Commit Graph

1645 Commits

Author SHA1 Message Date
Leon Friedrich 900f3e798d
fix door crash (#5197) 2021-11-06 19:13:01 -07:00
Antoine Chavasse afeb22ccb2
Prevent drag and dropping if the user is currenly unable to perform interactions. (fixes #5144) (#5196) 2021-11-06 17:05:51 -07:00
Antoine Chavasse a4bdfd2b52
Fixed wire control hit test to work properly when the UI is scaled (#5181) (#5182) 2021-11-06 16:58:24 -07:00
Ephememory fd1dca64cc
Fix healthoverlay debug system not culling guis correctly (#5172)
* fix healthoverlay not culling guis correctly

* remove newline
2021-11-04 23:53:24 -07:00
ike709 17e1b7827e
Adds UIs for volume and pressure pumps (#5155)
* Adds UIs for volume and pressure pumps

* Update Content.Server/Atmos/Piping/Binary/EntitySystems/GasPressurePumpSystem.cs

* Update Content.Server/Atmos/Piping/Binary/EntitySystems/GasVolumePumpSystem.cs

Co-authored-by: ike709 <ike709@github.com>
2021-11-04 17:41:56 -07:00
20kdc d9cc7ef7d4
Stop pAIs from being able to wipe each other/do other odd things, pAIs name themselves after their owners (#5160)
* Stop pAIs from being able to wipe each other/do other odd things they shouldn't

* pAI: device changes name to indicate owner

* Make PAIComponent networked (just in case)

It'll be needed in future anyway
2021-11-04 15:29:16 -07:00
E F R 1b5b32c8a6
Stylesheets: Take advantage of Font stacking (#5111)
Depends on https://github.com/space-wizards/RobustToolbox/pull/2182
 - Adds Noto Sans Symbols and its sequel, Noto Sans Symbols 2: Revenge
   of the Unicode.
 - Uses a stack of Noto Sans, Symbols, and Symbols 2 in all places where
   Noto Sans/Noto Sans Display are used.

If you _really_ wanted to, you could use this to add Noto Emoji too.

In considering this, please remember that not everything that _can_ be
done, _should_ be done.
2021-11-03 20:32:03 -07:00
20kdc 42891ea3a7
Chem master / chem dispenser minor fixes (#5152)
* Fix ChemMaster buffer view when there's no beaker in the ChemMaster

* Fix reagent dispenser 100 button
2021-11-03 20:22:48 -07:00
Pieter-Jan Briers c956f2ed31
Bwoink is now accompanied by window attention request. (#5154)
Makes it light up in your task bar.
2021-11-03 20:22:09 -07:00
20kdc 9eb6e5a109
Add indicator showing amount of ghost roles available (#5150)
* Add indicator showing amount of ghost roles available

* Make the indicator turn red if ghost roles are available
2021-11-03 16:48:12 -07:00
mirrorcult 3ab4a30a0f
Generalize ReagentUnit into FixedPoint2 and use it for damage calculations (#5151)
* Damage units

* sum ext method
2021-11-03 16:48:03 -07:00
Alex Evgrashin c1cf22d97e
Pinpointer (#5131)
* Add pinpointer sprites

* Start working on pinpointer

* Updated pinpointer

* Working on visuals

* Working on a pinpointer and eye rotation

* Add client/server pinpointers systems

* Minor cleanup

* Add distance support

* Add nuke tag

* Remove redundant flag and add pinpointer to caps locker

* Disable rotation of pinpointer

* Fixed distance

Co-authored-by: Alexander Evgrashin <evgrashin.adl@gmail.com>
2021-11-03 14:35:34 -07:00
mirrorcult 3f51ffbd3c
Pneumatic cannons (#4560)
* basics & visuals

* pneumatic cannon works perf

* loc + popups

* gas tank does stuff + queue changes

* updates

* b

* forcefeeding

* inhand

* crafting!

* pie cannon now is a pneumatic cannon

* oopy

* fix for entman + verbs

* pie

* change for tools

* actual

* combat mode + better sounds

* reviews
2021-11-03 14:33:36 -07:00
Leon Friedrich 673301825b
Draw depth adjustments (#5130)
* door drawdepth toggle

* git mv

* dooooors

* drawdepth adjustments

* fix door and missed projectiles

* firelock depth tweak

* Get sprite only when needed

* single letter typo

* forgot to include closing in _activeDoors.
2021-11-03 14:43:10 +01:00
metalgearsloth 9d2418aab4
Fix humanoid appearance exception (#5133) 2021-11-03 11:31:29 +11:00
metalgearsloth 3a415e1051
Update overlays to use WorldAABB instead (#5128) 2021-11-03 11:27:39 +11:00
Vera Aguilera Puerto 5a5006e4cf
ConstructionGL2 Part 2: Better guided steps and recipes. (#5103) 2021-11-02 11:24:32 +01:00
ike709 9da98e3916
Adds a UI for gas filters (#5052)
* Adds a UI for gas filters

* Address reviews

* Update Content.Client/Atmos/UI/GasFilterBoundUserInterface.cs

* Update Content.Server/Atmos/Piping/Trinary/EntitySystems/GasFilterSystem.cs

* Fix build

Co-authored-by: ike709 <ike709@github.com>
Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
Co-authored-by: Vera Aguilera Puerto <gradientvera@outlook.com>
2021-11-02 10:44:40 +01:00
20kdc 7220132be3
ChemMaster/Chemistry Dispenser constructability, fixed edition (#5125) 2021-11-02 10:04:07 +01:00
E F R c14056fdd9
Client/Singularity: fix singularity using un-rotated viewport (#5117) 2021-11-02 12:11:58 +11:00
20kdc 7a03f00cfd
Placeholder pAIs, ghost role rules window (#4972) 2021-11-02 11:42:04 +11:00
Pieter-Jan Briers 059fa9ae48
Gravity generator rewrite (#4828)
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2021-11-02 11:12:55 +11:00
Pieter-Jan Briers 0b0fd53c38 Fix incorrect size set in BwoinkWindow 2021-10-31 15:59:44 +01:00
Paul Ritter e70f984384
changes bwoinkwindow size (#5096) 2021-10-31 15:03:08 +01:00
metalgearsloth 5d0199c09f
Fix nodevis on rotated grid (#5101) 2021-10-31 14:44:08 +01:00
metalgearsloth 569e75b987
AtmosDebugOverlay fixes (#5099) 2021-10-31 14:40:57 +01:00
Paul 066d1e60a3 fixes typo in ReagentDispenserWindow.xaml 2021-10-31 13:47:32 +01:00
Paul e6607744c2 makes adminnameoverlay adjust with eyerotation 2021-10-31 13:44:44 +01:00
Pieter-Jan Briers 169ff5dfaa Fix rider errors with style classes. 2021-10-30 14:00:46 +02:00
Ygg01 905d4db0fe
Convert ChemDispenser Window to XAML UI (#5040)
* Appease the Github diff

* Complete the rest of the UI

* Change access to public
2021-10-29 14:48:01 +02:00
Ygg01 b2aca94586
Refactor Solution from Shared -> Server (#5078)
* Move entity solution entity systems to shared

* Move SolutionComponents to Server

* Fix namespaces

* Remove Networked Component.

* Fixes

* Add components to ignore list
2021-10-29 23:40:15 +11:00
20kdc efc200cbd8
More informative warning for if FluidSynth is not installed (#4971) 2021-10-29 12:20:49 +02:00
Alex Evgrashin 4002aa5852
Uplink UI icons and withdraw button (#4929)
* Uplink menu has icons now

* Add item icons

* Add few descriptions

* Better withdraw window

* Finished with withdraw window

* Refactored withdraw ui and fix some bugs

* Basic withdraw

* Quick fixes

* Removed uplink listing for TCs

* Move slider to separate control

* Final touches

* A bit more

* Not again...

* Fixed names

* Address review

* Fixed robust

* Non necessary check
2021-10-29 11:40:47 +02:00
Flipp Syder 91b4ce6f24
Adds generic damage visualizer to the game (#4893) 2021-10-29 10:04:24 +02:00
Leon Friedrich b427d9cb8b
Fix stuck in-hand sprites (#5068) 2021-10-28 14:34:59 +02:00
Visne ac78145b94
Remove encapsulation for previously protected XAML UI fields (#4975) 2021-10-28 14:23:17 +02:00
Leon Friedrich 5dd73ff6e0
Fix emitter lock toggle (#5066) 2021-10-28 13:29:19 +02:00
Visne 94579d1877
Fix a bunch of warnings (#5058) 2021-10-28 13:19:38 +02:00
Leon Friedrich 49296e33a0
Refactor Context Menus and make them use XAML & stylesheets (#4768)
* XAML verb menu

* fix ghost FOV

* spacing

* rename missed "ContextMenu"->"EntityMenu" instances

* move visibility checks to verb system

* update comment

* Remove CanSeeContainerCheck

* use ScrollContainer measure option

* MaxWidth / texxt line wrapping

* verb category default

Now when you click on a verb category, it should default to running the first member of that category.

This makes it much more convenient to eject/insert when there is only a single option

* only apply style to first verb category entry

* Use new visibility flags

* FoV -> Fov

* Revert "only apply style to first verb category entry"

This reverts commit 9a6a17dba600e3ae0421caed59fcab145c260c99.

* make all entity menu visibility checks clientside

* Fix empty unbuckle category

* fix merge
2021-10-27 22:21:19 -07:00
Visne a23a182946
MicrowaveMenu to XAML UI (#4988)
* Rename and create files

* MicrowaveMenu to XAML UI

* Improve code 😪

* Restart tests

* Restart tests

* Remove unused imports

* Remove duplicate localization string, set MinWidth so string fits

* Improve code and localization

* Update Content.Client/Kitchen/UI/MicrowaveBoundUserInterface.cs

Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>

Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
2021-10-27 14:59:53 -07:00
Visne c67160ae19
Disable warnings that would be refactored anyway (#5047) 2021-10-27 18:10:40 +02:00
metalgearsloth 3b508b041b Remove some unused fields again-ing 2021-10-27 19:43:57 +11:00
Ygg01 14b401f9b3
Puddle refactor 2: Spillastic boogaloo (#4784)
* Refactor PuddleComponent

* Move puddle effects into separate RSIs

Basically egg/tomato/powder puddle will be moved into separate
/Textures/Fluids RSIs

* Fix YAML for puddles

* Fix issues sloth pointed out.

* Ensure Puddle Component are properly added when spawned

* Remove unnecessary method init puddle with starting maxVolume

* Addressed ElectroSr comments

* Add Resolves

* Try fix error in ensureSolution

* Puddle unanchoring

* Address some issues with puddles

* Fix continue -> return
2021-10-27 19:24:18 +11:00
Ygg01 03b1fed47d
Change ChemMaster 4000 UI to use XAML UI (#5025) 2021-10-27 09:22:02 +02:00
Visne ae2f9fb83a
CrayonWindow to XAML UI (#4987)
* Create and rename files

* CrayonWindow to XAML
2021-10-26 20:35:46 -07:00
ShadowCommander 3d0881cefd
Fix speech bubble (#5042)
* Fix speech bubble position when eye rotated

* Fix speech bubble size jitter when floating up
2021-10-27 12:31:22 +11:00
Alex Evgrashin 6e00104260
Powered light ECS (#5028)
* Brrrr ECS

* Create lit on powered system

* Light bulb ECS

* Finishing porting to ECS

* Minor touches

* Removed events

* Removed old comments

* Fixed test

* To popup system
2021-10-27 12:24:22 +11:00
Vera Aguilera Puerto 189a5c7847
ConstructionGL2 Part 1: ECSification, events and steps. (#5017)
- Completely rewrited the `ConstructionComponent` logic to be ECS, *without* looking too much at the original implementation.
    - The original implementation was dirty and unmaintainable, whereas this new implementation is much cleaner, well-organized and maintainable. I've made sure to leave many comments around, explaining what everything does.
- Construction now has a framework for handling events other than `InteractUsing`.
    - This means that you can now have CGL steps for things other than inserting items, using tools...
- Construction no longer uses `async` everywhere for `DoAfter`s. Instead it uses events.
- Construction event handling occurs in the `ConstructionSystem` update tick, instead of on event handlers.
    - This ensures we can delete/modify entities without worrying about "collection modified while enumerating" exceptions.
    - This also means the construction update tick is where all the fun happens, meaning it'll show up on our metrics and give us an idea of how expensive it is/how much tick time is spent in construction.
- `IGraphCondition` and `IGraphAction` have been refactored to take in `EntityUid`, `IEntityManager`, and to not be async.
- Removes nested steps, as they made maintainability significantly worse, and nothing used them yet.
- This fixes #4892 and fixes #4857

Please note, this leaves many things unchanged, as my idea is to split this into multiple PRs. Some unchanged things:
- Initial construction code is the same. In the future, it'll probably use dummy entities.
- Client-side guided steps are the same. In the future, the server will generate the guided steps and send them to clients as needed, caching these in both the server and client to save cycles and bandwidth.
- No new construction graph steps... Yet! 👀
2021-10-26 16:38:03 +02:00
metalgearsloth 27b50c9485
Sort construction graph recipes alphabetically (#5039) 2021-10-26 16:18:43 +02:00
Vera Aguilera Puerto ed3bf94a3b
Electrocution. (#4958)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2021-10-25 16:21:56 +02:00