* cleanup
* fix fixtures
* this belongs into the next PR
* review
* misc
---------
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Init commit
* And on the third day god said: good enough
* and on the fourth day god said: oops
* Commit of evil
* I hate conveyors
* Switch the numbas
* I hate conveyors
* Master Merge
* And on the third day, God said: Good Enough
* I hate conveyors
* AAAA
* Optimize it a bit
* Move that
* Init Commit
* Oops
* Remove that
* One last commit
* Removed one TryComp
* Remove TryComp
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Add unanchor attempt check
* Combine shared component and server component
- Combines SharedGravityGeneratorComponent and GravityGeneratorComponent
- AutoNetworked the GravityActiveBool
* Remove SharedGravityGeneratorComponent
* Update to SharedGravityGeneratorComponent
* Fix to be a complete sentence
* Dirty GravityActive whenever changed
* Rename component and remove view variables
* Update referenced component name
* Move unanchor attempt to shared system
* Add client system
* Revert popup to PopupEntity
* Fix popup to be PopupClient
* Set access restriction on GravityActive
* Log radial menu interractions, Issue #40902
* code review adjustement
* Asked modifications from code review
* Update Content.Shared/RCD/Systems/RCDSystem.cs
Yeah, I'm old and using a very old C# syntax :D I need to update my brain
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Update Content.Shared/RCD/Systems/RCDSystem.cs
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* This system is ancient
* Destroy that API
* Address reviews
* Destroy merge conflicts from orbit
* seems to work fine
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Implemented parenting and minimum default for loadouts
* Fix a mistake
* Apply suggestion from @iaada
Co-authored-by: āda <ss.adasts@gmail.com>
* Implement @iaada's suggestion to rename MinDefault to DefaultSelected
* happy little accidents
* Moved Parents and Abstract fields to under ID, added inheritdoc
---------
Co-authored-by: āda <ss.adasts@gmail.com>
* Update DamageableSystem to modern standards
* DamageContainerId -> DamageContainerID with lint flag
* Replace strings with protoids
* Make CVar subscription declarations all consistently whitespaced
* ChangeDamage -> TryChangeDamage, cope with C# jank
* Revert event signature changes
* Restore a comment
* Re-add two queries
* Init the queries
* Use appearanceQuery in DamageChanged
* Use damageableQuery in TryChangeDamage
* Use damageableQuery in SetDamageModifierSetId
* Final cleanup, fix sandboxing
* Rectify ExplosionSystem:::ProcessEntity's call to TryChangeDamage
* Re-organize DamageableSystem
* first big fuck you breaking change.
* THATS A LOT OF DAMAGE!!!
* Fix test fails
* test fixes 2
* push it
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Double bullet speeds
The only reason we had it at 20m/s was tunneling reasons.
The quick maths is (BodyA size + BodyB size) / frametime. Currently the game is doing substepping AFAIK so we can use 0.016 as the frametime therefore with a 0.40 width body we can get up to 40.625 (assuming the target is no narrower than 0.25 which given my thindows change last year should be a decently safe assumption).
* Fix
* Fix impact visuals, as they overshoot otherwise
* Revert changes
---------
Co-authored-by: SlamBamActionman <slambamactionman@gmail.com>
* the letter M
* the letter N
* the letter O
* the letter P
* the letter q
* Update Resources/Prototypes/tags.yml
---------
Co-authored-by: iaada <iaada@users.noreply.github.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* predicted examine
* atrociously satanic
* do it right this time
* deltafields aren't necessary
* Update Content.Server/Atmos/EntitySystems/AtmosphereSystem.DeltaPressure.cs
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Fix teleport effect
Fix teleport effect, teleporting the artifact instead of the node. Also fix the popup happening twice.
* Detach from parent
* Resolve popup
* fix pulling issue
* Fixed via joint system instead of pulling system
* artifact
* requested changes
* I hate stack system!!!
* a lil bit of fixing, as a treat
* humgry
* mmm burger
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Revert "All pens embed (#39104)"
This reverts commit 3c1982a85fedb8a38a7bcf51ea05a22b1eea5a99.
* only activated pens embed
* fix disembedding during prediction
* ECS-TransformComponent-Coordinates
Moves over all uses of the setter to use SharedTransformSystem.SetCoordinates instead
* revert unrelated change
---------
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* eye on the prize
* OnStackInteractUsing, TryMergeStacks, TryMergeToHands, TryMergeToContacts
* namespace
* Use, get count, getMaxCount
* component access
* add regions, mark TODO
* obsolete TryAdd, public TryMergeStacks
* GetMaxCount
* event handlers
* event handlers
* SetCount
* client server event handlers
* move to shared
* Revert "move to shared"
This reverts commit 45540a2d6b8e1e6d2a8f83a584267776c7edcd73.
* misc changes to shared
* split
* spawn and SpawnNextToOrDrop
* SpawnMultipleAtPosition, SpawnMultipleNextToOrDrop, CalculateSpawns, general server cleanup
* Rename Use to TryUse.
* Small misc changes
* Remove obsolete functions
* Remove some SetCount calls
* Partialize
* small misc change
* don't nuke the git dif with the namespace block
* Comments and reordering
* touchup to UpdateLingering
* Summary comment for StackStatusControl
* Last pass
* Actual last pass (for now)
* I know myself too well
* fixup
* goodbye lingering
* fixes
* review
* fix test
* second look
* fix test
* forgot
* remove early comp getting
---------
Co-authored-by: iaada <iaada@users.noreply.github.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* LaunchOnTriggerComponent
Launches an object when a trigger on that
object is caused. The launch will be a certain
amount of force. The direction of the force
will be in the direction the object is facing.
* Fire stationary objects in the direction they're facing
* EVIL
* LESS EVIL
* Resolve @ScarKy0 comments
* Update AccessReaderSystem.cs
Fixes#40987
Related to PR #40883
Set DenyReason in CheckUserHasLockAccessEvent when access is denied to display "Access denied." popup to users. Uses ??= to avoid overriding reasons from possible systems.
* RE-FIX: Localize default deny reason in LockSystem.HasUserAccess
The default deny reason was being passed as a localization key string instead of being localized before display.
* Re-added null coalescing operator
Per maint request
* Drunk moment
* push
* fix test fails + a smidge of cleanup
* two smidges of cleanup
* Unpredicted so don't need the workaround
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>