* Give .props files 2-space indents.
* Move to Central Package Management.
Allows us to store NuGet package versions all in one place. Yay!
* Update NuGet packages and fix code for changes.
Notable:
Changes to ILVerify.
Npgsql doesn't need hacks for inet anymore, now we need hacks to make the old code work with this new reality.
NUnit's analyzers are already complaining and I didn't even update it to 4.x yet.
TerraFX changed to GetLastSystemError so error handling had to be changed.
Buncha APIs have more NRT annotations.
* Remove dotnet-eng NuGet package source.
I genuinely don't know what this was for, and Central Package Management starts throwing warnings about it, so YEET.
* Remove Robust.Physics project.
Never used.
* Remove erroneous NVorbis reference.
Should be VorbisPizza and otherwise wasn't used.
* Sandbox fixes
* Remove unused unit test package references.
Castle.Core and NUnit.ConsoleRunner.
* Update NUnit to 4.0.1
This requires replacing all the old assertion methods because they removed them 🥲
* Oh so that's what dotnet-eng was used for. Yeah ok that makes sense.
* Add Robust.Analyzers.Test
* Update submodule
* commit to re-run CI
(cherry picked from commit a6c9c36b688a1ba78ff4c12502e81661cf607b6c)
* Fixes construction graphs proccing while being microwaved
* git those indents in line
* We knew we were missing something!
(cherry picked from commit f5c40c362306f0c2437f39b6968ae637112aaf4e)
* move pietin trash to FoodPieBase so all pies return their pie tin when eaten
* spawn trash from a SliceableFood if the Food has a trash
* add a limited selection of additional tablewares to the autolathe
* kitchenware material adjustments
* fix crash when slice pie in hand/inventory
* use system helpers + slices now go in parent container
(cherry picked from commit 1c3c596bae1bc463ce05f3ae6f5cbe09ac59ed4c)
* Move Exclamation entity
* Add Whistle Component and Whistle System
* Add BaseWhistle prototype
* Add sound to BaseWhistle
* Add SecurityWhistle prototype
* Add Sprite and Icon to SecurityWhistle
* Add whistleExclamation prototype
* Fix SecurityWhistle prototype
Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com>
* Add whistles to sec vendingMachine
* Revert "Add sound to BaseWhistle"
This reverts commit 0c2eeab1286fb778ed7a845e59c642f667582a4a.
* Add sounds for BaseWhistle
* Make atributions compact
* Remove unnecessary spaces
* Make WhistleSystem class sealed
* Remove possibility to exclamate one person from WhistleComponent
* Remove delay from WhistleSystem
Increase delay
* Remove unnecessary HashSet
* Try replace Resolve
* Refactor sound emmiting
* Rework spawn of exclamation
* Move WhistleComponent from Server to Shared
* Edit WhistleComponent because of moving
* Move WhistleSystem from Server to Client
* Edit WhistleSystem because of moving
* Add new event
* Add server part of WhistleSystem
* Modify system for prediction
* Add documentation to WhistleComponent
* Revert "Modify system for prediction"
This reverts commit 89abb290571ff47deb5491b0f720f6bde079110b.
* Revert "Add server part of WhistleSystem"
This reverts commit ca52ca081f30fb164f401c1818d08531f02af284.
* Revert "Add new event"
This reverts commit 5ca9694757c94c03ca72d5b2f56f5f23503a3263.
* Move system from client to shared
* Modify whistle system because of moving
* Separate checks and action
* Organize file folders according to conventions
* Make component Networked
* Change trigger component for WhistleSystem
* Put indents betwen methods
* Rework WhistleExclamation prototype
* Change variable name
* Add serializer to WhistleComponent
* Rename one variable
* add predict possibility to Shared
* add Client part of prediction
* Add Server part of prediction
* Increase whistle distance
* Prevent spawn for invisible entities
* WhistleComponent now use file-scoped namespace
* Delete unnecessary part from MakeLoudWhistle
* Add Resolve check
* Delete Server and Client part for prediction
* Make system prediction properly
* Change prediction behaviour
* Fix unexpected error occured
* Avoid using obsolete methods
* Add comments
* Update DataField to make it shorter
* Update size for new size system
* Prevent ping for invisible entities for real now
* Avoid triggering unnecessary debug asserts
---------
Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com>
(cherry picked from commit fa3da1ab825c2140c8119e723028f292a7b772c3)
* ports some tg + vg space ambience, removes all but 1 of the old space ambience music
* add back starlight and drifting
(cherry picked from commit 8a7ab615227828f2594f66a81ce51a9853228862)
* Respite and minor changes to mercenary items
This is try number three, everything should be fine this time
* Fix meta
* Fix bot
* Fix bot 2
* Fix meta 2
* Fix meta 3
(cherry picked from commit f9f5db935785737117a16771fe960f6b8cfef778)
* Split cargo shuttle to its own component
If mappers want 1 morbillion of them this is easier to manage.
* balls
(cherry picked from commit 55a60b0fcad227e82511cf0d8a8a2cdf5ec9846a)
* Optimise the puddle system to reach an equilibrium quickly.
* Remove use of Linq
Try to be more efficient with Tuples
* review
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
(cherry picked from commit 064d52db412d9cf80ace425db8573aea2dfc7d81)
* Add doors to the navmap
* tweaksies
* gah
* draw primitive
* draw primitive? at least take me out to dinner first!
* Update Content.Client/Pinpointer/UI/NavMapControl.cs
* casualties
---------
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
(cherry picked from commit 1886941da6c807ec604cad902233a3ba559b2b25)
Add missing uranium and AP magazine and box sprite layers. Add uranium and AP projectile sprites. Fix whitelist issue that made .45 pistol mags not go in secbelt.
(cherry picked from commit 11bbf2b0204781e28ce42262413350ac5ad9c05c)
The keys for admin logs were set as (log_id, round_id). This made no sense because logs are usually accessed per round.
(cherry picked from commit a39999fb9c9f00fc3da17a63d9a0a26706f3720e)
* Fix tranquiliser darts not working
Fixes a bug introduced by 9f47079d02a872f0aaff84f4556b83d3c6f835ef which
was made to stop the fly-by fixture from triggering the system. This was
done by checking whether the fixture was hard. Apparently the
projectile's fixture is never hard as well. The change just makes it so
that check only succeeds when the fixture is a fly-by fixture.
* Remove something that I think is redundant
* Remove random using directive that somehow appeared.
* Address Review
* Adress Review 2
* Put the appropriate fixture ids
(cherry picked from commit ef132c8a7b83691ab550e1cfe5d31fd8be2b3788)
* Fix borg becoming emag immune if emag attempted with panel closed.
* new event
* removed code added in accessreader
* fix emag 1984
(cherry picked from commit 23e714e523f18ffe5c4a2e1e2186142371dbf0bb)
Make aghosts and other things that can't take burn damage not burn their
hand when changing lightbolbs
(cherry picked from commit 7aee192d528222b3d5d2a479dd2baec626f0a040)