* goodbye cargo. you dont exist at all. no more cargo.
* Med, atmos
* relic is going to prison
* i changed some stuff
* i changed some more stuff
* substantial completion for engineering
* substantial completion for medical
* substantial completion, atmos
* substantial completion, shuttles
* hallway lighting improvements
* substantial completion, prison station
* honestly i think this looks better
* prison station electrical, spawn adjustments
* prison shuttle now flyable
* substantial completion, science
* substantial completion, oldstation
* minor accuracy adjustments
* minor corrections, finishing touches
* minor adjustments and fixes
* electrical fix, canon camera names
* signage adjustments
* network fixes
* more inaccuracies fixed
* fixed atmos and medkit issues
* arrivals shuttle flies forward
* adjustments
* adjustments
* adjustments
* deltaP adjustments
* invalid configurators removed
* Fix MapRenderer integration test usage to properly show output.
Added an ITestContextLike interface that can be used to properly run the integration test infrastructure OUTSIDE A TEST.
* Use System.Test.Json instead of Newtonsoft.Json for MapRenderer
* Fix map renderer JSON output being broken
I love not testing or even reading the surrounding code.
* Fix un-reusable integration instances getting leaked.
The pair state was always getting set to Ready even if the instance was killed, meaning it was getting put back into the pool even if killed.
* Mark map renderer integration instances as destructive to avoid memory leak.
* Fix file specification handling.
Map file specification is now backwards compatible again (loose filename match to search prototypes). It also supports proper direct OS filename arguments. The former is the fallback scenario is extremely important for the map server still.
Cleaned up the way that target map files are passed through the application, so mixed file/prototype specifications are now handled properly (which can be caused by the fallback behavior).
Fixes JSON data export to use the proper user-facing map name. This only works if a prototype ID is specified *or* the legacy file behavior is used.
Restructured MapPainter into an instance that has multiple functions called on it, so not all data has to be passed through a single Paint() call.
Clean up the godawful map/grid detection code. Now we just load both in a single call, because yes you can do that. This relies on LogOrphanedGrids = false in the map loader options, which I think is fine for our purposes.
Improved error handling in much of the program.
* Fix duplicate map names in map renderer output
I'm not sure *what* this output is used for, but I'm sure having it duplicated per grid isn't intentional.
* Make maprenderer command line parsing bail on unknown - options
* Fix incorrect docs for --viewer maprenderer argument
It doesn't change directory layout
* Fix parallax layer specification to not use imgur as a fucking CDN
Files are now copied to a separate folder _parallax, and these files are referenced by the parallax configuration.
Parallax data is only output when instructed to via --parallax.
This will break parallax on current map server builds, but it should be graceful. Also, that's fucking good considering we shouldn't be using imgur links. Purge it.
* Fix incorrect assert in test pair clean return
* Restore other map viewer parallax layers, fix attribution.
* This isn't a valid copyright statement but the validator forces me to enter something here.
* Disable parallax texture preloading
Many parallax layers are specific to a single map and will likely never be loaded for the duration of the game. Save VRAM by not loading them always.
Requires engine master
* Put generated parallax identifier in texture name
Makes it show up properly in debugging tools
* Don't load generated parallaxes multiple times
Many parallax prototypes re-use the same generated parallax configs. These generated parallaxes were being loaded multiple times at once, which was a massive waste of VRAM.
We now move these into a separate cache for deduplication. I had to write a lot of logic to handle loading cancellation and ref counting. Yay.
Also fixes some spaghetti with the previous parallax loading system: cancellation didn't work properly, give proper names to generated texture names, etc.
This saves like 100+ MB of VRAM.
* Check for CRLF in actions workflow
Make emisse weep
* Copy paste bottom text
* I would like to thank StackOverflow for this spite PR.
* Mention file name in message because the workflow tab doesn't display it.
* dos2unix everything
* Per-map parallax support
* Comments for future sloth
* c
* bet
* Fix exception
* VV support
* Fix parallax
* mem
* weightless sounds
* Gravity stuff
* placeholder coz im too lazy to stash don't @ me son
* decent clouds
* sky
* Fast parallax
* Imagine spelling
* Loicense
* perish
* Fix weightless status
Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>