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