Remove default grids (content) (#2241)
* Default grids go poof * Address review * Update submodule * Fix DoAfterSystem for entities without grid. * Fix SubFloorHideSystem for entities without grid. * Fix ExplosionHelper for coordinates that aren't in a grid * Fix TurfHelpers' GetWorldTileBox crash in the case of invalid grid * Fix tile prying component crash when trying to pry space. * Spill fixes when passing coordinates without grids. * Are you static'in, son? * Change SaveLoadSaveTest grid Id hardcoded value It's still hardcoded, but at least now it's correct! * Only send debug AI thing if grid is not invalid * Update submodule. Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
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@@ -42,10 +42,7 @@ namespace Content.Server.Atmos
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[ViewVariables] private int _currentCycle;
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[ViewVariables]
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private static GasTileOverlaySystem _gasTileOverlaySystem;
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[ViewVariables]
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public float Temperature {get; private set; } = Atmospherics.T20C;
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public float Temperature { get; private set; } = Atmospherics.T20C;
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[ViewVariables]
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private float _temperatureArchived = Atmospherics.T20C;
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@@ -1138,8 +1135,7 @@ namespace Content.Server.Atmos
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{
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if (Air == null) return;
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_gasTileOverlaySystem ??= EntitySystem.Get<GasTileOverlaySystem>();
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_gasTileOverlaySystem.Invalidate(GridIndex, GridIndices);
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_gridAtmosphereComponent.GasTileOverlaySystem.Invalidate(GridIndex, GridIndices);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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