* basic AAC tablet prototype
using station map as a base
* set up aac component/system
* quick phrase prototype
will probably touch this up later
* basic example phrases
just so i have data to work with
* get AACWindow to iterate over quick phrases
* add the rest of the job phrases
* fix this one job name
* actually fix prison guard name
* buttons for aac window
* fix phrase inheritance
* add tabs to aac contaner
* fix column spacing and add button padding
* aac tablet button colors
* AAC tablet sends messages now
* add aac tablet voice sound yay
* add a 1 second cooldown between phrases
* subjects for most departments
* location phrases
* more phrases
* cleanup + sort buttons alphabetically
* fix these phrases
* even more departmental subject phrases
* common phrases
* cleanup imports
* show name of player that pressed button
* aac tablet can be used by multipel people
after all it does not rely on state changes and also multiple people can press buttons on a tablet at once
* capitalize aac
its an acronym
* you know what it is its more phrases!!!!
* SAFETY PHRASES
* last second phrases
* redundant phrase
* and one more hazard phrase for the road
* change voice of aac tablet from borg to alto
just sounds nicer
* localize ALL Phrases
i love utility scripting to automate tedious tasks
* add AAC tablet to loadout
* add AAC tablet to medfab
* tweak: use multiple parents instead of whatever this is
* add: justice department phrases
* add: time quantity phrases
* add: ores and kitchen appliance phrases
* fix: resolve duplicate phrases
* add: aac tablet sprites
* add: justice button style
* fix: misplaced this line oops
* add: justice dept locations
* remove: redundant phrase
* re-run tests
* fix: move aac tablet loadout format
* fix: use Identity instead of Name for aac tablet sender
* fix: return on send phrase if id is invalid
* fix: remove redundant line
* fix: use LocId instead of String for phrase text type
* add: new phrases bc upstream updates
* fix: newlines
* tweak: add end comments to these style comments
* fix: this phrase was broken lol
---------
Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com>
* Avoid destroying and recreating record list on every update message
* Add early-out on nullptr input
* Remove sussy null suppress
---------
Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Make vox roundstart
I believe all the issues are fixed.
* Click detection bandaid
* Make clickable 1% nicer
Still bad. Still doesn't handle multi-viewports well.
* add tooltips to agentid job icons
* forgot to stage this
* make StatusIconPrototype abstract
* minor visual improvements
* cleanup
* use currentculture to sort job names
* review
* Basic structure for the player panel ui
* Ensure basic functionality
Player panel now receives and displays basic info
* Make whitelistcommands accept user ids
* Make PlayerPanel use GUIDs where possible
* Add functionality to most playerpanel buttons
* Implement remaining playerpanel features
* Localize everything
* Finish up
* Put command arguments in quotes
I am not sure if it's even possible to have something like a space in
them considering they are guids and usernames but sure why not
* Make playerpanel a verb
* Add Logs button to player panel
* Change Notesbutton text and make whitelistbutton a confirmtion button
* Add freeze button that does not mute the player
* Add sharedconnections counter to playerpanel
* Make the playetime format clearer
* Allow for copying of the a player's username
* Do minor cleanup
* Rearrange buttons
* Fix unfreeze button not updating
* Fix wrong localisation text
* "Fix" the same role ban counting multiple times
The way rolebans are stored is horrible.
As such if you ban someone from a departmenrt or something
role bans are individually placed for every role.
The only way I found to distinguish them is the bantime.
This is horrible but I do not want to rewrite how all the bans are
stored right now.
* Add Delete and Rejuvenate buttons to player panel
By popular demand
* Marginally improve ui
* Add logs
* review update
* Fix verb
* Fix double notes
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Added the ability for blood to track DNA using ReagentData; Forensic Scanner now accounts for solution DNA, non-DNA holders have "Unknown DNA"
* Removes touch DNA for puddles, adds DNA to vomit
* DNA now leaves traces in containers and those marked without don't show DNA on scan (except for puddles), gibbed parts have DNA
* Fix stupid metamorphic glass bug grrr
* Removed SpillableComponent since DnaSubstanceTraceComponent is used instead
* Removes data field from maps, adds DNA tracking for some missed items
* Give default value, fix missing values.
* Fixes recipe bug
* Review changes
* Make the Data list into a nullable type
* Revert map changes
* Move gibbed unknown DNA to forensicssystem
* add verbose examine text to gas miners so their behaviour can be understood
* no need for these to be properties
* use an enum instead of two booleans for the miner state
* require the gas miner to be anchored in order to not be disabled
* xmldoc
* pr feedback
* file-scope namespace
* it's to late to hide my transgressions in a rebase
* turns out the normal examine distance is totally fine for this
* Deploy foldable
* Add NetworkedComponent and access to the component
* Add handled to afterinteract
* Use drop target location instead of setcoordinates
* Put back in hand after failed deploy
This prevents dropping the bed when clicking while inside a locker.
* Created BaseDeployFoldable for folding chairs, body bags, and rollerbeds
* Add dragdrop to fold rollerbed to hand
* GET WORLD POSITON, ROTATION
* Missing parentheses
* ui system depndency
* the issue
* Unused
* Let the function do the transform
---------
Co-authored-by: plykiya <plykiya@protonmail.com>
* De-duplicate loadout gear
Needs supporting code, probably with an interface with StartingGearPrototype which would also use it, but I regexed the yaml.
* Code updates
* Remaining yaml
* Fix automatic naming
* raiseEvent
* Don't code when tired kids
* Fix paper system late localization
* IS THIS WHAT YOU WANT
* well I guess this is happening now
* fix the BUI
* did that even do anything before?
* again with the escapeformatting...
* Dirtying
* Move dirty to function
* Rename PaperSystem to PaperVisualizerSystem
* Fix namespace
* how many namespace changes must I suffer through
* SetContent is for Setting Content
* minor shuffling
* review
---------
Co-authored-by: plykiya <plykiya@protonmail.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Update MoverController.cs
* Update a bunch of movement code to use Entity<T>
* Last errors
* wow, there were more errors
---------
Co-authored-by: plykiya <plykiya@protonmail.com>
* Clear search criteria on loading aHelp window
* Pinning technology.
* Relay to aHelp window and discord if a user disconnect/reconnect
* Fix pinning localization
* Log disconnect, reconnects, bans to relay and admin in aHelp
* Drop to 5min to hold active conversations
* Update Content.Server/Administration/Systems/BwoinkSystem.cs
Co-authored-by: Chief-Engineer <119664036+Chief-Engineer@users.noreply.github.com>
* discord text styling if diconnect,reconnect,banned message.
* Pin icons instead of text
* Better Icons
* space
* Move button generation in to its own XAML
* List entry control
* Fix spaces
* Remove from active conversations on banned
* Discord if else block cleanup
* Better pin icons
* Move icons to stylesheet styleclass
* Better field order.
* PR review fixes
* fixes
---------
Co-authored-by: Chief-Engineer <119664036+Chief-Engineer@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* split logic into own system
* add support for different size displacement maps
* some clothes may not use displacement maps
* displacement maps spport hand sprites
* Update DisplacementMapSystem.cs
* rename things
* fuck stencilmask
* fix bugs
* no masks
* Update jumpsuits.yml
* fix species specific sprites
* Update ClothingSystem.cs
* shoes + ears displacement, some bugfix
* Update DisplacementMapSystem.cs
* Syndicate thief, spy, medic
* Fixes description for nukies
* update description for uplink
* Implement the radial menu
* forgot these were necessary to push lol
---------
Co-authored-by: plykiya <plykiya@protonmail.com>
This may be a breaking change for some stuff, I only tested basic combat stuff + throwing.
This fixes the coordinates setting an off-screen position to the top-left pixel and blocks throw attempts as a result.
* ui and visual aspect + radio
* finish jank ui shit and finish radio
* remove radio
* send it
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Remove some BUI boilerplate
- The disposals overrides got removed due to the helper method handling it.
- Replace window creation with CreateWindow helper.
- Fixed some stinky code which would cause exceptions.
* More
* moar
* weh
* done
* More BUIs
* More updates
* weh
* moar
* look who it is
* weh
* merge
* weh
* fixes
Adds a check to see if a faxecute animation is being played before
playing another animation. The old code can thrown an exception which
I've seen on live while ghosting.
* Fix (hopefully)
* Fixed Spelling Mistake and minor Code Cleanup
* Revert "Fixed Spelling Mistake and minor Code Cleanup" due to Pull Request Guidelines
This reverts commit cee3e0226b349187bd8fd8b639e161fb877e8bdb.
* randomize iconSmoothing
* Revert "randomize iconSmoothing"
This reverts commit 094356f975737c0af24ce39d849aec7852b9af6e.
* try 2
* trying work with client-server communication
* still dont work
* Tayrtahn good suggestion
* remove outdated code
* Fix!
* move data to Appearance
* Update RandomIconSmoothComponent.cs
* Replace EntityCoordiates.InRange() with TransformSystem.InRange()
* nullspace
* I figured it out
* man I have no clue how client side sutff works
* please have mercy
* remove RadiationPulseOverlay changes
* nullspace
---------
Co-authored-by: plykiya <plykiya@protonmail.com>
Sometimes CreateEffect is called on a Invalid Entity. This now causes
that to check, thus returning out and printing some hopefully helpful
logs to try to track down the real source of this issue.
* item toggle refactoring and some new systems
* add ToggleClothing component/system
* unhardcode magboots gravity logic
* make magboots and speedboots use ItemToggle and stuff
* remove now useless clothing components
* update client/server magboots systems
* add note to use ItemToggledEvent in ToggleActionEvent doc
* refactor PowerCellDraw to use ItemToggle for ui open/close control
* add TryUseCharges, refactor charges system
* update magboot trigger code
* make borg use ItemToggle, network SelectedModule instead of now removed Activated
* add AccessToggle for borg
* the giga ninja refactor
* update ninja yml
* update ItemToggle usage for some stuff
* fix activatableui requires power
* random fixing
* yaml fixing
* nuke ItemToggleDisarmMalus
* make defib use ItemToggle
* make things that use power not turn on if missing use charge
* pro
* fix sound prediction
* bruh
* proximity detector use ItemToggle
* oop
* big idiot syndrome
* fix ninja spawn rule and make it generic
* fix ninja spawn rule yml
* move loading profiles into AntagLoadProfileRule
* more ninja refactor
* ninja yml fixes
* the dreaded copy paste ops
* remove useless NinjaRuleComponent and ue AntagSelection for greeting
* fix invisibility
* move IsCompleted to SharedObjectivesSystem
* ability fixes
* oop fix powercell instantly draining itself
* sentient speedboots gaming
* make reflect use ItemToggle
* fix other test
* loadprofilerule moved into its own pr
* remove conflict with dragon refactor
* remove all GenericAntag code from ninja
* )
* probably
* remove old enabled
* great language bravo vince
* GREAT LANGUAGE
* who made this language
* because it stinks
* reparent blood-red magboots to magboots probbbly works
* most of the review stuff
* hasGrav doesnt mean what i thought it did
* make health analyzer use itemtoggle, not fail test
* fix mag/speed boots being wacky
* UNTROLL
* add ItemToggle to the random health analyzers
* a
* remove unused obsolete borg func
* untrolling
* :trollface:
* fix test
* fix
* g
* untroll
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
* Character menu asks if you want to save your character on exit
* Fix
* Another fix, little mistake by me
* Update Content.Client/Lobby/UI/CharacterSetupGuiSavePanel.xaml.cs
---------
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* First commit
* Removed pause stuff
* Make the event better
* Forgot to add the comment
* Proto id stuff
* cool comments
* serializer
* Added the time stuff