Fixes#23645
The problem is that the solution editor UI is an EUI, so the UI updates before the game states are applied.
A correct fix would be to move it to a BUI in some way, but that's a little involved as we don't really have pre-existing code that uses BUIs in a manner good for this. I decided against this because I realized we'd want to have more tools similar to this and tbh I kinda figured integrating it with VV would be a better fix instead, so...
This is a bad workaround to manually synchronize the UI updates against game timing. It's not pretty but it works.
(cherry picked from commit 3a2cd95d7f8d2b6975ebfda715b4cbf858e74668)
* Give .props files 2-space indents.
* Move to Central Package Management.
Allows us to store NuGet package versions all in one place. Yay!
* Update NuGet packages and fix code for changes.
Notable:
Changes to ILVerify.
Npgsql doesn't need hacks for inet anymore, now we need hacks to make the old code work with this new reality.
NUnit's analyzers are already complaining and I didn't even update it to 4.x yet.
TerraFX changed to GetLastSystemError so error handling had to be changed.
Buncha APIs have more NRT annotations.
* Remove dotnet-eng NuGet package source.
I genuinely don't know what this was for, and Central Package Management starts throwing warnings about it, so YEET.
* Remove Robust.Physics project.
Never used.
* Remove erroneous NVorbis reference.
Should be VorbisPizza and otherwise wasn't used.
* Sandbox fixes
* Remove unused unit test package references.
Castle.Core and NUnit.ConsoleRunner.
* Update NUnit to 4.0.1
This requires replacing all the old assertion methods because they removed them 🥲
* Oh so that's what dotnet-eng was used for. Yeah ok that makes sense.
* Add Robust.Analyzers.Test
* Update submodule
* commit to re-run CI
(cherry picked from commit a6c9c36b688a1ba78ff4c12502e81661cf607b6c)
* Fixes construction graphs proccing while being microwaved
* git those indents in line
* We knew we were missing something!
(cherry picked from commit f5c40c362306f0c2437f39b6968ae637112aaf4e)
* move pietin trash to FoodPieBase so all pies return their pie tin when eaten
* spawn trash from a SliceableFood if the Food has a trash
* add a limited selection of additional tablewares to the autolathe
* kitchenware material adjustments
* fix crash when slice pie in hand/inventory
* use system helpers + slices now go in parent container
(cherry picked from commit 1c3c596bae1bc463ce05f3ae6f5cbe09ac59ed4c)
* Split cargo shuttle to its own component
If mappers want 1 morbillion of them this is easier to manage.
* balls
(cherry picked from commit 55a60b0fcad227e82511cf0d8a8a2cdf5ec9846a)
* Optimise the puddle system to reach an equilibrium quickly.
* Remove use of Linq
Try to be more efficient with Tuples
* review
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Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
(cherry picked from commit 064d52db412d9cf80ace425db8573aea2dfc7d81)
* Add doors to the navmap
* tweaksies
* gah
* draw primitive
* draw primitive? at least take me out to dinner first!
* Update Content.Client/Pinpointer/UI/NavMapControl.cs
* casualties
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Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
(cherry picked from commit 1886941da6c807ec604cad902233a3ba559b2b25)
* Fix tranquiliser darts not working
Fixes a bug introduced by 9f47079d02a872f0aaff84f4556b83d3c6f835ef which
was made to stop the fly-by fixture from triggering the system. This was
done by checking whether the fixture was hard. Apparently the
projectile's fixture is never hard as well. The change just makes it so
that check only succeeds when the fixture is a fly-by fixture.
* Remove something that I think is redundant
* Remove random using directive that somehow appeared.
* Address Review
* Adress Review 2
* Put the appropriate fixture ids
(cherry picked from commit ef132c8a7b83691ab550e1cfe5d31fd8be2b3788)
Make aghosts and other things that can't take burn damage not burn their
hand when changing lightbolbs
(cherry picked from commit 7aee192d528222b3d5d2a479dd2baec626f0a040)
* Show how close bodies are to rotting
When examining a dead body, you will be able to see of close
it is to rotting.
- "It still looks fresh.", in the first third of the pre-rot period
- "It looks ripe.", in the second third
- "It's starting to look bad.", in the last third
This could help players prioritize medical care.
* Alter the wording of the pre-rot indicator
* Use numeric rotting stages in FTL
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Co-authored-by: Kevin Zheng <kevinz5000@gmail.com>
(cherry picked from commit af7327e59f9831d866022dc9018ae79311602f04)
* Moved vendor thank you messages into AdvertisementPack, making them vendor-specific.
Wrote a few example messages.
* Only display thank yous when closing the UI after a purchase.
* Tweaked a few messages
* More custom messages
* Missed one
(cherry picked from commit eb9770efb91fab68696938008fedb5ab1a10f15f)
* Cleanup mimic event
Now it won't be forced on dev map or mapping mode.
* Minor cleanup
(cherry picked from commit f0d9782df418d4d4c3b1127a7adfafa5b3ace09c)
* Update ChemicalReaction and ReagentEffect logs.
* Updated explosion log as well, and small cleanup.
(cherry picked from commit aa7fcb19ec2c5f93182da102579db6a3b17b80ec)