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Robust multiplayer game engine, used by Space Station 14

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Apparently beridot loaded in box on the same map far away. Might be related to some handlestate nonsense. Relevant screenshot: ![image](https://user-images.githubusercontent.com/31366439/182028095-abc51289-66fa-4391-b750-97bcacab5910.png)

Issue: Bug
Difficulty: 3-Hard
Priority: 2-Before Release

should partially adress both #3052 and #3032 basically nukes all read calls in entityspawning and uses copy instead. should allow us to speed up entityspawning quite a bit since we...

SS14 has several that have gone unnoticed, the most recent one is BoxSurvival.

Issue: Bug
Priority: 2-Important
Area: Serialization
Difficulty: 3-Hard

Proof of concept Todo: - [x] Pausing - [ ] Serializing

Area: Serialization

## Description #title **Reproduction** Drag a grid in space and peep that console **Screenshots** ![image](https://user-images.githubusercontent.com/95458399/175666238-fd320d2f-d6b2-4cd5-a3eb-91c1f112877e.png) **Additional context**

Issue: Bug
Difficulty: 3-Hard
Bug: Replicated
Holy Shit
Priority: 2-Before Release

Right now lightmanager is global. Ideally there would be a component that can be put on maps to use specific ambient lighting for it. This shouldn't be too hard to...

T: New Feature
Priority: 2-Important
D3: Low

It's kind of a weird one because if you scale something down you'd prefer to use the smaller scale but if you scale something up you want to cap it...

Issue: Bug
Priority: 2-Important
Difficulty: 2-Medium

Even if we do z-levels on content, thinking about it engine is gonna need some changes. The biggest issue is we need to support cross-map joints to connect grids across...

Issue: Feature Request
Priority: 2-Important
Difficulty: 2-Medium

For planets in ss14 some way to track tiles is very useful. Grid splitting also needs to be selectively turned off for these too. If you want to go real...

Issue: Feature Request
Priority: 2-Important
Difficulty: 3-Hard