Commit Graph

207 Commits

Author SHA1 Message Date
Pieter-Jan Briers 5edfa2db34
Re-organize style sheets and add StyleSpace. 2020-04-04 15:10:51 +02:00
Pieter-Jan Briers ff36b2dcc7
Re-enable instruments with fallback when MIDI isn't available. 2020-03-30 18:36:58 +02:00
Pieter-Jan Briers 957370a832
Merge branch 'master' into RefactorMouseFilterMode 2020-03-25 02:27:28 +01:00
Decappi a1357a1ff3
#391 Done Lathe animations (#774)
* Draft PR, do not merge

* Lathe now uses animations. Timing is still wrong, code is very wet, repetitions and unused layers are there.

* Removed (unneeded?) PowerDeviceVisualizer from the lathe
Refactored & Renamed code and variables
Renamed animation names

* WIP protolathe animation

* Working protolathe animation.
I still don't like the solution though.
2020-03-15 17:55:20 +01:00
Víctor Aguilera Puerto e17ffbd76f
Adds verb categories (#766)
* Adds verb categories

* Update Content.Shared/GameObjects/Verbs/Verb.cs

Co-Authored-By: Pieter-Jan Briers <pieterjan.briers@gmail.com>

* Make GetCategory virtual

Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-03-06 20:11:24 +01:00
ShadowCommander 4bdb45731a Clean up MouseFilterMode.Ignore from Controls 2020-02-27 04:14:59 -08:00
Pieter-Jan Briers 0e6b55de66
Clean up client game ticker status code.
Fixes #495
2020-02-26 16:42:12 +01:00
moneyl 1b7860aeda
Add injectors + injected reagent metabolism via BloodstreamCompo… (#730)
* Add BloodstreamComponent and BloodstreamSystem

New component for metabolizing reagents that other organs like the stomach pass their input reagents to.

* Change StomachComponent to put ingested reagents in bloodstream after delay

Now StomachComponent does not metabolize any reagents. Instead, it tracks how long each reagent has been inside it, and once they pass "digestionDelay" they'll be put inside the bloodstream, where the bloodstream will handle metabolism of the reagent.

* Add reagent injectors

Injects reagents straight into the bloodstream when used on mobs with bloodstreams. Also allows draw/inject from beakers. Does not support drawing blood/reagents from the bloodstream yet.

* Address code review

Make use of `Loc` static class instead of using `ILocalizationManager`. Localize InjectorToggleMode enum properly.
2020-02-24 01:47:33 +01:00
Acruid ee6eec9c40 SubscribeEvent() has been split into SubscribeNetworkEvent() and SubscribeLocalEvent() methods on EntitySystem.
Most methods on EntityEventBus now require callers to specify the source (Local or Network) of the events.
2020-02-19 17:08:59 -08:00
Acruid e719745b10 Removed the Sender object from events. If you needed this field, add it to the event class. 2020-02-19 14:39:00 -08:00
Acruid c51533686b Updates the Content EntitySystems with the changes to the event API.
Visual Studio wants to update the version of the solution, and change some GUIDs around.
2020-02-18 19:43:54 -08:00
micheel665 987a39c25e
Added a button to add entities to storage items (#709) 2020-02-17 00:19:35 +01:00
Pieter-Jan Briers 7f9d2f9dbf
Fix ClientStatusEffectsComponent breaking after re-attaching to mob.
Fixes #689
2020-02-13 23:18:53 +01:00
adrian 9544099c99
Paper and pen (#582)
* A very basic paper and pen implementation

* Removes SharedWriteComponent

* Update ContentNetIDs.cs
2020-02-12 00:01:05 +01:00
Acruid d16f433f45 Adds test to make sure that calling IComponent.HandleComponentState() with null states does not throw an exception.
Fixes state handling code on components to not throw exceptions when called with null components.
2020-02-09 02:28:47 -08:00
ShadowCommander 092f234943
Add a check to make sure the CombatMode is the current player (#663) 2020-02-09 10:42:44 +01:00
moneyl a2a3e5e2e4
Fix issues with exploding items from own hand (#645)
* Fix crash in CameraRecoilComponent from NaN values

Doesn't proceed with camera shake if either component of recoil is NaN.

* Log NaN recoil value in CameraRecoilComponent

* Fix ExplosionHelper passing NaN recoil values when exploding from hand

With other commits CameraRecoilComponent now won't crash from NaN recoil values. Still want to fix this so explosions shake the camera. Just sets a value slightly greater than 0.0 for distance if it is (0.0, 0.0)
2020-02-08 20:46:12 +01:00
Tad Hardesty 7438ef96ad
Remove unused variable in VerbSystem (#581) 2020-02-02 22:39:40 +01:00
Pieter-Jan Briers 5243530d81
Fix crash on reconnect. 2020-01-26 23:53:33 +01:00
Pieter-Jan Briers 1d98152953
Fix grabbing things out of storage items doing an attack sometimes. 2020-01-26 16:17:24 +01:00
Pieter-Jan Briers 2ec493e2af
Combat mode improvements.
You now need to hold the mouse for 0.15 seconds in combat mode to actually do an attack.

Otherwise it's regular item interaction (for now).
2020-01-26 03:38:51 +01:00
Pieter-Jan Briers 7e43d574d8
Fix opening context menus for world entities. 2020-01-25 23:35:03 +01:00
Pieter-Jan Briers daf3c28929
Use PopupContainer for verbs & examine popups.
Fixes #501
2020-01-25 17:28:39 +01:00
Acruid a86363a6d2 API changes, renamed SpawnEntityAt to SpawnEntity. 2020-01-24 16:10:48 -08:00
Acruid 4ab7f1dcb3 Removed the `StateType` property from every component. This field was completely unused except for a debug assertion. 2020-01-24 14:10:36 -08:00
DamianX 46ce6bf45e Implemented random character creation (#548)
* Implemented random character creation

* Pick from a list and apply a bit of randomness instead

* Rename SetInitialData, unselect list entries properly
2020-01-24 00:56:26 +01:00
Pieter-Jan Briers 5af5a02e31
Fixes ICharacterUI scene controls getting disposed when CharacterInterface is removed.
Fixes #550
2020-01-24 00:54:17 +01:00
Pieter-Jan Briers 9beb7e48d4
Implement female uniform masking. 2020-01-21 18:11:15 +01:00
Pieter-Jan Briers 77fcc4a673
Use TG human sprites. 2020-01-20 15:13:03 +01:00
Pieter-Jan Briers 75aa9541e0
Equip clothing to preview dummies in the lobby. 2020-01-20 10:30:06 +01:00
Pieter-Jan Briers ce794c4dac
Move access levels to prototypes.
Also adds captain & ID computer access levels.
Fixes ID computer not saving access changes correctly.
2020-01-19 18:30:09 +01:00
ShadowCommander e0aaab56e3 Implement StorageButton on HandsGUI and click empty hand to swap… (#517)
Also moved duplicate sprite view code to ItemSlotManager
2020-01-18 03:41:47 +01:00
DamianX a4e369e629 added Character Setup (#511)
* added Character Setup

* whoops

* reverted unrelated changes

* Made everything work post-rebase

* Removed unused PreferencesChanged event

* nope, don't need this

* HumanoidProfileEditorPanel -> HumanoidProfileEditor

* Set initial data for hair pickers

* Fixed nullable warning

* Renamed LooksComponent -> HumanoidAppearanceComponent

* Renamed LooksComponentState -> HumanoidAppearanceComponentState

* Final renaming maybe

* Use a human-like dummy instead of a real human

* Change preferences structs back to classes
2020-01-18 01:54:13 +01:00
ShadowCommander d03da83fda Inventory Input (#503)
* Create ItemSlotButton

* Refactor inventory buttons

Refactor so that KeyBind handling of inventory and hands are the same.

* Refactor InventoryInterfaceController to call ItemSlotManager with entities

This change allows HandsGUI and InventoryInterfaceController to just call ItemSlotManager.OnButtonPressed with an entity instead of a slot.

* Add CooldownCircle to ItemSlotButton

This allows Hands and Inventory to have cooldown circles on their ItemSlots.

* Refactor HandsGUI to use ItemSlots

This allows functionality and GUI to be the same between Inventory and Hands.

Added clicking empty hand to switch ActiveHand to clicked hand.

* Implement CooldownCircle in ItemSlotManager

Reorganize files
2020-01-17 15:43:20 +01:00
Pieter-Jan Briers 56f1233967
Hair style improvements:
1. made the magic mirror actually reflect your current hair state when you open it.
2. Made magic mirror one window.
3. Use color sliders for magic mirror.
2020-01-15 14:28:46 +01:00
Pieter-Jan Briers e0a4735fe2
Switch to TG hair sprites.
This removes the need for a separate shader because they're multiply-based instead of additive like /vg/ or Bay.
2020-01-12 02:04:13 +01:00
Pieter-Jan Briers f60b0fce7d
Fix hair not syncing style correctly.
Fixes #502
2020-01-12 01:58:05 +01:00
Pieter-Jan Briers 3cceb35445
Fix Stack item status not updating correctly. 2020-01-12 01:58:05 +01:00
Pieter-Jan Briers 411c23c46e
Item status! 2020-01-09 00:28:04 +01:00
Pieter-Jan Briers 33782ed7f3
Fix ranged weapon fire rates being stuttery.
Now we just send a fire message to the server every frame. Absolutely terrible!
2020-01-09 00:28:04 +01:00
Acruid 4773aad40c Added the ID slot of the player inventory to the UI, next to the tool belt. 2019-12-30 11:42:31 -08:00
Pieter-Jan Briers 26c8995dad
Fix low wall layering.
This makes windows look great.
2019-12-24 13:40:13 +01:00
Acruid ece6e0a833 Map & Grid Entities (#493)
* Client & Server load with new scene hierarchy.

* Engine Update.
2019-12-22 13:23:38 +01:00
DamianX 63b98f26a6 Fixed a bunch of unused variables warnings (#492) 2019-12-15 14:12:23 +01:00
Acruid 9c9984a40a
EventBus Refactor (#490)
* API changes for the new EventBus.

* Update Engine Module.
2019-12-08 19:52:29 -08:00
Pieter-Jan Briers 689d16ee65
Outlines moved to InteractionOutlineComponent, now change color when in interaction range. 2019-12-06 02:08:17 +01:00
Pieter-Jan Briers a912c999a9
GameScreen moved to content. 2019-12-06 00:41:30 +01:00
Pieter-Jan Briers 26da24c3c5
UI Layout v2. (#489)
* UI Layout v2.

* Lobby fixed.
2019-12-05 16:00:03 +01:00
Pieter-Jan Briers e179e89c03
Fix crash on shutting down client. 2019-12-04 01:23:14 +01:00
Pieter-Jan Briers 7c54a3c923
Fixes window destruction causing a crash.
Fixes #473
2019-11-29 17:08:24 +01:00