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>
This commit is contained in:
metalgearsloth
2025-03-21 00:57:04 +11:00
committed by GitHub
parent 2e7f01b99e
commit 9292e3a43c
22 changed files with 277 additions and 47 deletions

View File

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