Some fixes for Static Mover Decals#1055
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… of the Decal's solids
microlith57
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Mar 15, 2026
Wartori54
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Jun 23, 2026
Wartori54
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Most of the PR looks good, just two nitpicks I'd like to argue about.
| /// </summary> | ||
| public List<Entity> ToAdd => toAdd; | ||
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| public event Action OnEndOfAwake; |
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If we are doing "post-awake" events, imo we should also do "pre-awake" events while we are at it.
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| ((patch_EntityList) (object) scene.Entities).OnEndOfAwake += () => { | ||
| if (staticMover?.Platform == null && CoreModule.Session.AttachedDecals.Contains(string.Format("{0}||{1}||{2}", Name, Position.X, Position.Y))) { | ||
| RemoveSelf(); | ||
| } | ||
| }; |
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What is the use case that makes this valuable or required?
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jumpThrusattribute.(int) X + y->(int) Y + yEntityList.PostAwakehas been implemented. this is called at the end ofEntityList.UpdateLists(), at which point it is exchanged fornull. any additions toPostAwakeduring its invocation will be called the next timeUpdateLists()is called.Awakehas been delegated to thePostAwakeevent.Decal.solids.Destroy-,Disable-, andEnableStaticMoversare included where appropriate.