* Fix grids and docks being culled from display prematurely
* Fix inconsistent disabling of "Undock" buttons
* Add a radar icon to indicate where the controlling console is
* Tidy up math
Remove lots of sketchy transforms-of-transforms, which should have been
as single matrix multiply. Assign proper names to matrices. Remove some
redundant calculations.
* Feedback
(cherry picked from commit bdf4a46edf6dc0f457f0aebafdfbd181e3f2efb2)
* adds coord label beneath iff label
* fixed wrong coordinate system being used
* changes the clamping on the label UI to instead normalise the UI's distance vector from the centre of the screen, fixes corner-hugging
* cleaned up if-statement by moving the calc ahead of it
* fixed clamping, fixed parenting issue, added draw cull on coord label
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Co-authored-by: archrbx <punk.gear5260@fastmail.com>
(cherry picked from commit 1c3cfeeb35f425cd556103e4a673c01ae16cf69d)
- Avoids adding pending objects we can never show so the list should fill much faster.
(cherry picked from commit 4c5c6a84dce709d0bf623aff5edf90cff8bac29f)
Still isn't really suitable to just map but at least it doesn't outright NRE anymore.
Alternative to #34032
(cherry picked from commit f98192daffe68db8d84e1ff8bb21f658879905c7)
* Organize Sandbox Panel
* Map Editing -> Editing
* Unset ToggleMode on Suicide button. Can hardly un-suicide, no?
* Remove 'Link machines' button that has done nothing for 3 years
* Remember Sandbox window's position instead of forcing to center
* Shows Spawns -> Show Spawns
* Remove SandboxSystem.MachineLinking
(cherry picked from commit 20be8298b7d7b8132d26f6386c2110b8b3dc9d06)
If an error occurs while loading a replay, it's *supposed* to show a popup "hey do you wanna continue with error tolerance", and it does do this. But because of spaghetti in the replay state code, it also immediately tries to reload the replay without input, as a consequence of trying to reset to the game's default state.
Now the replay load system has a proper game state for "replay load failed", with nice presentation and explicit formatting and 10% less italian cuisine.
(cherry picked from commit b6ca604a661e2b98ed9b3e9a8f5ce88a7cd49cfa)
* Predict some power PowerReceiver stuff
Need it for some atmos device prediction.
* Also this
(cherry picked from commit 75a7407e33f328c230ad7309b0d1571a4f7f8256)
The TEG used to limit hot-cold energy transfer based on actual power drawn, and had maximum efficiency at whatever temperature difference. This PR adjusts the hot-cold energy transfer to be uncapped, "venting" the excess heat that is not used to generate power, and adds an efficiency curve that limits efficiency at low thermal temperatures.
People have been cheesing the TEG by hooking up the hot end to the CO2 miner (which produces infinite, room-temperature gas) and the cold end to a space radiator.
With this change, you will actually need to set up a burn chamber in order to get appreciable power out of the TEG (see below).
If you build a gas holding chamber, you will have to throttle the gas flowing into the TEG instead of constantly cycling the gas through over and over again.
(cherry picked from commit 6835e6b4aa40967ca7263a2ae8391a33ab2d0b2d)
A lot of BUIs aren't going to handle the state coming in cleanly but we can fix em as we find em.
(cherry picked from commit e4a5f2a1450d226bf281e46f1323f41213707bb6)
* Add SetEntity(Owner) so can view APC sprite in UI
* bump apc version flavor text
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Co-authored-by: TIMMY <timmytriggers@cock.li>
(cherry picked from commit ca1bfbf9813b69054dccc3993bcdd4603a557acc)
* Set PDA uplink and music default visibility to false
#27376 seems to be the PDA receiving state before first PDA UI open
* Log error on PDA state received before first open
* Fix logging
* Fix error message
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Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
(cherry picked from commit 71d92c9f8a2c5c58bbc8611304b51741cafe6c75)
* Only randomize orbit parameters once
* Revert "Only randomize orbit parameters once"
This reverts commit e828c51e66600bf11b66308169da1d1daf7501e3.
* Derive orbit properties from current time
* Derive orbit progress from current time
* Remove now-unused orbit animation
* Remove OrbitVisualsComponent.Orbit as it is no longer used
* Update AnimationPlayerSystem method calls to Entity<T> versions
(cherry picked from commit a238f71540c0a509cd26b6bdb76857fd846317e7)
I don't really understand why RecordedSplitContainer exists but removing it looks identical and fixes the panel bumping occasionally.
(cherry picked from commit 94e686ca9c37b91c83d18c43f4c5956c2d32b6bc)
Enable save button on changing unavailable pref
Fix an issue where the save button was disabled when just changing your job unavailable preference
(cherry picked from commit f571e230378e5d5d11bcf61c4f4127b14c43e454)
Won't use the entity's rotation for the matrix, I just forgot to do this. Means shadows will always point in the same direction and the points will correctly adjust as the entity rotates.
(cherry picked from commit 70fca49063a9c9b86bbf1e54c05806e6badb67e1)
I think I fat-fingered a ctrl-Z on this at some point but the intermediate blur is necessary.
(cherry picked from commit b8b6634c0f5eeed35deec639235aecc83f4c25b5)