* add FireProtection system and event
* minor optimisation + make flammable use fire protection event
* add fire protection values to some things, nerf firesuit heat resistance
* bruh
* unrevert laser nerfs, make elite hardsuit fully fireproof
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Co-authored-by: deltanedas <@deltanedas:kde.org>
* Optimise navmaps significantly
- Reduce the delta state size significantly.
- Remove AirtightChangedEvent because this will spam them out constantly.
* weh
* review
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Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
* Moved GasMixture to shared
* Temp Fix for sandbox violation, idk why Array.Resize isn't working properly. It's already sandboxed.
* The most powerful webedit in history
* lower max firestacks to 10, refactor flammable
* fix
* uncap fire stack damage, lower fire stack damage
(cherry picked from commit eee056eaf063caa690516bf8b4eb7e65a0199e9c)
* make fire spreading scale with mass
* realer
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Co-authored-by: deltanedas <@deltanedas:kde.org>
(cherry picked from commit fcf5057b61321920826b630384e0dc6ff5de55e8)
* Optimized the drawing of lines and tracked entities
* Optimized nav map updating and added thin wall support
* Added support for thin doors
* Removed floor tile seams, more line drawing optimizations
* Fixed split grids not updating correctly
* Cleaned up NavMapControl code
* Fix nav map header
* Converted nav map updates from system network messages to delta-states
* Addressed review comments
* Fixed timing issue where NavMapSystem would update before AirtightSystem did
(cherry picked from commit 009d06d97833b7700bcfaa534b20575fdbbd7db5)
The gas analyzer now shows the volume of pipes, tanks, canisters and the environment.
Adjust gas analyzers so that the volume and number of moles shown corresponds to only the scanned element, e.g. a canister or single pipe in a pipenet.
(cherry picked from commit 5a5efa11cf1d68708a70d48a286cb97fde96afdf)
* Fix GasMixers/Filters not working
* OKAY GAS FILTERS TOO
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Co-authored-by: Plykiya <plykiya@protonmail.com>
(cherry picked from commit 7638252df3b0c7e958e988fc7e491d81c1e8a656)
* remove deprecated entity coordinate extension functions. Reduces warning count by approximately 50
* final toCoords Removed
* Remove all unused variables and dead code paths
* remove always true variable, should be a cvar or something instead
* remove superfluous variables from tests
(cherry picked from commit 59e46aab93ca38f8d57fcad4e3a2c893737d9ad4)
* Replaced uses of Dirty(Component) with Dirty(Uid, Component)
Modified some systems (notably pulling-related) to use uids.
* Missed a few
* Revert changes to pulling
* No
(cherry picked from commit 4a83c365858830e3b2ff2b94fff501256422c20e)
Oops
In #26217 I re-organized the logic for the calculation. Part of that was moving the logic for GetFeltLowPressure and GetFeltHighPressure to be done before we actually check the hazard thresholds. What I didn't realize is that, with how our pressure protection is set up, these functions can return values so extreme they rebound into the other category.
For example, according to the math, when you're wearing a hardsuit in a low-pressure environment you have "felt" pressure of 1000 kPa. Yeah that's not right.
Now these functions clamp their result to OneAtmosphere, in the appropriate direction (101.3 kPa).
Fixes#26234
(cherry picked from commit db81438d30f83a542abe6c81c2ce4a5040aa3ddb)
The math for our pressure damage (barotrauma) system is directly taken from TG. The constants are the same and the math is almost the same. However there are two errors.
1. Pressure damage started being applied within the WARNING bounds, rather than the HAZARD bounds. This means you started taking low pressure damage at 50 kPa instead of the intended 20 kPa, and also the HUD icon didn't show "danger" like it should even if you were already taking damage.
2. The calculations for high pressure damage were wrong. These are supposed to be linearly scaled, but the function was wrong so the scaling didn't actually work properly (especially when considering the fixed bounds above). This appears to be the case because the function was taken from an incorrect comment in the original source, rather than the real math.
Both of these issues are now fixed to match the TG behavior. Note that this somewhat nerfs pressure damage in non-extreme circumstances. e.g. a room at 40 kPa now gives NO pressure damage, whereas previously it would do full space damage.
The description of the pressure alerts is wrong for "low" severity, but I can't be arsed to fix that right now. Alerts don't have a way to change the description depending on severity...
(cherry picked from commit b5138b245e1782cc062b9bdf165600b7974e9ed7)
* Kill the static InRangeUnOccluded
* Adjusted 4 more EntitySystems that were missed.
(cherry picked from commit 7d275a4b5e4188db424cc417c609dced3f9aca89)
* Small obsolete Logger cleanup
* Fixed three EntitySystem logs that weren't doing it right.
(cherry picked from commit aafe81512258b5a80776ada1f471b58e7507ca2d)
Also includes some (non critical) changes to the solution file to re-organize the Roslyn components.
(cherry picked from commit e00f74505c62310bd15aeaba8d6530f648397074)
* Porting & implementation
* Fix two stupid errors
* Human not humans
* fix audio path
* Fix test fails & update cooldown
* Work on reviews & test fail
* Rework nymph organ system.
* Make the nymph organs nospawn.
* IsDeadIC
(cherry picked from commit 407d4aed586a5143dc1dd0d31e7898f6df07a411)
* LockVisualizer
* Fix state
* Clean some code
* Make it component, fix tests fail
* Fix for StateUnlocked
Now it is possible to manually set the unlocked state and it will work!
* Optimize LockVisualizer, add check for unlocked state
* No todo I guess
(cherry picked from commit c7870882f6f956eea07cbb4738ae45c8805c8ce6)
Add purely atmospheric heat exchange to the gas thermomachine component (in preparation for space heaters).
(cherry picked from commit ce4bd8568cba4d64fb19e80d3182e21f010a86c1)
* Use new Subs.CVar helper
Removes manual config OnValueChanged calls, removes need to remember to manually unsubscribe.
This both reduces boilerplate and fixes many issues where subscriptions weren't removed on entity system shutdown.
* Fix a bunch of warnings
* More warning fixes
* Use new DateTime serializer to get rid of ISerializationHooks in changelog code.
* Get rid of some more ISerializationHooks for enums
* And a little more
* Apply suggestions from code review
Co-authored-by: 0x6273 <0x40@keemail.me>
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Co-authored-by: 0x6273 <0x40@keemail.me>
(cherry picked from commit 68ce53ae17985876d6d112b764b2144964a9f42e)
* Predict two-way levers
Annoys me the rare occasions I touch cargo. Doesn't predict the signal but at least the lever responds immediately.
* space
* a
(cherry picked from commit 05a2ddff1cc415c3bdf1e15ef3a2c953bcb5384b)
* Remove obsolete transform call
Shrimple PR also fixed bad flatpack call that would break on non-standard tilesizes.
* Update calls
* weh
(cherry picked from commit 52808694e0a479c162930a0aae20e91b68bc67a4)
* Firestarter fixes
- Actually networks the action.
- Namespace fixes.
* No networky for you
(cherry picked from commit a6ea8b210db079d30823e7b4d8faa32aefa17582)