Files
Monolith/Content.Shared/Magic
Redrover1760 f2f81e6d27 Engine Update Arc (#1441)
* Increase benchmark BuildTimeout (#37029)

* Increase benchmark BuildTimeout

* Add RaiseEvent benchmark

* a

* More benchmarks

* It just gets optimised away

* IComponent event

* cleanup bench

* Update b2dynamictree (#30630)

* v249.0.0

* Make MappingDataNode use string keys (#36111)

* MappingDataNode string keys

* a

* poke

* v254.0.0

* fixes

* chore: automatically update REUSE headers

* v255.0.0

* Predict virtual hands and co (#36617)

These are the easy ones anything else gets slightly spicier.

* chore: automatically update REUSE headers

* Update submodule to 254.1.0 (#36711)

* Update submodule to 254.1.0

* API update

* chore: automatically update REUSE headers

* v256.0.0

* v257.0.0

* Add AssertMultiple to ContrabandTest (#35662)

* add AssertMultiple to ContrabandTest

* do the same for magazine visuals test

* :trollface:

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Fix MagazineVisualsSpritesExist for engine PR (#36761)

* chore: automatically update REUSE headers

* aaaa

* I'm silly

* aaaaaaaaaaaaaaaaaa

* test

* bawk

* chore: automatically update REUSE headers

* v258.0.0

* v259.0.0

* Content changes for SetTiles change (#37229)

* Content changes for SetTiles change

* Retest with new engine changes

* Derp

* Update for new engine PR changes

* chore: automatically update REUSE headers

* v260.2.0

* CompFactory updates (#37559)

* aaa

* chore: automatically update REUSE headers

* more removals

* chore: automatically update REUSE headers

* another gone

* component factory begoneth

* chore: automatically update REUSE headers

* odd fix

* Cleanup BiomeSystem.Commands (#36084)

* _mapManager.GetMapEntityId -> _mapSystem.GetMapOrInvalid

* _mapManager.MapExists -> _mapSystem.MapExists

* Unused using

* manager fixes

* chore: automatically update REUSE headers

* wizden shuttle collision

* Add sun shadows (planet lighting stage 2) (#35145)

* Implements a Dynamic Lighting System on maps.

* Edit: the night should be a little bit brighter and blue now.

* Major edit: everything must be done on the client side now, with certain datafield replicated.
Changes were outlined in the salvage to accommodate the new lighting system.

* Edit: The offset is now serverside, this makes the time accurate in all situations.

* Removing ununsed import

* Minor tweaks

* Tweak in time precision

* Minor tweak + Unused import removed

* Edit: apparently RealTime is better for what I'm looking for

* Fix: Now the time is calculated correctly.

* Minor tweaks

* Adds condition for when the light should be updated

* Add planet lighting

* she

* close-ish

* c

* bittersweat

* Fixes

* Revert "Merge branch '22719' into 2024-09-29-planet-lighting"

This reverts commit 9f2785bb16aee47d794aa3eed8ae15004f97fc35, reversing
changes made to 19649c07a5fb625423e08fc18d91c9cb101daa86.

* Europa and day-night

* weh

* rooves working

* Clean

* Remove Europa

* Fixes

* fix

* Update

* Fix caves

* Update for engine

* Add sun shadows (planet lighting v2)

For now mostly targeting walls and having the shadows change over time. Got the basic proof-of-concept working just needs a hell of a lot of polish.

* Documentation

* a

* Fixes

* Move blur to an overlay

* Slughands

* Fixes

* Apply RoofOverlay per-grid not per-map

* Fix light render scales

* sangas

* Juice it a bit

* Better angle

* Fixes

* Add color support

* Rounding bandaid

* Wehs

* Better

* Remember I forgot to do this when writing docs

---------

Co-authored-by: DoutorWhite <thedoctorwhite@gmail.com>

* chore: automatically update REUSE headers

* Optimize parallax VRAM usage (#37180)

* Disable parallax texture preloading

Many parallax layers are specific to a single map and will likely never be loaded for the duration of the game. Save VRAM by not loading them always.

Requires engine master

* Put generated parallax identifier in texture name

Makes it show up properly in debugging tools

* Don't load generated parallaxes multiple times

Many parallax prototypes re-use the same generated parallax configs. These generated parallaxes were being loaded multiple times at once, which was a massive waste of VRAM.

We now move these into a separate cache for deduplication. I had to write a lot of logic to handle loading cancellation and ref counting. Yay.

Also fixes some spaghetti with the previous parallax loading system: cancellation didn't work properly, give proper names to generated texture names, etc.

This saves like 100+ MB of VRAM.

* chore: automatically update REUSE headers

* Fixes server error spam from bad wizden code

* better name

* formatting

* fixes it but better

* comments

* oh god

* oh god

* Sloth's subfloor vismask adventure (#35347)

* Add a subfloor vismask

Significantly cuts down on sent entity count.

* More optimisations

* Fix command

* Fixes

* namespace cleanup

* Review

* Vismasks

* Content update

* Bandaid

* awewa

* Revert these

* reh

* Update Content.Shared/SubFloor/TrayScannerComponent.cs

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Fix TrayScannerUser (#35959)

* Fix TrayScannerUser

* Ignore

* Update Content.Shared/SubFloor/TrayScannerUserComponent.cs

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Fix gas mixers and pneumatic valves being hidden by floor tiles (#36428)

fix gas mixers and pneumatics valves being hidden by floor tiles

* Remove unused PowerConsumer from grilles (#36077)

This caused tons of completely wasted processing in the power system. Incredible.

* Remove update from DeviceLinkSystem (#37152)

The tick updates were purely used to decrease the invoke counter once per tick. Now instead we just calculate the effective counter value with some trivial math on the tick number. This completely removes the need for an update function.

The relative tick is not stored to map files. If we really need this, we can add a TickOffsetSerializer (similar to TimeOffsetSerializer), but I doubt it matters.

* Use approx NPC steering checks (#36110)

Much faster lookup and shouldn't affect final result.

* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146)

* Optimize sensor monitoring window graph drawing

* Add shared static Vector2 pool for all GraphView instances

* Address requested changes

* remove lock

* chore: automatically update REUSE headers

* whoops

* Predict pipe anchoring and unanchroing (#35977)

* yay prediction

* Added cool popups

* bruh

* this is better!

* Fix tile-events returns (#37502)

* Fix tile-events returns

Should really be continues.

* More

* More optimisations

---------

Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: monolith8319 <195513600+monolith8319@users.noreply.github.com>
Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com>
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
Co-authored-by: Ilya246 <57039557+Ilya246@users.noreply.github.com>
Co-authored-by: DoutorWhite <thedoctorwhite@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
Co-authored-by: Dinner <180707738+DinnerCalzone@users.noreply.github.com>
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
Co-authored-by: beck-thompson <107373427+beck-thompson@users.noreply.github.com>
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