Files
kronic e362aaeb43 Import art/VFX asset packs + game-feel systems; normalize texture extensions to lowercase for LFS
Add BefourStudios SciFi environment packs, Gabriel Aguiar VFX, and the
ShaderCrew Toon Shader embedded packages, plus combat/enemy/wave/death
gameplay systems and supporting vault docs/screenshots.

Rename 11 vendor textures from uppercase .PNG/.HDR to lowercase so the
case-sensitive Git LFS filters (*.png/*.hdr) match on case-sensitive
filesystems (Linux CI, case-sensitive macOS), not just locally where
core.ignorecase=true masks the gap. Each .meta moved with its asset so
GUID references are preserved. All ~1000 binaries tracked via LFS.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-02 22:50:43 -07:00

18 lines
989 B
C#

namespace ProjectM.Simulation
{
/// <summary>
/// Shared tick helpers for the project-wide convention that a stored raw "next tick" value of <c>0</c> means
/// "ready / nothing pending". A computed absolute tick (<c>ServerTick + delay</c>) can legitimately equal 0 at
/// <see cref="uint"/> wraparound, which would be misread as "ready"; <see cref="NonZero"/> coerces it to 1 (a
/// 1-tick error only at the single wrap instant). Mirrors the guard already inlined in
/// <see cref="RespawnMath.RespawnTick"/>, applied consistently at every cooldown/spawn "next tick" write
/// (<c>AbilityCooldown.NextFireTick</c>, <c>EnemyAttackCooldown.NextAttackTick</c>,
/// <c>EnemySpawner.NextSpawnTick</c>).
/// </summary>
public static class TickUtil
{
/// <summary>Coerce a computed raw tick of 0 to 1 so it never collides with the "0 = ready" sentinel.</summary>
public static uint NonZero(uint tick) => tick == 0u ? 1u : tick;
}
}