Commit graph

4 commits

Author SHA1 Message Date
966fdd4c3a Fix even more issues uncovered by tests
- Fixed the time mode toggle not working during testing (changed the runner)
- Made the testing thing wait until the time toggle finishes
- Fixed the Game.Enter/Exit event being triggered on time mode change
- Added a way to spawn and despawn the player's machine (which doesn't work yet)
- Fixed the Player.Id property always being 0
- Attempted to fix the fake action inputs not working in simulation
2022-01-07 02:14:58 +01:00
6204b226d1 Seat events, and everything needed to get there
- Added support for seat enter and exit events and a test for them
- Added support for entering and exiting seat from code
- Changed the Id property of ECS objects to non-abstract, requiring it in the constructor, so that the Player class can inherit EcsObjectBase
- Added a weird constructor to EcsObjectBase that allows running code to determine the object Id
- Added interface for engines that receive entity functions
- Exposed the entity submission scheduler and removed it from FullGameFields because it moved from there
- Made the Game.Enter event only fire after the first entity submission so the game is fully initialized and the local player exists
- Added all seat groups to the dictionary
2021-10-11 01:26:35 +02:00
e8515ef42b
Fix events not firing and event exception handling
Copying to Plugins folder on build
Registering deterministic game engines automatically
Each event handler is wrapped so if one fails it will still trigger the rest
2021-05-23 20:53:55 +02:00
a6f52070ee
Rename to TechbloxModdingAPI 2021-05-02 01:08:25 +02:00
Renamed from GamecraftModdingAPI/Utility/GameEngineManager.cs (Browse further)