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>
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@@ -39,7 +39,6 @@ public sealed class SandboxUIController : UIController, IOnStateChanged<Gameplay
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[UISystemDependency] private readonly DebugPhysicsSystem _debugPhysics = default!;
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[UISystemDependency] private readonly MarkerSystem _marker = default!;
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[UISystemDependency] private readonly SandboxSystem _sandbox = default!;
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[UISystemDependency] private readonly SubFloorHideSystem _subfloorHide = default!;
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private SandboxWindow? _window;
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@@ -117,10 +116,11 @@ public sealed class SandboxUIController : UIController, IOnStateChanged<Gameplay
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_window.OnOpen += () => { SandboxButton!.Pressed = true; };
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_window.OnClose += () => { SandboxButton!.Pressed = false; };
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// TODO: These need moving to opened so at least if they're not synced properly on open they work.
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_window.ToggleLightButton.Pressed = !_light.Enabled;
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_window.ToggleFovButton.Pressed = !_eye.CurrentEye.DrawFov;
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_window.ToggleShadowsButton.Pressed = !_light.DrawShadows;
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_window.ToggleSubfloorButton.Pressed = _subfloorHide.ShowAll;
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_window.ShowMarkersButton.Pressed = _marker.MarkersVisible;
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_window.ShowBbButton.Pressed = (_debugPhysics.Flags & PhysicsDebugFlags.Shapes) != 0x0;
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@@ -219,4 +219,16 @@ public sealed class SandboxUIController : UIController, IOnStateChanged<Gameplay
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_window.Close();
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}
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}
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#region Buttons
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public void SetToggleSubfloors(bool value)
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{
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if (_window == null)
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return;
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_window.ToggleSubfloorButton.Pressed = value;
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}
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#endregion
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}
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