Shared subfloor system (#3590)

* Shared subfloor system

Will also cull the broadphase for server a lot.

* Nullable subfloor

* Snapgrid nullable

* Actually use ComponentDependency

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
This commit is contained in:
metalgearsloth
2021-03-13 14:46:22 +11:00
committed by GitHub
parent 67d79a13db
commit 2f8bd10b47
6 changed files with 31 additions and 32 deletions

View File

@@ -4,11 +4,12 @@ using System;
using Content.Client.GameObjects.Components;
using Content.Client.GameObjects.EntitySystems;
using Content.Client.Interfaces;
using Content.Shared.GameObjects.Components;
using Content.Shared.GameObjects.EntitySystems;
using Robust.Client.GameObjects;
using Robust.Shared.Console;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
using DrawDepth = Content.Shared.GameObjects.DrawDepth;
namespace Content.Client.Commands
@@ -37,7 +38,7 @@ namespace Content.Client.Commands
public void Execute(IConsoleShell shell, string argStr, string[] args)
{
EntitySystem.Get<SubFloorHideSystem>()
.EnableAll ^= true;
.ShowAll ^= true;
}
}
@@ -51,7 +52,7 @@ namespace Content.Client.Commands
public void Execute(IConsoleShell shell, string argStr, string[] args)
{
EntitySystem.Get<SubFloorHideSystem>()
.EnableAll = true;
.ShowAll = true;
var components = IoCManager.Resolve<IEntityManager>().ComponentManager
.EntityQuery<SubFloorHideComponent>(true);