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Update engine, make terminal completion binds work, and make the client automatically open the debug connect screen.
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3 changed files with 207 additions and 193 deletions
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@ -1,4 +1,7 @@
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using Robust.Client;
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using Robust.Client.Graphics;
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using Robust.Client.State;
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using Robust.Client.UserInterface.States;
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using Robust.Shared.ContentPack;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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@ -39,17 +42,19 @@ public sealed class EntryPoint : GameClient
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base.PostInit();
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// DEVNOTE: The line below will disable lighting, so you can see in-game sprites without the need for lights
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//IoCManager.Resolve<ILightManager>().Enabled = false;
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IoCManager.Resolve<ILightManager>().Enabled = false;
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var stateManager = IoCManager.Resolve<IStateManager>();
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// DEVNOTE: It's recommended to look at how this works! It's for debug purposes and you probably want something prettier for the final game.
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stateManager.RequestStateChange<DebugBuiltinConnectionScreenState>();
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// DEVNOTE: Further setup...
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var client = IoCManager.Resolve<IBaseClient>();
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//var client = IoCManager.Resolve<IBaseClient>();
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// DEVNOTE: You might want a main menu to connect to a server, or start a singleplayer game.
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// Be sure to check out StateManager for this! Below you'll find examples to start a game.
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// If you want to connect to a server...
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// client.ConnectToServer("ip-goes-here", 1212);
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// Optionally, singleplayer also works!
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// client.StartSinglePlayer();
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}
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@ -186,3 +186,12 @@ binds: # These are all the current engine keybinds.
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type: State
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key: Tab
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mod1: Shift
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- function: TextTabComplete
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type: State
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key: Tab
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- function: TextCompleteNext
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type: State
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key: Down
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- function: TextCompletePrev
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type: State
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key: Up
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@ -1 +1 @@
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Subproject commit 105aa13eb1054dc1debef88fc0b24621239100d8
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Subproject commit 2aaa41252a601d7794ba2d095bc21f32d73f5a0a
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