* DAG Adjacency Matrix & Tests
* Fix sandbox type errors
* First pass on procgen
* Procgen adjustments
* Networking
* Cruft and god and beauty and analysis console
* convert to data types that dont make me want to kill myself
* starting work on console UI
* drawing nodes n shit
* damn that ui FUCKS
* XAT
* Add a bunch of basic triggers
* Fix trigger gen
* Add node info into the analysis console UI
* Add node unlocking
* more trigger cuz thats pretty cool
* final triggers + incorporate gnostic faith
* some ui changes, mostly
* Fix orphaned procgen segments
* its not random dipshit
* yeah... this one will make pjb happy....
* we call it a day for the UI
* imagine... shared power code...
* extraction WIP but we gotta sidequest momentarily
* oh hey would you look at that its the actual functionality
* distrotrased
* Small departure for randomness.
* ok yep yep indeed that is an effect very cool.
* thanos snap oldcode
* fuck it we ball
* feat: node scanner now displays triggered nodes. Removed unused old artifact systems and related code (most of it). xml-doc and minor fixups.
* refactor: most of preparations, cleanup and groundwork. also segment-related tests
* feature: all basic effects returning
* feat: finished effects lits, created weight lists for struct and handheld artifacts, fixed throw trigger and music ApplyComponent artifact effects not working
* feat: prevent non-first-time-predicted calls in shared artifact effect systems
* fix: remove gun effect from artifact effects - as it interferes with 'activate artefact' action
* fix: foam reagent selection, neat ApplyComponents art effect scenarios, handheld art is RadiationReceiver again
* fix: moved spawn/ pry&throw effect systems back to server part of code - entity duplication bugs were not quite fun
* refactor: fix protos
* refactor: fix linter
* fix: fix old artifact component names in yml
* fix: no more throwing error on artifact spawn with empty XAEFoamComponent.Reagents
* fix: removed old component usage in maps
* fix: remove more deleted components from map
* fix: ContainerContainer is now part of initial artifact entity, it won't be affecting UninitializedSaveTest
* refactor: fix tests, add loc description to toolshed commands
* Changed node scanner to tell the whole story about current artifact state
* refactor: remove excessive get of EntityCoordinates in XAE systems, removed Value access in NodeScannerDisplay
* fix: turned off TriggerInteraction, removed XAESpawn usage and system, EmpSystem now can use EntityCoordinates,
* fix: moved SharedXenoArtifactSystem.CancelUnlockingOnGraphStructureChange into RebuildXenoArtifactMetaData to lessen code coupling
* fix: XenoArtifactEffectJunkSpawn moved invalid rolls declaration
* refactor: set default value for XenoArtifactComponent.EffectsTable for tests
* fix: now explosions XAE can be activated for effect
* refactor: added some usedelay so artifactuse would'nt be spammed
* refactor: artifact-related hints improvements
* fix: artifact no longer spawns fauna into itself
* refactor: xml-doc and minor refactoring
* refactor: xml-doc for Xeno Artifact systems, renaming of questionable XAT systems
* map for playtest, TODO REVERT THIS
* fix: magboots trigger art from a mile
* refactor: bind artifact animation to unlocking state
* feat: radiation dmg now have reference to source (and artifacts won't irradiate themselves)
* fix: random artifact node durability now is rolled for max and not current value
* refactor: gas effects are more rare, hand-held artifact effects are filtered properly now, rad dmg trigger now requires only 20 dmg for activation
* feat: animations and sound effects for artifact force-use and failed finish of unlocking phase
* use only 1 file with art use animation
* refactor: minor artifact dmg triggers tuning
* feat: now nodes that CAN be unlocked are displayed with specific color in console.
* feat: now unlocking stage time is dynamic and it depends on amount of triggers player activated correctly. Failed one stops incrementing
* feat: now non-active unlocked nodes return more points if durability was not wasted
* feat: now puddle/foam effects change description of node
* fix: fix test failure
* refactor: renamed phasing effect, fixed failing test for elkridge
* minor balance changes
* refactor: split rare materials into separate effects
* feat: unlocked nodes without successor wont listen to unlocks, node unlock is not activating node
* fix: removed OnIrradiatedEvent duplicate c-tor
* revert changes of reach for playtest
* revert last row empty line removal on reach.yml
* fix: fix PVS bug, born from attempt to relay event to art nodes that were not synced yet to the client
* fix: fix elkridge for tests (again)
* refactor: xml-doc, more stuff predicted, allocation optimization in XAE/XAT systems
* refactor: naming
* refactor: extract variable refactor for XAEApplyComponentsSystem.OnActivated insides
* fix: duplicate xeno artifact unlocking sound fixed
* feat: CreatePuddle xeno artifact effect now can have min and max borders for chamicals to be drafted, minor XAECreatePuddleSystem refactor
* feat: networking for shared XAE components + xml-doc leftovers
* refactor: more xml-doc, fix XAEApplyComponentsComponent.Components not being serializable but trying to be
* refactor: xml-docs and XAEThrowThingsAroundSystem now uses circle and not box for prying tiles
* refactor: xml-docs, minor refactors
* revert XenoArtifactCommand.ArtifactPrototype being PrototId
* refactor: simplify the way ExtractionResearchLabel works
---------
Co-authored-by: EmoGarbage404 <retron404@gmail.com>
Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
* EntityCoordinates.GetGridUid -> SharedTransformSystem.GetGrid
* EntityCoordinates.GetMapId -> SharedTransformSystem.GetMapId
* Hey look, there's been a bug here this whole time
* TransformComponent.Coordinates.set -> SharedTransformSystem.SetCoordinates
* Now actually working!
* Formatting why not
* Remove unneeded GetComponent
* refactor(src): Minor refactor of Draw in "AdminNameOverlay. And new info about playtime player
* fix(src): Add configure classic admin owerlay
* fix
* antag status indication rework
* the cvars are free, you can just take them
* update playerlist on cvar change
* more overlay options
* tweak(src): Use _antagLabelClassic and tweak style
* tweak(src): Add config display overlay for startingJob and playTime
* tweak(src): Vector2 is replaced by var
* tweak(src): return to the end of the list
* add new option checkboxes
* passing ConfigurationManager through constructor, some format changes
* made sorting values more futureproof
* comments
* labels
* no point commenting this out when the overlay stack PR will uncomment it again anyway
* sorting prototype
* localize symbols because why not
* symmetry
* Revert "localize symbols because why not"
This reverts commit 922d4030300285a45777d62fcfd9c74b25fe7a60.
* layout and formatting stuff
* fix errant space
---------
Co-authored-by: Schrödinger <132720404+Schrodinger71@users.noreply.github.com>
* Added the blood writing ability to revenants
(cherry picked from commit 8157d155e1f7a3840992b54475c59031d2a75f25)
* Added the revenant Animate action
(cherry picked from commit 1b53520849a60538598cae641c6e598b1a5d7534)
* Added Animate action sprite and fixed revenant action sprites being small
(cherry picked from commit 5c88ce9b21cf517023cd136ddb8aaa361f72fbfe)
* Revenants in stasis can now be crafted into sentient revenant plushies
Revenants in stasis can now talk
(cherry picked from commit af84083da6e17bb7671d9f00993dc6bcc0b0a583)
* Revenant plushies and ectoplasm now talk with their trapped revenant's name
(cherry picked from commit 855b25aeb7f29ed6ff2dcc0d4ab1e589ae7e2e16)
* Added a yml nerf option in case revenant is too powerful
(cherry picked from commit 6895a5ca929f32267dea1e326aee62302dc151b8)
* Added a yml nerf option in case revenant is too powerful
(cherry picked from commit 6895a5ca929f32267dea1e326aee62302dc151b8)
* Passing over salt ore now reveals revenants
(cherry picked from commit beea55885f98adc72e34751ba6f798bfadd8dd31)
* Salt puddles now reveal revenants
Hooray for EnsureTileReaction!
(cherry picked from commit b69304747e3b5aa867c5afd8917d2c170c65253e)
* Bibles now reveal revenants
Localization strings added
(cherry picked from commit 62f7ec604748697e5fecc942c4a5d14ff682c596)
* Added the revenant Haunt action
(cherry picked from commit fb692c4cab3f411c11a3004fa73f30122e0ff7f9)
* Haunt witnesses now have an icon over their head on the revenant's client
(cherry picked from commit 5d1b3c6b0af4508ebee7aa8738f7a5f3aa9e53ca)
* Slight revenant nerfs and an additional escape hatch
(cherry picked from commit 490e4c525b75b03502497bfa89827f915f6c7fb2)
* Fixed revenant speech name, and other fixes
This is a few changes clumped into one. I should've broken this one up, but I got overzealous.
- Revenant's ectoplasm now properly uses TransformSpeakerNameEvent
- Revenants crafted into plushies now use VoiceOverrideComponent instead of VoiceMaskComponent
- Plushies now have a custom speaking noise
- Moved Impstation-specific revenant code to the _Impstation subdirectory
(cherry picked from commit a5e0b0c9383e4011e69edc0592c8a4cf40b06402)
* Fixed revenant haunt witness sprite not disappearing
(cherry picked from commit 0c06d4a8f48f6eee324cd944dbcb1fce3258eb58)
* New artifact effectr: animate nearby items (like a revenant)
(cherry picked from commit 6ba1b4d8b313eda9e5ff82246ed7425e80287d0f)
* Revenant cleanups
* Revenant Fixes
* add audio
* haunt fixes
* salt fixes
* grinder gamer
* stasis
* cleanup and comments
* deltav ectoplasm
* clean up imp comment
* event weight and guidebook gaming
* catalog
* alert fix
* window nerf
* effectprobfake
* mapinit
* no braincells ops
Signed-off-by: Lyndomen <49795619+Lyndomen@users.noreply.github.com>
* add physics
* remove phyiscs
* add physics realer
* bible
---------
Signed-off-by: Lyndomen <49795619+Lyndomen@users.noreply.github.com>
Co-authored-by: TGRCDev <tgrc@tgrc.dev>
Co-authored-by: TheGrimbeeper <thegrimbeeper.11@gmail.com>
* your commit? our commit.
* skreee
* show joined players before lobby players; comments
* comments
* playerinfo retains playtime data after disconnect
* new connection status symbols
* Add ability for admins to change certain cvars via command.
* Cleanup
* More cleanup.
* Even more cleanup.
* WAITER! WAITER! ONE MORE COMMIT PLEASE!
* Remove requirement for Admin AdminFlag
Not needed as the command checks for the perms.
* Add search function to CVars and help text
* Move to controller instead.
* Add another cvar for testing
* Remove unused comment
* Move to Post Server Initialize
LoC does not work at the earlier stages of server initalization
* Remove unneeded comment
We clear out list so its no longer needed
* Move DnaComponent to shared
- Add Using statements to AdminSystem and StationRecordsSystem to point
to Content.Shared.Forensics
* Proper namespacing
* Revert an un-intended change
* Add Networking to DNA Component
* CR - Remove ("dna")
* CR - add back ("dna") tag
* Discord Ahelp Reply System (#2283)
* First part of Remote Bwoinking
* This should technically work
* No Actoring
* Fixes Guid not sending over
* Making it work for the final.
* Fixes for api
* Moar Commants!
Just more Comments to mark Frontier changes.
* comment
* wops
* Fixes Naming Rules
* I Should also fix the naming in the actually code...
* Testing some new code
* Naming rule and dependency fix (hopefully)
* Serverside Webhook update on external sent ahelp messages
* Still get data from custom URL's, even if it dosent match a discord webhook
* Apply suggestions from code review (Part 1)
Co-authored-by: Whatstone <166147148+whatston3@users.noreply.github.com>
* Apply suggestions from code review (Part 2)
* Bwoink system suggsetions
* missing BwoinkSystem changes
* Change access on BwoinkSystem._messageQueues
* Updates the Regex to support other Discord Clients (beta, alpha)
* Merge Fixes
* BwoinkSystem: explicitly match "canary."/"ptb."
---------
Co-authored-by: Whatstone <166147148+whatston3@users.noreply.github.com>
Co-authored-by: Whatstone <whatston3@gmail.com>
* All the configuration
* CVar to use admin OOC color
* Fix description.
* Review changes
* Review changes
* Review changes
---------
Co-authored-by: Myzumi <34660019+Myzumi@users.noreply.github.com>
Co-authored-by: Whatstone <166147148+whatston3@users.noreply.github.com>
Co-authored-by: Whatstone <whatston3@gmail.com>
* refactor DeltaV/deltav resources to _DV
* change DeltaV namespaces to _DV
* add space before all DeltaV comments
* update xamls
* fix and move arena parallax to _DV
* more fix
* refactor even more stuff
* fix the grid fills
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>