision() when setting tiles on grids, so the grid gets deleted after raising the event.
  • Reverted change that made SharedAudioSystem.Stop not do nothing when the current tick has already been predicted.
  • VV works with structs in components.
  • Fixed Robust.Benchmarks failing to run due to project structure changes.
  • Made component tree system more robust to errors to avoid entire game freezing.

Internal

  • Updated SDL3 to 3.4.0

270.1.0

New features

  • macOS: there is now tooling in place to build a content start binary to an app bundle in the development environment. This is a prerequisite for WebView support.
  • Added override of SharedPhysicsSystem.GetHardCollision that takes a sole component.
  • Added more parameters to OutputPanel.AddMessage & overloads.

Other

  • ILocalizationManager.GetString now logs a warning when failing to find a string. In cases where you expect this to happen use TryGetString instead.
  • run_server.bat in published servers now cds to the correct directory.
  • IRobustRandom.GetRandom() is now obsolete. This API should've never existed.
  • Started work on macOS support for WebView. This is not complete yet and will not work out of the box.
  • Re-enable GPU compositing as the proper solution to the resizing bug has been found.
  • RichTextLabel.Text sets all tags as allowed again, unlike SetMessage().
  • EntProtoId<T>.TryGet no longer throws if the prototype ID is invalid.

270.0.0

Breaking changes

  • Fixed IClydeWindowInternal erroneously being public.
  • Added a new [NotContentImplementable] attribute and made many interfaces in the engine have it. This attribute marks that we may add members to these interfaces in the future, so content should not implement them.
  • Removed unused IRenderableComponent, IRand, and IPlayerInput interfaces.

New features

  • Added IsUiOpen and IsAnyUiOpen to SharedUserInterfaceSystem. (was in previous engine release, missed in changelog)
  • Added game.time_scale CVar.

Bugfixes

  • Fix a fake error being logged every time when setting the clipboard.
  • Fixed audio loading by reverting dependency update to VorbisPizza.

Other

  • The size of the serializer string map is now logged.

269.0.1

Bugfixes

  • Fixed transitive project dependencies in content triggering "no direct project reference" detection.

269.0.0

Breaking changes

  • The project now targets .NET 10. You will have to install the new runtime on game servers when updating.
  • We have adopted a new "solution management" system for games.
    • This enables us to add new projects to RT (e.g. split stuff up) without causing breaking changes.
    • Games must move to .slnx solutions and run dotnet run --project ./RobustToolbox/Tools/Robust.SolutionGen/ -- update after updating RT. This should be done after every RT feature update.
  • Games may no longer directly reference RT projects. To depend on these, import the various .props files in the Imports/ folder.
  • We've tidied up all the transitive dependencies RT projects used to expose, meaning packages used by Robust aren't automatically visible to content projects anymore. You will likely have both accidental usages that are now erroring, or valid usages that you will need to add a <PackageReference> for.
  • OutputPanel and RichTextLabel now set a default set of "safe" markup tags when using overloads that don't take in a Type[]? allowedTags. These tags are formatting only, so dangerous stuff like [cmdlink] is blocked by default.
  • The constructor of EntityQuery<TComp1> has been made internal.

New features

  • Added ExtensionMarkerAttribute, used by the new C# 14 extension members, for the sandbox.
  • Added CommandWhenUIFocused property to Command keybinds, to make them not fire when a UI control is focused.
  • Startup logging now lists total memory and AVX10 intrinsics.
  • Added new FormattedString type that represents a plain string that has markup formatting.
  • Added an analyzer to detect redundant [Prototype("foobar")] strings.
  • Added an analyzer to detect DirtyField() calls with incorrect field names.

Bugfixes

  • Fixed FormattedMessage not escaping plain text content properly with .ToMarkup().
  • Fixed wrapping on inline rich text controls like links.
  • Fixed some native libs getting packaged for Linux clients when they shouldn't.
  • Fixed TilesEnumerator being able to stack overflow due to the recursive implementation.
  • Fixed some typos in EntityDeserializer log messages.
  • Fixed WebView control resizing being fucky.
  • Fixed DataDefinitionAnalyzer to recognize [MeansDataDefinition] attributes.

Other

  • Updated NuGet package dependencies.
  • Prototype loading now tries to do some basic interning to avoid duplicate string objects being stored. This saves some memory.
  • Avoid redundant texture uploads on WebView controls.
  • Updated and added a lot of documentation to various parts of the engine.
  • Moved to .slnx, and changed the default marker filename for hot reload to .slnx too.
  • Removed GLFW windowing implementation.
  • EntityQuery.Resolve now logs more info on error.
  • Disabled some unnecessary .NET SDK source generators that slowed down build.
  • Removed kdialog/nfd file dialog implementation.

Internal

  • Added a prototype AspectRatioPanel control. Not stabilized yet.
  • Added gay colors to uitest.
  • "Test content master" RT workflow now replaces global.json in SS14.
  • Updated Robust.LoaderApi and NetSerializer to .NET 10.
  • Fixed all the configurations in RobustToolbox.sln.
  • Split up Robust.UnitTesting into many more projects.
  • Internal warning fixes.

268.1.0

New features

  • Added IReplayFileWriter.WriteYaml(), for writing yaml documents to a replay zip file.
  • Added Caps Lock as a proper bindable key.
  • Added IParallelBulkRobustJob as an alternative to IParallelRobustJob, taking ranges instead of indices.
  • Allow content to override ProcessStream and GetOcclusion in AudioSystem

Bugfixes

  • ActorComponent now has the UnsavedComponentAttribute
    • Previously it was unintentionally get serialized to yaml, which could result in NREs when deserializing.
  • Don't spam error messages on startup trying to draw splash logos for projects that don't have one.
  • Fix SpriteSystem.LayerExists saying that layer 0 is invalid.
  • Fix ButtonGroups unpressing buttons in an edge case with UI rebuilding.
  • Added CreatedTime to NetUserData.
  • Fix loading of WebView.

Other

  • Reverted undocumented change from 268.0.0 which obsoleted many IoCManager methods.
  • Fix .NET 10 serializer compatibility of BitArray. (backported to older engines).
  • Revert performance change to physics due to issues (double-buffered contact events).
  • Audio entities are marked as HideSpawnMenu now.
  • Make SharedAudioSystem.Stop not do nothing when the current tick has already been predicted.
  • Warning cleanup.

Internal

  • Consolidated and updated physics benchmarks.

268.0.0

Breaking changes

  • Events that are raised via IEventBus.RaiseComponentEvent() now must be annotated with the ComponentEventAttribute.
    • By default, events annotated with this attribute can only be raised via IEventBus.RaiseComponentEvent(). This can be configured via ComponentEventAttribute.Exclusive
  • StartCollide and EndCollide events are now buffered until the end of physics substeps instead of being raised during the CollideContacts step. EndCollide events are double-buffered and any new ones raised while the events are being dispatched will now go out on the next tick / substep.

New features

  • Added IUserInterfaceManager.ControlSawmill and Control.Log properties so that controls can easily use logging without using static methods.

267.4.0

New features

  • Added two new custom yaml serializers CustomListSerializer and CustomArraySerializer.
  • CVars defined in [CVarDefs] can now be private or internal.
  • Added config rollback system to IConfigurationManager. This enables CVars to be snapshot and rolled back, even in the event of client crash.
  • OptionButton now has a Filterable property that gives it a text box to filter options.
  • Added FontTagHijackHolder to replace fonts resolved by FontTag.
  • Sandbox:
    • Exposed System.Reflection.Metadata.MetadataUpdateHandlerAttribute.
    • Exposed more overloads on StringBuilder.
  • The engine can now load system fonts.
    • At the moment only available on Windows.
    • See ISystemFontManager for API.
  • The client now display a loading screen during startup.

Bugfixes

  • Fix Menu and NumpadDecimal key codes on SDL3.
  • client-side predicted entity deletion ( EntityManager.PredictedQueueDeleteEntity) now behaves more like it does on the server. In particular, entities will be deleted on the same tick after all system have been updated. Previously, it would process deletions at the beginning of the next tick.
  • Fix modifying Label.FontOverride not causing a layout update.
  • Controls created by rich-text tags now get arranged to a proper size.
  • Fix OutputPanel scrollbar breaking if a style update changes the font size.

Other

  • ComponentNameSerializer will now ignore any components that have been ignored via IComponentFactory.RegisterIgnore.
  • Add pure to some SharedTransformSystem methods.
  • Significantly optimised collision detection in SharedBroadphaseSystem.
  • Control.Stylesheet does not do any work if assigning the value it already has.
  • XAML hot reload now JITs UIs when first opened rather than doing every single one at client startup. This reduces dev startup overhead significantly and probably helps with memory usage too.

Internal

  • The dmetamem command now sorts its output, and doesn't output to log anymore to avoid output interleaving.

267.3.0

New features

  • Sandbox:
    • Added System.DateOnly and System.TimeOnly.
  • MapId, MapCoordinates, and EntityCoordinates are now yaml serialisable
  • The base component tree lookup system has new methods including several new QueryAabb() overloads that take in a collection and various new IntersectRay() overloads that should replace IntersectRayWithPredicate.
  • Added OccluderSystem.InRangeUnoccluded() for checking for occluders that lie between two points.
  • LocalizedCommands now pass the command name as an argument to the localized help text.

Bugfixes

  • Fixed MapLoaderSystem.SerializeEntitiesRecursive() not properly serialising when given multiple root entities (e.g., multiple maps)
  • Fixed yaml hot reloading throwing invalid path exceptions.
  • The EntityManager.CreateEntityUninitialized overload that uses MapCoordinates now actually attaches entities to a grid if one is present at those coordinates, as was stated in it's documentation.
  • Fixed physics joint relays not being properly updated when an entity is removed from a container.

Other

  • Updated natives again to attempt to fix issues caused by the previous update.

267.2.1

267.2.0

New features

  • Sprites and Sprite layers have a new Loop data field that can be set to false to automatically pause animations once they have finished.

Bugfixes

  • Fixed CollectionExtensions.TryGetValue throwing an exception when given a negative list index.
  • Fixed EntityManager.PredictedQueueDeleteEntity() not deferring changes for networked entities until the end of the tick.
  • Fixed EntityManager.IsQueuedForDeletion not returning true foe entities getting deleted via PredictedQueueDeleteEntity()

Other

  • IResourceManager.GetContentRoots() has been obsoleted and returns no more results.

Internal

  • IResourceManager.GetContentRoots() has been replaced with a similar method on IResourceManagerInternal. This new method returns strings instead of ResPaths, and usage code has been updated to use these paths correctly.

267.1.0

New features

  • Animation:
    • AnimationTrackProperty.KeyFrame can now have easings functions applied.
  • Graphics:
    • PointLightComponent now has two fields, falloff and curveFactor, for controlling light falloff and the shape of the light attenuation curve.
    • IClydeViewport now has an Id and ClearCachedResources event. Together, these allow you to properly cache rendering resources per viewport.
  • Miscellaneous:
    • Added display.max_fps CVar.
    • Added IGameTiming.FrameStartTime.
  • Sandbox:
    • Added System.WeakReference<T>.
    • Added SpaceWizards.Sodium.CryptoGenericHashBlake2B.Hash().
    • Added System.Globalization.UnicodeCategory.
  • Serialization:
    • Added a new entity yaml deserialization option (SerializationOptions.EntityExceptionBehaviour) that can optionally make deserialization more exception tolerant.
  • Tooling:
    • devwindow now has a tab listing active IRenderTargets, allowing insight into resource consumption.
    • loadgrid now creates a map if passed an invalid map ID.
    • Added game version information to F3 overlay.
    • Added completions to more map commands.
  • UI system:
    • Control.OrderedChildCollection (gotten from .Children) now implements IReadOnlyList<Control>, allowing it to be indexed directly.
      • Added WrapContainer control. This lays out multiple elements along an axis, wrapping them if there's not enough space. It comes with many options and can handle multiple axes.
    • Popups/modals now work in secondary windows. This entails putting roots for these on each UI root.
    • If you are not using OSWindow and are instead creating secondary windows manually, you need to call WindowRoot.CreateRootControls() manually for this to work.
    • Added Axis enum, IAxisImplementation interface and axis implementations. These allow writing general-purpose UI layout code that can work on multiple axis at once.
  • WebView:
    • Added web.remote_debug_port CVar to change Chromium's remote debug port.

Bugfixes

  • Audio:
    • Fix audio occlusion & velocity being calculated with the audio entity instead of the source entity.
  • Bound UI:
    • Try to fix an assert related to UserInterfaceComponent delta states.
  • Configuration:
    • The client no longer tries to send CLIENT | REPLICATED CVars when not connected to a server. This could cause test failures.
  • Math:
    • Fixed Matrix3Helpers.TransformBounds() returning an incorrect result. Now it effectively behaves like Matrix3Helpers.TransformBox() and has been marked as obsolete.
  • Physics:
    • Work around an undiagnosed crash processing entities without parents.
  • Serialization:
    • Fix [DataRecord]s with computed get-only properties.
  • Resources:
    • Fix some edge case broken path joining in DirLoader and WritableDirProvider.
  • Tests:
    • Fix PlacementManager.CurrentMousePosition in integration tests.
  • UI system:
    • Animations for the debug console and scrolling are no longer framerate dependent.
    • Fix OutputPanel.SetMessage triggering a scrolling animation when editing messages other than the last one.
    • Fix word wrapping with two-char runes in RichTextLabel and OutputPanel.
  • WebView:
    • Multiple clients with WebView can now run at the same time, thanks to better CEF cache management.

Other

  • Audio:
    • Improved error logging for invalid file names in SharedAudioSystem.
  • Configuration:
    • Fix crash if more than 255 REPLICATED CVars exist. Also increased the max size of the CVar replication message.
  • Entities:
    • Transform:
      • AnchorEntity logs instead of using an assert for invalid arguments.
    • Containers:
      • SharedContainerSystem.CleanContainer now uses PredictedDel() instead.
  • Networking:
    • The client now logs an error when attempting to send a network message without server connection. Previously, it would be silently dropped.
    • net.interp and net.buffer_size CVars are now REPLICATED.
  • Graphics:
    • The function used for pointlight attenuation has been modified to be c1 continuous as opposed to simply c0 continuous, resulting in smoother boundary behavior.
    • RSI validator no longer allows empty ("") state names.
  • Packaging:
    • Server packaging now excludes all files in the Audio/ directory.
    • Server packaging now excludes engine resources EngineFonts/ and Midi/.
    • ACZ explicitly specifies manifest charset as UTF-8.
  • Serialization:
    • CurTime-relative TimeSpan values that are MaxValue now deserialize without overflow.
    • SpriteSpecifier.Texture will now fail to validate if the path is inside a .rsi. Use RSI sprite specifiers instead.
  • Resources:
    • IWritableDirProvider.RootDir is now null on clients.
  • WebView:
    • CEF cache is no longer in the content-accessible user data directory.

Internal

  • Added some debug commands for debugging viewport resource management: vp_clear_all_cached & vp_test_finalize
  • uitest command now supports command argument for tab selection, like uitest2.
  • Rewrote BoxContainer implementation to make use of new axis system.
  • Moved uitest2 and devwindow to use the OSWindow control.
  • SDL3 binding has been moved to SpaceWizards.Sdl NuGet package.
  • dmetamem command has been moved from DEBUG to TOOLS.
  • Consolidate AttachToGridOrMap with TryGetMapOrGridCoordinates.
  • Secondary window render targets have clear names specified.
  • Updated SpaceWizards.NFluidsynth to 0.2.2.
  • Robust.Client.WebView.Cef.Program is now internal.
  • download_manifest_file.py script in repo now always decodes as UTF-8 correctly.
  • Added a new debug assert to game state processing.

267.0.0

Breaking changes

  • When a player disconnects, the relevant callbacks are now fired after removing the channel from INetManager.

New features

  • Engine builds are now published for ARM64 & FreeBSD.
  • CPU model names are now detected on Windows & Linux ARM64.
  • Toolshed's spawn:in command now works on entities without Physics component.

Bugfixes

  • SDL3 windowing backend fixes:

    • Avoid macOS freezes with multiple windows.
    • Fix macOS rendering breaking when closing secondary windows.
    • File dialogs properly associate parent windows.
    • Fix IME positions not working with UI scaling properly.
    • Properly specify library names for loading native library.
  • WinBit threads don't permanently stay stuck when their window closes.

  • Checking for the "null" literal in serialization is now culture invariant.

Other

  • Compat mode on the client now defaults to on for Windows Snapdragon devices, to work around driver bugs.
  • Update various libraries & natives. This enables out-of-the-box ARM64 support on all platforms and is a long-overdue modernization.
  • Key name displays now use proper Unicode symbols for macOS ⌥ and ⌘.
  • Automated CI for RobustToolbox runs on macOS again.
  • Autocompletions for ProtoId<T> in Toolshed now use PrototypeIdsLimited instead of arbitrarily cutting out if more than 256 of a prototype exists.

266.0.0

Breaking changes

  • A new analyzer has been added that will error if you attempt to subscribe to AfterAutoHandleStateEvent on a component that doesn't have the AutoGenerateComponentState attribute, or doesn't have the first argument of that attribute set to true. In most cases you will want to set said argument to true.
  • The fields on AutoGenerateComponentStateAttribute are now readonly. Setting these directly (instead of using the constructor arguments) never worked in the first place, so this change only catches existing programming errors.
  • When a player disconnects, ISharedPlayerManager.PlayerStatusChanged is now fired after removing the session from the Sessions list.
  • .rsi files are now compacted into individual .rsic files on packaging. This should significantly reduce file count & improve performance all over release builds, but breaks the ability to access .png files into RSIs directly. To avoid this, "rsic": false can be specified in the RSI's JSON metadata.
  • The scale command has been removed, with the intent of it being moved to content instead.

New features

  • ViewVariables editors for ProtoId fields now have a Select button which opens a window listing all available prototypes of the appropriate type.
  • added IConfigurationManager.SubscribeMultiple ext. method to provide simpler way to unsubscribe from multiple cvar at once
  • Added SharedMapSystem.QueueDeleteMap, which deletes a map with the specified MapId in the next tick.
  • Added generic version of ComponentRegistry.TryGetComponent.
  • AttributeHelper.HasAttribute has had an overload's type signature loosened from INamedTypeSymbol to ITypeSymbol.
  • Errors are now logged when sending messages to disconnected INetChannels.
  • Warnings are now logged if sending a message via Lidgren failed for some reason.
  • .yml and .ftl files in the same directory are now concatenated onto each other, to reduce file count in packaged builds. This is done through the new AssetPassMergeTextDirectories pass.
  • Added System.Linq.ImmutableArrayExtensions to sandbox.
  • ImmutableDictionary<TKey, TValue> and ImmutableHashSet<T> can now be network serialized.
  • [AutoPausedField] now works on fields of type Dictionary<TKey, TimeSpan>.
  • [NotYamlSerializable] analyzer now detects nullable fields of the not-serializable type.
  • ItemList items can now have a scale applied for the icon.
  • Added new OS mouse cursor shapes for the SDL3 backend. These are not available on the GLFW backend.
  • Added IMidiRenderer.MinVolume to scale the volume of MIDI notes.
  • Added SharedPhysicsSystem.ScaleFixtures, to apply the physics-only changes of the prior scale command.

Bugfixes

  • LayoutContainer.SetMarginsPreset and SetAnchorAndMarginPreset now correctly use the provided control's top anchor when calculating the margins for its presets; it previously used the bottom anchor instead. This may result in a few UI differences, by a few pixels at most.
  • IConfigurationManager no longer logs a warning when saving configuration in an integration test.
  • Fixed impossible-to-source ChannelClosedExceptions when sending some net messages to disconnected INetChannels.
  • Fixed an edge case causing some color values to throw an error in ColorNaming.
  • Fresh builds from specific projects should no longer cause errors related to Robust.Client.Injectors not being found.
  • Stopped errors getting logged about NoteOff and NoteOn operations failing in MIDI.
  • Fixed MIDI players not resuming properly when re-entering PVS range.

Other

  • Updated ImageSharp to 3.1.11 to stop the warning about a DoS vulnerability.
  • Prototype YAML documents that are completely empty are now skipped by the prototype loader. Previously they would cause a load error for the whole file.
  • TileSpawnWindow can now be localized.
  • BaseWindow uses the new mouse cursor shapes for diagonal resizing.
  • NFluidsynth has been updated to 0.2.0

Internal

  • Added uitest tab for standard mouse cursor shapes.

265.0.0

Breaking changes

  • More members in IntegrationInstance now enforce that the instance is idle before accessing it.
  • Prototype.ValidateDirectory now requires that prototype IDs have no spaces or periods in them.
  • IPrototypeManager.TryIndex no longer logs errors unless using the overload with an optional parameter. Use Resolve() instead if error logging is desired.
  • LocalizedCommands now has a Loc property that refers to LocalizationManager. This can cause compile failures if you have static methods in child types that referenced static Loc.
  • [AutoGenerateComponentState] now works on parent members for inherited classes. This can cause compile failures in certain formerly silently broken cases with overriden properties.
  • Vector3, Vector4, Quaternion, and Matrix4 have been removed from Robust.Shared.Maths. Use the System.Numerics types instead.

New features

  • RobustClientPackaging.WriteClientResources() and RobustServerPackaging.WriteServerResources() now have an overload taking in a set of things to ignore in the content resources directory.
  • Added IPrototypeManager.Resolve(), which logs an error if the resolved prototype does not exist. This is effectively the previous (but not original) default behavior of IPrototypeManager.TryIndex.
  • There's now a ViewVariables property editor for tuples.
  • Added ColorNaming helper functions for getting textual descriptions of color values.
  • Added Oklab/Oklch conversion functions for Color.
  • ColorSelectorSliders now displays textual descriptions of color values.
  • Added TimeSpanExt.TryTimeSpan to parse TimeSpans with the 1.5h format available in YAML.
  • Added ITestContextLike and related classes to allow controlling pooled integration instances better.
  • EntProtoId VV prop editors now don't allow setting invalid prototype IDs, inline with ProtoId<T>.
  • Custom VV controls can now be registered using IViewVariableControlFactory.
  • The entity spawn window now shows all placement modes registered with IPlacementManager.
  • Added VectorHelpers.InterpolateCubic for System.Numerics Vector3 and Vector4.
  • Added deconstruct helpers for System.Numerics Vector3 and Vector4.

Bugfixes

  • Pooled integration instances returned by RobustIntegrationTest are now treated as non-idle, for consistency with non-pooled startups.
  • SharedAudioSystem.SetState no longer calls DirtyField on PlaybackPosition, an unnetworked field.
  • Fix loading texture files from the root directory.
  • Fix integration test pooling leaking non-reusable instances.
  • Fix multiple bugs where VV displayed the wrong property editor for remote values.
  • VV displays group headings again in member list.
  • Fix a stack overflow that could occur with ColorSelectorSliders.
  • MidiRenderer now properly handles NoteOn events with 0 velocity (which should actually be treated as NoteOff events).

Other

  • The debug assert for RobustRandom.Next(TimeSpan, TimeSpan) now allows for the two arguments to be equal.
  • The configuration system will now report an error instead of warning if it fails to load the config file.
  • Members in IntegrationInstance that enforce the instance is idle now always allow access from the instance's thread (e.g. from a callback).
  • IPrototypeManager methods now have [ForbidLiteral] where appropriate.
  • Performance improvements to physics system.
  • [ValidatePrototypeIdAttribute] has been marked as obsolete.
  • ParallelManager no longer cuts out exception information for caught job exceptions.
  • Improved logging for PVS uninitialized/deleted entity errors.

Internal

  • General code & warning cleanup.
  • Fix VisibilityTest being unreliable.
  • ColorSelectorSliders has been internally refactored.
  • Added CI workflows that test all RT build configurations.

264.0.0

Breaking changes

  • IPrototypeManager.Index(Type kind, string id) now throws UnknownPrototypeException instead of KeyNotFoundException, for consistency with IPrototypeManager.Index<T>.

New features

  • Types can now implement the new interface IRobustCloneable<T> to be cloned by the component state source generator.
  • Added extra Roslyn Analyzers to detect some misuse of prototypes:
    • Network serializing prototypes (tagging them with [Serializable, NetSerializable]).
    • Constructing new instances of prototypes directly.
  • Add PrototypeManagerExt.Index helper function that takes a nullable ProtoId<T>, returning null if the ID is null.
  • Added an AlwaysActive field to WebViewControl to make a browser window active even when not in the UI tree.
  • Made some common dependencies accessible through IPlacementManager.
  • Added a new GENITIVE() localization helper function, which is useful for certain languages.

Bugfixes

  • Sprite scale is now correctly applied to sprite boundaries in SpriteSystem.GetLocalBounds.
  • Fixed documentation for IPrototypeManager.Index<T> stating that KeyNotFoundException gets thrown, when in actuality UnknownPrototypeException gets thrown.

Other

  • More tiny optimizations to DataDefinitionAnalyzer.
  • NetSerializer has been updated. On debug, it will now report where a type that can't be serialized is referenced from.

Internal

  • Minor internal code cleanup.

263.0.0

Breaking changes

  • Fully removed some non-Entity<T> container methods.

New features

  • IMidiRenderer.LoadSoundfont has been split into LoadSoundfontResource and LoadSoundfontUser, the original now being deprecated.
  • Client command execution now properly catches errors instead of letting them bubble up through the input stack.
  • Added CompletionHelper.PrototypeIdsLimited API to allow commands to autocomplete entity prototype IDs.
  • Added spawn:in Toolshed command.
  • Added MapLoaderSystem.TryLoadGeneric overload to load from a Stream.
  • Added OutputPanel.GetMessage() and OutputPanel.SetMessage() to allow replacing individual messages.

Bugfixes

  • Fixed debug asserts when using MIDI on Windows.
  • Fixed an error getting logged on startup on macOS related to window icons.
  • CC-BY-NC-ND-4.0 is now a valid license for the RGA validator.
  • Fixed TabContainer.CurrentTab clamping against the wrong value.
  • Fix culture-based parsing in TimespanSerializer.
  • Fixed grid rendering blowing up on tile IDs that aren't registered.
  • Fixed debug assert when loading MIDI soundfonts on Windows.
  • Make ColorSelectorSliders properly update the dropdown when changing SelectorType.
  • Fixed tpto allowing teleports to oneself, thereby causing them to be deleted.
  • Fix OpenAL extensions being requested incorrectly, causing an error on macOS.
  • Fixed horizontal measuring of markup controls in rich text.

Other

  • Improved logging for some audio entity errors.
  • Avoided more server stutters when using csci.
  • Improved physics performance.
  • Made various localization functions like GENDER() not throw if passed a string instead of an EntityUid.
  • The generic clause on EntitySystem.AddComp<T> has been changed to IComponent (from Component) for consistency with IEntityManager.AddComponent<T>.
  • DataDefinitionAnalyzer has been optimized somewhat.
  • Improved assert logging error message when static data fields are encountered.

Internal

  • Warning cleanup.
  • Added more tests for DataDefinitionAnalyzer.
  • Consistently use EntitySystem proxy methods in engine.

262.0.0

Breaking changes

  • Toolshed commands will now validate that each non-generic command argument is parseable (i.e., has a corresponding type parser). This check can be disabled by explicitly marking the argument as unparseable via CommandArgumentAttribute.Unparseable.

New features

  • ToolshedManager.TryParse now also supports nullable value types.
  • Add an ignoredComponents arg to IsDefault.

Bugfixes

  • Fix SpriteComponent.Layer.Visible setter not marking a sprite's bounding box as dirty.
  • The audio params in the passed SoundSpecifier for PlayStatic(SoundSpecifier, Filter, ...) will now be used as a default like other PlayStatic overrides.
  • Fix windows not saving their positions correctly when their x position is <= 0.
  • Fix transform state handling overriding PVS detachment.

261.2.0

New features

  • Implement IEquatable for ResolvedPathSpecifier & ResolvedCollectionSpecifier.
  • Add NearestChunkEnumerator.

Bugfixes

  • Fix static entities not having the center of mass updated.
  • Fix TryQueueDelete.
  • Fix tpto potentially parenting grids to non-map entities.

Other

  • TileChangedEvent is now raised once in clientside grid state handling rather than per tile.
  • Removed ITileDefinition.ID as it was redundant.
  • Change the lifestage checks on predicted entity deletion to check for terminating.

Internal

  • Update some GetComponentName<T> uses to generic.

261.1.0

New features

  • Automatically create logger sawmills for UIControllers similar to EntitySystems.

Bugfixes

  • Fix physics forces not auto-clearing / respecting the cvar.

Internal

  • Cleanup more compiler warnings in unit tests.

261.0.0

Breaking changes

  • Remove unused TryGetContainingContainer override.
  • Stop recursive FrameUpdates for controls that are not visible.
  • Initialize LocMgr earlier in the callstack for GameController.
  • Fix FastNoiseLise fractal bounding and remove its DataField property as it should be derived on other properties updating.
  • Make RaiseMoveEvent internal.
  • MovedGridsComponent and PhysicsMapComponent are now purged and properties on SharedPhysicsSystem. Additionally the TransformComponent for Awake entities is stored alongside the PhysicsComponent for them.
  • TransformComponent is now stored on physics contacts.
  • Gravity2DComponent and Gravity2DController were moved to SharedPhysicsSystem.

New features

  • IFileDialogManager now allows specifying FileAccess and FileShare modes.
  • Add Intersects and Enlarged to Box2i in line with Box2.
  • Make KeyFrames on AnimationTrackProperty public settable.
  • Add the spawned entities to a returned array from SpawnEntitiesAttachedTo.

Bugfixes

  • Fixed SDL3 file dialog implementation having a memory leak and not opening files read-write.
  • Fix GetMapLinearVelocity.

Other

  • uploadfile and loadprototype commands now only open files with read access.
  • Optimize ToMapCoordinates.

Internal

  • Cleanup on internals of IFileDialogManager, removing duplicate code.
  • Fix Contacts not correctly being marked as Touching while contact is ongoing.

260.2.0

New features

  • Add StringBuilder.Insert(int, string) to sandbox.
  • Add the WorldNormal to the StartCollideEvent.

260.1.0

New features

  • ComponentFactory is now exposed to EntitySystem as Factory

Other

  • Cleanup warnings in PLacementManager
  • Cleanup warnings in Clide.Sprite

260.0.0

Breaking changes

  • Fix / change StartCollideEvent.WorldPoint to return all points for the collision which may be up to 2 instead of 1.

New features

  • Add SpriteSystem dependency to VisualizerSystem.
  • Add Vertical property to progress bars
  • Add some EntProtoId overloads for group entity spawn methods.

259.0.0

Breaking changes

  • TileChangedEvent now has an array of tile changed entries rather than raising an individual event for every single tile changed.

Other

  • Entity<T> methods were marked as readonly as appropriate.

258.0.1

Bugfixes

  • Fix static physics bodies not generating contacts if they spawn onto sleeping bodies.

258.0.0

Breaking changes

  • IMarkupTag and related methods in MarkupTagManager have been obsoleted and should be replaced with the new IMarkupTagHandler interface. Various engine tags (e.g., BoldTag, ColorTag, etc) no longer implement the old interface.

New features

  • Add IsValidPath to ResPath and make some minor performance improvements.

Bugfixes

  • OutputPanel and RichTextLabel now remove controls associated with rich text tags when the text is updated.
  • Fix SpriteComponent.Visible datafield not being read from yaml.
  • Fix container state handling not forcing inserts.

Other

  • SpriteSystem.LayerMapReserve() no longer throws an exception if the specified layer already exists. This makes it behave like the obsoleted SpriteComponent.LayerMapReserveBlank().

257.0.2

Bugfixes

  • Fix unshaded sprite layers not rendering correctly.

257.0.1

Bugfixes

  • Fix sprite layer bounding box calculations. This was causing various sprite rendering & render-tree lookup issues.

257.0.0

Breaking changes

  • The client will now automatically pause any entities that leave their PVS range.
  • Contacts for terminating entities no longer raise wake events.

New features

  • Added IPrototypeManager.IsIgnored() for checking whether a given prototype kind has been marked as ignored via RegisterIgnore().
  • Added PoolManager & TestPair classes to Robust.UnitTesting. These classes make it easier to create & use pooled server/client instance pairs in integration tests.
  • Catch NotYamlSerializable DataFields with an analyzer.
  • Optimized RSI preloading and texture atlas creation.

Bugfixes

  • Fix clients unintentionally un-pausing paused entities that re-enter pvs range

Other

  • The yaml prototype id serialiser now provides better feedback when trying to validate an id for a prototype kind that has been ignored via IPrototypeManager.RegisterIgnore()
  • Several SpriteComponent methods have been marked as obsolete, and should be replaced with new methods in SpriteSystem.
  • Rotation events no longer check for grid traversal.

256.0.0

Breaking changes

  • ITypeReaderWriter<TType, TNode> has been removed due to being unused. Implement ITypeSerializer<TType, TNode> instead
  • Moved AsNullable extension methods to the Entity struct.

New features

  • Add DevWindow tab to show all loaded textures.
  • Add Vector2i / bitmask converfsion helpers.
  • Allow texture preload to be skipped for some textures.
  • Check audio file signatures instead of extensions.
  • Add CancellationTokenRegistration to sandbox.
  • Add the ability to serialize TimeSpan from text.
  • Add support for rotated / mirrored tiles.

Bugfixes

  • Fix yaml hot reloading.
  • Fix a linear dictionary lookup in PlacementManager.

Other

  • Make ItemList not run deselection callback on all items if they aren't selected.
  • Cleanup warnings for CS0649 & CS0414.

Internal

  • Move PointLight component states to shared.

255.1.0

New features

  • The client localisation manager now supports hot-reloading ftl files.
  • TransformSystem can now raise GridUidChangedEvent and MapUidChangedEvent when a entity's grid or map changes. This event is only raised if the ExtraTransformEvents metadata flag is enabled.

Bugfixes

  • Fixed a server crash due to a NullReferenceException in PVS system when a player's local entity is also one of their view subscriptions.
  • Fix CompileRobustXamlTask for benchmarks.
  • .ftl files will now hot reload.
  • Fix placementmanager sometimes not clearing.

Other

  • Container events are now documented.

255.0.0

Breaking changes

  • RobustIntegrationTest now pools server/client instances by default. If a custom settings class is provided, it will still disable pooling unless explicitly enabled.
    • Server/Client instances that are returned to the pool should be disconnected. This might require you to update some tests.
    • Pooled instances also require you to use RobustIntegrationTest methods like WaitPost() to ensure the correct thread is used.

Bugfixes

  • Fix EntityDeserializer improperly setting entity lifestages when loading a post-mapinit map.
  • Fix EntityManager.PredictedDeleteEntity() not deleting pure client-side entities.
  • Fix grid fixtures using a locale dependent id. This could cause some clients to crash/freeze when connected to a server with a different locale.

Other

  • Add logic to block cycles in master MIDI renderers, which could otherwise cause client freezes.

254.1.0

New features

  • Add CC ND licences to the RGA validator.
  • Add entity spawn prediction and entity deletion prediction. This is currently limited as you are unable to predict interactions with these entities. These are done via the new methods prefixed with "Predicted". You can also manually flag an entity as a predicted spawn with the FlagPredicted method which will clean it up when prediction is reset.

Bugfixes

  • Fix tile edge rendering for neighbor tiles being the same priority.

Other

  • Fix SpawnAttachedTo's system proxy method not the rotation arg like EntityManager.

254.0.0

Breaking changes

  • Yaml mappings/dictionaries now only support string keys instead of generic nodes
    • Several MappingDataNode method arguments or return values now use strings instead of a DataNode object
    • The MappingDataNode class has various helper methods that still accept a ValueDataNode, but these methods are marked as obsolete and may be removed in the future.
    • yaml validators should use MappingDataNode.GetKeyNode() when validating mapping keys, so that errors can print node start & end information
  • ValueTuple yaml serialization has changed
    • Previously they would get serialized into a single mapping with one entry (i.e., {foo : bar })
    • Now they serialize into a sequence (i.e., [foo, bar])
    • The ValueTuple serializer will still try to read mappings, but due to the MappingDataNode this may fail if the previously serialized "key" can't be read as a simple string

New features

  • Add cvar to disable tile edges.
  • Add GetContainingContainers method to ContainerSystem to recursively get containers upwards on an entity.

Internal

  • Make component lifecycle methods use generics.

253.0.0

New features

  • Add a new SerializationManager.PushComposition() overload that takes in a single parent instead of an array of parents.
  • BoundUserInterfaceMessageAttempt once again gets raised as a broadcast event, in addition to being directed.
    • This effectively reverts the breaking part of the changes made in v252.0.0
  • Fix CreateDistanceJoint using an int instead of a float for minimum distance.

Bugfixes

  • Fix deferred component removal not setting the component's life stage to ComponentLifeStage.Stopped if the component has not yet been initialised.
  • Fix some EntitySystem.Resolve() overloads not respecting the optional logMissing argument.
  • Fix screen-space overlays not being useable without first initializing/starting entity manager & systems
  • ItemList is now significantly optimized. VV's AddComponent window in particular should be much faster.
  • Fix some more MapValidator fields.
  • Fix popup text overflowing the sides of the screen.
  • Improve location reporting for non-writeable datafields via analyzer.

Other

  • TestPoint now uses generics rather than IPhysShape directly.

252.0.0

Breaking changes

  • BoundUserInterfaceMessageAttempt is raised directed against entities and no longer broadcast.

251.0.0

Breaking changes

  • Localization is now separate between client and server and is handled via cvar.
  • Contacting entities no longer can be disabled for CollisionWake to avoid destroying the contacts unnecessarily.

New features

  • Added DirectionExtensions.AllDirections, which contains a list of all Directions for easy enumeration.
  • Add ForbidLiteralAttribute.
  • Log late MsgEntity again.
  • Show entity name in physics shapeinfo output.
  • Make SubscribeLocalEvent not require EntityEventArgs.
  • Add autocomplete to tp command.
  • Add button to jump to live chat when scrolled up.
  • Add autocomplete to savemap and savegrid.

Bugfixes

  • Fix velocity not re-applying correctly on re-parenting.
  • Fix Equatable on FormattedMessage.
  • Fix SharedTransformSystem methods logging errors on resolves.

Other

  • Significantly optimized tile edge rendering.

Internal

  • Remove duplicate GetMassData method.
  • Inline manifold points for physics.

250.0.0

Breaking changes

  • The default shader now interprets negative color modulation as a flag that indicates that the light map should be ignored.
    • This can be used to avoid having to change the light map texture, thus reducing draw batches.
    • Sprite layers that are set to use the "unshaded" shader prototype now use this.
    • Any fragment shaders that previously the VtxModulate colour modulation variable should instead use the new MODULATE variable, as the former may now contain negative values.

New features

  • Add OtherBody API to contacts.
  • Make FormattedMessages Equatable.
  • AnimationCompletionEvent now has the AnimationPlayerComponent.
  • Add entity description as a tooltip on the entity spawn panel.

Bugfixes

  • Fix serialization source generator breaking if a class has two partial locations.
  • Fix map saving throwing a DirectoryNotFoundException when given a path with a non-existent directory. Now it once again creates any missing directories.
  • Fix map loading taking a significant time due to MappingDataNode.Equals calls being slow.

Other

  • Add Pure to some Angle methods.

Internal

  • Cleanup some warnings in classes.

249.0.0

Breaking changes

  • Layer is now read-only on VisibilityComponent and isn't serialized.

New features

  • Added a debug overlay for the linear and angular velocity of all entities on the screen. Use the showvel and showangvel commands to toggle it.
  • Add a GetWorldManifold overload that doesn't require a span of points.
  • Added a GetVisMaskEvent. Calling RefreshVisibilityMask will raise it and subscribers can update the vismask via the event rather than subscribers having to each manually try and handle the vismask directly.

Bugfixes

  • BoxContainer no longer causes stretching children to go below their minimum size.
  • Fix lights on other grids getting clipped due to ignoring the light range cvar.
  • Fix the showvelocities command.
  • Fix the DirtyFields overload not being sandbox safe for content.

Internal

  • Polygon vertices are now inlined with FixedArray8 and a separate SlimPolygon using FixedArray4 for hot paths rather than using pooled arrays.

248.0.2

Bugfixes

  • Don't throw in overlay rendering if MapUid not found.

Internal

  • Reduce EntityManager.IsDefault allocations.

248.0.1

Bugfixes

  • Bump ImageSharp version.
  • Fix instances of NaN gain for audio where a negative-infinity value is being used for volume.

248.0.0

Breaking changes

  • Use Entity<MapGridComponent> for TileChangedEvent instead of EntityUid.
  • Audio files are no longer tempo perfect when being played if the offset is small. At some point in the future an AudioParams bool is likely to be added to enforce this.
  • MoveProxy method args got changed in the B2DynamicTree update.
  • ResPath will now assert in debug if you pass in an invalid path containing the non-standardized directory separator.

New features

  • Added a new MapLoaderSystem.TryLoadGrid() override that loads a grid onto a newly created map.
  • Added a CVar for the endbuffer for audio. If an audio file will play below this length (for PVS reasons) it will be ignored.
  • Added Regex.Count + StringBuilder.Chars setter to the sandbox.
  • Added a public API for PhysicsHull.
  • Made MapLoader log more helpful.
  • Add TryLoadGrid override that also creates a map at the same time.
  • Updated B2Dynamictree to the latest Box2D V3 version.
  • Added SetItems to ItemList control to set items without removing the existing ones.
  • Shaders, textures, and audio will now hot reload automatically to varying degrees. Also added IReloadManager to handle watching for file-system changes and relaying events.
  • Wrap BUI disposes in a try-catch in case of exceptions.

Bugfixes

  • Fix some instances of invalid PlaybackPositions being set.
  • Play audio from the start of a file if it's only just come into PVS range / had its state handled.
  • Fix TryCopyComponents.
  • Use shell.WriteError if TryLoad fails for mapping commands.
  • Fix UI control position saving causing exceptions where the entity is cleaned-up alongside a state change.
  • Fix Map NetId completions.
  • Fix some ResPath calls using the wrong paths.

Internal

  • Remove some unused local variables and the associated warnings.

247.2.0

New features

  • Added functions for copying components to IEntityManager and EntitySystem.
  • Sound played from sound collections is now sent as "collection ID + index" over the network instead of the final filename.
    • This enables integration of future accessibility systems.
    • Added a new ResolvedSoundSpecifier to represent played sounds. Methods that previously took a filename now take a ResolvedSoundSpecifier, with an implicit cast from string being interpreted as a raw filename.
  • VisibilitySystem has been made accessible to shared as SharedVisibilitySystem.
  • ScrollContainer now has properties exposing Value and ValueTarget on its internal scroll bars.

Bugfixes

  • Fix prototype hot reload crashing when adding a new component already exists on an entity.
  • Fix maps failing to save in some cases related to tilemap IDs.
  • Fix Regex.Escape(string) not being available in sandbox.
  • Prototypes that parent themselves directly won't cause the game to hang on an infinite loop anymore.
  • Fixed disconnecting during a connection attempt leaving the client stuck in a phantom state.

Internal

  • More warning cleanup.

247.1.0

New features

  • Added support for Color[] shader uniforms
  • Added optional minimumDistance parameter to SharedJointSystem.CreateDistanceJoint()

Bugfixes

  • Fixed EntitySystem.DirtyFields() not actually marking fields as dirty.

Other

  • Updated the Yamale map file format validator to support v7 map/grid files.

247.0.0

Breaking changes

  • ITileDefinitionManager.AssignAlias and general tile alias functionality has been removed. TileAliasPrototype still exist, but are only used during entity deserialization.
  • IMapManager.AddUninitializedMap has been removed. Use the map-init options on CreateMap() instead.
  • Re-using a MapId will now log a warning. This may cause some integration tests to fail if they are configured to fail when warnings are logged.
  • The minimum supported map format / version has been increased from 2 to 3.
  • The server-side MapLoaderSystem and associated classes & structs has been moved to Robust.Shared, and has been significantly modified.
    • The TryLoad and Save methods have been replaced with grid, map, generic entity variants. I.e, SaveGrid, SaveMap, and SaveEntities.
    • Most of the serialization logic and methods have been moved out of MapLoaderSystem and into new EntitySerializer and EntityDeserializer classes, which also replace the old MapSerializationContext.
    • The MapLoadOptions class has been split into MapLoadOptions, SerializationOptions, and DeserializationOptions structs.
  • The interaction between PVS overrides and visibility masks / layers have changed:
    • Any forced entities (i.e., PvsOverrideSystem.AddForceSend()) now ignore visibility masks.
    • Any global & session overrides (PvsOverrideSystem.AddGlobalOverride() & PvsOverrideSystem.AddSessionOverride()) now respect visibility masks.
    • Entities added via the ExpandPvsEvent respect visibility masks.
    • The mask used for any global/session overrides can be modified via ExpandPvsEvent.Mask.
  • Toolshed Changes:
    • The signature of Toolshed type parsers have changed. Instead of taking in an optional command argument name string, they now take in a CommandArgument struct.
    • Toolshed commands can no longer contain a '|', as this symbol is now used for explicitly piping the output of one command to another. command pipes. The existing | and '|~' commands have been renamed to bitor and bitnotor.
    • Semicolon terminated command blocks in toolshed commands no longer return anything. I.e., i { i 2 ; } is no longer a valid command, as the block has no return value.

New features

  • The current map format/version has increased from 6 to 7 and now contains more information to try support serialization of maps with null-space entities and full game saves.
  • IEntitySystemManager now provides access to the system IDependencyCollection.
  • Toolshed commands now support optional and params T[] arguments. optional / variable length commands can be terminated using ';' or '|'.

Bugfixes

  • Fixed entity deserialization for components with a data fields that have a AlwaysPushInheritance Attribute
  • Audio entities attached to invisible / masked entities should no longer be able to temporarily make those entities visible to all players.
  • The map-like Toolshed commands now work when a collection is piped in.
  • Fixed a bug in toolshed that could cause it to preferentially use the incorrect command implementation.
    • E.g., passing a concrete enumerable type would previously use the command implementation that takes in an unconstrained generic parameter T instead of a dedicated IEnumeerable<T> implementation.

Other

  • MapChangedEvent has been marked as obsolete, and should be replaced with MapCreatedEvent and `MapRemovedEvent.
  • The default auto-completion hint for Toolshed commands have been changed and somewhat standardized. Most parsers should now generate a hint of the form:
    • <name (Type)> for mandatory arguments
    • [name (Type)] for optional arguments
    • [name (Type)]... for variable length arguments (i.e., for params T[])

246.0.0

Breaking changes

  • The fixes to renderer state may have inadvertantly broken some rendering code that relied upon the old behavior.
  • TileRenderFlag has been removed and now it's just a byte flag on the tile for content usage.

New features

  • Add BeforeLighting overlay draw space for overlays that need to draw directly to lighting and want to do it immediately beforehand.
  • Change BlurLights to BlurRenderTarget and make it public for content usage.
  • Add ContentFlag to tiles for content-flag usage.
  • Add a basic mix shader for doing canvas blends.
  • Add GetClearColorEvent for content to override the clear color behavior.

Bugfixes

  • Fix pushing renderer state not restoring stencil status, blend status, queued shader instance scissor state.

245.1.0

New features

  • Add more info to the AnchorEntity debug message.
  • Make ParseObject public where it will parse a supplied Type and string into the specified object.

Bugfixes

  • Fix EntityPrototypeView not always updating the entity correctly.
  • Tweak BUI shutdown to potentially avoid skipping closing.

Other

  • Increase Audio entity despawn buffer to avoid clipping.

245.0.0

Breaking changes

  • BoundUserInterface.Open() now has the MustCallBase attribute

Bugfixes

  • Fixed an error in MappingDataNode.TryAddCopy(), which was causing yaml inheritance/deserialization bugs.

244.0.0

Breaking changes

  • Increase physics speedcap default from 35m/s to 400m/s in-line with box2d v3.

New features

  • Add EntityManager overloads for ComponentRegistration that's faster than the generic methods.
  • Add CreateWindowCenteredRight for BUIs.

Bugfixes

  • Avoid calling UpdateState before opening a BUI.

243.0.1

Bugfixes

  • Fixed BaseWindow sometimes not properly updating the mouse cursor shape.
  • Revert BaseWindow OnClose ordering due to prior reliance upon the ordering.

243.0.0

Breaking changes

  • RemoveChild is called after OnClose for BaseWindow.

New features

  • BUIs now have their positions saved when closed and re-used when opened when using the CreateWindow<T> helper or via manually registering it via RegisterControl.

Other

  • Ensure grid fixtures get updated in client state handling even if exceptions occur.

242.0.1

Bugfixes

  • Fixed prototype reloading/hotloading not properly handling data-fields with the AlwaysPushInheritanceAttribute
  • Fix the pooled polygons using incorrect vertices for EntityLookup and MapManager.

Internal

  • Avoid normalizing angles constructed from vectors.

242.0.0

Breaking changes

  • The order in which the client initialises networked entities has changed. It will now always apply component states, initialise, and start an entity's parent before processing any children. This might break anything that was relying on the old behaviour where all component states were applied before any entities were initialised & started.
  • IClydeViewport overlay rendering methods now take in an IRenderHandle instead of a world/screen handle.
  • The OverlayDrawArgs struct now has an internal constructor.

New features

  • Controls can now be manually restyled via Control.InvalidateStyleSheet() and Control.DoStyleUpdate()
  • Added IUserInterfaceManager.RenderControl() for manually drawing controls.
  • OverlayDrawArgs struct now has an IRenderHandle field such that overlays can use the new RenderControl() methods.
  • TileSpawnWindow will now take focus when opened.

Bugfixes

  • Fixed a client-side bug where TransformComponent.GridUid does not get set properly when an existing entity is attached to a new entity outside of the player's PVS range.
  • EntityPrototypeView will only create entities when it's on the UI tree and not when the prototype is set.
  • Make CollisionWake not log errors if it can't resolve.

Other

  • Replace IPhysShape API with generics on IMapManager and EntityLookupSystem.

Internal

  • Significantly reduce allocations for Box2 / Box2Rotated queries.

241.0.0

Breaking changes

  • Remove DeferredClose from BUIs.

New features

  • Added EntityManager.DirtyFields(), which allows components with delta states to simultaneously mark several fields as dirty at the same time.
  • Add CloserUserUIs<T> to close keys of a specific key.

Bugfixes

  • Fixed RaisePredictiveEvent() not properly re-raising events during prediction for event handlers that did not take an EntitySessionEventArgs argument.
  • BUI openings are now deferred to avoid having slight desync between deferred closes and opens occurring in the same tick.

240.1.2

240.1.1

Bugfixes

  • Fixed one of the IOverlayManager.RemoveOverlay overrides not fully removing the overlay.

240.1.0

New features

  • Added an AsNullable extension method for converting an Entity<T> into an Entity<T?>

Bugfixes

  • Fixed an exception in PhysicsSystem.DestroyContacts() that could result in entities getting stuck with broken physics.

Other

  • GamePrototypeLoadManager will now send all uploaded prototypes to connecting players in a single GamePrototypeLoadMessage, as opposed to one message per upload.

240.0.1

Bugfixes

  • Fixed SharedBroadphaseSystem.GetBroadphases() not returning the map itself, which was causing physics to not work properly off-grid.

240.0.0

Breaking changes

  • ComponentRegistry no longer implements ISerializationContext
  • Tickrate values are now ushort, allowing them to go up to 65535.

New features

  • Console completion options now have new flags for preventing suggestions from being escaped or quoted.
  • Added ILocalizationManager.HasCulture().
  • Static EntProtoId<T> fields are now validated to exist.

Bugfixes

  • Fixed a state handling bug in replays, which was causing exceptions to be thrown when applying delta states.

Other

  • Reduced amount of DynamicMethods used by serialization system. This should improve performance somewhat.

Internal

  • Avoided sorting overlays every render frame.
  • Various clean up to grid fixture code/adding asserts.

Older versions

Release notes for older versions have been culled due to file size, see here for them.