* Scope creep my ass
* why was this shit not pushed????
* gone...
* fix that
* review plus buildd
* asfsafsafsafsafas
* grug
* burber
* I'll fix this later
* shrimply die
* also this
* it's snerf or snuthin
* assaads
* round snend
* aaaa
* fix this shit for real
* actually, don't start GameRules until MapInit now that I think aboot it.
* forgot u
* don't actually need this part nullable
* Deffer comp removal
* one liner
* do that too
* chungus
* Honestly makes more sense here, plus WHY are we doing all that shit on "GameRuleAdded" rather than GameRuleStarted(?)
* deferred removal :V
* aaaaaaaaaaaaaaa
* whhop
* Whoop
* better
* landmine that I placed for myself then forgot about lmao
* cleanup
* FUCKING `!`
* gotovo
* amogus
* please don't check by metadata I beg
* waawsasfdfsasfa
* sfafsasfafsas
* fdsaasffsasfa
* code
* fix
* fasasffasfasfsad
* chungaas
* I may be stupid
* gra
* graaaaaaaaaaaaaaaaa
* comment
* gra
* clearing is not predicted and would require major refactors, so don't cache on client.
* lame shit :P
* last holes
* nukeopsfsafsasafsfafsa
* why was that shit public bruh
* bubrbgwahrghfaka
* dynamic
* revert change that did nothing lmao
* Predict Light Replacers
* Public once more
* Light changes
* Introduce an OrderList.
* Added Radial Menu
* Fix missing Dirty()
* Introduce EntityProvider
* Migratiooon!
* Adress Reviews
* Forgot Comments
* Test-Fail Fix
* Fixes
* Update buttons
* Revert "Update buttons"
This reverts commit f84d8f2502600905a2ab4bce5463af6f2b4b1c3e.
* Introduce Dedicated Short String
* review
* Another review has hit the PR
Co-Authored-By: Whatstone <166147148+whatston3@users.noreply.github.com>
* Adressing reviews
Co-Authored-By: Whatstone <166147148+whatston3@users.noreply.github.com>
* Update LightReplacerMenuBoundUserInterface.cs
* refactor: do not pass ref type by ref, try not to create impure methods where it is not required
* refactor: random xml-doc changes
* refactor: more xml-doc, and 1 call per line convention
* Small fixes
* Iterate through the container
* updated xml docs
* IReadOnlyfix
* refactor: renaming, whitespaces, use deconstructor in foreach, use Enumerable instead of creating additional list when its possible that it will be empty and wont be modified
* refactor: fix collction cloning to not throw during modificaiton
* Replace popups with sounds.
* Added singular sounds
* refactor: fix error on moving items from one EntityProvider to another and back when they have some spawned entities in container
* Replaced Popup with Sound
---------
Co-authored-by: Pok245 <113675512+Pok27@users.noreply.github.com>
Co-authored-by: Whatstone <166147148+whatston3@users.noreply.github.com>
Co-authored-by: Fildrance <fildrance@gmail.com>
* Make every EntitySystem partial
* Oobs thats for a diff PR
* Also oops on that one
* Test systems
* git are we fr
* Update file templates
* cleanup empty classes while we are here
* forgor
---------
Co-authored-by: AJCM-git <ajcm_mail@disroot.org>
* jaws of death
* I hate YAML
* open the gate
* I forgot about this one
* I forgor
* Fix croissant
* this didn't work actually rip
* made lights look better and undo on the boxing gloves
* small change
* Update Resources/Prototypes/Entities/Clothing/Hands/gloves.yml
Co-authored-by: IProduceWidgets <107586145+IProduceWidgets@users.noreply.github.com>
* baguette contraband, eat your evidence.
* suffix
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
Co-authored-by: IProduceWidgets <107586145+IProduceWidgets@users.noreply.github.com>
* Cleanup warnings in DamageMarkerSystem
* Cleanup warnings in CuffableSystem
* Cleanup warnings in DeployableTurretSystem
* Cleanup warnings in StorageContainerVisualsSystem
* Cleanup warnings in ItemMapperSystem
* Cleanup warnings in ItemCounterSystem
* Cleanup warnings in RandomSpriteSystem
* Cleanup warnings in PowerCellSystem
* Cleanup warnings in ParticleAcceleratorPartVisualizerSystem
* Cleanup warnings in PaperVisualizerSystem
* Cleanup warnings in PoweredLightVisualizerSystem
* Cleanup warnings in LightBulbSystem
* Cleanup warnings in EmergencyLightSystem
* Cleanup warnings in DoorSystem
* Cleanup warnings in ClockSystem
* Cleanup warnings in BuckleSystem
* Cleanup warnings in JukeboxSystem
* 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>
* 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
* Remove v2 work
* Finalise
---------
Co-authored-by: DoutorWhite <thedoctorwhite@gmail.com>
Summary of the problem is in the corresponding engine commit: a4ea5a4620
This commit requires engine master right now.
I think #29144 is probably the most severe one, but I touched Jittering and RotatingLight too since they seemed sus too.
Fixes#29144
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>