Commit graph

8 commits

Author SHA1 Message Date
riperiperi
b57ebbd141 Cleanup: Remove most unused usings and MPL per-file licenses
MPL per-file was used in older project files, but should apply to the whole project, so having it there was redundant.
2023-11-25 03:45:29 +00:00
riperiperi
6862a4d43a Update font xnb, some solution cleanup.
Readme for server is now in FSO.Server.Core.
2020-06-13 23:48:02 +01:00
riperiperi
a3949e4923 [Client] Update SetKilled behaviour. 2019-11-24 21:55:22 +00:00
riperiperi
ccccd2faa3 [VM, LotView] Fix a few bugs. 2019-11-02 00:38:22 +00:00
riperiperi
6ed79ea8ef [LotView, VM] Fixes and minor changes
- Fix sprites exploding on opengl, at the cost of performance (loading
textures invalidates index buffer state)
- Add person type that behaves more like an object in the UI
- Fix lines appearing in non-square remesh texture mipmaps.
- Add "ensure core objects" routine to server initialization. Spawns
missing objects like the trash can and mailbox.
- Skill meters and other headlines now appear properly in 2D.
2019-10-30 22:31:23 +00:00
riperiperi
56cd0d017b
Feature/lotview refactor (#162)
* [Monogame] Fix FSO.Windows having runtime errors on standalone build.

* [LotView] Begin Optimizations

- Fix large CPU usage from chat panel when a lot has many objects (about
5%!)
- Fix large CPU usage when scrolling due to signalling scroll changed to
every object in the property despite this info not being used (this
function has now been removed. 7.55% usage on large test lot)
- Spread room lighting updates across multiple frames to prevent stutter
(may want to disable for events? perhaps give indoors updates more
chances than outdoors ones?)

* [LotView] World effects now have their own classes

No dictionary lookup required for parameters and techniques (faster draw
calls), and the benefit of compile time type checking on effect
parameters. Downside is large classes for each effect, a lot of
redundant info getting params cached and exposed as the correct type.

* [WIP

* [WIP] More refactoring

2D, 2D Hybrd work in progress. 3D still to be done.

* [WIP] Moments before disaster

A lot of stuff is about to be removed and reworked. This is here just as
a sort of "worked here at least" build.

* [3D] Reintroduce 3d (temp toggle with TAB)

Pushing as in case something goes wrong removing old world stuff, still
WIP.

* [LotView] Remove Old World Classes

Known issues:
- No 3D/2D switch yet (currently stubbed to Tab, should be in settings)
- No First Person Cam yet
- In 2D mode, rendering a roof causes the static layer to fall into an
infinite void (???)
- 2D Mode thumbnails do not render
- Lot Thumbnails are completely untested and can be influenced by hybrid
rotation.
- Facade Generator is untested.
- Hybrid 2D Rotation is still a work in progress, and smooth zoom should
be moved to the 2D controller
- Interweaving 2D and 3D entities may break a lot of things
(SpriteIndices unbound, BlendState changed)
- Headlines cut off things behind them a lot more (to be fixed)
- 2D to 3D causes surrounding lots to behave incredibly unusually.
- Still some cleanup to do.

* [IDE] Add TREE resource support

Adds labels, comments and gotos. These can be added via key shortcuts
CTRL+L and CTRL-/. You can add a goto by right clicking a label to point
to. Also fixed a lot of issues when editing BHAVs, especially with the
tracer open.

* [IDE] Very hacky way to fix comment key shortcut

* [WIP] Some improvements to Hybrid 3D

- Fix lot and object thumbnails
- Fix surrounding lots when drawing with 3D camera (includes 2d to 3d
transition)

* [LotView] Implement First Person Camera

* [LotView] Grass rotation

* [LotView] Fix thumbnail bounds

* [LotView] Rotation rework, general fixes

* [LotView] WIP Middle Mouse 2D rotation

- Breaks first person camera for the moment.

* [LotView] More work on hybrid. Add Head Seek.

Still lots more to go 👼 also fixed nuget being bad

* [NuGet] Fix stupid behaviour

* [LotView] Fix OpenGL

- Also fix a longstanding issue where the ground would flash or still be
solid colors on min lighting

* [Volcanic] Fix focus check for external window input

- Also fix some multitile stuff.

* [VM] Inventory Token Modes

- and where to find them

* [World] Some fixes for 3D mode switching.

* [LotView] Fix a few more things in LotView

* [LotView] Fix more bugs.

* [LotView] Fix LightAdjust stuff

* [PIFF] Add additional death type.

* [LotView] Fix some problems with switching between modes.

* [UI] Add mode switch button
2019-10-23 19:02:40 +01:00
riperiperi
65ad416acd [Networking, VM, Server] Server backend improvements
- New updates system, trigger updates from the admin utility. WIP
- Connection re-establish for Lot and City. When a client disconnects,
their session is kept alive for 30 seconds for them to reconnect to it
(with their session key). WIP
- WorldGeometry stuff for Simitone.
- Automatic TSO patching for installing the wrong version of TSO.
- New patcher application with better handling for errors, multiple
queued incremental updates and rollback.
- 3D mode's build/buy grid now uses a grid texture rather than relying
on wireframe rendering.
- FSOMarkDonated tso call.
- Better server validation for interaction commands.
- Various optimisations.
2019-03-25 17:39:46 +00:00
riperiperi
890419d464 [Server] Include facade worker 2019-02-27 18:56:48 +00:00