Commit Graph

49 Commits

Author SHA1 Message Date
slarticodefast b83d00b792
Predict Flashes (#37640)
Co-authored-by: ScarKy0 <scarky0@onet.eu>
2025-06-23 13:32:56 +02:00
slarticodefast 1441effed2
improve noir glasses shader (#37996)
* improve noir glasses shader

* tweak values
2025-06-02 09:16:10 -07:00
beck-thompson 05fac53de6
Chameleon controller implant (Clothing fast switch) (#33887)
* Add the chameleon controller implant

* address the issues (Git please dont kill me)

* Address the review and fix some merge conflicts!

* Cleanup

* Add use delay

* Silly mistakes

* Making a PR at 2 am: Gone wrong

* Predict use delay and disable the buttons until you can choose another

* First phase custom clothing

* Better system, now relays to agent id and mindshield. Chameleon loadouts are a lot better to work with as well

* Address the review! No more evil goto

* Slams way is better I should have read more closely xD

* Some of the jobs

* Add to Cargo, CentComm, Service, Passenger, Ninja, Cluwne, Wizard + Minor changes to existing; Add chameleon to bandanas, medals, jugsuits and HUDs

* Add everything else

* Fix test

* Job name

* This looks better

* Add department organization

* Minor cleanup

* Added some mindshields

* Remove redudent comment and change funcion name to be clearer

* Fix cluwne outfit

* fix merge conflicts

---------

Co-authored-by: SlamBamActionman <slambamactionman@gmail.com>
2025-05-30 12:07:25 +02:00
slarticodefast e8bc811f7a
Add WieldingBlockerComponent (#37778)
initial commit
2025-05-25 23:50:30 -04:00
Winkarst 08d9d46b46
New Feature: Slot blockers (#35172)
* First commit

* More comments

* Update

* Update

* For Beloved Maintainers

* Beck T, my beloved

* Update

* Old stuff

* Update EquipAttemptEvents.cs

* Update UnequipAttemptEvent.cs

---------

Co-authored-by: beck-thompson <107373427+beck-thompson@users.noreply.github.com>
2025-05-12 10:35:42 -07:00
Princess Cheeseballs 36030ef154
Mob Movement Major Refactor (#36847)
* Conveyor optimisations

- Optimise movement for moving stuff. Better flags + less resolves + slapped parallelrobustjob on it.
- Sleeping for entities getting conveyed into walls.

* Blocker version

* Finish

* Final

* Fix conveyor power mispredict

* Bagel save

* Revert "Bagel save"

This reverts commit 1b93fda81fb852d89b89b0beae0b80f8a61165f2.

* Conveyor resave

* Init Commit

* windows yelling at me to update commit

* working commit, need prediciton and more dehardcoding

* Project 0 warnings

* Working Commit (Near Final)

* ryder got confused commit

* I love Merge Conflicts :)

* Working commit, no prediction

* Forgot the yaml changes

* Comments and typos

* Apparently while the reduced launch mult of lube was initialized it was never used so I revered back to default

* Fixed an incorrect divisor

* bit of cleanup

* Prediciton fixed, and puddles now affect all entities

* FORGOT TO RENAME A VERY IMPORTANT VARIABLE OOPS

* Really big I forgor moment

* Even bigger I forgor moment

* four more merge conflicts to fix four more oopsies

* fixed actual divide by zero moment and also im very dumb

* Even bigger I forgor moment

* four more merge conflicts to fix four more oopsies

* fixed actual divide by zero moment and also im very dumb

* Fix all test fails

* code cleanup

* Webedit whitespace

* Code cleaup

* whitespace webedit

* whitespace webedit

* whitespace webedit

* whitespace removal

* Comments and cleanup

* Re-Added 20 warnings as per Ork's request

* Cleanups

* Spacing fix

* bugfixes and cleanup

* Small bugfix

* Fix prediction

* Mob movement rewrite

* Bandaid

* Working version

* Tentatively working

* Friction to fix cornering

* More fixes

* Refactor mob movement

Trying to cleanup relay ordering / tryupdaterelative being cooked, purge ToParent, and fix all the eye rotation shenanigans.

* Building

* Re-implement jetpacks

* Reorganise weightless movement

* More work

* Fix camera

* reh

* Revert bagel

* Revert this

* Revert held move buttons

* Puddles work but are unpredicted and unoptimized

* Fixes

* Puddle code...

* Actually dirty the slipComp for real

* Sliding component done plus an extra suggestion from ArtisticRoomba

* Atomized Commit

* Added Friction field to Reagent Prototype per design discussion

* Cleaned up Working Commit

* a

* Delete stinkers

* Fix this code smell

* Reviewed

* Funky re-save

* Our conveyance

* Better conveyor sleeping

* Remove this

* Revert "Better conveyor sleeping"

This reverts commit f5281f64bbae95b7b9feb56295c5cf931f9fb2e1.

* Revert that

Way too janky

* Also this

* a

* Working Commit - Still a lot to do

* Acceleration refactor

* Minor jetpack cleanup

* frictionnomovement no longer nullable

* Shared Mover Feels 99% done

* OffGrid/Weightless/Throwing Friction saved

* Fix merge conflicts

* Fix a debug assert

* Final Commit for today

* Some fixes

* Actually use those CCVars Properly

* Need to fix throwing

* Second to last Commit for real

* Jetpack bug fixed

* Jetpack bug fixed

* Test fail patch

* Small patch

* Skates Component cleanup + Bring Accel back to 5 (oops)

* Fix test fail oops

* yaml cleanup make dragons not fat

---------

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2025-05-02 18:18:08 +10:00
slarticodefast 42dce359e5
Add noir glasses (#36923)
hardboiled
2025-05-01 18:07:47 -04:00
slarticodefast b068b5bb89
Minor ReflectionSystem refactor (#37039)
* ReflectComponentLogicFix

Added bool InRightPlace and updated relevant system

* Using SlotFlags

* edits

* refactor

* add missing relay

---------

Co-authored-by: BIGZi0348 <svalker0348@gmail.com>
2025-05-01 00:10:54 +10:00
qrwas 6d935ced3a
Only sec glasses can show contraband: second attempt (#36412)
* Add base code for cheking contraband in hud

* Fix missing using in InventorySystem.Relay

* Fix errors and update HUD yml

* Add show contraband with component on entity

* fix component description

* Update Content.Shared/Contraband/ShowContrabandDetailsComponent.cs

Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>

* Update "if" for check if ent hasComp in contrabandSystem

* Remove << InventorySystem.Relay.cs

* Update Content.Shared/Contraband/ShowContrabandDetailsComponent.cs

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

* Update Content.Shared/CCVar/CCVars.Game.cs

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

* Fix partial class ShowContrabandSystem

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

* Update Content.Shared/Contraband/ShowContrabandDetailsComponent.cs

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

* Update Content.Shared/Inventory/InventorySystem.Relay.cs

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

* Some update ShowContrabandSystem

* Try with record struct

* back again ti default class with EntityEventArgs

* Remove EntityEventArgs

* Finally use record struct

---------

Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
2025-04-26 17:06:34 -04:00
UpAndLeaves 1c7e6592e9
Zombification resistance rework (#36485)
* initial commit

* Commit cuz beck said so 👍

* Implement balance changes, and revert some stuff

* fix yaml test real

* Added full stop, ensured display of infection chance, buffed biosuit speed

* Maint reviews, I commit

* Review completed, winter coats nerfed, CMO bio suit removed for future PR

* Final-final commit-REAL (2)-COPY
2025-04-16 14:21:45 -04:00
BramvanZijp cf14cb3eb5
The long overdue downfall of stun meta - Stamina resists on Nukie & ERT Suits. (#35580)
* Add stamina damage resistance

* Probably starting a civil war within the community.

* Tweak some values, my chart was outdated.

* Tone down the values

* Allow a way to bypass the resistances, which forks downstream can use.

* Apply suggestions from code review

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

* Comment out the changes to non-deathsquad suits.

* minor text fix e

* review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
Co-authored-by: SlamBamActionman <slambamactionman@gmail.com>
Co-authored-by: Milon <milonpl.git@proton.me>
2025-04-14 17:27:26 +02:00
Pieter-Jan Briers 843d79be5f
Fire extinguishers can now extinguish items, including when held/worn (#36267)
* Fire extinguishers now put out candles

This did not actually require any changes to flammable or extinguishers directly, the only necessary changes were to make the collision actually work.

Vapor entities (also used for fire extinguishers) now have a collision layer, so they can hit items.

Added a new FlammableSetCollisionWake component to actually enable collision on candles while they are lit, because otherwise CollisionWake on entities gets in the way too.

* Extinguishing items is now relayed to held/worn items

This means held candles get extinguished too.

Involved moving the core logic of ExtinguishReaction into an event so that it can be relayed via the existing hand/inventory relay logic.

* Add helper functions for subscribing to relayed events.

Use these in FlammableSystem

* Make extinguishers work on cigarettes too

A bunch of renaming to make the rest of my code work with SmokableComponent

---------

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2025-04-14 19:00:47 +10:00
beck-thompson fc0a6dfdb3
Cleanup and small update to the stethoscope! (#36210)
* First commit

* Address most of the review!
2025-03-30 22:27:08 -04:00
Zachary Higgs 9d48f66a61
Create a Armor CoeffientQuery (#35024)
* Create a Armor CoeffientQuery

- add Armor Coefficent Query Event for InventoryRelay system

* CR - cleanup, comments and fix typos

* CR - Remove Whitespace

* typos

* on't

---------

Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
2025-02-10 15:51:44 +01:00
Milon 3a51f11cb2
make RefreshOverlay default to the player session (#32354) 2025-01-30 16:09:25 +11:00
DrSmugleaf 5a751a820a
Fix admin ghosts not being able to see items in pockets or interact with them (#31076)
* Fix admin ghosts not being able to see items in pouches or interact with them

* fix

* oops

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
2024-11-22 03:56:05 +01:00
beck-thompson da4fa9bea9
Clumsy system refactor (#31147)
* First commit

* Fixes

* Added the noise

* Renames

* Timespan

* Fixed space

* entity -> ent

* This shouldn't work

* opps....

* Datafield name change

* Better comments

* small comment

* Personal skill issue

* Event renames and stuff

* Couple fixes

* Defib ref fixes (Silly me)

* Added clumsy back!

* no hard code clumsy!

* Identity fix

* Event name change

* Comment change

* Function name change

* opp

* Update names

* Damage stuff!

* Fixes!

* Fixes

* opps

* This was hidden away!!

* negative diff feeds me
2024-11-16 00:46:01 +01:00
beck-thompson fe2145d3b9
Voice Mask refactor (#30798)
* First commit

* Added base.Initialize()

* Voice wire fix (Electricty name)

* Various minor cleanups

* Localized default voice mask name

* Added VoiceOverride stuff

* Removed unused stuff

* Typo

* Better localized stuff

* Typo / spelling stuff / comments

* Blessed
2024-09-26 18:55:59 +02:00
SlamBamActionman 9ee43eed2c
Add Galoshes slowdown over slippery surfaces (#30967)
* first draft

* Fixed it all, just need to rename stuff

* Rename and add comments

* Clean-up

* Access added
2024-08-23 19:59:51 +10:00
Nemanja 5c21b4e174
Small strange jackboots buff (#30586)
* Small strange jackboots buff

* Update ClothingSlowOnDamageModifierComponent.cs
2024-08-22 10:56:46 -04:00
Tayrtahn 89a9f07c3a
Add a system for modifying entity names without causing conflicts (#27863) 2024-06-16 15:38:53 -04:00
Nemanja 748e5831e8
Add moon boots (#29009) 2024-06-14 20:43:23 -07:00
Plykiya 0efcd30ac6
Hardsuits, EVA suits, Firesuits, and others now protect your feet from Glass Shards (#26764)
* Hardsuits and softsuits count as having shoes for step triggers

* Add softsuit tag prototype

* Change to suitEVA tag

* Get rid of softsuit tag, found suitEVA tag

* Full pass of ShoesRequiredStepTriggerImmune

* Adds check to outerClothing for ShoesRequiredStepTriggerImmune

* return

* fuck Dionas

* Convert to comp, space dragons immune as well

* Merge conflict

* Merge conflict

* fix leftover tags

* empty spaces

* turns out the dragon didn't need it

* minor optimization

* Add access for system, add comp to baseShoes, check slotflags for every slot besides pockets

* fix

* fuck it we ball

---------

Co-authored-by: Plykiya <plykiya@protonmail.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2024-04-28 17:11:46 +10:00
Krunklehorn 460b588de5
Refactor status icons take 2, cyborgs don't see criminal status (#26207)
* Initial commit.

* review

---------

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2024-04-18 13:20:44 +10:00
PrPleGoo eed663e8b4
Add health bar overlays for eye equipment (#21980)
* PR 1

* fix an error with health bar overlay (#1292)

* Revert "Revert "Replace `ResourcePath` with `ResPath` (#15308)" (#155… (#15566)

* [1612] change ShowHealthBarsComponent's DamageContainer field to a list (#1662)

* fix build

* no crit entities from not updating

* cleanup

* namespace

* undu irrelevant changes

* undo icon change

* make health bar 1 px taller and icon 1 px shorter

* fix medibot

* fix comment

* don't show health bar ratio when in crit

* fix build

* put the crit bar back

* don't render healthbars for mobs that are in containers

* draw more boxes without the background sprite

* fine status icon for all bio mobs

* add wacky mandatory things

* attempt 2

* whoops wrong file

* cool, this works too

* move null check to top

* only 1 init

* security huds

* remove shader

* fix build after cleanup

* slight cleanup

* little more cleanup

* Remove clothing grant component system

* security HUD now shows a job icon on entities with a body

* remove sec stuff and do similar changes to split off PR + remove unused comp

* process comments

* don't return

* update to ComponentAddedOverlaySystemBase

* no cache

* colors and not rendering out of sight

* touch ups

* fix build & cleanup

* undo

* remove shader from icons

* process comments

* documentation

* fix licence

* validate prototype id

* just use args

* rename method and append in method

* type

* just fucken delete the command

* space

* undo

* remove

* don't use LocalPlayer

* re-add showhealthbars command, but working

* rename icon lists and conform health icon code to the others

* space

* undo

* update command

* oops

---------

Co-authored-by: Rane <60792108+Elijahrane@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2024-01-04 11:48:57 -05:00
Leon Friedrich 287d22cc49
Inventory slot enumerator rejig (#21788) 2023-12-08 08:20:51 +11:00
deltanedas 50e8707477
fix explosion resistance (#22224)
Co-authored-by: deltanedas <@deltanedas:kde.org>
2023-12-07 10:51:45 -08:00
DrSmugleaf abfea8db5f
Add public methods to relay inventory events (#22165) 2023-12-06 18:01:31 +11:00
IntegerTempest 615f15e8a9
Nukeops hud (#21260)
* a

* a

* a2

* syndi visor

* left icon

* a3
2023-11-05 19:36:08 -07:00
Leon Friedrich 1f21826c21
Fix inventory relay by-ref events (#20816)
* Fix inventory relay ref events

* this works too (avoid duplication)

---------

Co-authored-by: Slava0135 <super.novalskiy_0135@inbox.ru>
2023-10-11 19:31:10 +03:00
PrPleGoo 1a13884961
Task/food hud (#19312)
* security HUD now shows a job icon on entities with a body

* thirst goggles

* set starting hud gear

* fix build

* remove from starting gear

* remove

* replace

* fix thirst and hunger icons

* update icons

* space

* space

* ]

* ]

* fix build

* fix comments

* fix

* spacing

* field

* move more namespaces

* use AutoGenerateComponentState

* comments

* fix build

* not all fields

* comments

* unpaused

* fix Dirty warning

---------

Co-authored-by: Slava0135 <super.novalskiy_0135@inbox.ru>
2023-09-23 16:14:06 +03:00
metalgearsloth e5d6d7f1eb
Make GetExplosionResistance event a struct (#20274)
Also fixed a typo.
2023-09-17 04:04:04 -05:00
PrPleGoo e083b33aae
security HUD now shows a job icon on entities with a body (#18054) 2023-08-02 07:17:03 +10:00
MisterMecky 1b4d4f8c35
Add chemical scanning goggles (#18373)
* add chemical scanning goggles

* add prototype and textures

* .ftl stuff

* add lathe, recipe, research stuff

* missing description

* emo review

* remove static method + newlines

---------

Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
2023-08-01 15:57:22 -04:00
Leon Friedrich 84299cae63
Blindness refactor (#15705)
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2023-04-29 15:32:14 +10:00
Leon Friedrich b148bebd60
Equipment verbs & admin inventory access. (#14315) 2023-03-06 04:12:08 +11:00
Leon Friedrich 75a559fa55
Update radio prefix parsing (#13777) 2023-02-19 04:27:56 +11:00
Visne c6d3e4f3bd
Fix warnings and code cleanup/fixes (#13570) 2023-01-19 13:56:45 +11:00
Leon Friedrich 92e92dceb0
Unrevert #10934 2022-10-25 11:06:00 +11:00
Emisse 80fd37041f
Revert "Fix unintentional inventory relayed event handling " (#12182) 2022-10-24 17:06:04 +02:00
Leon Friedrich 145471be2d
Fix unintentional inventory relayed event handling (#10934)
* Add InventoryRelayedEvent<TEvent>

* implement relays

* typos

* a
2022-10-24 01:04:49 -07:00
Kara 2d5ec7f85c
Id[entity] 2.0 (real) (#9612)
* starter API

* network ID cards

* Port more stuff from old identity

* Re-implement identity representation + name updating

* move

* proper name returning for `IdentityName`

* move everything important to server, give in to  temptation

* shared / server / client split sadly. move ensure to shared and spawn to server

* identity update queueing + identityblocker

* fixes

* and just like that it's usable for admins

* huge identity pass

* pass dos

* jesus christ

* figs :D

* fuck u

* fix bad merge.

Co-authored-by: Moony <moonheart08@users.noreply.github.com>
2022-07-10 20:36:53 -05:00
keronshb 206513c31b
Thieving component and Thieving Gloves (#9158)
* Thieving component and gloves

* Fixes popup issue

* Forgot to add it for hands

* Adds a bool datafield

* Comments

* Requested changes
2022-06-27 19:14:51 -05:00
metalgearsloth 2b6c352aff
Jetpacks (#9023)
* Movement acceleration

* tweaks

* Weightless refactor coz fuck it

* CCVars

* weightless movement tweaks

* Some cleanup while I'm here

* dorkpacks

* thanks fork

* fixes

* zoomies

* toggles

* hmm

* yamls

* b

* so true

* Effects refactor

* namespace

* review
2022-06-24 17:44:30 +10:00
Leon Friedrich 56168e592e
Explosion refactor (#5230)
* Explosions

* fix yaml typo

and prevent silly UI inputs

* oop

* Use modified contains() checks

And remove IEnumerable

* Buff nuke, nerf meteors

* optimize the entity lookup stuff a bit

* fix tile (0,0) error

forgot to do an initial Enumerator.MoveNext(), so the first tile was always the "null" tile.

* remove celebration

* byte -> int

* remove diag edge tile dict

* fix one bug

but there is another

* fix the other bug

turns out dividing a ushort leads to rounding errors.  Why TF is the grid tile size even a ushort in the first place.

* improve edge map

* fix minor bug

If the initial-explosion tile had an airtight entity on it, the tile was processed twice.

* some reviews (transform queries, eye.mapid, and tilesizes in overlays)

* Apply suggestions from code review

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

* is map paused

* GetAllTiles ignores space by default

* WriteLine -> WriteError

* First -> FirstOrDefault()

* default prototype const string

* entity query

* misc review changes

* grid edge max distance

* fix fire texture defn

bad use of type serializer and ioc-resolves

* Remove ExplosionLaunched

And allow nukes to throw items towards the outer part of an explosion

* no hot-reload disclaimer

* replace prototype id string with int index

* optimise damage a tiiiiny bit.

* entity queries

* comments

* misc mirror comments

* cvars

* admin logs

* move intensity-per-state to prototype

* update tile event to ECS event

* git mv

* Tweak rpg & minibomb

also fix merge bug

* you don't exist anymore go away

* Fix build

Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2022-03-31 21:39:26 -05:00
Leon Friedrich c95516e5b2
Revert "Explosion refactor TEST MERG (#6995)" (#7005) 2022-03-06 04:02:34 +11:00
Moony 4a466f4927
Explosion refactor TEST MERG (#6995)
* Explosions

* fix yaml typo

and prevent silly UI inputs

* oop

Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
2022-03-04 13:48:01 -06:00
Leon Friedrich 013edcc545
Prevent inventory events from being relayed to pockets (#6074)
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
2022-01-10 15:37:20 +11:00
Paul Ritter 512d6a38c3
get that crap outta here (completely rewrites inventorysystem) (#5807)
* some work

* equip: done
unequip: todo

* unequipping done & refactored events

* workin

* movin

* reee namespaces

* stun

* mobstate

* fixes

* some work on events

* removes serverside itemcomp & misc fixes

* work

* smol merge fix

* ports template to prototype & finishes ui

* moves relay & adds containerenumerator

* actions & cuffs

* my god what is actioncode

* more fixes

* im loosing my grasp on reality

* more fixes

* more work

* explosions

* yes

* more work

* more fixes

* merge master & misc fixed because i forgot to commit before merging master

* more fixes

* fixes

* moar

* more work

* moar fixes

* suffixmap

* more work on client

* motivation low

* no. no containers

* mirroring client to server

* fixes

* move serverinvcomp

* serverinventorycomponent is dead

* gaming

* only strippable & ai left...

* only ai and richtext left

* fixes ai

* fixes

* fixes sprite layers

* more fixes

* resolves optional

* yes

* stable™️

* fixes

* moar fixes

* moar

* fix some tests

* lmao

* no comment

* good to merge™️

* fixes build but for real

* adresses some reviews

* adresses some more reviews

* nullables, yo

* fixes lobbyscreen

* timid refactor to differentiate actor & target

* adresses more reviews

* more

* my god what a mess

* removed the rest of duplicates

* removed duplicate slotflags and renamed shoes to feet

* removes another unused one

* yes

* fixes lobby & makes tryunequip return unequipped item

* fixes

* some funny renames

* fixes

* misc improvements to attemptevents

* fixes

* merge fixes

Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
2021-12-30 22:56:10 +01:00