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Make crew monitor update blips at consistent rates #32555
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Make crew monitor update blips at consistent rates #32555
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Looks good, just a few things from me
else | ||
{ |
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else | |
{ |
var worldToMonitor = _transformSystem.GetInvWorldMatrix((EntityUid)NavMap.MapUid); | ||
var refInMonitor = Vector2.Transform(refPosition, worldToMonitor); | ||
return new EntityCoordinates((EntityUid)NavMap.MapUid, refInMonitor); | ||
} |
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} |
@@ -290,7 +291,7 @@ private void PopulateDepartmentList(IEnumerable<SuitSensorStatus> departmentSens | |||
{ | |||
NavMap.TrackedEntities.TryAdd(sensor.SuitSensorUid, | |||
new NavMapBlip | |||
(coordinates.Value, | |||
(CoordinatesToLocal(coordinates!.Value), |
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It's best to avoid null-suppression if possible
About the PR
Made crew monitor update off-grid entities at same rate as on-grid ones. Fixes #30338.
Why / Balance
UI was inconsistently being updated for monitored crew on different grids.
Technical details
Great big comment in the change. Map blips were using EntityCoordinates, so would see changes immediately when the transform of the parent entity changed. Just converts all the blips to use the same, fixed coordinate system.
Media
Peek.2024-09-30.20-42.mp4
Requirements
Breaking changes
Changelog