Commit Graph

46 Commits

Author SHA1 Message Date
deltanedas f941121384
upstream merge (#1636)
* uncomment grappling gun

* Remove rest of Geras files (#30912)

remove remaining geras stuff

* tweak(AgeRequirement): Make the requiredAge more sensible (#30913)

* chrore(ageRequirement): fix grammar. atleast -> at least (#30914)

* Minor sprite fix to inhand med hardsuits and HoS turtleneck jumpsuit (#30918)

* Fixes inhand hardsuit cross color from https://github.com/space-wizards/space-station-14/issues/26516#issue-2213917971

* Fixed HoS Turtle not covering all butt pixels

---------

Co-authored-by: Zachary Yona <magicalusf@gmail.com>

* Add execution component to all energy sword weapons (#30909)

Co-authored-by: plykiya <plykiya@protonmail.com>

* Automatic changelog update

* chore(grammar): correct some mistakes (#30916)

* Add diamond mining drills, buff regular mining drills (#30814)

* why do I have to change so much just to add drills

* diamon

* Automatic changelog update

* give trash a reusable entity table (#30921)

* Contraband marking & examining (#28688)

* System & loc strings

* pass over syndie contraband

* fixes

* grand theft pass

* contrabandexamine -> contraband

* examine text generation update

* all composition parents necessary

* bring back minor contra so it has a less confusing message

* minor

* weapon pass

* jumpsuit pass

* feet pass

* AUUUUUUUUUGHHHHHHHHHHHHHHHHHH

* head

* AUUUUGH

* ear

* belt

* back

* fix

* bro

* rename for more clarity

* do da review

* add cvar for contraband examine

---------

Co-authored-by: EmoGarbage404 <retron404@gmail.com>
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>

* Automatic changelog update

* Automatic changelog update

* Removes variant cube migration (#30934)

add

* First Review Pass Contraband Fixes (#30930)

* First pass contra fix

* bam

* More

* Security crates are now marked as security restricted

* Syndicate raid suit is contra

* damn I forgot gatfruit

* Add conducting gloves to the maintenance loot table (#30904)

* add

* lower weight

* Fix DoDrop to DropNextTo in container cases (#30911)

* Fix DoDrop to DropNextTo in container cases
DoDrop is too heavy to calculation. In any other case we should use alternatives, for example DropNextTo helper method

* codestyle change

* Fix Reagent Fire Stacks (#30766)

* Fix Reagent Fire Stacks

* Comments on code

* little nicer wording?

* Lines 88 and 89, updated 'narsie' and 'ratvar' to 'Nar'Sie' and Ratva… (#30954)

Lines 88 and 89, updated 'narsie' and 'ratvar' to 'Nar'Sie' and Ratvar, per issue #30719.

* Automatic changelog update

* Fix permission check for whitelists in player panel (#30948)

* Automatic changelog update

* Grey mantle in winterdrobe (#29774)

* add the mantle

* fix a few things

* fix merge conflict stuff, remove from winterdrobe and lathe.

* Add mantle to loadouts (20 hour requirement)

* Automatic changelog update

* Sliceable doAfter (#30824)

* init

* wtf git

* Automatic changelog update

* Add capfruit, a gatfruit mutation. (#30850)

* add base

* add fake suffix and flavor fix

* address some reviews

* parent it

* fix test fail

* add FoodSequence support and address small review

* Automatic changelog update

* Fixes the grey mantle (#30971)

add the thing i missed

* Add keybinds for rotating and flipping objects (#30540)

* add keybinds for rotating and flipping objects

* no popup for verbs

* Automatic changelog update

* tweak(Shuttle_honki): Remove DeviceQuantumSpinInverter from honki shuttle. (#30618)

* Make the Borgs Names Appear When they Make an Announcement (#30107)

* Make the Borgs Names Appear When they Make an Announcement

* bwomp

* re-order

* Use Name instead of metadata

* goiup

* Automatic changelog update

* disable contraband examine

* rename our SliceFoodEvent

* Throngler Plushie Sprite (#30969)

Throngonkler Plush sprite

* Fix bug with rotating shelves (#30978)

* Main

* Update shelfs.yml

* Little bug fix

* No weather on concrete tiles (#30952)

* concrete weather

* miss

* development build ghostrole lottery changes (#30980)

debug ghostrole lottery changes

* Automatic changelog update

* Add a saline syringe to the combat medical kit (#29954)

saline

* Automatic changelog update

* fix the admin verbs trying to kill players by filling their lungs with plasma (#30991)

fix the admin tools trying to kill players by filling their lungs with plasma

* Custom Taco & Kebabs - FoodSequence 2 (#30905)

* control layer ordering

* sprite update

* taco!

* taco naming gen

* fix separator naming

* some proto fixes

* default naming separation

* fix taco naming

* rat update

* hamsterburger

* organs taco

* remove from spawners

* fixes

* fix separators and lemons

* Update food-sequence.ftl

* randomization offset

* fix

* kebabs refactor

* fix

* skewer weapon

* Update food_single.yml

* Update migration.yml

* suppermatter

* hamlet centered

* hamsburger

* Update dead-0.png

* 20 -> 4 burger layers max

* Update burger.yml

* canReact: false

* capfruit update

* Update burger.yml

* Update burger.yml

* Update produce.yml

* some fixes

* Update Resources/Textures/Objects/Consumable/Food/taco.rsi/meta.json

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Update Content.Shared/Nutrition/Components/FoodSequenceStartPointComponent.cs

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Update Content.Shared/Nutrition/Components/FoodSequenceStartPointComponent.cs

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* chicken

* Update food-sequence.ftl

* documentation

* fixes

* Update meat.yml

* Update meat.yml

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Automatic changelog update

* Fix popups not working properly with an eye offset (#30990)

* Adds a random smokable spawner (#30870)

* Textures to make lamps mappable to East/West.

* Adds a random smokable spawner

* remove double derma

* Increase chance for just basic cig

* Update to enitity tables

* Tweak values

* Remove space

---------

Co-authored-by: Jeff <velcroboy333@hotmail.com>

* Fix lizards being unable to eat custom burgers (#31005)

* Fix lizards being unable to eat custom burgers

* ensure tag comp

* Automatic changelog update

* Sedin (#27110)

* Sedin

* almost forgot this.

* what

* Did a few fixes, tried to readd popup

* Fix popup, ready for merge

* minor change

* Generalize seed removal/destruction system, add popups in general.

* fix

* fix (again)

* deadcode is no more

* Sedin buff (nerfing the recipe soon)

* godont

* webedit moment

ok listen I had to nuke my setup because my computer was being Dumb As Shit so let me do this ONE webedit

* CRIKEY

* Revert "CRIKEY"

This reverts commit 1c6959ffd9ba8bb1e97ccf2eb0b37b3ff4ec82ee.

I was not supposed to commit that >:/

* Alright, it should be good now but I havent tested it

* ready for merge/review

* prob -> probability

* Requested changes nodoc

* Review nodoc

* documento

* thumb up emoji

* Automatic changelog update

* Adds a Dinky Star Sticker for security officers (#29767)

* Sec-Star-TASTIC

* fix license

* now counts as trash

* Sticks to people + wearable

* no more sticky

* no more sticky

* mystery-space

* Update Loadout Yaml

* Automatic changelog update

* tweak(hospital): Reduce diamond stack from 30 to 1 (#31027)

* tweak(experiment): Reduce diamond stack from 30 to 1 (#31025)

* replace mapped diamond stacks with single

* Figurine voicelines (#30865)

* initial commit

* tweaks to the new voice lines

capitalizations of I's and the Y on hos 3 voice lines
also changed the captain figuring voice line 2 to something completely different

* capitalized one letter

man i really suck at capitalization

* more capitalization

i never thought this pr would need so many changes

* changed one comma to a dot

* Update Resources/Locale/en-US/datasets/figurines.ftl

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Automatic changelog update

* Adding shock collar and electropack (#30529)

* Adding shock collar with the new ShockOnTrigger

* Cleaning and updating the shock collar

* Add StripDelay datafield to ClothingComponent

* Adding SelfUnremovableClothingComponent

* ShockCollar Update

* Correction of the shock collar

* Correction of the shock collar 2

* Renaming the DamageSpecifier DataField to Damage

* Fixing the damage field in ShockCollar

* Cleaning the ShockCollar

* Renaming ShockCollar to ClothingNeckShockCollar

* Adding ClothingNeckShockCollar as a stealTarget to a thief

* Fixing a typo of the sprite path in ClothingNeckShockCollar

* Cleaning the ShockOnTriggerComponent

* Revision of SelfUnremovableClothing

* Adding a ClothingBackpackElectropack

* Sprite fix

* Code review

* Shock Collar sprite update

* add commit hash

---------

Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>

* Automatic changelog update

* Greatly improve the usability of the Gas Analyzer. (#30763)

* greatly improve how the gas analyzer behaves

* don't close the analyzer when the object goes out of range

* cleanup

* always switch to the device tab when a new device is analyzed

* modern api part one

* modern api part 2

* modern api part three

* file scope namespace

* Automatic changelog update

* Fix false and true in player-panel.ftl (#31043)

Fix false and true in player-panel

Add a new True string

* Contra Review Passs - Round 2 (#30942)

* Contra pass round two

* command too

* Stamps

* oopsied a bracket

* Namespace cleanup around Mind Roles (#30965)

* namespaces

* Comment does not need a semicolon

---------

Co-authored-by: Vasilis <vascreeper@yahoo.com>

* Contraband Review Pass - The Threequel (#30970)

Contraband pass number three

* Golden toilet (#31049)

* golden toilet

* Destructible

* sprite

* fix

* copyright

* Automatic changelog update

* Salvage Spawners (#31020)

* treasure entities and spawners

* no more smiles

* remove nyano shock collar code

* Event scheduler setting tweaks (#31018)

tweaks

* Automatic changelog update

* remove meteor swarms rule for a moment

* Revamped Meteor Swarm (#28974)

* meteor code and balanced values

* Meteor Swarms

* Update meteors.yml

* Update meteors.yml

* HOO! (fix overkill bug and buff space dust)

* undo BloodstreamComponent.cs changes

* DamageDistribution -> DamageTypes

* part 2.

* Missing meteor presets (#29044)

* add meteors into missing game presets

* changes for real

* implement code

* this too

* Meteors now leave behind a bit of ore (#30419)

* Meteors that leave behind asteroid ore

* bigger offset

* Bit more generic

* Better defaults

* hrm?

* I HATE CUSTOM SERIALIZERS

* More comments

* renamed a variable

---------

Co-authored-by: plykiya <plykiya@protonmail.com>

* refactor event schedulers to use explicit game rules (#29320)

* works, still has testing values, im sure I did stupid shit.

* shitvent crapfactor

* snap extra word out of existence

* shit I died of old

* remove useless inaccurate design comments

* Oopsie, handle requirement params in RandomRuleSystem too

* I'm a slash slinging hasher

* Address reviews, add admin alerts I forgor

* EntityMan saves the day

* address reviews 1

* eh, I actually don't care about the cargo gifts thing.

* started

* Do reviews

* you actually meant 1.2 lmao

* dependency inheritance is a fickle bitch

* I have no idea.

* Threads are for sheets not computers.

* fix traitor rule test

* fix round type tattling

* break things

* It worky

* Toolshed makes we want to drink depresso.

* Finished?

* remove debug values

* timings

* use defaults

* alphabetize

* bobby drop tables

* Float required fr fr

* continue

* more continence

* uno mas

* obsolution

* cleanup and documentations

* Yell at self

* use the right value defaults

* housekeeping

* Event scheduler setting tweaks (#31018)

tweaks

* Automatic changelog update

* remove(NukeopsRuleComponent): Remove a trap from the component file (#31029)

ah

* Fix bug with holding objects (#31009)

Main

* Automatic changelog update

* Replace obsolete map functions in IconSmoothSystem (#30958)

* first part

* second part

* Automatic changelog update

* Fix reagents with ReagentData being duplicated  (#30983)

Initial commit

* :trollface:

* :trollface:

* actually untroll

* a

* 50 burger

* add back old meteor code

* fix

* use some live config options in dev

* remove old shock collar icon

* make ammo more consistent and work more

* clean up lathes diff to upstream

* a

* move rubber bullets to deltav folder

* a

* untroll

* more untrolls

* more untrolls

* untroll

* :trollface:

* a

* b

* remove it for real

* add missing lathe recipes

* replace cvars with component field

* remove taco from roboisseur

* migrate cardboard box with smg mags

* remove kebabs

* a

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: Killerqu00 <47712032+Killerqu00@users.noreply.github.com>
Co-authored-by: Brandon Hu <103440971+Brandon-Huu@users.noreply.github.com>
Co-authored-by: Zachary Yona <58833995+Magicalus@users.noreply.github.com>
Co-authored-by: Zachary Yona <magicalusf@gmail.com>
Co-authored-by: Plykiya <58439124+Plykiya@users.noreply.github.com>
Co-authored-by: plykiya <plykiya@protonmail.com>
Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com>
Co-authored-by: Alzore <140123969+Blackern5000@users.noreply.github.com>
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
Co-authored-by: Kara <lunarautomaton6@gmail.com>
Co-authored-by: EmoGarbage404 <retron404@gmail.com>
Co-authored-by: Ubaser <134914314+UbaserB@users.noreply.github.com>
Co-authored-by: Token <esil.bektay@yandex.com>
Co-authored-by: Cojoke <83733158+Cojoke-dot@users.noreply.github.com>
Co-authored-by: LeoSantich <108027402+LeoSantich@users.noreply.github.com>
Co-authored-by: nikthechampiongr <32041239+nikthechampiongr@users.noreply.github.com>
Co-authored-by: pigeonpeas <147350443+pigeonpeas@users.noreply.github.com>
Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
Co-authored-by: PoorMansDreams <150595537+PoorMansDreams@users.noreply.github.com>
Co-authored-by: IgorAnt028 <118114530+IgorAnt028@users.noreply.github.com>
Co-authored-by: NotSoDamn <75203942+NotSoDana@users.noreply.github.com>
Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com>
Co-authored-by: DrSmugleaf <10968691+DrSmugleaf@users.noreply.github.com>
Co-authored-by: Velcroboy <107660393+IamVelcroboy@users.noreply.github.com>
Co-authored-by: Jeff <velcroboy333@hotmail.com>
Co-authored-by: themias <89101928+themias@users.noreply.github.com>
Co-authored-by: Eris <eris@erisws.com>
Co-authored-by: FATFSAAM2 <saamboroujerdi@gmail.com>
Co-authored-by: to4no_fix <156101927+chavonadelal@users.noreply.github.com>
Co-authored-by: Mervill <mervills.email@gmail.com>
Co-authored-by: Vasilis <vascreeper@yahoo.com>
Co-authored-by: Nim <128169402+Nimfar11@users.noreply.github.com>
Co-authored-by: IProduceWidgets <107586145+IProduceWidgets@users.noreply.github.com>
Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com>
2024-08-18 17:21:07 +00:00
Plykiya a1d6e04731 Syndicate Reinforcement Specializations: Medic, Spy, Thief (#29853)
* 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>
2024-08-09 17:53:32 +01:00
Leon Friedrich 0c72607391
Turn interaction related attempt events into structs (#29168)
* Turn InteractionAttemptEvent into a struct event

* readonly

* GettingInteractedWithAttemptEvent

* ConsciousAttemptEvent
2024-07-25 00:19:34 +02:00
Leon Friedrich b45a42f353
Add JobRequirementOverride prototypes (#28607)
* Add JobRequirementOverride prototypes

* a

* invert if

* Add override that takes in prototypes directly
2024-06-08 20:30:16 +02:00
keronshb 27be1ad8c9
Magic Refactor + Wizard Grimoire (#22568)
* Brings over changes from the original magic refactor PR

* Adds Master Spellbook, spellbook categories, WizCoin currency, and locale

* Wiz€oin™

* Adds currency whitelist to Spellbook preset, grants contained actions on action added.

* Adds grant contained action and remove provided action.

* adds a way for actions to be upgraded to the store

* Adds Fireball 3 and fixes action upgrade logic so that it checks if the action can level or if the action can upgrade separately

* Fixes upgrade logic in ActionUpgradeSystem to allow for level ups without an actual upgrade. Fixed action upgrade logic in store system as well

* Removes current action entity from the bought entities list and adds new or old action entity

* Removes Current Entity

* Removes old comments, fixes TransferAllActionsWithNewAttached

* Removes TODO

* Removes Product Action Upgrade Event

* reverts changes to immovablerodrule

* Removes stale event reference

* fixes mind action grant logic

* reverts shared gun system change to projectile anomaly system

* forgor to remove the using

* Reverts unintended changes to action container

* Adds refund button to the store

* Refreshes store back to origin.

* Refund with correct currency

* Init refund

* Check for terminating and update interface

* Disables refund button

* Removes preset allow refund

* dont refund if map changed

* adds refunds to stores

* Adds method to check for starting map

* comments, datafields, some requested changes

* turns event into ref event

* Adds datafields

* Switches to entity terminating event

* Changes store entity to be nullable and checks if store is terminating to remove reference.

* Tryadd instead of containskey

* Adds a refund disable method, disables refund on bought ent container changes if not an action

* Removes duplicate refundcomp

* Removes unintended merges

* Removed another unintended change from merge

* removes extra using statement

* readds using statement

* might as well just remove both usings since it won't leave the PR

* Fixes Action upgrades from stores

* Changes to non obsolete method uses

* Shares spawn code between instant and world

* Adds action entity to action event, adds beforecastspellevent, adds spell requirements to magic component

* puts prereq check in spell methods, sets up template code for before cast event

* checks for required wizard clothes

* Networks Magic Comp and Wizard Clothes Comp. Renames MagicSpawnData to MagicInstantSpawnData.

* Removes posdata from projectiles

* Speech > RequiresSpeech

* Fixes ActionOnInteract

* checks for muted

* popup for missing reqs

* Validate click loc for blink spell

* Checks if doors are in range and not obstructed before opening

* Check ents by map coords

* Adds speak event

* Comments spellbooks

* Removes comments

* Unobsoletes smite spell

* Invert if

* Requirements loc

* Fixes spell reqs

* Inverts an if

* Comment updates

* Starts doafter work

* Removes doafter references

* Balances fireball upgrades to be more reasonable

* Enables refund on master spellbooks

* Spells to do

* update spellbook doafter

* knock toggles bolts

* Touch Spell comments

* Comments for pending spells

* more comments

* adds spider polymorph to spellbook

* TODOs for spells

* reorganizes spellbook categories and adds wands

* fixes spacing and adds limited conditions

* commented owner only for future store PR

* reenables owner only for the grimoire

* fixes grimoire sprite

* Adds wizard rod polymorph

* summon ghosts event

* Moves rod form to offensive category

* Adds charge spell and loc for rod polymorph

* Oops forgor the actual chages

* Item Recall comment

* Fixes UI

* removes extra field for wizard rod

* Cleanup

* New Condition (INCOMPLETE)

* Fix linter

* Fix linter (for real)

* fixed some descriptions

* adds regions to magic

* Adds a non-refund wizard grimoire, fixes blink to deselect after teleporting, reduces force wall despawn time to 12 seconds

* removes limited upgrade condition

---------

Co-authored-by: AJCM <AJCM@tutanota.com>
2024-05-18 13:55:05 +02:00
no 217e0b8d1c
Add ghost role raffles (#26629)
* Add ghost role raffles

* GRR: Fix dialogue sizing, fix merge

* GRR: Add raffle deciders (winner picker)

* GRR: Make settings prototype based with option to override

* GRR: Use Raffles folder and namespace

* GRR: DataFieldify and TimeSpanify

* GRR: Don't actually DataFieldify HashSet<ICommonSession>s

* GRR: add GetGhostRoleCount() + docs

* update engine on branch

* Ghost role raffles: docs, fix window size, cleanup, etc

* GRR: Admin UI

* GRR: Admin UI: Display initial/max/ext of selected raffle settings proto

* GRR: Make a ton of roles raffled
2024-05-07 04:43:28 +02:00
deltanedas 1c63a7364f
add ghostnado button to warp menu (#27556)
* add ghostnado button to warp menu

* translator ops

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>
2024-05-07 04:13:12 +02:00
Mr. 27 22cb3eb23a
monkey reinforcement teleporters can now select between kobold or monkey with a verb (#25982)
* inital

* Update animals.yml

* Update animals.yml

* Update Content.Server/Ghost/Roles/Components/GhostRoleMobSpawnerComponent.cs

Co-authored-by: Tayrtahn <tayrtahn@gmail.com>

* Update Content.Server/Ghost/Roles/Components/GhostRoleMobSpawnerComponent.cs

Co-authored-by: Tayrtahn <tayrtahn@gmail.com>

* Update Content.Server/Ghost/Roles/Components/GhostRoleMobSpawnerComponent.cs

Co-authored-by: Tayrtahn <tayrtahn@gmail.com>

* Update Content.Server/Ghost/Roles/Components/GhostRoleMobSpawnerComponent.cs

Co-authored-by: Tayrtahn <tayrtahn@gmail.com>

* Update Content.Server/Ghost/Roles/Components/GhostRoleMobSpawnerComponent.cs

Co-authored-by: Tayrtahn <tayrtahn@gmail.com>

* selecting different role will change the description and name

* fix name

* gargh

* the review

Hello

* e

---------

Co-authored-by: Tayrtahn <tayrtahn@gmail.com>

(cherry picked from commit 50fb91bd1837ea8a78677dbb211559ded5bba018)
2024-05-03 00:20:15 +02:00
LordEclipse 33537f03eb Make more fields VV-writeable (#21754) 2023-11-19 22:23:30 +01:00
Leon Friedrich 6601803365 Fix ghost FOV bug (#21614) 2023-11-12 20:58:56 +01:00
Kara a656b8f9df Ghost hearing action (#19722) 2023-09-27 21:59:12 +02:00
Leon Friedrich cd2489bff4 Action container rejig (#20260)
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2023-09-27 21:59:12 +02:00
deltanedas 8fd5bc3724 Roundstart antag role restrictions revival (#20108)
Co-authored-by: Ray <vigersray@gmail.com>
Co-authored-by: deltanedas <@deltanedas:kde.org>
2023-09-27 21:59:12 +02:00
LankLTE b2b88e5e9b fix ghost recoloring (#20001) 2023-09-27 21:59:12 +02:00
metalgearsloth ae99172d80 Fix makeghostrole eui (#19998) 2023-09-27 21:59:12 +02:00
metalgearsloth c9648da984 Content update for NetEntities (#18935) 2023-09-27 21:59:12 +02:00
DrSmugleaf c71f97e3a2
Refactor actions to be entities with components (#19900) 2023-09-08 18:16:05 -07:00
metalgearsloth 0b542098db
Remove ghost compref (#19478) 2023-08-25 18:50:46 +10:00
Chief-Engineer 0b8b107175
add ability to edit ghost colors (#17662) 2023-06-27 19:51:01 +10:00
Leon Friedrich 1dde5f39ab
Fix ghost respawn bug (#17511) 2023-06-21 11:04:07 +10:00
Nemanja 0604c93d50
Defibrillator (#15922)
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2023-05-03 10:10:19 +10:00
Leon Friedrich cedec8d415
Ensure EUIs close themselves (#15860) 2023-04-29 13:16:24 +10:00
deltanedas 450de80993
ghost auto gen comp state (#15304)
Co-authored-by: deltanedas <@deltanedas:kde.org>
2023-04-14 12:46:17 -07:00
metalgearsloth c8f89eca60
ECS dragdrop (#12973)
* ECS dragdrop

No more excuses.

* AAAAAAAAAAAAAA

* kry

* events

* aaaaaaaaaa

* HUH

* Fix stripping

* aaaaaa

* spoike

* asease

* fix table vaulting

* ded

* rebiew

* aaaaaaaaaaaaa

* drag

* aeaeae

* weh
2023-02-13 13:29:34 +00:00
Illiux acd24bed4d
Use EntityUID for all ghost warps (#11113) 2022-09-11 07:47:17 +10:00
wrexbe bc68ac96dd
Cleanup the namespaces (#8132) 2022-05-13 17:59:03 +10:00
Alex Evgrashin bf89483e09
Grouped ghost roles and jump button (#7300) 2022-04-02 15:06:29 -07:00
Leon Friedrich 17132385d4
Make combat check CanInteract (#7046) 2022-03-09 17:40:07 +11:00
mirrorcult ec4d4688c7
Seal/abstract/virtual everything (#6739) 2022-02-16 18:23:23 +11:00
wrexbe 17db0775c8
Auto comp (#6416) 2022-02-02 14:35:40 +11:00
metalgearsloth ec9550c2e0
Make any mind added remove ghost role (#6127) 2022-01-12 18:25:05 +11:00
wrexbe 59bd648578
Cleaned shared ghost system (#5653) 2021-12-03 20:58:03 +11:00
Paul Ritter fbcb53dcc0
pvs content (#5484)
Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
2021-11-30 15:20:38 +01:00
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
20kdc 7a03f00cfd
Placeholder pAIs, ghost role rules window (#4972) 2021-11-02 11:42:04 +11:00
metalgearsloth 7beb363285
Deprecate a bunch of IActionBlocker (#4852)
* Deprecate IActionBlocker ChangeDirectionAttempt

* Woops

* Throw and interact

* Deperacte speech

* ActionBlocker in fucking shambles

* CanEmote go byebye

* CanAttack is GONE

* IActionBlocker finally ded

* DRY
2021-10-21 13:03:14 +11:00
Leon Friedrich d5392d7f29
More admin ghost interactions (#4854)
* more aghost interactions

* restart test

and fix some yaml spacing while at it.
2021-10-13 10:40:29 -07:00
Vera Aguilera Puerto 1f72435263 Fix ghosts having empty names under certain conditions.
Fixes #4731
2021-10-06 11:56:16 +02:00
Silver e708091518
Revert "Refactor Damage to use Protoypes (#4262)"
This reverts commit 20bf5739a9.
2021-08-24 01:06:32 -06:00
Silver 20bf5739a9
Refactor Damage to use Protoypes (#4262)
* Add DamageType And DamageGroup Prototypes

* Remove DamageTypePrototype Field "name" as its redundant

* Change I/DamageableComponent to use prototypes

* Update DamageContainer, ReisistanceSet and DamageChangeData

* Change Barotrauma Component to use DamageType from DamageSystem

* Update AsteroidRockComponent

* update some more components

* update some more components

* Fix m o r e c o m p o n e n t s and their damageType

* all thats left is bug/missing node hunting then verification.

* push changes

* update submodule

* Merge fixes

* Revert "#3935 implemented suggestions from PR"

This reverts commit a9b1c7b96333ca570067d6a9df1954481005892a.

* #4219 revert of single sound removal in EmitSoundSystem

* #4219 single sounds in EmitSoundSystem should work now

* #4219 some small project tweaks

* push DGP for example

* update damagecomponent across shared and server

* fix a few bugs

* #4219 upgraded EmitSoundSystem to use SoundSpecifier

* replacing sound (collection) names with SoundSpecifier - part 1

* #4219 pr tweaks

* #4219 pr tweak

(cherry picked from commit 00b80cb1df2434259ab5df45188e176be57603af)

* emitsoundsystem tweak

* first windoor commit

* finished yaml

* windoors work #Dab

* sound + locked prototypes

* Inserted SoundSpecifier where appropiate

* added comment

* removed TryGetSound + made some SoundSpecifier datafields required

* changed some prototypes' sound paths

* test fixes

* Fix Merge issues

* Made plasma grindable (#4334)

Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
Co-authored-by: Swept <sweptwastaken@protonmail.com>

* Automatic changelog update

* Fixes invalid yaml line (#4408)

* Fix potential timer exception

* SetTile during extensions test (#4409)

Mainly so it can actually account for accurate grid bounds when doing the test

Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>

* Update submodule

* GasFilter appearance, EnabledAtmosDeviceVisualizer improvements.

* Add Enabled property to SubFloorHideComponent, make it networked. (#4404)

* Refactor IDoorCheck into entity events (#4366)

* IDoorCheck refactored to events

# Conflicts:
#	Content.Server/Atmos/TileAtmosphere.cs
#	Content.Server/Doors/Components/AirlockComponent.cs
#	Content.Server/Doors/Components/FirelockComponent.cs
#	Content.Server/Doors/Components/ServerDoorComponent.cs
#	Content.Server/Doors/IDoorCheck.cs

* namespaces

* Fix mapinit bug with refreshautoclose

* ok i guess these just didnt feel like staging today

* Automatic changelog update

* AtmosDevices can optionally process in space. (#4405)

Refactors some misc atmos things, too.

* Fix gravity generator yeeting

* Enables nullables for atmos internals

* Meth (#4186)

* adds an overdose metabolism with sensible default settings

* adds the compoenents for the run fast part of meth

* not sure what I changed here but I trust my past self to not fuck up for once

* adds basic meth recipe

* correctly names comething

* I really should've checked my spelling before making this pr

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* adds suggestion from the maintaner, who managed to get to this pr suprisingly fast

* Revert "adds suggestion from the maintaner, who managed to get to this pr suprisingly fast"

This reverts commit 9b0f07402e35ed5890b3af805691b690671b950c.

* tweak

* tweak

* git's gitting on my nerves

* some small tweaks

* don't need these anymore

* makes some stuff required

* changes the meth recipe to arbitary bullshit to get the yaml thingy to leave me alone goddamnit

* extremely minor change

* removes overdose, because however it's gonna be done, it's definitely not my way

* i should really double check every key I press

* hm

* sigh, I should be more thorough with looking at error messages.

* beenus

* gay sex is gay

* this one goes out to bingo

* reviews

* not sure why status lifetime description wasn't being commited

* Update MovespeedModifierMetabolism.cs

Co-authored-by: mirrorcult <notzombiedude@gmail.com>

* adds VV to component variables

* rebalances meth, and makes the completely unrealistic recipe properly work now

* meth effects should go away now or something do you think I test these changes before pushing??

* ah yes, orginization

* adds proper recipe and prequisite chemicals

* fixes linter hopefully

* Update chemicals.yml

* a

* starts working on prediction

* thing

* predmiction??

* changes thing

* does it properly

* uses timespan instead of timer

* uses dif timers and adds a system

* updates robust and tweaks a small thing

* Fixes

* "Fix" prediction

* starts changing the timer to timespans to avoid icky on timer end

* okay fixes the check thing but now meth is broken and I don't know why

* fixes predicition (partially)

* Delete ContentNetIDs.cs

whoops

* some changes advised by sloth

* certified scalycode fix right here

* moves resettimer to the metabolism to make it less oop stinky

* moves resettimer to the metabolism to make it less oop stinky

* gamin

* when the  is

* updates mth colour to be accurate because I forgot

* abc hard ok

* everything should be up to date now

* makes MovespeedModifierMetabolism ECS and cleans up some other stuff

* does a fixy wixy

* fix thing

* Revert "Merge branch 'master' of https://github.com/space-wizards/space-station-14 into meth"

This reverts commit 62886561098be02f9adb6352f4e858a8269d5bd5, reversing
changes made to ca34fffb5b7a40f19aec7b9e4bc37bdeab914bc1.

* Revert "Revert "Merge branch 'master' of https://github.com/space-wizards/space-station-14 into meth""

This reverts commit 4f550da19656abfd0be05f818fc6b7100252d5b8.

* fix hopefully

* updates metabolism to works with mirror's fancy new system

* updates yaml + tweaks

* bruh

* yaml moment

* :yaml moment

* Revert " :yaml moment"

This reverts commit 8cb51573c64db76d989de22acdbb9c50b2c6d052.

* 99th commit yay, also I need to not do this

* removes something that I don't need

* makes system work with this and gets rid of unnesescary check

* make the update only work on active components

* oops

* Cleanup

* alphabetise this shit

* Touchup

* Woops stupid alloc by me

* Nerf nyoom for now

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: mirrorcult <notzombiedude@gmail.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>

* Automatic changelog update

* Random offset for DefaultGrid every round (#4411)

* Random offset for DefaultGrid every round

This is useful to make coders aware of entitycoordinates and mapcoordinates being different and to help spot problems early. It also puts the onus of fixing positioning bugs back onto the original coder rather than someone else if they happen to spot it.

* Fix clickable test

* Fix entitysystemextensions

* Automatic changelog update

* Document a few atmos classes.

* Update submodule

We do a little bit of debugging

* Make pulling feel less crap (#4414)

Something something pulling refactor someday

* Automatic changelog update

* Comment joint prediction

* Add CVar for random grid offset, disable it by default.

* Fixes not taking pressure damage in space.
Fixes #4415

* Automatic changelog update

* Adds an alternate jumpsuit for botany (#4419)

* Adds an alternate botanists jumpsuit

* Updated license information

* Automatic changelog update

* Added two new small areas to maintenence (#4359)

Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>

* Automatic changelog update

* Updated meta.json to standard

* Update meta.json to standard

* a

* Revert "Update meta.json to standard"

This reverts commit 4c6702f17b.

* Revert "Updated meta.json to standard"

This reverts commit 8ea7a3ad1f.

* fix rsi

* proper sprites + visualizes nicely

* Removes broken new-line markers from a few desc.

* Fixes a localization error with solution container descriptions

* construction

* reviews + test

* remove SetLayerVisibility, doesnt work for some reason

* swept moment

* leftover

* Automatic changelog update

* Fix can't return to body bug (#4424)

* Automatic changelog update

* Update submodule

* Fix gas tile overlays on shuttles

* Offset station on roundstart again

* Fix PlaceableSurface incorrect coordinate usage.
It set world position to entity coordinate positions...

* Automatic changelog update

* Fix pickup animation incorrect coordinate usage.
Animation finalPosition was world position, while initialPosition was local position.

* Automatic changelog update

* Pointing coordinate fixes.

* Automatic changelog update

* Further pickup animation improvements.

* Adds Science Windoors (#4433)

Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>

* Gave CMO a Hardsuit (#4434)

Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>

* Automatic changelog update

* Fixed station engineer table spawn (#4436)

* Maps in windoors (#4432)

* Automatic changelog update

* Losing a head doesn't mean you lose your eyes #3956 #4061 (#4225)

Co-authored-by: Michael Will <will_m@outlook.de>

* Automatic changelog update

* Adds windoors for security and the brig. (#4441)

* Automatic changelog update

* Remaps Chemistry and Security, and some Mapping Fixes (#4442)

* Automatic changelog update

* Made the cloning pod and medical scanner constructible (#4439)

* Made the cloning machine pod constructable

* Added everything like I did but with the Medical Scanner

Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>

* Automatic changelog update

* Fix fixed-point format specifier in PowerCellComponent

* Update submodule

* Actually update submodule

The last one was a test to check if you were paying attention.

* Update maps for grid collisions (#4450)

* Update submodule

* Fixes the windoor in science. (#4444)

* Automatic changelog update

* Remove IActionBlocker.CanMove (#4449)

* Remove IActionBlocker.CanMove

Ported the remainders over to using MovementAttemptEvent which should also help make mob movement a bit faster.

* Make that check faster

* Added restrictions for what can be inserted into most belts (#4367)

* Belts now restrict what can be inserted into them

* Bandolier now only holds shotgun shells

* Tiny typo

* Another tiny typo

* Automatic changelog update

* Fix indentation

* Fix stuff

* Fix gas canister

* Organize gas canister prototype

* Fix audio occlusion

This was previously being done on every SoundComponent.

* Call SoundSystem instead

* Parents crowbar-red and merges RSIs

* Deletes old crowbar_red.rsi

* Abstracts BasePlushie and ReagentContainerBase

* Adds missing suffixes to debug items and tags them all

* Crematorium now makes a noise on start and during cremation (#4459)

* Automatic changelog update

* Refactor disposals to ECS (#4418)

* ECS up disposals

Also significantly reduced its CPU usage.

* Make update significantly less S L O W

* Start units pressurised

* Client-side flush lerping

* Fix powered not toggling UI

* Fix flush button

* InteractUsing

* Minor optimisations

* Fix collisions

* Make visual state ECS

* Almost done with shared

* Most stuff moved

* Optimise item sleeping

* Automatic changelog update

* Fix door sound dampening (#4453)

* Completely fix NPC pathfinding

Through rigorous investigation and hard work.

* Implement Entity List Display and rework StorageComponent window (#4140)

* Create EntityListDisplay

* Rework ClientStorage window

* Add styling

* Remove unnecessary colors

* Rename list

* Make scrollbar push content

* Change children update a bit

* Add old index

* Localize ClientStorageComponent

* Add size return

* Remove spaces

* Fix usings

* Fix tool sounds.
Fixes #4465

* Automatic changelog update

* Fix missing sounds (#4466)

* Fix missing sounds

* Make SoundHitSpecies fallback to SoundHit

* Fix crayon YAML

* Update PlaySoundBehavior YAML

* Fix required

* Update README.md

* Fix taser physics (#4470)

* Increase MoverController performance (#4448)

Should be a decent amount; rest will come from removing IActionBlocker.

* Remove throwing fixture error

* Update submodule

* Fix sound crash when making foam (#4476)

* Automatic changelog update

* Centers some sprites

* Fix showatmos

* Fix tests.
Flashlight RSI state names had been changed, and some places weren't updated properly

* Remove pillcomponent (#4469)

* Remove PillComponent

* Make food without any solution left delete and create trash

* Replace PillComponent references with a Pill tag

* Clean up

* Add swallow message to food

* Change to eatMessage override

* Change FoodComponent transferAmount to nullable

* Change properties to private

* ItemCabinetVisualizer uses layers (#4445)

* ItemCabinetVisualizer uses layers

* Reviews applied

* Fixes the fireaxe cabinet as well

* I'm dumb

* Fixes bedsheets being unpickupable (#4479)

* Automatic changelog update

* Adds inhands for crayons and the crayon box (#4481)

* Automatic changelog update

* Fixes cigarette animations and matches now have lit/unlit inhand sprites (#4480)

* Automatic changelog update

* Adds plant clippers and changes hydro tool sprites to be more consistent (#4482)

* Adds plant clippers

* Updates sycthe, hoe and spade sprites

* Adds inhands for radio/walkietalkie (#4483)

* Adds inhands for radio/walkietalkie and separates layers

* License thingy

* Fixes test

* Can now equip fireaxe, claymore, spear and baseball back on your back (#4484)

* Can equip spears and claymores on your back now

* Adds fireaxe and baseball bat back equip

* Automatic changelog update

* Makes Match[sticks/box] ECS, Makes Matchsticks ignite plasma

* am big dumdum pls no shed

* Owner Transform to Owner in SoundSystem calls (#4460)

* Owner Transform to Owner

* Owner Transform to Owner minor fixes

* Improve hand pickup code
This way I can break EntityCoordinates' API without breaking content.
BWAHAHAHAHAH!

* Update submodule

* Version v0.5.11 does not exist

* Update submodule

We don't talk about v0.5.12 either.

* Update submodule

For the last time

* Adds duck-related content and a seclite (#4489)

* Added rubber ducky

* Adds ducky slippers

* Adds seclite

* Update Resources/Textures/Objects/Tools/seclite.rsi/meta.json

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* Update Resources/Textures/Objects/Fun/ducky.rsi/meta.json

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* The duck slippers now quack as you walk

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* Automatic changelog update

* Adds the ability to assign equip sounds in ClothingComponent (#4485)

* Initial

* Works (Kinda)

* Polish

* Reviews

* Removes vending inventory desc and adds missing vending machine descriptions (#4493)

* Removes inventory descriptions

* Adds missing vending machine descriptions using inventory descriptions

* Woops missed a file

* Automatic changelog update

* Adds a ton more inhands (#4488)

* Removed useless loc and added inhands for some lamps

* Adds a ton of inhands to the game

* Actually adds the pill inhand

* Update Resources/Textures/Objects/Misc/utensils.rsi/meta.json

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* Update Resources/Textures/Objects/Tools/rcd.rsi/meta.json

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* Added open/close/stacklayers for Matchbox and inhands (#4496)

* Added open/close/stacklayers for Matchbox

* Added inhands for matchbox

* What am I a clown not gonna leave no indent spaces

* Adds sound to fire extinguisher safety (#4494)

* Automatic changelog update

* Adds a 6pack of Cola (#4499)

* Adds a 6pack of Cola

* Revert "Adds a 6pack of Cola"

This reverts commit 99f024b94ab3c684ce62e28018bd0fe2f26a2e09.

* Revert "Revert "Adds a 6pack of Cola""

This reverts commit 9e3d31e41c8ea61a962ad7d4d3c0ea7124e82653.

* Automatic changelog update

* Fix H-pulling? (#4425)

In retrospect the answer is easy, but man this took a while.

* Automatic changelog update

* Makes DiceComponent ECS

* Makes PlaceableSurface ECS

* Added classic announcement sound to announcements (#4504)

* Automatic changelog update

* Refactors throw events, makes cream pies ECS (#4500)

* Automatic changelog update

* Port the tumbler from Box2D (#4486)

* Subscribe TransformComponent events by-ref (#4478)

* Refactor damageablecomponent update (#4406)

* Fixing merge.

I messed up part of the merge. this should fix it?

* Barotrauma now uses prototypeManager

As System.Runtime.CompilerServices also has a [Dependency], I think I had to use the full path [Robust.Shared.IoC.Dependency]

* FlammableComponent now uses prototypeManager

* SuicideCommands now use prototypeManager

* Changed  many files to use prototypeManager to resolve damaege prototypes

Yeah.... prototype references would be very nice. maybe this was all a waste of time.

* Grouping prototypeManager.Index with datafield definitions

This will make it easier to eventually add prototype references

* removed unused variable

* Moved lines around.

Lines now consistent with other TODO PROTOTYPE blocks

* Grouping more prototypeManager.Index with datafield definitions

* Removed unnecessary code

* Added more prototypeManager indexing

These ones weren't pointed out by DrSmug. But I think this is all of them? That or my regex is shit.

* Remove redundant _damage field

* Remove redundant _currentTemperature

* Moved variables down

* Added prototypeManager indexing to TemperatureComponent

* WeaponComponent/System now use ProtptypeManager

And as far as I can tell damageType is required, and therefore should never have been null anyway?

* Make ranged weapon clumsy fire effects datafields

And yes, the order in which the clumsy effects occur is very important.

* Made damage on vital body part loss a datafield

* Renamed several damageGroup variables to group

* Capitalised DamageListToDamageGroup

* Make radiation and explosion damage types datafields

* Renamed _supportedDamageGroupIDs and _supportedDamageTypeIDs

* Fixed mistakes

Frogot to remove prototypeManager index DamageTypeTrigger, and wrong variable visibility in TemperatureComponent

* Added necessary code

Is something tragically wrong?

* MeleeWeapon damageType is not actually required

* Fixing someone else's mistakes

A search comes up with nothing in the yaml files, and its not a required field. So no one uses it? Hopefully?

* Changed and renamed damageTypeToDamageGroup

Previously would incorrectly return the total container damage for each group, not the total in the group

* renaming varitables

* Renamed variable DamageClasses

* Added dictionary converting functions

* Added ID-keyed dictionaries

* Making MedicalScanner use ID dictionaries, instead of prototype dictionaries

Oh oh no. I've been able to avoid UI & networking up until now. I have no Idea what I am doing.

* Fix Medical Scanner

* Summary (required)

The joke here is that this fixes the empty summary.

* Removed DamageableComponent.GetDamageGroup/Type

* Renamed "damage classes" to groups.

* Update ChangeDamage description

* Replaced Heal() with SettAllDamage()

Heal() was just a confusing name,

* More Class -> Group renaming

* Replace Class with Group in yaml files

DamageClassTrigger does not appear in any yaml? only in testing?
DamageTypeTrigger appears only in human.yaml?
HealthChangeMetabolism is Mostly in medicine.yml and one in soad.yaml

Why the hell is Cola metabolizable by plants? Who is pouring cola on their plants!?!?

* Fix _prototypeManager being null errors.

* Changing comments

Where are the prototype references

* MetabolismComponent doesn't give free heals anymore.

* Changes HungerComponent healing.

Previously I think it would actually damage you.  Only did this as I though it was causing the fast healing. Turns out that was just BREATHING.

* Generalised a function in DamageableComponent and moved it to DamageGroupPrototype

previously DamageTypesDictToDamageGroupDict was private to DamageableComponent, but was also quite general (nearly a static function). As this sort of function may be needed by other components using DamageGroupPrototypes in the future, I moved it there as a static function instead.

* modified DamageableComponent.ChangeDamage()

ignoreResistances was renamed to ignoreDamageResistances to make it clearer that it had no effect on healing.

Now uses default argument for ignoreDamageResistances, so when healing you are not forced to specify an argument that does nothing.

Also made some general changes to ignoreResistances()

* Changed class->group and added missing damage type functionality to DamageContainerPrototypes

* Added Comments to damage.yml

* Misc Changes to DamageableComponent

* Differentiated between group support and group applicability

So far, every damage type is a member of one, and only one, damage group. So this change has no real effect so far.

* Added proposed alternative to ChangeDamage()

* fixed error in DamageGroupPrototype

* Changes to DamageableComponent

Lots of changes to comments.
Some variables renamed in IDamageableComponent and DamageableComponent (also required renaming in other files)

Some minor logic changes, mostly for incorrect descirptions of boolean return values.

Also further differentiating between ApplicableGroups and SupportedGroups... if that will ever even matter

* Generalised MedicalScannerComponent

If needed, can print miscellaneous damage types now

* Fixed HealthChangeMetabolism bug

* Changing Comments around

* More questions

* Made Barotrauma default to blunt

* Fix RejuvenateTest.cs

* Comments

* Coments and variable names

* fix some master-merge issues

* Removed redundant fields

* Misc changes for readbility of PR diff

* Consistent naming

* Fixed atmos damage bug

* Removed Ranting

* Fixed Hunger after I broke it

* Fixing Bugs

* Removed stupid question

* Removed more stupid questions

* Fix potential null errors.

* Made boolean return values consistent

Also renamed several functions, to make it clear they return a bool. Docs were also updated.

* Removed IoCManager.InjectDependencies()

* Removed unnecessary 'suffocation' prefix

* Fixed Spelling

Also removed accidentally left in logger call

* Fixed Medical Scanner

* Apply suggestions from code review

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

* Changing comments and whitespaces

* Made damage thresholds trigger  datafields required

* So many typos

* Changes to DamageableComponents

Changed documentation in IDamageableComponent

Made testing code more readable.

Relabelled groups as 'Applicable' either 'Fully Supported'

* Removed function and degeneralised

* Update DamageableComponent.cs

Removed unused parameters
Fixed Networking

* Added IoCManager.Resolve

* Now using alternative TryChangeDamage()

* Removed function from DamageGroupPrototype

* Removing comments

* Remove bad if statement?

* Fix damageChanged ordering

* Fix hurt server command

* Changed //TODO PROTOTYPE blocks

Now use PrototypeManager differently. Wherever possible, only retrieve the prototype once.

Also added default damage types to some more datafields

* Update Content.Shared/Damage/Container/DamageContainerPrototype.cs

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

* renamed _accumulatedHealth -> _accumulatedDamage and added TODOs

* Another class-> group

* Fix bug in generalisation of damage container prototypes

* Addes Tests to make sure I dont keep adding bugs to my own code.

* Changed Return values when setting

* Removed unused class

* Added more tests, split tests into three files

* Made damage types public and VV read-write-able

* Minor changes to DamageableComponent

Replaced internal use of GetDamagePerType with _damageDict and removed some unnecessary fields

* Fix Suicide, by adding IoC Resolve()

* Fix DamageGroupTrigger bug

* Fix typos in tests

* Change comments./docstrings & spacing

* Merge tests, use test prototypes

Co-authored-by: Leon Friedrich <60421075+leonsfriedrich@users.noreply.github.com>
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>

* Add Alt-click functionality (#4497)

* Fix ItemSlot Bug

* Add Alt-use Key

* Fix TransferAmount window bug

* Alt-click functionality

* Added AltInteract verbs

* Add new verbs

* verb icons

* Changed Comments

* Change Comments

* Fix disposal verbs

* Changed Get...() to Get...OrNull()

* Changed alt-interact combat behaviour

* Update verb icons

* Inventory interact event

* Add Alt+E secondary binding

* Add alt-z keybinding

* Rename AltUse -> AltActivateItemInWorld

* Automatic changelog update

* Fixes chocolate/energy bar (#4503)

* Bring refactor-damageablecomponent branch up-to-date with master (#4510)

* Revert "#3935 implemented suggestions from PR"

This reverts commit a9b1c7b96333ca570067d6a9df1954481005892a.

* #4219 revert of single sound removal in EmitSoundSystem

* #4219 single sounds in EmitSoundSystem should work now

* #4219 some small project tweaks

* #4219 upgraded EmitSoundSystem to use SoundSpecifier

* replacing sound (collection) names with SoundSpecifier - part 1

* #4219 pr tweaks

* #4219 pr tweak

(cherry picked from commit 00b80cb1df2434259ab5df45188e176be57603af)

* emitsoundsystem tweak

* first windoor commit

* finished yaml

* windoors work #Dab

* sound + locked prototypes

* Inserted SoundSpecifier where appropiate

* added comment

* removed TryGetSound + made some SoundSpecifier datafields required

* changed some prototypes' sound paths

* test fixes

* Made plasma grindable (#4334)

Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
Co-authored-by: Swept <sweptwastaken@protonmail.com>

* Automatic changelog update

* Fixes invalid yaml line (#4408)

* Fix potential timer exception

* SetTile during extensions test (#4409)

Mainly so it can actually account for accurate grid bounds when doing the test

Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>

* Update submodule

* GasFilter appearance, EnabledAtmosDeviceVisualizer improvements.

* Add Enabled property to SubFloorHideComponent, make it networked. (#4404)

* Refactor IDoorCheck into entity events (#4366)

* IDoorCheck refactored to events

# Conflicts:
#	Content.Server/Atmos/TileAtmosphere.cs
#	Content.Server/Doors/Components/AirlockComponent.cs
#	Content.Server/Doors/Components/FirelockComponent.cs
#	Content.Server/Doors/Components/ServerDoorComponent.cs
#	Content.Server/Doors/IDoorCheck.cs

* namespaces

* Fix mapinit bug with refreshautoclose

* ok i guess these just didnt feel like staging today

* Automatic changelog update

* AtmosDevices can optionally process in space. (#4405)

Refactors some misc atmos things, too.

* Fix gravity generator yeeting

* Enables nullables for atmos internals

* Meth (#4186)

* adds an overdose metabolism with sensible default settings

* adds the compoenents for the run fast part of meth

* not sure what I changed here but I trust my past self to not fuck up for once

* adds basic meth recipe

* correctly names comething

* I really should've checked my spelling before making this pr

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* adds suggestion from the maintaner, who managed to get to this pr suprisingly fast

* Revert "adds suggestion from the maintaner, who managed to get to this pr suprisingly fast"

This reverts commit 9b0f07402e35ed5890b3af805691b690671b950c.

* tweak

* tweak

* git's gitting on my nerves

* some small tweaks

* don't need these anymore

* makes some stuff required

* changes the meth recipe to arbitary bullshit to get the yaml thingy to leave me alone goddamnit

* extremely minor change

* removes overdose, because however it's gonna be done, it's definitely not my way

* i should really double check every key I press

* hm

* sigh, I should be more thorough with looking at error messages.

* beenus

* gay sex is gay

* this one goes out to bingo

* reviews

* not sure why status lifetime description wasn't being commited

* Update MovespeedModifierMetabolism.cs

Co-authored-by: mirrorcult <notzombiedude@gmail.com>

* adds VV to component variables

* rebalances meth, and makes the completely unrealistic recipe properly work now

* meth effects should go away now or something do you think I test these changes before pushing??

* ah yes, orginization

* adds proper recipe and prequisite chemicals

* fixes linter hopefully

* Update chemicals.yml

* a

* starts working on prediction

* thing

* predmiction??

* changes thing

* does it properly

* uses timespan instead of timer

* uses dif timers and adds a system

* updates robust and tweaks a small thing

* Fixes

* "Fix" prediction

* starts changing the timer to timespans to avoid icky on timer end

* okay fixes the check thing but now meth is broken and I don't know why

* fixes predicition (partially)

* Delete ContentNetIDs.cs

whoops

* some changes advised by sloth

* certified scalycode fix right here

* moves resettimer to the metabolism to make it less oop stinky

* moves resettimer to the metabolism to make it less oop stinky

* gamin

* when the  is

* updates mth colour to be accurate because I forgot

* abc hard ok

* everything should be up to date now

* makes MovespeedModifierMetabolism ECS and cleans up some other stuff

* does a fixy wixy

* fix thing

* Revert "Merge branch 'master' of https://github.com/space-wizards/space-station-14 into meth"

This reverts commit 62886561098be02f9adb6352f4e858a8269d5bd5, reversing
changes made to ca34fffb5b7a40f19aec7b9e4bc37bdeab914bc1.

* Revert "Revert "Merge branch 'master' of https://github.com/space-wizards/space-station-14 into meth""

This reverts commit 4f550da19656abfd0be05f818fc6b7100252d5b8.

* fix hopefully

* updates metabolism to works with mirror's fancy new system

* updates yaml + tweaks

* bruh

* yaml moment

* :yaml moment

* Revert " :yaml moment"

This reverts commit 8cb51573c64db76d989de22acdbb9c50b2c6d052.

* 99th commit yay, also I need to not do this

* removes something that I don't need

* makes system work with this and gets rid of unnesescary check

* make the update only work on active components

* oops

* Cleanup

* alphabetise this shit

* Touchup

* Woops stupid alloc by me

* Nerf nyoom for now

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: mirrorcult <notzombiedude@gmail.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>

* Automatic changelog update

* Random offset for DefaultGrid every round (#4411)

* Random offset for DefaultGrid every round

This is useful to make coders aware of entitycoordinates and mapcoordinates being different and to help spot problems early. It also puts the onus of fixing positioning bugs back onto the original coder rather than someone else if they happen to spot it.

* Fix clickable test

* Fix entitysystemextensions

* Automatic changelog update

* Document a few atmos classes.

* Update submodule

We do a little bit of debugging

* Make pulling feel less crap (#4414)

Something something pulling refactor someday

* Automatic changelog update

* Comment joint prediction

* Add CVar for random grid offset, disable it by default.

* Fixes not taking pressure damage in space.
Fixes #4415

* Automatic changelog update

* Adds an alternate jumpsuit for botany (#4419)

* Adds an alternate botanists jumpsuit

* Updated license information

* Automatic changelog update

* Added two new small areas to maintenence (#4359)

Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>

* Automatic changelog update

* Updated meta.json to standard

* Update meta.json to standard

* a

* Revert "Update meta.json to standard"

This reverts commit 4c6702f17b.

* Revert "Updated meta.json to standard"

This reverts commit 8ea7a3ad1f.

* fix rsi

* proper sprites + visualizes nicely

* Removes broken new-line markers from a few desc.

* Fixes a localization error with solution container descriptions

* construction

* reviews + test

* remove SetLayerVisibility, doesnt work for some reason

* swept moment

* leftover

* Automatic changelog update

* Fix can't return to body bug (#4424)

* Automatic changelog update

* Update submodule

* Fix gas tile overlays on shuttles

* Offset station on roundstart again

* Fix PlaceableSurface incorrect coordinate usage.
It set world position to entity coordinate positions...

* Automatic changelog update

* Fix pickup animation incorrect coordinate usage.
Animation finalPosition was world position, while initialPosition was local position.

* Automatic changelog update

* Pointing coordinate fixes.

* Automatic changelog update

* Further pickup animation improvements.

* Adds Science Windoors (#4433)

Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>

* Gave CMO a Hardsuit (#4434)

Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>

* Automatic changelog update

* Fixed station engineer table spawn (#4436)

* Maps in windoors (#4432)

* Automatic changelog update

* Losing a head doesn't mean you lose your eyes #3956 #4061 (#4225)

Co-authored-by: Michael Will <will_m@outlook.de>

* Automatic changelog update

* Adds windoors for security and the brig. (#4441)

* Automatic changelog update

* Remaps Chemistry and Security, and some Mapping Fixes (#4442)

* Automatic changelog update

* Made the cloning pod and medical scanner constructible (#4439)

* Made the cloning machine pod constructable

* Added everything like I did but with the Medical Scanner

Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>

* Automatic changelog update

* Fix fixed-point format specifier in PowerCellComponent

* Update submodule

* Actually update submodule

The last one was a test to check if you were paying attention.

* Update maps for grid collisions (#4450)

* Update submodule

* Fixes the windoor in science. (#4444)

* Automatic changelog update

* Remove IActionBlocker.CanMove (#4449)

* Remove IActionBlocker.CanMove

Ported the remainders over to using MovementAttemptEvent which should also help make mob movement a bit faster.

* Make that check faster

* Added restrictions for what can be inserted into most belts (#4367)

* Belts now restrict what can be inserted into them

* Bandolier now only holds shotgun shells

* Tiny typo

* Another tiny typo

* Automatic changelog update

* Fix indentation

* Fix stuff

* Fix gas canister

* Organize gas canister prototype

* Fix audio occlusion

This was previously being done on every SoundComponent.

* Call SoundSystem instead

* Parents crowbar-red and merges RSIs

* Deletes old crowbar_red.rsi

* Abstracts BasePlushie and ReagentContainerBase

* Adds missing suffixes to debug items and tags them all

* Crematorium now makes a noise on start and during cremation (#4459)

* Automatic changelog update

* Refactor disposals to ECS (#4418)

* ECS up disposals

Also significantly reduced its CPU usage.

* Make update significantly less S L O W

* Start units pressurised

* Client-side flush lerping

* Fix powered not toggling UI

* Fix flush button

* InteractUsing

* Minor optimisations

* Fix collisions

* Make visual state ECS

* Almost done with shared

* Most stuff moved

* Optimise item sleeping

* Automatic changelog update

* Fix door sound dampening (#4453)

* Completely fix NPC pathfinding

Through rigorous investigation and hard work.

* Implement Entity List Display and rework StorageComponent window (#4140)

* Create EntityListDisplay

* Rework ClientStorage window

* Add styling

* Remove unnecessary colors

* Rename list

* Make scrollbar push content

* Change children update a bit

* Add old index

* Localize ClientStorageComponent

* Add size return

* Remove spaces

* Fix usings

* Fix tool sounds.
Fixes #4465

* Automatic changelog update

* Fix missing sounds (#4466)

* Fix missing sounds

* Make SoundHitSpecies fallback to SoundHit

* Fix crayon YAML

* Update PlaySoundBehavior YAML

* Fix required

* Update README.md

* Fix taser physics (#4470)

* Increase MoverController performance (#4448)

Should be a decent amount; rest will come from removing IActionBlocker.

* Remove throwing fixture error

* Update submodule

* Fix sound crash when making foam (#4476)

* Automatic changelog update

* Centers some sprites

* Fix showatmos

* Fix tests.
Flashlight RSI state names had been changed, and some places weren't updated properly

* Remove pillcomponent (#4469)

* Remove PillComponent

* Make food without any solution left delete and create trash

* Replace PillComponent references with a Pill tag

* Clean up

* Add swallow message to food

* Change to eatMessage override

* Change FoodComponent transferAmount to nullable

* Change properties to private

* ItemCabinetVisualizer uses layers (#4445)

* ItemCabinetVisualizer uses layers

* Reviews applied

* Fixes the fireaxe cabinet as well

* I'm dumb

* Fixes bedsheets being unpickupable (#4479)

* Automatic changelog update

* Adds inhands for crayons and the crayon box (#4481)

* Automatic changelog update

* Fixes cigarette animations and matches now have lit/unlit inhand sprites (#4480)

* Automatic changelog update

* Adds plant clippers and changes hydro tool sprites to be more consistent (#4482)

* Adds plant clippers

* Updates sycthe, hoe and spade sprites

* Adds inhands for radio/walkietalkie (#4483)

* Adds inhands for radio/walkietalkie and separates layers

* License thingy

* Fixes test

* Can now equip fireaxe, claymore, spear and baseball back on your back (#4484)

* Can equip spears and claymores on your back now

* Adds fireaxe and baseball bat back equip

* Automatic changelog update

* Makes Match[sticks/box] ECS, Makes Matchsticks ignite plasma

* am big dumdum pls no shed

* Owner Transform to Owner in SoundSystem calls (#4460)

* Owner Transform to Owner

* Owner Transform to Owner minor fixes

* Improve hand pickup code
This way I can break EntityCoordinates' API without breaking content.
BWAHAHAHAHAH!

* Update submodule

* Version v0.5.11 does not exist

* Update submodule

We don't talk about v0.5.12 either.

* Update submodule

For the last time

* Adds duck-related content and a seclite (#4489)

* Added rubber ducky

* Adds ducky slippers

* Adds seclite

* Update Resources/Textures/Objects/Tools/seclite.rsi/meta.json

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* Update Resources/Textures/Objects/Fun/ducky.rsi/meta.json

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* The duck slippers now quack as you walk

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* Automatic changelog update

* Adds the ability to assign equip sounds in ClothingComponent (#4485)

* Initial

* Works (Kinda)

* Polish

* Reviews

* Removes vending inventory desc and adds missing vending machine descriptions (#4493)

* Removes inventory descriptions

* Adds missing vending machine descriptions using inventory descriptions

* Woops missed a file

* Automatic changelog update

* Adds a ton more inhands (#4488)

* Removed useless loc and added inhands for some lamps

* Adds a ton of inhands to the game

* Actually adds the pill inhand

* Update Resources/Textures/Objects/Misc/utensils.rsi/meta.json

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* Update Resources/Textures/Objects/Tools/rcd.rsi/meta.json

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* Added open/close/stacklayers for Matchbox and inhands (#4496)

* Added open/close/stacklayers for Matchbox

* Added inhands for matchbox

* What am I a clown not gonna leave no indent spaces

* Adds sound to fire extinguisher safety (#4494)

* Automatic changelog update

* Adds a 6pack of Cola (#4499)

* Adds a 6pack of Cola

* Revert "Adds a 6pack of Cola"

This reverts commit 99f024b94ab3c684ce62e28018bd0fe2f26a2e09.

* Revert "Revert "Adds a 6pack of Cola""

This reverts commit 9e3d31e41c8ea61a962ad7d4d3c0ea7124e82653.

* Automatic changelog update

* Fix H-pulling? (#4425)

In retrospect the answer is easy, but man this took a while.

* Automatic changelog update

* Makes DiceComponent ECS

* Makes PlaceableSurface ECS

* Added classic announcement sound to announcements (#4504)

* Automatic changelog update

* Refactors throw events, makes cream pies ECS (#4500)

* Automatic changelog update

* Port the tumbler from Box2D (#4486)

* Subscribe TransformComponent events by-ref (#4478)

* Add Alt-click functionality (#4497)

* Fix ItemSlot Bug

* Add Alt-use Key

* Fix TransferAmount window bug

* Alt-click functionality

* Added AltInteract verbs

* Add new verbs

* verb icons

* Changed Comments

* Change Comments

* Fix disposal verbs

* Changed Get...() to Get...OrNull()

* Changed alt-interact combat behaviour

* Update verb icons

* Inventory interact event

* Add Alt+E secondary binding

* Add alt-z keybinding

* Rename AltUse -> AltActivateItemInWorld

* Automatic changelog update

* Fixes chocolate/energy bar (#4503)

* Fix merge issues

Co-authored-by: Galactic Chimp <GalacticChimpanzee@gmail.com>
Co-authored-by: Kara Dinyes <lunarautomaton6@gmail.com>
Co-authored-by: SethLafuente <84478872+SethLafuente@users.noreply.github.com>
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
Co-authored-by: Swept <sweptwastaken@protonmail.com>
Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com>
Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Vera Aguilera Puerto <gradientvera@outlook.com>
Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
Co-authored-by: ScalyChimp <72841710+scaly-chimp@users.noreply.github.com>
Co-authored-by: mirrorcult <notzombiedude@gmail.com>
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
Co-authored-by: Jaskanbe <86671825+Jaskanbe@users.noreply.github.com>
Co-authored-by: scrato <Mickaello2003@gmx.de>
Co-authored-by: Michael Will <will_m@outlook.de>
Co-authored-by: TimrodDX <timrod@gmail.com>
Co-authored-by: Leon Friedrich <60421075+leonsfriedrich@users.noreply.github.com>
Co-authored-by: Ygg01 <y.laughing.man.y@gmail.com>
Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
Co-authored-by: ColdAutumnRain <73938872+ColdAutumnRain@users.noreply.github.com>
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* Singularity fixes (#4383)

* Singularity fixes

* Fix the rest

* Woops

* ahh

* Nerf singulo for now

* Final touchups for now

* Review

* Automatic changelog update

* Fix PA construction crash, make it clear that PA construction needs LV cables (#4506)

* Automatic changelog update

* Add security barriers (#4458)

* Add sprites

* Lock system now raises lock toggle events

* Add prototype and barrier system

* Toggle lock on click

* Barrier blocks bullets (like a real wall)

* Barrier now destroyable

* Fancy visualzer and lighting. Also unlock by default

* Deleted comma

* Ignored components?

* Update Resources/Prototypes/Entities/Objects/Specific/Security/barrier.yml

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Update Resources/Prototypes/Entities/Objects/Specific/Security/barrier.yml

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Toggle Lock no longer handled

* Made it much easier to move through airlocks

Co-authored-by: Swept <sweptwastaken@protonmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Automatic changelog update

* Updates name of LV cable coil

* Admin ghosts can now interact with stuff (#4178)

* Ghosts now have a bool for interacting with stuff

* Wrong ghost

* Simping for Swept

* Merge cleanup

* IT'S ODNE

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>

* Automatic changelog update

* Added Basic Parts Technology (#4440)

* Added parts Technology

* is something they're something

bad grammar

* Update Parts.yml

* Update technologies.yml

Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
Co-authored-by: Swept <sweptwastaken@protonmail.com>

* Add basic meteor swarm (#4420)

* Add basic meteor swarm

* Map fixes

* Dependency cache

* Fix projectile crash

* Last of the reviews

* Automatic changelog update

* Update content for PhysicsMapComponent (#4462)

* Update content for PhysicsMapComponent

* Fix command

* Cache broadphasesystem

* Update submodule

* Update SS14 for grid contraction (#4452)

* Update SS14 for grid contraction

* Remove more dummy chunks

* Update submodule

* ratio's rects

* Add DamageType And DamageGroup Prototypes

* Remove DamageTypePrototype Field "name" as its redundant

* Change I/DamageableComponent to use prototypes

* Update DamageContainer, ReisistanceSet and DamageChangeData

* Change Barotrauma Component to use DamageType from DamageSystem

* Update AsteroidRockComponent

* update some more components

* update some more components

* Fix m o r e c o m p o n e n t s and their damageType

* all thats left is bug/missing node hunting then verification.

* push changes

* update submodule

* Merge fixes

* push DGP for example

* update damagecomponent across shared and server

* fix a few bugs

* Fix Merge issues

* Refactor damageablecomponent update (#4406)

* Fixing merge.

I messed up part of the merge. this should fix it?

* Barotrauma now uses prototypeManager

As System.Runtime.CompilerServices also has a [Dependency], I think I had to use the full path [Robust.Shared.IoC.Dependency]

* FlammableComponent now uses prototypeManager

* SuicideCommands now use prototypeManager

* Changed  many files to use prototypeManager to resolve damaege prototypes

Yeah.... prototype references would be very nice. maybe this was all a waste of time.

* Grouping prototypeManager.Index with datafield definitions

This will make it easier to eventually add prototype references

* removed unused variable

* Moved lines around.

Lines now consistent with other TODO PROTOTYPE blocks

* Grouping more prototypeManager.Index with datafield definitions

* Removed unnecessary code

* Added more prototypeManager indexing

These ones weren't pointed out by DrSmug. But I think this is all of them? That or my regex is shit.

* Remove redundant _damage field

* Remove redundant _currentTemperature

* Moved variables down

* Added prototypeManager indexing to TemperatureComponent

* WeaponComponent/System now use ProtptypeManager

And as far as I can tell damageType is required, and therefore should never have been null anyway?

* Make ranged weapon clumsy fire effects datafields

And yes, the order in which the clumsy effects occur is very important.

* Made damage on vital body part loss a datafield

* Renamed several damageGroup variables to group

* Capitalised DamageListToDamageGroup

* Make radiation and explosion damage types datafields

* Renamed _supportedDamageGroupIDs and _supportedDamageTypeIDs

* Fixed mistakes

Frogot to remove prototypeManager index DamageTypeTrigger, and wrong variable visibility in TemperatureComponent

* Added necessary code

Is something tragically wrong?

* MeleeWeapon damageType is not actually required

* Fixing someone else's mistakes

A search comes up with nothing in the yaml files, and its not a required field. So no one uses it? Hopefully?

* Changed and renamed damageTypeToDamageGroup

Previously would incorrectly return the total container damage for each group, not the total in the group

* renaming varitables

* Renamed variable DamageClasses

* Added dictionary converting functions

* Added ID-keyed dictionaries

* Making MedicalScanner use ID dictionaries, instead of prototype dictionaries

Oh oh no. I've been able to avoid UI & networking up until now. I have no Idea what I am doing.

* Fix Medical Scanner

* Summary (required)

The joke here is that this fixes the empty summary.

* Removed DamageableComponent.GetDamageGroup/Type

* Renamed "damage classes" to groups.

* Update ChangeDamage description

* Replaced Heal() with SettAllDamage()

Heal() was just a confusing name,

* More Class -> Group renaming

* Replace Class with Group in yaml files

DamageClassTrigger does not appear in any yaml? only in testing?
DamageTypeTrigger appears only in human.yaml?
HealthChangeMetabolism is Mostly in medicine.yml and one in soad.yaml

Why the hell is Cola metabolizable by plants? Who is pouring cola on their plants!?!?

* Fix _prototypeManager being null errors.

* Changing comments

Where are the prototype references

* MetabolismComponent doesn't give free heals anymore.

* Changes HungerComponent healing.

Previously I think it would actually damage you.  Only did this as I though it was causing the fast healing. Turns out that was just BREATHING.

* Generalised a function in DamageableComponent and moved it to DamageGroupPrototype

previously DamageTypesDictToDamageGroupDict was private to DamageableComponent, but was also quite general (nearly a static function). As this sort of function may be needed by other components using DamageGroupPrototypes in the future, I moved it there as a static function instead.

* modified DamageableComponent.ChangeDamage()

ignoreResistances was renamed to ignoreDamageResistances to make it clearer that it had no effect on healing.

Now uses default argument for ignoreDamageResistances, so when healing you are not forced to specify an argument that does nothing.

Also made some general changes to ignoreResistances()

* Changed class->group and added missing damage type functionality to DamageContainerPrototypes

* Added Comments to damage.yml

* Misc Changes to DamageableComponent

* Differentiated between group support and group applicability

So far, every damage type is a member of one, and only one, damage group. So this change has no real effect so far.

* Added proposed alternative to ChangeDamage()

* fixed error in DamageGroupPrototype

* Changes to DamageableComponent

Lots of changes to comments.
Some variables renamed in IDamageableComponent and DamageableComponent (also required renaming in other files)

Some minor logic changes, mostly for incorrect descirptions of boolean return values.

Also further differentiating between ApplicableGroups and SupportedGroups... if that will ever even matter

* Generalised MedicalScannerComponent

If needed, can print miscellaneous damage types now

* Fixed HealthChangeMetabolism bug

* Changing Comments around

* More questions

* Made Barotrauma default to blunt

* Fix RejuvenateTest.cs

* Comments

* Coments and variable names

* fix some master-merge issues

* Removed redundant fields

* Misc changes for readbility of PR diff

* Consistent naming

* Fixed atmos damage bug

* Removed Ranting

* Fixed Hunger after I broke it

* Fixing Bugs

* Removed stupid question

* Removed more stupid questions

* Fix potential null errors.

* Made boolean return values consistent

Also renamed several functions, to make it clear they return a bool. Docs were also updated.

* Removed IoCManager.InjectDependencies()

* Removed unnecessary 'suffocation' prefix

* Fixed Spelling

Also removed accidentally left in logger call

* Fixed Medical Scanner

* Apply suggestions from code review

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

* Changing comments and whitespaces

* Made damage thresholds trigger  datafields required

* So many typos

* Changes to DamageableComponents

Changed documentation in IDamageableComponent

Made testing code more readable.

Relabelled groups as 'Applicable' either 'Fully Supported'

* Removed function and degeneralised

* Update DamageableComponent.cs

Removed unused parameters
Fixed Networking

* Added IoCManager.Resolve

* Now using alternative TryChangeDamage()

* Removed function from DamageGroupPrototype

* Removing comments

* Remove bad if statement?

* Fix damageChanged ordering

* Fix hurt server command

* Changed //TODO PROTOTYPE blocks

Now use PrototypeManager differently. Wherever possible, only retrieve the prototype once.

Also added default damage types to some more datafields

* Update Content.Shared/Damage/Container/DamageContainerPrototype.cs

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

* renamed _accumulatedHealth -> _accumulatedDamage and added TODOs

* Another class-> group

* Fix bug in generalisation of damage container prototypes

* Addes Tests to make sure I dont keep adding bugs to my own code.

* Changed Return values when setting

* Removed unused class

* Added more tests, split tests into three files

* Made damage types public and VV read-write-able

* Minor changes to DamageableComponent

Replaced internal use of GetDamagePerType with _damageDict and removed some unnecessary fields

* Fix Suicide, by adding IoC Resolve()

* Fix DamageGroupTrigger bug

* Fix typos in tests

* Change comments./docstrings & spacing

* Merge tests, use test prototypes

Co-authored-by: Leon Friedrich <60421075+leonsfriedrich@users.noreply.github.com>
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>

* Bring refactor-damageablecomponent branch up-to-date with master (#4510)

* Revert "#3935 implemented suggestions from PR"

This reverts commit a9b1c7b96333ca570067d6a9df1954481005892a.

* #4219 revert of single sound removal in EmitSoundSystem

* #4219 single sounds in EmitSoundSystem should work now

* #4219 some small project tweaks

* #4219 upgraded EmitSoundSystem to use SoundSpecifier

* replacing sound (collection) names with SoundSpecifier - part 1

* #4219 pr tweaks

* #4219 pr tweak

(cherry picked from commit 00b80cb1df2434259ab5df45188e176be57603af)

* emitsoundsystem tweak

* first windoor commit

* finished yaml

* windoors work #Dab

* sound + locked prototypes

* Inserted SoundSpecifier where appropiate

* added comment

* removed TryGetSound + made some SoundSpecifier datafields required

* changed some prototypes' sound paths

* test fixes

* Made plasma grindable (#4334)

Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
Co-authored-by: Swept <sweptwastaken@protonmail.com>

* Automatic changelog update

* Fixes invalid yaml line (#4408)

* Fix potential timer exception

* SetTile during extensions test (#4409)

Mainly so it can actually account for accurate grid bounds when doing the test

Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>

* Update submodule

* GasFilter appearance, EnabledAtmosDeviceVisualizer improvements.

* Add Enabled property to SubFloorHideComponent, make it networked. (#4404)

* Refactor IDoorCheck into entity events (#4366)

* IDoorCheck refactored to events

# Conflicts:
#	Content.Server/Atmos/TileAtmosphere.cs
#	Content.Server/Doors/Components/AirlockComponent.cs
#	Content.Server/Doors/Components/FirelockComponent.cs
#	Content.Server/Doors/Components/ServerDoorComponent.cs
#	Content.Server/Doors/IDoorCheck.cs

* namespaces

* Fix mapinit bug with refreshautoclose

* ok i guess these just didnt feel like staging today

* Automatic changelog update

* AtmosDevices can optionally process in space. (#4405)

Refactors some misc atmos things, too.

* Fix gravity generator yeeting

* Enables nullables for atmos internals

* Meth (#4186)

* adds an overdose metabolism with sensible default settings

* adds the compoenents for the run fast part of meth

* not sure what I changed here but I trust my past self to not fuck up for once

* adds basic meth recipe

* correctly names comething

* I really should've checked my spelling before making this pr

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* adds suggestion from the maintaner, who managed to get to this pr suprisingly fast

* Revert "adds suggestion from the maintaner, who managed to get to this pr suprisingly fast"

This reverts commit 9b0f07402e35ed5890b3af805691b690671b950c.

* tweak

* tweak

* git's gitting on my nerves

* some small tweaks

* don't need these anymore

* makes some stuff required

* changes the meth recipe to arbitary bullshit to get the yaml thingy to leave me alone goddamnit

* extremely minor change

* removes overdose, because however it's gonna be done, it's definitely not my way

* i should really double check every key I press

* hm

* sigh, I should be more thorough with looking at error messages.

* beenus

* gay sex is gay

* this one goes out to bingo

* reviews

* not sure why status lifetime description wasn't being commited

* Update MovespeedModifierMetabolism.cs

Co-authored-by: mirrorcult <notzombiedude@gmail.com>

* adds VV to component variables

* rebalances meth, and makes the completely unrealistic recipe properly work now

* meth effects should go away now or something do you think I test these changes before pushing??

* ah yes, orginization

* adds proper recipe and prequisite chemicals

* fixes linter hopefully

* Update chemicals.yml

* a

* starts working on prediction

* thing

* predmiction??

* changes thing

* does it properly

* uses timespan instead of timer

* uses dif timers and adds a system

* updates robust and tweaks a small thing

* Fixes

* "Fix" prediction

* starts changing the timer to timespans to avoid icky on timer end

* okay fixes the check thing but now meth is broken and I don't know why

* fixes predicition (partially)

* Delete ContentNetIDs.cs

whoops

* some changes advised by sloth

* certified scalycode fix right here

* moves resettimer to the metabolism to make it less oop stinky

* moves resettimer to the metabolism to make it less oop stinky

* gamin

* when the  is

* updates mth colour to be accurate because I forgot

* abc hard ok

* everything should be up to date now

* makes MovespeedModifierMetabolism ECS and cleans up some other stuff

* does a fixy wixy

* fix thing

* Revert "Merge branch 'master' of https://github.com/space-wizards/space-station-14 into meth"

This reverts commit 62886561098be02f9adb6352f4e858a8269d5bd5, reversing
changes made to ca34fffb5b7a40f19aec7b9e4bc37bdeab914bc1.

* Revert "Revert "Merge branch 'master' of https://github.com/space-wizards/space-station-14 into meth""

This reverts commit 4f550da19656abfd0be05f818fc6b7100252d5b8.

* fix hopefully

* updates metabolism to works with mirror's fancy new system

* updates yaml + tweaks

* bruh

* yaml moment

* :yaml moment

* Revert " :yaml moment"

This reverts commit 8cb51573c64db76d989de22acdbb9c50b2c6d052.

* 99th commit yay, also I need to not do this

* removes something that I don't need

* makes system work with this and gets rid of unnesescary check

* make the update only work on active components

* oops

* Cleanup

* alphabetise this shit

* Touchup

* Woops stupid alloc by me

* Nerf nyoom for now

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: mirrorcult <notzombiedude@gmail.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>

* Automatic changelog update

* Random offset for DefaultGrid every round (#4411)

* Random offset for DefaultGrid every round

This is useful to make coders aware of entitycoordinates and mapcoordinates being different and to help spot problems early. It also puts the onus of fixing positioning bugs back onto the original coder rather than someone else if they happen to spot it.

* Fix clickable test

* Fix entitysystemextensions

* Automatic changelog update

* Document a few atmos classes.

* Update submodule

We do a little bit of debugging

* Make pulling feel less crap (#4414)

Something something pulling refactor someday

* Automatic changelog update

* Comment joint prediction

* Add CVar for random grid offset, disable it by default.

* Fixes not taking pressure damage in space.
Fixes #4415

* Automatic changelog update

* Adds an alternate jumpsuit for botany (#4419)

* Adds an alternate botanists jumpsuit

* Updated license information

* Automatic changelog update

* Added two new small areas to maintenence (#4359)

Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>

* Automatic changelog update

* Updated meta.json to standard

* Update meta.json to standard

* a

* Revert "Update meta.json to standard"

This reverts commit 4c6702f17b.

* Revert "Updated meta.json to standard"

This reverts commit 8ea7a3ad1f.

* fix rsi

* proper sprites + visualizes nicely

* Removes broken new-line markers from a few desc.

* Fixes a localization error with solution container descriptions

* construction

* reviews + test

* remove SetLayerVisibility, doesnt work for some reason

* swept moment

* leftover

* Automatic changelog update

* Fix can't return to body bug (#4424)

* Automatic changelog update

* Update submodule

* Fix gas tile overlays on shuttles

* Offset station on roundstart again

* Fix PlaceableSurface incorrect coordinate usage.
It set world position to entity coordinate positions...

* Automatic changelog update

* Fix pickup animation incorrect coordinate usage.
Animation finalPosition was world position, while initialPosition was local position.

* Automatic changelog update

* Pointing coordinate fixes.

* Automatic changelog update

* Further pickup animation improvements.

* Adds Science Windoors (#4433)

Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>

* Gave CMO a Hardsuit (#4434)

Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>

* Automatic changelog update

* Fixed station engineer table spawn (#4436)

* Maps in windoors (#4432)

* Automatic changelog update

* Losing a head doesn't mean you lose your eyes #3956 #4061 (#4225)

Co-authored-by: Michael Will <will_m@outlook.de>

* Automatic changelog update

* Adds windoors for security and the brig. (#4441)

* Automatic changelog update

* Remaps Chemistry and Security, and some Mapping Fixes (#4442)

* Automatic changelog update

* Made the cloning pod and medical scanner constructible (#4439)

* Made the cloning machine pod constructable

* Added everything like I did but with the Medical Scanner

Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>

* Automatic changelog update

* Fix fixed-point format specifier in PowerCellComponent

* Update submodule

* Actually update submodule

The last one was a test to check if you were paying attention.

* Update maps for grid collisions (#4450)

* Update submodule

* Fixes the windoor in science. (#4444)

* Automatic changelog update

* Remove IActionBlocker.CanMove (#4449)

* Remove IActionBlocker.CanMove

Ported the remainders over to using MovementAttemptEvent which should also help make mob movement a bit faster.

* Make that check faster

* Added restrictions for what can be inserted into most belts (#4367)

* Belts now restrict what can be inserted into them

* Bandolier now only holds shotgun shells

* Tiny typo

* Another tiny typo

* Automatic changelog update

* Fix indentation

* Fix stuff

* Fix gas canister

* Organize gas canister prototype

* Fix audio occlusion

This was previously being done on every SoundComponent.

* Call SoundSystem instead

* Parents crowbar-red and merges RSIs

* Deletes old crowbar_red.rsi

* Abstracts BasePlushie and ReagentContainerBase

* Adds missing suffixes to debug items and tags them all

* Crematorium now makes a noise on start and during cremation (#4459)

* Automatic changelog update

* Refactor disposals to ECS (#4418)

* ECS up disposals

Also significantly reduced its CPU usage.

* Make update significantly less S L O W

* Start units pressurised

* Client-side flush lerping

* Fix powered not toggling UI

* Fix flush button

* InteractUsing

* Minor optimisations

* Fix collisions

* Make visual state ECS

* Almost done with shared

* Most stuff moved

* Optimise item sleeping

* Automatic changelog update

* Fix door sound dampening (#4453)

* Completely fix NPC pathfinding

Through rigorous investigation and hard work.

* Implement Entity List Display and rework StorageComponent window (#4140)

* Create EntityListDisplay

* Rework ClientStorage window

* Add styling

* Remove unnecessary colors

* Rename list

* Make scrollbar push content

* Change children update a bit

* Add old index

* Localize ClientStorageComponent

* Add size return

* Remove spaces

* Fix usings

* Fix tool sounds.
Fixes #4465

* Automatic changelog update

* Fix missing sounds (#4466)

* Fix missing sounds

* Make SoundHitSpecies fallback to SoundHit

* Fix crayon YAML

* Update PlaySoundBehavior YAML

* Fix required

* Update README.md

* Fix taser physics (#4470)

* Increase MoverController performance (#4448)

Should be a decent amount; rest will come from removing IActionBlocker.

* Remove throwing fixture error

* Update submodule

* Fix sound crash when making foam (#4476)

* Automatic changelog update

* Centers some sprites

* Fix showatmos

* Fix tests.
Flashlight RSI state names had been changed, and some places weren't updated properly

* Remove pillcomponent (#4469)

* Remove PillComponent

* Make food without any solution left delete and create trash

* Replace PillComponent references with a Pill tag

* Clean up

* Add swallow message to food

* Change to eatMessage override

* Change FoodComponent transferAmount to nullable

* Change properties to private

* ItemCabinetVisualizer uses layers (#4445)

* ItemCabinetVisualizer uses layers

* Reviews applied

* Fixes the fireaxe cabinet as well

* I'm dumb

* Fixes bedsheets being unpickupable (#4479)

* Automatic changelog update

* Adds inhands for crayons and the crayon box (#4481)

* Automatic changelog update

* Fixes cigarette animations and matches now have lit/unlit inhand sprites (#4480)

* Automatic changelog update

* Adds plant clippers and changes hydro tool sprites to be more consistent (#4482)

* Adds plant clippers

* Updates sycthe, hoe and spade sprites

* Adds inhands for radio/walkietalkie (#4483)

* Adds inhands for radio/walkietalkie and separates layers

* License thingy

* Fixes test

* Can now equip fireaxe, claymore, spear and baseball back on your back (#4484)

* Can equip spears and claymores on your back now

* Adds fireaxe and baseball bat back equip

* Automatic changelog update

* Makes Match[sticks/box] ECS, Makes Matchsticks ignite plasma

* am big dumdum pls no shed

* Owner Transform to Owner in SoundSystem calls (#4460)

* Owner Transform to Owner

* Owner Transform to Owner minor fixes

* Improve hand pickup code
This way I can break EntityCoordinates' API without breaking content.
BWAHAHAHAHAH!

* Update submodule

* Version v0.5.11 does not exist

* Update submodule

We don't talk about v0.5.12 either.

* Update submodule

For the last time

* Adds duck-related content and a seclite (#4489)

* Added rubber ducky

* Adds ducky slippers

* Adds seclite

* Update Resources/Textures/Objects/Tools/seclite.rsi/meta.json

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* Update Resources/Textures/Objects/Fun/ducky.rsi/meta.json

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* The duck slippers now quack as you walk

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* Automatic changelog update

* Adds the ability to assign equip sounds in ClothingComponent (#4485)

* Initial

* Works (Kinda)

* Polish

* Reviews

* Removes vending inventory desc and adds missing vending machine descriptions (#4493)

* Removes inventory descriptions

* Adds missing vending machine descriptions using inventory descriptions

* Woops missed a file

* Automatic changelog update

* Adds a ton more inhands (#4488)

* Removed useless loc and added inhands for some lamps

* Adds a ton of inhands to the game

* Actually adds the pill inhand

* Update Resources/Textures/Objects/Misc/utensils.rsi/meta.json

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* Update Resources/Textures/Objects/Tools/rcd.rsi/meta.json

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* Added open/close/stacklayers for Matchbox and inhands (#4496)

* Added open/close/stacklayers for Matchbox

* Added inhands for matchbox

* What am I a clown not gonna leave no indent spaces

* Adds sound to fire extinguisher safety (#4494)

* Automatic changelog update

* Adds a 6pack of Cola (#4499)

* Adds a 6pack of Cola

* Revert "Adds a 6pack of Cola"

This reverts commit 99f024b94ab3c684ce62e28018bd0fe2f26a2e09.

* Revert "Revert "Adds a 6pack of Cola""

This reverts commit 9e3d31e41c8ea61a962ad7d4d3c0ea7124e82653.

* Automatic changelog update

* Fix H-pulling? (#4425)

In retrospect the answer is easy, but man this took a while.

* Automatic changelog update

* Makes DiceComponent ECS

* Makes PlaceableSurface ECS

* Added classic announcement sound to announcements (#4504)

* Automatic changelog update

* Refactors throw events, makes cream pies ECS (#4500)

* Automatic changelog update

* Port the tumbler from Box2D (#4486)

* Subscribe TransformComponent events by-ref (#4478)

* Add Alt-click functionality (#4497)

* Fix ItemSlot Bug

* Add Alt-use Key

* Fix TransferAmount window bug

* Alt-click functionality

* Added AltInteract verbs

* Add new verbs

* verb icons

* Changed Comments

* Change Comments

* Fix disposal verbs

* Changed Get...() to Get...OrNull()

* Changed alt-interact combat behaviour

* Update verb icons

* Inventory interact event

* Add Alt+E secondary binding

* Add alt-z keybinding

* Rename AltUse -> AltActivateItemInWorld

* Automatic changelog update

* Fixes chocolate/energy bar (#4503)

* Fix merge issues

Co-authored-by: Galactic Chimp <GalacticChimpanzee@gmail.com>
Co-authored-by: Kara Dinyes <lunarautomaton6@gmail.com>
Co-authored-by: SethLafuente <84478872+SethLafuente@users.noreply.github.com>
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
Co-authored-by: Swept <sweptwastaken@protonmail.com>
Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com>
Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Vera Aguilera Puerto <gradientvera@outlook.com>
Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
Co-authored-by: ScalyChimp <72841710+scaly-chimp@users.noreply.github.com>
Co-authored-by: mirrorcult <notzombiedude@gmail.com>
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
Co-authored-by: Jaskanbe <86671825+Jaskanbe@users.noreply.github.com>
Co-authored-by: scrato <Mickaello2003@gmx.de>
Co-authored-by: Michael Will <will_m@outlook.de>
Co-authored-by: TimrodDX <timrod@gmail.com>
Co-authored-by: Leon Friedrich <60421075+leonsfriedrich@users.noreply.github.com>
Co-authored-by: Ygg01 <y.laughing.man.y@gmail.com>
Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
Co-authored-by: ColdAutumnRain <73938872+ColdAutumnRain@users.noreply.github.com>
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
Co-authored-by: Galactic Chimp <GalacticChimpanzee@gmail.com>
Co-authored-by: Kara Dinyes <lunarautomaton6@gmail.com>
Co-authored-by: Leon Friedrich <leonsfriedrich@gmail.com>
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
Co-authored-by: SethLafuente <84478872+SethLafuente@users.noreply.github.com>
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
Co-authored-by: Swept <sweptwastaken@protonmail.com>
Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com>
Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Vera Aguilera Puerto <gradientvera@outlook.com>
Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
Co-authored-by: ScalyChimp <72841710+scaly-chimp@users.noreply.github.com>
Co-authored-by: mirrorcult <notzombiedude@gmail.com>
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Co-authored-by: scrato <Mickaello2003@gmx.de>
Co-authored-by: Michael Will <will_m@outlook.de>
Co-authored-by: TimrodDX <timrod@gmail.com>
Co-authored-by: Leon Friedrich <60421075+leonsfriedrich@users.noreply.github.com>
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Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
Co-authored-by: 20kdc <asdd2808@gmail.com>
Co-authored-by: Alex Evgrashin <aevgrashin@yandex.ru>
2021-08-24 00:50:39 -06:00
Swept 49b81b2587
Admin ghosts can now interact with stuff (#4178)
* Ghosts now have a bool for interacting with stuff

* Wrong ghost

* Simping for Swept

* Merge cleanup

* IT'S ODNE

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2021-08-23 13:14:52 +10:00
mirrorcult 09f5ec5cb8
Fix can't return to body bug (#4424) 2021-08-06 00:02:36 -07:00
Visne b7dc3c81ae
Remove redundant #nullable enable (#4275) 2021-07-16 17:37:09 -07:00
Acruid 59e5cc5e3c
Remove Static Component NetIds (#4247)
* Remove the unnecessary NetID property from ComponentState.

* Remove Component.NetworkSynchronizeExistence.

* Removed Component.NetID.

* Adds component netID automatic generation.

* Removed NetIdAttribute from serverside components with no corresponding clientside registration.

* Completely remove static NetIds.

* Renamed NetIDAttribute to NetworkedComponentAttribute.

* Add GenerateNetIds calls to client and server entry points.
Add test to make sure auto generated NetIds are identical.

* Component changes when rebasing that I am too lazy to rewrite into the branch.

Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
2021-07-12 10:32:10 +02:00
DrSmugleaf 4f4d203d2e
Make ghost component ECS (#4159)
* Make ghost component ECS

* Remove players and locations properties from ghost component

* Address reviews

* One more doc

* Fix client ghost component state method error
2021-06-18 09:56:23 +02:00
DrSmugleaf ff1a2d97ea
Re-organize all projects (#4166) 2021-06-09 22:19:39 +02:00