RobustToolbox
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Robust multiplayer game engine, used by Space Station 14
## What Brings audio mixers functionality to the engine similar how they works in unity or generally any other software I believe. Thus: - The audio source can be assigned...
Its kind of difficult to tell if your game is actually loading, it sometimes can take around 7-8 seconds to fully load and just having splash screen without any feedback...
Placement UI is slightly skrunkly so would be good to know if placement has succeeded with just the generic UI click sound playing.
Tried but me stupid and PR was already like 3-4k lines.
- Don't need to do a morbillion breaking changes on method args. - Easier to pass in stuff like collisionmask as appropriate. - Oh yeah also collisionmask should be supported...
``` Robust.Shared.Utility.DebugAssertException: Stored focused control on root was not inside UI tree anymore! at Robust.Shared.Utility.DebugTools.Assert(Boolean condition, String message) in C:\Projects\RMC-14\RobustToolbox\Robust.Shared\Utility\DebugTools.cs:line 196 at Robust.Client.UserInterface.UserInterfaceManager.FocusRoot(WindowRoot root) in C:\Projects\RMC-14\RobustToolbox\Robust.Client\UserInterface\UserInterfaceManager.Roots.cs:line 117 ```
Currently we have a mix of "virtual" sizes (`Size`) and "pixel" analogs (`PixelSize`). Doing it like this sucks though and causes constant rounding pains. A better solution would be to...
When logging errors in the `SharedJointSystem`, the names of the players and some other information are displayed in the console, which in theory can be used for dishonest purposes. Of...
Pretty simple, just a displaymode that uses the headless audio manager.
 (ignore the low vram artifacts i did this in a vm) Reported in #help too by another user https://discord.com/channels/310555209753690112/790656972801572905/1303720864080068689 ``` [ERRO] midi: Failed to initialize fluidsynth due to exception,...