None yet
None yet
None yet
None yet
None yet
- Fix some partial datadefs.
- Remove the Id field from Fixtures as the Id is already stored on FixturesComponent.
- Add AbstractDictionarySerializer for abstract classes.
- Add many new spawn functions for entities for common operations.
- Fix serialization sharing instances when copying data definitions and not assigning null when the source is null.
- Fixed resizing a window to be bigger than its set maxsize crashing the client.
- Data definitions must now be partial, their data fields must not be readonly and their data field properties must have a setter.
- Copying data definitions through the serialization manager is now faster and consumes less memory.
- Add recursive PVS overrides and remove IsOverride()
- Happy eyeballs delay can be configured.
- Added more colors.
- Allow pre-startup components to be shut down.
- Added tile texture reload command.
- Add implementation of Random.Pick(ValueList ..).
- Add IntegrationInstance fields for common dependencies.
- Prevent invalid prototypes from being spawned.
- Change default value of EntityLastModifiedTick from zero to one.
- Make DiscordRichPresence icon CVars server-side with replication.
SpinBox.LineEditControl
exposes the underlyingLineEdit
.- Add VV attributes to various fields across overlay and sessions.
- Add IsPaused to EntityManager to check if an entity is paused.
- Fix SetActiveTheme not updating the theme.
- Added IgnoreUIChecksComponent that lets entities ignore bound user interface range checks which would normally close the UI.
- Add support for F16-F24 keybinds.
- Fix gamestate bug where PVS is disabled.
- EntityQuery.HasComponent override for nullable entity uids.
- Several NuGet dependencies are now private assets.
- Added
IViewportControl.PixelToMap()
andPixelToMapEvent
. These are variants of the existing screen-to-map functions that should account for distortion effects.
- Added several new rich-text tags, including italic and bold-italic.
- Fixed log messages for unknown components not working due to threaded IoC issues.
- Replay recordings no longer record invalid prototype uploads.
- Renamed one of the EntitySystem.Dirty() methods to
DirtyEntity()
to avoid confusion with the component-dirtying methods.
- Added debug commands that return the entity system update order.
- Fixed a bug in MetaDataSystem that was causing the metadata component to not be marked as dirty.
- Remove readOnly for DataFields and rename some ShaderPrototype C# fields internally to align with the normal schema.
- Add InvariantCulture to angle validation.
- Add some additional EntityQuery usages and remove a redundant CanCollide call on fixture shutdown.
- Removed some old SpriteComponent data-fields ("rsi", and "layerDatums").
- Added
ActorSystem.TryGetActorFromUserId()
. - Added IPrototypeManager.EnumerateKinds().
- Fixed SpriteSpecifierSerializer yaml validation not working properly.
- Fixed IoC/Threading exceptions in
Resource.Load()
. - Fixed
TransformSystem.SetCoordinates()
throwing uninformative client-side errors. - Fixed
IResourceManager.ContentFileExists()
andTryContentFileRead()
throwing exceptions on windows when trying to open a directory.
- Fix some EntityLookup queries incorrectly being double transformed internally.
- Shrink TileEnlargement even further for EntityLookup default queries.
- Add new args to entitylookup methods to allow for shrinkage of tile-bounds checks. Default changed to shrink the grid-local AABB by the polygon skin to avoid clipping neighboring tile entities.
- Non-hard fixtures will no longer count by default for EntityLookup.
- Added new EntityLookup flag to return non-hard fixtures or not.
- Entity placement and spawn commands now raise informative events that content can handle.
- Replay clients can now optionally ignore some errors instead of refusing to load the replay.
AudioParams.PlayOffsetSecond
will no longer apply an offset that is larger then the length of the audio stream.- Fixed yaml serialization of arrays of virtual/abstract objects.
- Removed an incorrect gamestate debug assert.
- Add support for tests to load extra prototypes from multiple sources.
- Fix named toolshed command.
- Unsubscribe from grid rendering events on shutdown.
- Remove unnecessary test prototypes.
- Add locale support for grammatical measure words.
- Don't raise contact events for entities that were QueueDeleted during the tick.
- Exception on duplicate broadcast subscriptions as this was unsupported behaviour.
- Add VV ReadWrite to PhysicsComponent BodyStatus.
- Toolshed, a tacit shell language, has been introduced.
- Use Robust.Shared.ToolshedManager to invoke commands, with optional input and output.
- Implement IInvocationContext for custom invocation contexts i.e. scripting systems.
- Don't log an error on failing to resolve for joint relay refreshing.
- Fixed a bad debug assert in
DetachParentToNull()
IHttpClientHolder
holds a sharedHttpClient
for use by content. It has Happy Eyeballs fixed and an appropriateUser-Agent
.- Added
DataNode.ToString()
. Makes it easier to save yaml files and debug code. - Added some cvars to modify discord rich presence icons.
- .ogg files now read the
Artist
andTitle
tags and make them available via new fields inAudioStream
. - The default fragment shaders now have access to the local light level (
lowp vec3 lightSample
). - Added
IPrototypeManager.ValidateAllPrototypesSerializable()
, which can be used to check that all currently loaded prototypes can be serialised & deserialised.
- Fix certain debug commands and tools crashing on non-SS14 RobustToolbox games due to a missing font.
- Discord rich presence strings are now truncated if they are too long.
- Fixed a couple of broadphase/entity-lookup update bugs that were affecting containers and entities attached to other (non-grid/map) entities.
- Fixed
INetChannel.Disconnect()
not properly disconnecting clients in integration tests.
- Outgoing HTTP requests now all use Happy Eyeballs to try to prioritize IPv6. This is necessary because .NET still does not support this critical feature itself.
- Made various physics related component properties VV-editable.
- The default EntitySystem sawmill log level now defaults to
Info
instead ofVerbose
. The level remains verbose when in debug mode.
- The debug asserts in
DetachParentToNull()
are now more informative.
- Fix Enum serialization.
EntityManager.GetAllComponents()
now returns a (EntityUid, Component) tuple
- Added
IPrototypeManager.ValidateFields()
, which uses reflection to validate that the default values of c# string fields correspond to valid entity prototypes. Validates any fields with aValidatePrototypeIdAttribute
and any data-field that uses the PrototypeIdSerializer custom type serializer.
- Replay playback will now log errors when encountering unhandled messages.
- Made
GetAssemblyByName()
throw descriptive error messages. - Improved performance of various EntityLookupSystem functions
- Fix component trait dictionaries not clearing on reconnect leading to bad GetComponent in areas (e.g. entire game looks black due to no entities).
- Fix bug in
NetManager
that allowed exception spam through protocol abuse.
- MapInitEvent is run clientside for placementmanager entities to predict entity appearances.
- Add CollisionLayerChangeEvent for physics fixtures.
- Component.Initialize has been fully replaced with the Eventbus.
- Fixed potential crashes if buffered audio sources (e.g. MIDI) fail to create due to running out of audio streams.
- Pressing
^C
twice on the server will now cause it to hard-exit immediately. Tools
now hasEXCEPTION_TOLERANCE
enabled.
IReplayRecordingManager.RecordingFinished
now takes aReplayRecordingFinished
object as argument.IReplayRecordingManager.GetReplayStats
now returns aReplayRecordingStats
struct instead of a tuple. The units have also been normalized
IReplayRecordingManager
can now track a "state" object for an active recording.- If the path given to
IReplayRecordingManager.TryStartRecording
is rooted, the base replay directory is ignored.
IReplayRecordingManager
no longer considers itself recording insideRecordingFinished
.IReplayRecordingManager.Initialize()
was moved to an engine-internal interface.
- Remove Component.Startup(), fully replacing it with the Eventbus.
- Add rotation methods to TransformSystem for no lerp.
- Fix AnimationCompleted ordering.
- Obsoleted unused
IMidiRenderer.VolumeBoost
property. UseIMidiRenderer.VelocityOverride
instead. IMidiRenderer.TrackedCoordinates
is now aMapCoordinates
.
- Added
Master
property toIMidiRenderer
, which allows it to copy all MIDI events from another renderer. - Added
FilteredChannels
property toIMidiRenderer
, which allows it to filter out notes from certain channels. - Added
SystemReset
helper property toIMidiRenderer
, which allows you to easily send it a SystemReset MIDI message.
- Fixed some cases were
MidiRenderer
would not respect theMidiBank
and `MidiProgram. - Fixed user soundfonts not loading.
- Fixed
ItemList
item selection unselecting everything when inMultiple
mode.
- Added BQL
paused
selector. ModUpdateLevel.PostInput
allows running content code after network and async task processing.
- BQL
with
now includes paused entities. - The game loop now times more accurately and avoids sleeping more than necessary.
- Sandboxing (and thus, client startup) should be much faster when ran from the launcher.
- Component network state handler methods have been fully deprecated and replaced with the eventbus event equivalents (ComponentGetState and ComponentHandleState).
- Fixed debugging on Linux when CEF is enabled.
- Several more style box properties now scale with UI scale. Signature of some stylebox methods have been changed.
- Fixed OutputPanel scroll-bar not functioning properly.
- Style boxes now scale with the current UI scale. This affects how the the margins, padding, and style box textures are drawn and how controls are arranged. Various style box methods now need to be provided with the current UI scale.
- Several methods were moved out of the
UserInterface
components and into the UI system. - The BUI constructor arguments have changed and now require an EntityUid to be given instead of a component.
- Replace Robust's Vector2 with System.Numerics.Vector2.
AssetPassPipe
has a newCheckDuplicates
property that makes it explicitly check for and drop duplicate asset files passed through.
- Static entities that are parented to other entities will no longer collide with their parent.
- Fix some miscellaneous doc comments and typos (e.g. PvsSystem and EntityManager).
- Fix ContentGetDirectoryEntries.
- Add method to clear all joints + relayed joints on an entity.
- Lower default MTU to
1000
.
- Resolved some warnings and unnecessary component resolves.
Robust.Shared.Physics.Events.CollisionChangeEvent
now has theEntityUid
of the physics body.
- Paused entities now pause their animations. There's no guarantee they'll resume at the same point (use SyncSprite instead).
- Fix ComponentTreeSystem warnings.
- Fix some miscellaneous other warnings.
- Return maps first from FindGridsIntersecting which fixes rendering order issues for grids.
- TimeOffsetSerializer now always reads & writes zeros unless it is reading/writing an initialized map. EntityPrototypes with TimeOffsetSerializer data-fields need to default to zero.\
- TimeOffsetSerializer now only applies a time offset when reading from yaml, not when copying.
- Added a function to count the number of prototypes of a given kind. See
IPrototypeManager.Count<T>()
.
- Fixed a bug in
IPrototypeManager.EnumerateParents()
that was causing it to not actually return the parent prototypes.
- Map serialisation will now log errors when saving an uninitialized map that contains initialized entities.
- Add NextByte method to random.
- Add method to get a random tile variant.
- Fix replay component state bug.
- Remove some AggressiveOptimization attributes.
IWritableDirProvider
async functions have been removed.- Replay recording & load API has been reworked to operate on zip files instead.
- Constants on
IReplayRecordingManager
have been moved to a newReplayConstants
class, renamed and values changed.
- Added
ISawmill.Verbose()
log functions. - Replays are now written as
.zip
files. These will be content bundles directly executable by the launcher if the server has the necessary build information. - Client replays now use local time rather than UTC as default file name.
- Engine versions will no longer start with a leading 0.
AnchorSystem.Attach()
now behaves more like the obsoleteAttachToEntity()
methods as it will automatically detach a player from their current entity first.- A chunk of server- and client-side
PrototypeLoadManager
code has been moved to shared. - Replay recording and playback now supports client-side replays. Many replay related functions, cvars, and commands have changed.
- Richtext tags can now be overridden by content
- The LineEdit control now has a field to override the StyleBox
IWritableDirProvider
has new methods for async file writing.
- Updated Lidgren, fixing a bug where socket errors were not reported properly on Linux.
- The
Dirty()
method for networked components now has an override that takes in an EntityUid. The old IEntityManager method being obsoleted.
- Add ILocalizationManager as a dependency on systems as
Loc
.
- Add SpriteSystem.Frame0 method for entity prototypes.
- Rename PVSSystem to PvsSystem.
- Added
launch.launcher
andlaunch.content_bundle
CVars. These are intended to eventually replace theInitialLaunchState
values. - Allow
System.Net.IPAdress
through sandbox properly, addSystem.Net.Sockets.AddressFamily
too. - Systems now have their own logger sawmills automatically and can be access via
Log
.
- Make BoxContainer's MeasureOverride account for stretching.
- Fix IPAddress sandboxing.
- Revert physics contact getcomponents and also fix ShouldCollide ordering for PreventCollideEvent.
- Several
MapManager
methods were moved toMapSystem
. - The signature of grid lookup queries has changed, with a new optional
includeMap
bool added in-between other optional bools.
System.Net.IPAddress
is now accessible from the sandbox.
- Fixed RichText not rendering some tags properly for some UI scales.
- Text inside of
OutputPanel
controls should no longer overlap with the scrollbar.
- Obsoleted the following methods from
IPlayerSession
:AttachToEntity
,DetachFromEntity
. Use the methods inActorSystem
instead. - Static Loggers (e.g.,
Logger.Log()
are now obsoleted. Get a sawmill from ILogManager instead. - Several
MetadataComponent
setters have been marked as obsolete. UseMetaDataSystem
methods instead.
- Removed several static logging calls.
- Use a logger sawmill in MapManager rather than the static logger.
- Several replay related cvars and commands have been renamed.
- Added support for basic replay playback. The API is likely to change in the next version or two.
- Added
CompletionHelper.ContentDirPath()
. - Added
vfs_ls
command to list VFS contents. - The resource manifest (
manifest.yml
) now accepts aclientAssemblies
key. When given, only the assembly names listed will be loaded from/Assemblies/
rather than automatically loading all assemblies found.
- Fix exception if running the
>
command (remote execute) without even a space after it. ResPath.RelativeTo()
now considers non-rooted paths relative to.
.- This fixes some things like
MemoryContentRoot
'sFindFiles()
implementation.
- This fixes some things like
- Fix
IContentRoot.GetEntries()
default implementation (used by all content roots exceptDirLoader
) not working at all. - Made
ResourceManager.ContentGetDirectoryEntries()
report content root mount paths as directories.
- Made
ConfigurationManager
not-abstract anymore so we can instantiate it from tests. - Added new tests for
ResourceManager
.
- PreventCollideEvent changes to align it with the other physics events.
- Also clone warmstarting data for joints in the physics solver.
- Add Box2.Rounded(int digits) method.
- Add Pure attributes to Box2 methods.
- Added
ValueList.RemoveSwap()
- The Centroid property on polygon shapes is now available to content.
- Fixed keyboard events always propagating to the default viewport if
devwindow
is open. - Fixed some map-manager queries not properly using the
approx
argument.
- Several build/version cvars are now replicated to clients, instead of being server exclusive.
- Obsolete some MapManager queries.
- Add EntityUid to some MapManager queries.
- Add replaying loading / reading.
- Add setter for PlayingStream that also updates source.
- Add IWritableDirProvider.OpenOSWindow.
- Fix component lookups not considering whether an entity is in a container and the flag is set.
- Relay contained joints to parents and no longer implicitly break them upon container changes.
- Fix upload folder command.
- Fix SpriteView scaling for aspect ratios.
- Cleanup MapManager slightly.
- Fix non-hard kinematiccontroller fixtures not colliding.
- Move prototype upload commands to the engine.
- Add IContentRoot.FileExists(ResPath).
- ComponentRegistry has been re-namespaced.
- You can now provide a ComponentRegistry to SpawnEntity to override some components from the prototype.
- Deprecate some sprite methods and cleanup IconComponent.
- YAML Linter supports inheritance.
- Removed AppearanceVisualizers.
- Modify replay record directory selection.
- The signature and behaviour of
IClientGameStateManager.PartialStateReset()
has changed. By default it will no longer delete client-side entities, unless they are parented to a networked entity that is being deleted during the reset.
- Add a new method for physics joint removal.
- Slightly speedup entity deletion.
- Remove static logs from EntityManager.
- The way that UI themes resolve textures has changed. Absolute texture paths will simply be read directly, while relative paths will attempt to find a theme specific texture before falling back to simply trying to read the given file path.
- The signature of public UI theme methods have changed, and some new methods have been added.
- Added non-generic versions of various component/entity lookup queries.
- Fixed an erroneous error that would get logged when clients reconnect to a server.
- Fixed a UI bug that was preventing some controls from being disposed and was causing the UI to become laggy.
- Fix PVS error log threading issue.
- Removed or fixed some erroneous debug asserts
- Fixed entity-deletion not being properly sent to clients
- Use ThemeResolve for TextureButton texture normals.
- Move JobQueue from content to engine.
- Make InitializeEntity and StartEntity public. InitializeAndStartEntity was already public.
- Add padding to font glyphs in the atlas.
- Fix log for duplicate component references.
- Make Map-Grids set GridUid earlier.
- Fix hidden action numbers when updating UI theme.
- Fix joint change events subscribing to predictedphysics instead of just physics.
- Remove joint log as it's never been read and caused threading issues.
- Decouple vvwrite / vvread / vvinvoke perms slightly from vv so vv no longer implicitly grants the others.
- Add start line to duplicate prototype yaml error.
- Fix debug sprite assert.
- Fix some joint bugs
- Move default theme directory to /Interface/ from /UserInterface/
- Try to fix contact mispredicts with PredictedPhysicsComponent.
- Fix JSON Serialization of ResPath.
- Change prof tree style & add basic stylesheet support.
- Add default stylesheet for engine + debug connect screen.
- Remove name + authors from map files as these were unused and overwritten on every mapfile write.
- Fix Omnisharp failing to analyze the client by default.
- Fix EntityLookup not properly adding nested container entities.
- Sort NetSerializable types.
- Remove obsolete Fixture.Body references.
- Add "IsDefault" to EntityManager for basic checks on whether an entity has default prototype data.
BeforeSaveEvent
has been moved fromRobust.Server.Maps
toRobust.Shared.Map.Events
- Added
IMidiRenderer.ClearAllEvents()
, a new method that clears all scheduled midi events. - Added a new event (
BeforeSaveEvent
) which gets raised before a map/entity gets serialized to yaml. - Added a new
ROBUST_SOUNDFONT_OVERRIDE
environmental variable that can be used to override system soundfonts.
- Fixed
EndCollideEvent
not setting the EntityUid fields. - Fixed a bug that would cause screen-space overlays to sometimes not be drawn.
- Physics fixtures are now serialized by id, fixture rather than as a list with ids attached.
- Fix bad logs on maploader not listing out bad prototypes.
- Pass in dependencies to LocalPlayer AttachEntity (was anyone even using this method?)
- Light query changes for some optimisation.
- Remove Texture.White IoC resolves in a lot of rendering areas.
- Screen-space overlays now use call
BeforeDraw()
and can use theRequestScreenTexture
andOverwriteTargetFrameBuffer
options. - Added the
LoadedMapComponent
. It can be used to identify maps created by loading them from a yml file.
GameShared
no longer has a finalizer that triggers in some cases like tests.
- Update map file schema validator for new format.
- TimeOffsetSerializer fixes to use serv3 copying.
- Fix ResPath null errors.
- Fix queued deletion error log on entitymanager shutdown.
- Added transform recursion check in debug.
- Add CompOrNull to the EntityQuery struct.
- Add basic maploader support for entity renaming.
- Removed server and shared sprite components.
- Add LayerExists to sprites for object keys (previously it was only integer keys).
- Fix placement overlay error and add exception tolerance to it.
- VV now automatically dirties components.
- Fix CompletionHelper paths having double // on the end.
- API Changes to SpriteView control to generalize it.
- Maps are now saved by prototype -> entities rather than as just entities. Maps are currently backwards compatible but this is liable to change.
- RobustServerSimulation is public and usable by content for tests or benchmarking.
- Add sf3 extension support to midis.
- Fix random.Prob inequality.
- Adjust centerpoint for spriteview sprites.
- Mark ComponentReference as obsolete.
echo
console command to echo things.- Add some public methods to physics system for applying force/torque.
- Fix a NRE when no window icon is specified.
- Set console code page to UTF-8 explicitly on Windows to fix output of non-ASCII characters.
- Loading maps with invalid entity UIDs should now log errors.
- The yaml linter should now error on duplicate entity prototypes
- Fix a PVS bug that could put one entity into two different PVS chunks.
- EntityUid indexing should now start at 1 when saving maps.
- Fix polygon deserialization leading to the last vert being 0,0.
- Added a mode to entity placement to allow replacing any existing entities on a tile.
- Re-order initialization so BroadcastRunLevel is run after userinterfacemanager PostInitialize.
- Port Quickhull from Box2D and replace GiftWrapping.
- Removed a lot of unused physics code.
- Fix damping for mouse joint.
- Fix Distance outputs for overlapping circles.
ILookupWorldBox2Component
has been removed. If an entity does not have fixtures/physics aWorldAABBEvent
will now be raised.
- Fixes a concurrent hashset modification exception in PVS
- Revert the reversion of the ResPath removal from 0.98.0.0
- StartCollideEvent, EndCollideEvent, and physics contacts now have the relevant EntityUids.
- Remove initialization code that forced transform and physics components first.
- Revert bulk ResPath refactor due to instability.
- Fixed assembly paths being used having double //
- FastNoiseLite is now netserializable.
- PVS ack processing is now parallel and also improved grafana metrics for PVS.
- Add invalid broadphase check to EntityLookupSystem.
- Made NetGraph logarithmic.
- Fully replace ResourcePath (class) with ResPath (struct).
- Add stacktrace to transform logs.
RobustIntegrationTest
now has aDoGuiEvent()
method that can directly passGUIBoundKeyEventArgs
to a control.
- The
LayerSetData()
function can now be used to clear a sprite layer's shader.
- Fixed sandboxing verifying against
Robust.
assemblies insideRobust.Client.WebView
, causing an older assembly to be verified against.
- Fix MapInit not being run on entities in some instances.
- Create entities before applying entity states. This fixes parenting issues in some instances, for example on a freshly split grid the client would give an exception.
- Entities have their paused state set before initialisation rather than after.
- Added a BroadphaseNetworkingTest.
IDynamicTypeFactory.CreateInstance
now has the option to not perform dependency injection.- Added normal blend mode for shaders
- Added a new ResPath struct that is intended to eventually replace ResourcePath
- Hopefully fixed an IndexOutOfRange exception in AudioSystem
- Fixed a potential IndexOutOfRange exception in ContainerSystem
- Added overrides to shuffle Span and ValueList in IRobustRandom.
- Added hotkeys to close the most recent window and all windows.
- Improved some container assert messages.
- Added source generator for automatically generating component state getting & handling code. Significantly reduces boilerplate when creating networked components.
- Component delta states can now have an initial full state inferred by clients.
- Updated server SQLitePCLRaw to 2.1.4.
- Implemented deleting a full word at a time.
- Fixed
ContainerSystem.EmptyContainer
sometimes failing to empty containers. - Fixed container state handling sometimes failing to insert or remove entities.
- Fix content test workflow.
- Text contents won't draw over the scrollbar for OutputPanel controls anymore.
- Invalidate OutputPanel entries upon it entering the UI tree. This fixes some bugs where text is added while it's outside of the tree without the UI scale cvar being set causing separate sizings in entries.
- Revert InRange entity lookup range change due to content bugs.
- Fix implicit appearance state data.
- Fix sprite error log to report the key not the layer.
- Fix log length for physics contact error.
- Fix discord null errors.
- Adjust InRange lookups to check if the centre of body is in range.
- Add more audio logs.
- Fix adding MapGridComponent to a map with pre-existing child entities.
- Set blend function for shaders with ShaderBlendMode.None
- Add logs around fixture lengths in contact updates.
- Revert previous contact changes to try to make physics slightly more stable until Box2D 3.0.
- Adjusted QueueDeleteEntity log on client to care if the entity is deleted in prediction.
- Removed
MapId
serializer. Serialize the map's EntityUid instead. - Renamed
MapComponent.WorldMap
toMapComponent.MapId
.
- Added showrot command as a counterpart to showpos.
- Added error logs when QueueDel is called on the client for networked entities.
- Added logs around physics contact errors that have been happening.
- Reverted making
MetaDataComponent.PauseTime
a yaml data-field, as it caused issues when saving uninitialised maps.
TextEdit
'sNextWordPosition
has been replaced withEndWordPosition
IGameTiming.IsFirstTimePredicted
is now false while applying game states.
MetaDataComponent.PauseTime
is now a yaml data-field- The client-side
(un)pausemap
command is now disabled while connected to a server.
- Use a List for contacts instead of a shared arraypool to try to fix the contact indexing exception.
- Moved IoC dependencies off of physics contacts.
- Unnecessary tiles are no longer written to map file tilemaps.
- Added the ability to enable or disable grid splitting per grid.
- Added additional logs around contact issue
- Add CompletionHelpers for components and entityuids.
- Add PlayPredicted audio method for EntityCoordinates.
- Arguments of ContainerSystem's
EmptyContainer()
have changed. It now also returns removed entities.
- Added a TerminatingOrDeleted() helper function
- Added a
hub_advertise_now
command.
- Fixed some multi-threading IoC errors in the audio system.
- The map validator now allows entities to specify missing components.
- Fixed a potential stack overflow in the colour slider control.
- Fixed sprites sometimes not updating
IsInert
.
TransformComponentAttachToGridOrMap()
is now obsoleted. use the newly added system method instead.- Made RSI preloading more error toletant.
- Added some new benchmarks for testing archetype ECS.
- Revert tile bound shrinkage as it was causing erroneous test failures on content.
- Added Box2iEdgeEnumerator for iterating its bounds.
- Added a CompletionResult helper for MapIds
- Added some helper methods for System.Random (useful for seeded RNG)
- Shrink tile bounds by 0.05. In some cases the polygon skin radius was causing overlap on other tiles and leading to erroneous lookup r
- Use preset matrixes for certain Matrix3 angles to avoid imprecision issues with transformations.
- Add option to SplitContainer for which split expands on parent resize
- Updated Lidgren to v0.2.4.
- Exposed more properties on
FastNoiseLite
. - Added fallback culture for localization.
- Fixed noise DD.
- Added new
DebugOpt
andTools
build configurations. These must be added to your solution file and apply to all projects importingRobust.Properties.targets
.DebugOpt
is "Debug
with optimizations enabled".Tools
has development tools (e.g.launchauth
command) that release builds don't, while still having asserts (DEBUG
) off and optimizations on.
- All configurations except
Release
now defineTOOLS
. Release
is now intended to be "as close to published release as possible" with game configuration. UseTools
as build configuration instead for scenarios such as mapping.Robust.Properties.targets
should now be included at the end of project files.Robust.Analyzers.targets
andRobust.DefineConstants.targets
are now included by it automatically.
- General cleanup to MSBuild files.
ColorSelectorSliders
now uses SpinBox instead of FloatSpinBox.
IntegrationOptions
now allows changing theILogHandler
used by the integration test viaOverrideLogHandler
.
- Default integration test log output should more reliably capture
TestContext.Out
now.
- Add tile edge rendering support.
- Add .AsUint() for ValueDataNode.
- Fix AnchorEntity replication when the coordinate doesn't change
- Fix some PVS bugs.
- Fix rounding in GetGridOrMapTilePosition.
web.headless
CVar can now be used to avoid loading CEF with graphical client.
web.user_agent
CVar can now be overriden by content before WebView is initialized.
- WebView works again and is properly available from the launcher.
- Clean up WebView initialization logic to avoid static
IoCManager
.
- Add EntityUid as an arg to SharedTransformSystem and remove more .Owner calls.
- Add by-ref event analyzer.
- Add option to hide scrollbars for ScrollContainers.
- Add an out EntityUid overload to EntityQueryEnumerator.
- Fix exception on server shutdown.
- Fix concurrent update error in byref registrations for serializationmanager.
- New grids created from placement manager start at 0,0 rather than -1,-1.
dump_netserializer_type_map
command to debug desynchronization issues with NetSerializer's type map.
- Added a new OnScreenChanged event that gets invoked when
IUserInterfaceManager.ActiveScreen
changes. - UI state interfaces such as
IOnStateEntered<TState>
now also get invoked whenever the current state inherits fromTState
.
- Fixed
WritableDirProvider.Find()
. This fixes custom MIDI soundfonts on Windows. - Fixed server startup crash with string serializer length checks.
- Fixed
CS8981
errors inRobust.Benchmarks
. - Fixed C# interactive errors when engine started without content-start.
- Fixed FormattedMessage.IsEmpty() returning the wrong result.
- Map pausing now gets properly networked
- SplitContainers controls now have a minimum draggable area, so that they can function without any padding.
- Fixed
CS8981
errors inRobust.Benchmarks
.
- A
Default
font prototype is now required. I.e.:- type: font id: Default path: /Fonts/NotoSans/NotoSans-Regular.ttf
FormattedText.MarkupParser
got refactored to be more robust and support arbitrary tags.- New rich text tags can be added by implementing
IMarkupTag
- Fixed source of PVS assert tripping in debug.
- Fixed a PVS bug that would sometimes cause it to attempt to send deleted entities.
- Fixed server commands not getting sent to clients after disconnecting and reconnecting.
- Fixed a text input error when using the right arrow key while at the second to last character.
- Sprite view controls now use the sprite's offset when rendering.
- The sprite system should now animate any rendered sprites with RSI animations, instead of only animating those visible in the main viewport and sprite view controls.
UIScreen.GetOrNewWidget()
has been replaced withGetOrAddWidget()
.
- Added
IWritableDirProvider.OpenSubdirectory()
, which returns a newIWritableDirProvider
with the root set to some subdirectory. - Added
UiScreen.TryGetWidget()
- Added a virtual
Shutdown()
method for game/module entry points.
- Fixed SyncSpriteComponent not properly syncing entities that are out of view.
- Fixed a bug preventing client-side commands from being properly registered.
- Fixed a bug causing PVS to unnecessarily send extra data.
- Undid
*.yaml
prototype loading change from previous version. IConsoleHost
'sRegisteredCommands
field has been renamed toAvailableCommands
.- Several light related cvars have been renamed. E.g., "display.softshadows" is now "light.softshadows".
- The "display.lightmapdivider" integer cvar has been replaced with a float multiplier named "light.resolution_scale".
- Command definitions have a new bool that restricts them to only be executable by the server or in single player mode. Several "server only" commands have been moved to to shared code and now use this option.
- The FOV color is now configurable via the "render.fov_color" cvar
- SDL2 backend now works if the client is started with fullscreen.
- SDL2 backend now handles quit events (⌘+Q on macOS).
- SDL2 backend now logs video driver backend used on initialization.
- The engine will now warn on startup if
*.yaml
files are found in resources, as this most likely indicates an accident. - Added entity, occluder and shadow-casting light counts to the clyde debug panel.
- The HistoryLineEdit control now invokes
OnTextChanged
events when selecting history items
- Changed thread safety around
ResourceManager
's VFS roots, removing the use of error prone reader-writer locks. - SDL2 log now shows log category.
- Removed OpenTK DllMap code.
- Threaded windowing API usage is now behind a CVar, disabled by default on macOS to avoid crashes.
- Box2i, ImmutableHashSet, ISet, and IReadonlySet can now be serialized.
- Added helpers for Box2i Center / Vector2i Up-Down-Left-Right.
- Implement blend modes for rendering.
- MacOS with the SDL2 backend now has DPI scaling enabled.
- Fixed DPI scaling calculations on platforms outside Windows.
- Grids on top of maps that are also grids should render correctly now.
- Fixed bug in ScrollContainer that could cause permanent loops.
- Fixed occluder tree error.
- Fixed Texture.GetPixel.
- System F3 panel now correctly fetches processor model on Apple Silicon devices.
- UI content scale is now listed in the F3 coordinates panel.
- SDL2 backend is now wired up to update key names dynamically on keyboard mode change.
- The prototype reload event is no longer wrapped under #if !FULL_RELEASE.
- The engine now loads
*.yaml
files (previously loading only*.yml
) for prototypes.
keyinfo
command has enum completions.
- Fixed GameStateManager error when resetting client-side prediction
- RSI's now get combined into a large atlas.
- Removed bad PlayAudioPositionalMessage error log & fixed fallback coordinate check.
- Fixed MouseJoint parallelisation exception.
- Fixed some warnings in GameStateManager
- Fix fixture client state handling not removing the existing fixture.
- Use a dummy entity for placement manager preview so offsets are applied correctly.
- Component.Shutdown() has now been removed and the eventbus should be used in its place.
- Component.Name has now been removed and IComponentFactory.GetComponentName(Type) should be used in its place.
- Ensure fixture contacts are destroyed even if no broadphase is found.
- Ensure fixtures are re-created in client state handling. There was a subtle bug introduced by updating existing ones where contacts were incorrectly being retained across prediction. This was most obvious with slipping in SS14.
- EffectSystem has been removed.
- Added Pidgin parser to the sandbox whitelisted.
- Fixed physics ignoring parallelisation cvars
- Global audio volume is no longer overridden every tick.
- Fix
SpriteComponent.CopyFrom()
not working properly. - Fix cvar TOML parsing failing to read some numeric cvars.
- Improved physics joint logging.
- Physics has been ECSd with large API changes:
- Shapes can be updated via the system rather than requiring the caller to handle it.
- Access attributes have been added.
- Implemented IEquatable for Fixture Shapes
- Removed obsolete PhysicsComponent APIs.
- Removed usage of Component.Owner internally.
Box2Rotated.Centre
has been renamed to.Center
ISpriteComponent
has been removed. Just useSpriteComponent
instead.
- Fixed prototype reloading/uploading.
- Fixed UI tooltips sometimes causing a null reference exception.
- Map/world velocity calculations should be slightly faster.
EnsureComp
will now re-add a component if it has been queued for removal.
- TransformComponent,Parent has been removed. Use the ParentUid & get the component manually.
- The Popup control now has an OnPopupOpen event.
- Various transform methods are now obsolete. Use the methods provided by the transform system instead.
- TransformComponent.MapUid is now cached (previously required a dictionary lookup)
- Tooltips now provide the option to track the mouse cursor.
- Added location of compile errors to XAML UI.
- Add CC-BY to RSI.json
- Allow customising radio buttons for RadioOptions.
- Added CVar to override CEF useragent.
- Fix incorrect size of second window in split container.
- Fix PreventCollideEvent fixture ordering.
- Obsoleted .Owner for future work in removing components storing a reference to their entityuid.
- Moved ConvexHullPolygons and MaxPolygonVertices cvars to constants.
- Moved the PhysicsMap Gravity property to its own controller.
- Made some layout changes to Split Container.
- Added the colliding fixtures to PreventCollideEvent.
- Grids overlapping entities will now flag the entity for grid traversal.
- The split container
Measure()
override now more accurately reflects the space available to children. Additionally, the split position is now publicly settable.
- Removed manual component registrations.
- Add helper GetDirection to SharedMapSystem that offsets a Vector2i in the specified direction by the specified distance.
- UIController now implements IEntityEventSubscriber
- The fast TryFindGridAt overload will now also return the queried map's MapGridComponent if it exists.
- Updated window dragging movement constraints. By default windows can now be partially dragged off-screen to the left. This is configurable per window. This also fixes a bug where windows could become unreachable.
- Remove 2 TryGetComponents per physics contact per tick.
- EntityInitializedMessage has been removed; the C# event invoked on EntityManager (EntityInitialized) should be used in its place.
- TileChangedEventArgs has been removed.
- Fix tooltip panels being incorrectly sized for their first frame.
- Client will no longer predict physics sleeping on bodies that are unable to sleep.
- Style box texture scaling has been fixed.
- Added TaskCompletionSource to the sandbox.
- IPhysManager has been removed for a slight physics contacts optimisation.
- Optimise TryFindGridAt, particularly for grid traversals.
- MapGridComponent now uses delta component states.
- Removed some TryGetComponent from IsMapPaused, speeding up entity initialization in some instances.
- Removed the obsoleted
GlobalLinearVelocity()
EntityUid helper method. - INetConfigurationManager now has client & server side variants. Clients can now properly set server authoritative cvars when in singleplayer mode
- IPhysBody has been removed. Just use the physics component.
- Physics joints haven been slightly refactored and some method signatures have changed.
- Added a new cvar to limit audio occlusion raycast lengths ("audio.raycast_length").
- IRobustSerializer has new public methods for getting hashes and setting string serializer data.
- Fixed broken click bound checks in the
Tree
UI Control. - Removed erroneous debug assert in render code that was causing issued in debug mode.
- Fixed some instances where rotation-less entities were gaining non-zero local rotation.
- Tickrate is now shown in the f3 debug monitors
- Scroll containers now have public methods to get & set their scroll positions.
- Fixed entity spawn menu sometimes not properly updating when filtering entities.
- Physics contacts are now stored per-world rather than per-map. This allows the multi-threading to be applicable to every contact rather than per-map.
- Contacts will no longer implicitly be destroyed upon bodies changing maps.
- Fix AttachToGridOrMap not retaining an entity's map position.
- ClientOccluderComponent has been removed & OccluderComponent component functions have been moved to the occluder system.
- The OccluderDirectionsEvent namespace and properties have changed.
- The rendering and occluder trees have been refactored to use generic render tree systems.
- Several pointlight and occluder component properties now need to be set via system methods.
- SharedPhysicsMap and PhysicsMap have been combined.
- RunDeferred has been removed from transformcomponent and updates are no longer deferred.
- Physics contact multi-threading cvars have been removed as the parallelism is now handled by IParallelManager.
- Physics now supports substepping, this is under physics.target_minimum_tickrate. This means physics steps will run at a constant rate and not be affected by the server's tickrate which can reduce the prevalence of tunneling.
- FastNoise API is now public.
- UPnP port forwarding now has better logging.
- Physics solver has been refactored to take more advantage of parallelism and ECS some internal code.
- Sprite processing & bounding box calculations should be slightly faster now.
- Nullspace maps no longer have entities attached.
- Serv4's notNullableOverride parameter is now enforced by analyzer. For more info, see the docs.
- Added command to dump injector cache list.
- Fix generic visualisers not working because of recent appearance system changes in v0.75.0.0
- Fix physics not working properly on moving grids (transform matrix deferral).
- Transform matrix dirtying is deferred again (undo change in v0.75.0.0
- Added two new serv3 analysers (NotNullableFlagAnalyzer and PreferGenericVariantAnalyzer)
- Changed default for
net.buffer_size
to2
. - Changed default for
auth.mode
toRequired
. On development builds, the default is overriden to remain atOptional
, so this only affects published servers. - The default value for the
outsidePrediction
argument of theInputCmdHandler.FromDelegate()
has changed from false to true.
- Appearance system now has generic
TryGetData<T>()
functions.
- Mapped string serializer once again is initialized with prototype strongs, reducing bandwidth usage.
- Fixed various keybindings not working while prediction was disabled.
- Fixed a bug causing rendering trees to not properly recursively update when entities move.
- Transform matrix dirtying is no longer deferred.
- Cleaned up some
FULL_RELEASE
CVar default value overrides intoCVarDefaultOverrides.cs
. - VVRead now attempts to serialize data to yaml
ITypeReader<,>.Read(...)
andITypeCopier<>.Copy(...)
have had theirbool skipHook
parameter replaced with aSerializationHookContext
to facilitate multithreaded prototype loading.- Prototypes are now loaded in parallel across multiple threads. Type serializers, property setters, etc... must be thread safe and not rely on an active IoC instance.
- Mapped string serializer once again is initialized with prototype strongs, reducing bandwidth usage.
- Drastically improved startup time by running prototype loading in parallel.
AfterDeserialization
hooks are still ran on the main thread during load to avoid issues.
- Various systems in the serialization system such as
SerializationManager
orReflectionManager
have had various methods made thread safe. TileAliasPrototype
no longer has a load priority set.- Straightened out terminology in prototypes: to refer to the type of a prototype (e.g.
EntityPrototype
itself), use "kind".- This was previously mixed between "type" and "variant".
SpanSplitExtensions
has been taken behind the shed for being horrifically wrong unsafe code that should never have been entered into a keyboard ever. A simpler helper method replaces its use inBox2Serializer
.PrototypeManager.cs
has been split apart into multiple files.
- The entity lookup flag
LookupFlags.Anchored
has been replaced withLookupFlags.Static
. - We are now using .NET 7.
IDependencyCollection
/IoCManager
RegisterInstance
does not automatically add the instance to object graph, soBuildGraph()
must now be called to see the new instances.deferInject
parameteres have been removed.
- The server will now check for any unknown CVars at startup, to possibly locate typos in your config file.
IDependencyCollection
is now thread safe.
- Fixed config files not being truncated before write, resulting in corruption.
- Removed some cruft from the
server_config.toml
default config file that ships with Robust. - Most usages of x86 SIMD intrinsics have been replaced with cross-platform versions using the new .NET cross-platform intrinsics.
- This reduces code to maintain and improves performance on ARM.
- Tiny optimization to rendering code.
RobustSerializer
no longer needs to be called from threads with an active IoC context.- This makes it possible to use from thread pool threads without
IoCManager.InitThread
.
- This makes it possible to use from thread pool threads without
- Removed finalizer dispose from
Overlay
. - Stopped integration tests watching for prototype reload file changes, speeding stuff up.
- Moved
SerializationManager
's data definition storage over to aConcurrentDictionary
to improve GC behavior in integration tests.
- EntityPausedEvent has been split into EntityPausedEvent and EntityUnpausedEvent. The unpaused version now has information about how long an entity has been paused.
- Fixed CVars not being saved correctly to config file.
- Mark
validate_rsis.py
as+x
in Git. - Made config system more robust against accidental corruption when saving.
- Fixed UI ScrollContainer infinite loop freezing client.
- Fixed client memory leaks and improved performance in integration testing.
- Better RSI validator script.
- When a new map file is loaded onto an existing map the entities will be transferred over.
- Add an API to get the hard layer / mask for a particular physics body.
- Fixed non-filled circle drawing via world handle.
- Fix max_connections in the default server config.
- Fix removal of PVS states for players without ingame status.
- Fix max rotation from the physics solver.
- Wrap window rendering in a try-catch.
DebugTimePanel
,DebugNetPanel
andDebugNetBandwidthPanel
have been made internal.- RSIs with trailing commas in the JSON metadata are no longer allowed.
csi
doesn't throw aNullReferenceException
anymore.
- The
game.maxplayers
CVar has been deprecated in favor of the newnet.max_connections
CVar. Functionality is the same, just renamed to avoid confusion. The old CVar still exists, so ifgame.maxplayers
is set it will be preferred over the new one. - The new default for
net.max_connections
is 256. - Debug monitors (F3) now have margin between them.
- F3 (clyde monitor) now lists the windowing API and version in use.
- Added system monitor to F3 with various info like OS version, .NET runtime version, etc...
- The engine now warns when loading
.png
textures inside a.rsi
. This will be blocked in the future.
game.desc
CVar for a server description to show in the launcher.- New system for exposing links to e.g. a Discord in the launcher.
- The engine does not have a built-in method for configuring these, but it does now have a
StatusHostHelpers.AddLink
method to correctly format these from content. The idea is that content wires the types of links (with icon names) up itself viaIStatusHost.OnInfoRequest
. - See also the HTTP API documentation for reference.
- The engine does not have a built-in method for configuring these, but it does now have a
GameShared
now has aDependencies
property to allow access to the game'sIDependencyCollection
. This makes it possible to avoid using staticIoCManager
inEntryPoint
-type content code.- A new define constant
DEVELOPMENT
has been defined, equivalent to!FULL_RELEASE
. See the docs for details. IConfigurationManager
has new functions for reading and writing CVar directly from a TOML fileStream
.- New
IConfigurationManager.LoadDefaultsFromTomlStream
to load a TOML file as CVar default overrides. - Added new serializers to support Queue data-fields.
- Added a
FromParent()
function toIDependencyCollection
, enabling dependencies to be passed to parallel threads. IClientStateManager
now has aPartialStateReset()
function to make it easier for content to rewind to previous game states.- Added
IClientNetManager.DispatchLocalNetMessage()
, which allows a client to raise a local message that triggers networked event subscriptions.
IPlayerSession.OnConnect()
now actually gets called when players connect.MapLoaderSystem.TryLoad(.., out rootUids)
now properly only returns entities parented to the map.
- Invalid placement types for the entity spawn menu now log warnings.
- Slightly improved sprite y-sorting performance.
- The current physics map that an entity is on is now cached in the transform component alongside other cached broadphase data. This helps to fix some broadphase/lookup bugs.
- Updated yml schema validator to remove the
grids
node.
- Fixed position-less audio playing.
- Stop mapgrids from serializing their fixtures.
- Removed the
restart
command, since it never worked properly and just confused people. - Add virtual to some UIScreen methods.
- Add public parameterless ctor to MenuBar.
- Fix double MapGrid chunk subscription.
- Fix grid contacts short-circuiting collision.
- Fix MapChunks not being subscribed to by MapGridComponents in some instances.
- Add submenu support to menubar controls.
- Fix gridtree returning mapgrid maps twice.
- Fix Map regression so now they can be MapGrids again without the client crashing.
- Fix some mapgrids not being marked as dirty and never being sent to clients (thanks checkraze).
- Fix some merge artifacts from mapgrid support for maps.
- Maps can now have MapGridComponent added to them.
- MapGrid is deprecated and has been merged into MapGridComponent. This is subject to further changes as it gets ECSd more in future.
- The
grids
yaml node on map files is deprecated and has been merged onto MapGridComponent. Loading maps is backwards compatible for now but is subject to change in future. Saving maps will save in the new format.
- AudioSystem functions for playing audio have changed. Functions that take in filters now require an additional argument that will determine whether sounds are recorded by replays. Additionally, there are several new overrides that take in a recipient session or entity.
- Script globals for C# interactive were not having dependencies injected correctly.
- GetWorldPosition() now returns the correct positions even prior to transform initialization.
- Fix map loading not properly offsetting some entities that were directly parented to the map.
- Added lookup/broadphase re-parenting tests.
- Fix empty MetaData components being serialized to map files.
- Fix saving a grid as a map not marking it as pre-mapinit.
- Set
ValidateExecutableReferencesMatchSelfContained
in the server project, which may help with publishing issues. I hope. - Move pinned font data over to Pinned Object Heap.
- Improved shader code generation for uniform arrays to be more compatible.
- Server now has server GC enabled by default.
- Remove some unnecessary dependency resolves from filters making audio much more performant.
- Added ClydeAudio.StopAllAudio()
- Expose more tick logic to content.
- Fix bad reference in WebView.
- Add Robust.Packaging to solution.
- Add WebView to solution.
- Physics contacts are now parallel and much faster.
- Implement value prototype id dictionary serializer.
- Fixes lerping clean up issue added in #3472.
- Add test for (de)serializing data record structs.
- Fix SetLocalPositionRotation raising 2 moveevents. This should help physics performance significantly.
- Fix tpgrid responses and command error.
- Rename transform lerping properties alongside other minor internal changes.
- Fix physics testbeds.
- Force grids to always be collidable for now and stop them clipping.
- Slight optimization to
OutputPanel
's handling of internalRichTextEntry
s. - Force non-collidable contacts to be destroyed. Previously these hung around until both entities became collidable again.
Tools/version.py
has been updated to automatically updateRELEASE-NOTES.md
.- General cleanup to
Tools/version.py
.
- Word-wrapping in
OutputPanel
andRichTextLabel
has been fixed.
- IMapLoader has been refactored into MapLoaderSystem. The API is similar for now but is subject to change in the future.
- Thanks to new IME support with SDL2,
IClyde.TextInputStart()
andIClyde.TextInputStop()
must now be appropriately called to start/stop receiving text input when focusing/unfocusing a UI control. This restriction is applied even on the (default) GLFW backend, to enforce consistent usage of these APIs. [GUI]TextEventArgs
have been renamed to[GUI]TextEnteredEventArgs
, turned into records, and made to carry astring
rather than a single textRune
.- IoC and
DependencyCollection
Register
methods now have aTInterface : class
constraint. - [ABI]
IoCManager.InitThread
now returns theIDependencyCollection
.
- Fixes for compiling & running on .NET 7. You'll still have to edit a bunch of project files to enable this though.
FormattedMessage.EnumerateRunes()
OSWindow.Shown()
virtual function for child classes to hook into.IUserInterfaceManager.DeferAction(...)
for running UI logic "not right now because that would cause an enumeration exception".- New
TextEdit
control for multi-line editable text, complete with word-wrapping! Rope
data structure for representing large editable text, used by the newTextEdit
.- Robust now has IME support matching SDL2's API. This only works on the SDL2 backend (which is not currently enabled by default) but the API is there:
IClyde.TextInputStart()
,IClyde.TextInputStop()
,IClyde.TextInputSetRect()
APIs to control text input behavior.TextEditing
events for reporting in-progress IME compositions.LineEdit
andTextEdit
have functional IME support when the game is running on SDL2. If you provide a font file with the relevant glyphs, CJK text input should now be usable.
Register<T>
(single type parameter) extension method forIDependencyCollection
.
- Fixes erroneous literal "\n" inside the Clyde debug panel.
- Fixed Lidgren connection status changes potentially getting mislogged.
- Fixed missing components not being correctly saved for maps
- Fixed map saving sometimes not including new components.
- Fix hot reload unit tests.
- Properly re-use
HttpClient
inNetManager
meaning we properly pool connections to the auth server, improving performance. - Hub advertisements have extended keep-alive pool timeout, so the connection can be kept active between advertisements.
- All HTTP requests from the engine now have appropriate
User-Agent
header. bind
command has been made somewhat more clear thanks to a bit of help text and some basic completions.BoundKeyEventArgs
and derivatives now have a[DebuggerDisplay]
.- Text cursors now have a fancy blinking animation.
SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH
is set on the SDL2 windowing backend, so clicking on the game window to focus it will pass clicks through into the game itself, matching GLFW's behavior.- Windows clipboard history paste now works.
- Improved multi-window UI keyboard focusing system: a single focused control is now tracked per UI root (OS window), and is saved/restored when switching between focused window. This means that you (ideally) only ever have a UI control focused on the current OS window.
uitest2
is a new command that's likeuitest
but opens an OS window instead. It can also be passed an argument to open a specific tab immediately.- Word-wrapping logic has been split off from
RichTextEntry
, into a new helper structWordWrap
. - Some internal logic in
LineEdit
has been shared withTextEdit
by moving it to a newTextEditShared
file. - SDL2 backend now uses
[UnmanagedCallersOnly]
instead ofGetFunctionPointerForDelegate
-style P/Invoke marshalling. - Entity prototype reloading logic has been moved out of
PrototypeManager
and into a newPrototypeReloadSystem
. - Most usages of
IoCManager.
statically have been removed in favor of dependency injection.
- Fixed a PVS issue causing entities to be sent to clients without first sending their parents.
- Improved client-side state handling exception tolerance.
- Removed null-space map entities.
- Added some more anchoring tests.
- Fixed sprites not animating when directly toggling layer visibility,
- Fixed anchored entities not being added to the anchored lookups.
- Removed some obsolete map event handlers.
- Added entity query struct enumerators
- Improved error tolerance during client state application.
- Added better error logs when a client deletes a predicted entity.
- Fixes command permissions not getting sent to clients.
- Fixes a broad-phase bug were entities were not properly updating their positions.
- Added the LocalizedCommands class, which automatically infer help and description loc strings from the commands name.
- IMap and IMapGrid have been removed. Just use the associated components directly.
- AudioSystem has been refactored.
- ISerializationHooks.BeforeSerialization() has been removed. Use custom type serializers instead.
- Added function to UserInterfaceSystem that returns list of BUIs that a client has open.
- Fixed various container related broadphase bugs which could result in entities getting stuck with a null-broadphase.
- Fixed client fixture state handling bug that caused the client to incorrectly disable collision.
- Misc PVS optimisations
- Removed redundant grid-init physics logic
- Modified garbage collection for entity spawning profiling.
- Various transform related methods have been removed from MapGrids
- TransformSystem.SetCoordinates() arguments have changed and now allow an entity to be sent to nullspace
- Fixed an entity lookup bug that sometimes failed to return entities in StaticSundriesTrees
- The EntitySystem.Resolve<> methods have been change to protected
- Fixed some container shutdown errors
- Fixed LookupFlags.Static not acting as a full replacement for LookupFlags.Anchored
- Physics collision changed and body type changed events no longer get raised before initialisation
- Some TransformComponent functions have been moved to the system.
- Container insert, remove, and shutdown function arguments and functionality has changed.
- Physics entities without fixtures now automatically disable collision.
- Added command to profile entity spawning
- EntityLookup/BroadphaseComponent tracking has been overhauled, which should hopefully fix various broadphase bugs.
- Component.Owner is now marked as obsolete.
- Made entity deletion more resilient against exceptions. Should fix several bugs.
- Fixed more entity-lookup bugs.
- Fixed entity lookup bug that was causing crashes.
- EntityLookupComponent has been merged into BroadphaseComponent. The data that was previously stored in this tree is now stored across the 3 trees on BroadphaseComponent.
- EntityLookup has had its flags updated to reflect the merge of EntityLookupComponent and BroadphaseComponent, with the new flags reflecting each tree: Dynamic, Static, and Sundries. Dynamic and Static store physics bodies that are collidable and Sundries stores everything else (apart from grids).
- EntityLookup and Broadphase have had their data de-duplicated, dropping the AABBs stored on the server by half. This also means MoveEvent updates will be much faster.
- PVS mover updates has had their performance improved slightly.
- Physics LinkedList nodes for contacts will no longer be re-made for every contact and will just be cleared when re-used.
- Sprite / Light dynamictree allocations on the client have been dropped by using static lambdas.
- The physics contact buffer for each FixtureProxy is now pooled.
- Fix PVS sometimes not sending an entity's parents.
- Fix velocity preservation on parenting changes.
- Update pt-BR locale with more localizations
- Separated PVS entity budget into an entity creation budget and a pvs-entry budget.
- Fix VV type handler removal.
- System errors during component removal should no longer result in undeletable entities.
- The ordering of component removals and shutdowns during entity deltion has changed (see #3355).
- Improved Box2Serializer
- Removed uses IEnumerables from EntityLookupSystem.
- Optimized client entity spawning by 15%.
- Modified how the rendering tree handles entity movement.
- Improved grid enumeration allocs.
- Fixed a bunch of build warnings (see #3329 and #3289 for details)
- Rename _lib.ftl to _engine_lib.ftl to avoid overwriting
- Fix instantiation of data records containing value types
CastShadows
moved toSharedPointLightComponent
from clientside, now networked
- New type handler helpers added to V^3
- Added pt-BR locale
- Fixed audio fallback coords
- Improved PVS performance by using
for
overforEach
- Improved Vec2 inverse allocations
- Added a method to pass in physics transforms for getting nearest point.
- Prevent singular sprite matrices.
- Fix obsolete warnings in tests.
- Significantly reduce physics contact allocations.
- Removed
SI
,SIoC
,I
,IoC
,SE
andCE
VV command prefixes.SI
,SIoC
,I
andIoC
are replaced by VV paths under/ioc/
and/c/ioc/
.SE
andCE
are replaced by VV paths under/system/
and/c/system
.
- Added CVars to control Lidgren's MTU parameters:
net.mtu
net.mtu_expand
net.mtu_expand_frequency
net.mtu_expand_fail_attempts
- Added a whole load of features to ViewVariables.
- Added VV Paths, which allow you to refer to an object by a path, e.g.
/entity/1234/Transform/WorldPosition
- Added VV Domains, which allow you to add "handlers" for the top-most VV Path segment, e.g.
/entity
is a domain and so is/player
... - Added VV Type Handlers, which allow you to add "custom paths" under specific types, even dynamically!
- Added VV Path networking, which allows you to read/write/invoke paths remotely, both from server to client and from client to server.
- Added
vvread
,vvwrite
andvvinvoke
commands, which allow you to read, write and invoke VV paths. - Added autocompletion to all VV commands.
- Please note that the VV GUI still remains the same. It will be updated to use these new features in the future.
- Added VV Paths, which allow you to refer to an object by a path, e.g.
- Changed Lidgren to be compiled against
net6.0
. This unlocksHalf
read/write methods. - Lidgren has been updated to 0.2.2. Not all the changes since 0.1.0 are new here, since this is the first version where we're properly tracking this in release notes.
- Robust.Client now uses our own NFluidsynth nuget package.
- Renamed Lidgren's assembly to
SpaceWizards.Lidgren.Network
. - Rogue
obj/
folders inside Lidgren no longer break the build. - Renamed NFluidsynth's assembly to
SpaceWizards.NFluidsynth