* THE RETURN OF ITEM STATUS
Item status is now inline with the hands again. You can now see item status for both hands at once.
If you have more than 2 hands, the last active hand of that side is displayed in the respective item status.
The item status for the active hand is also highlighted.
Item status has been given a new look so it looks unique and matches every UI theme.
* Shrink item status to 125px
This is going to require fixing the existing controls. Do that later.
* New bullet item status rendering
sex
* Make gun item status look just a little bit nicer.
Avoid only one or two bullets ending up on a single row of an item status.
* Delete Eris theme files
* More improvements
Fixed the fact that left/right were flipped around when assigning status panel locations. Involved renaming all the UI textures.
Redid how content margins are set from the theme. Less complex and cleaner now.
Made the item name always left-aligned, just looks better since other UI elements don't adapt anyways.
* Compact down item status text
Now it fits 3 lines of text on one line. Yay.
This is achieved by compacting RichTextLabels by reducing their line height and giving them a negative bottom margin.
* Add item status sprites for Ashen theme.
* Add status control to show beaker/bucket/jug solution/transfer volumes
Also PollingItemStatusControl I'll be using that more.
* Fix welder item status, clean up welder code
The item status control implementation was ancient and bad. That's why it was buggy.
Removed all the complex dated networking stuff for welders, we just sync the solution contents now anyways so none of that is needed anymore. This moves a buncha stuff to shared and just removes code.
Cleanup. The code was doing some really dumb stuff.
* Spray bottles show contents in item status.
* cowtools
* Fix plasmafire and clockwork themes.
Actual git gaslighting wtf.
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Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
(cherry picked from commit 58f025ba8043bcf5c32204b08eec8ae9e5d2bd41)
* Initial radial menu prototyping for the RCD
* Radial UI buttons can send messages to the server
* Beginning to update RCDSystem
* RCD building system in progress
* Further updates
* Added extra effects, RCDSystem now reads RCD prototype data
* Replacing tiles is instant, multiple constructions are allowed, deconstruction is broken
* Added extra functionality to RadialContainers plus documentation
* Fixed localization of RCD UI strings
* Menu opens near cursor, added basic RCD
* Avoiding merge conflict
* Implemented atomized construction / deconstruction rules
* Increased RCD ammo base charges
* Moved input context definition to content
* Removed obsoleted code
* Updates to system
* Switch machine and computer frames for electrical cabling
* Added construction ghosts
* Fixed issue with keybind detection code
* Fixed RCD construction ghost mispredications
* Code clean up
* Updated deconstruction effects
* RCDs effects don't rotate
* Code clean up
* Balancing for ammo counts
* Code clean up
* Added missing localized strings
* More clean up
* Made directional window handling more robust
* Added documentation to radial menus and made them no longer dependent on Content
* Made radial containers more robust
* Further robustness to the radial menu
* The RCD submenu buttons are only shown when the destination layer has at least one children
* Expanded upon deconstructing plus construction balance
* Fixed line endings
* Updated list of RCD deconstructable entities. Now needs a component to deconstruct instead of a tag
* Bug fixes
* Revert unnecessary change
* Updated RCD strings
* Fixed bug
* More fixes
* Deconstructed tiles/subflooring convert to lattice instead
* Fixed failed tests (Linux doesn't like invalid spritespecifer paths)
* Fixing merge conflict
* Updated airlock assembly
* Fixing merge conflict
* Fixing merge conflict
* More fixing...
* Removed erroneous project file change
* Fixed string handling issue
* Trying to fix merge conflict
* Still fixing merge conflicts
* Balancing
* Hidden RCD construction ghosts when in 'build' mode
* Fixing merge conflict
* Implemented requested changes (Part 1)
* Added more requested changes
* Fix for failed test. Removed sussy null suppression
* Made requested changes - custom construction ghost system was replaced
* Fixing merge conflict
* Fixed merge conflict
* Fixed bug in RCD construction ghost validation
* Fixing merge conflict
* Merge conflict fixed
* Made required update
* Removed lingering RCD deconstruct tag
* Fixing merge conflict
* Merge conflict fixed
* Made requested changes
* Bug fixes and balancing
* Made string names more consistent
* Can no longer stack catwalks
(cherry picked from commit 02273ca0e7a4091bac88e585ecca5253dd0e7fd7)
* Spray Paint (Draft)
* paint colors, paints in maints loot, cargo crate of paints.
* fix
* remove paint (sort of)
* moved paintcleaner into own system
* Moved paint to server (had to unfortunately)
* doafter now breaks when moving away.
* cant paint mobstatecomp
* loads of fixes
* fixes
* fixes
* nopaintshadercomp
* fixes
* fix
* use locale for paint remove string
* remove nopaintshadercomponent and use blacklist
* remove enabled.true from visualizer
* paint doafter event.
* add verbs for paint and remove paint and icon for paint verb.
* fixes
* no longer replaces shader when shader exists.
* replace forloop with foreach, check shader before adding and removing.
* paint doafter now separate so no copy paste code
* Entities in sprayed targets item slots are also now correctly sprayed.
* fix
* fix
* fix airlock psray painter now removes painted before painting door.
* spray paints now use openablecomponent.
* fix
* fix damn accesstypes.
* fix
* fix
(cherry picked from commit e4d5e7f1aebfc37b1bc3453fdb39578f3897b6a1)
* Improvements to the medical hud interface
* Adds an icon for SSD players
* Indentation fix
* Update sprites, changes direction and adds new status icon.
* Adds decomposing icon
* Code cleaning
* Changes Crit Icon sprite
* Simplifies the decision structure
* Changes copyright line
* Changes Critical Icon sprite
* Makes the Critical Icon border darker
* Changes sprites to /tg/ station
* Updates copyright
* Makes Dead Icon animation slight faster
* Code cleaning
* Remove some unused imports
* Code cleaning and rename icon
* Minor code cleaning
(cherry picked from commit 8d40bc36a93d3d5c6d3ece6c662ac9747f7837ae)
* Security hud shows icon based on criminal record status
* Criminal status now linked to name instead of identity
* parole loc
* Test fix
* review changes
* Check station records instead of storing names on criminal record consoles.
* cleanup
* more cleanup
* review changes
* change outdated comments
* rename
* review changes
* remove event subscription
* replaced event with trycomp
* default value
(cherry picked from commit 60b9d89e4dbdd8aaad4992a105628297d9480617)
* feat(inventory): Add secondary quick-remove star
* style: Fix end of file newline
* feat(inventory): Change secondary smart-equip star to silver star
* feat(inventory): Decrease secondary quick-equip star luminosity to better match the primary
(cherry picked from commit c8cc806a8fed7de92db48f4f066f63d5464502d1)
* fix(seizures): remove seizures from the game
* Reduced animation time to 2 seconds
(cherry picked from commit bc2dee9f707eb3680aaffee7bf9eb3bb043b60dd)
* Add animation support to status icons
Animated like any other entity. Change the png to have all frames, add delays in meta.json, and you're good to go.
* Dirty "fix" for the crashing.
Still have no idea why files cannot be read without changing their path in the yaml.
* Sloth review ig
I still have no idea why it wont work with /Textures/ missing as a prefix.
(cherry picked from commit 79dc4e4d6f918b2d56ae5e1909f2ccdbc552014c)
* Unghettoify mindshield icons
Adds support for layers in status icons, through the StatusIconLayer enum and the new "layer" datafield. Defaults to the Base layer where functionally remains unchanged.
* TG icon for shield
probably better than the shitty one I made in paint
* forgor meta.json
I forgor
* Emo review
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
---------
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
(cherry picked from commit bced73f67657246bc167531414ea0be5a5bba6bf)
* Adds Visitor role and ShowInIdCardConsole property
* Add visitor to Agent ID card
* Fixes yaml test
* Fixes based on feedback
* Fixes based on feedback
(cherry picked from commit 1862f8aa1745f147fa54428179e568c9298a9fda)
* 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
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Co-authored-by: Rane <60792108+Elijahrane@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
(cherry picked from commit eed663e8b4d91ee772ccb54fc8a55e4c4afdcd64)
* HellSpawn Mob
* added spawner
* summary for the namespace
* larger collider, cannot enter single tile corridors.
* fix
* remove duplicate from yml, fix attributions.
* moved action to shared, moved comp to shared, networked comp, separated heal, fixed attributions
* removed flammable from hellspawn
removed the healing effect from firestarter ability (healing can be separate ability).
* Update attributions.yml
fix attributions
* fix
* fix
(cherry picked from commit b06d9cb64a53e387240fa804853d3ee2a4d3f11b)
* Prototyping whole station wire map
* More prototyping
* Added icons for the different power distributors and toggleable cable displays
* Power cable layouts are now only sent to the client when the power monitor is open
* UI prototyping
* Power monitors can now see the sprites of distant entities, long entity names are truncated
* Updated how network devices are added to the player's PVS
* More feature prototypes
* Added source / load symbols
* Final prototype! Time to actually code it properly...
* Start of code clean up
* Continuing code clean up
* Fixed UI appearance
* Code clean up complete
* Removed unnecessary changes
* Updated how power values are calculated, added UI warnings for power sinks and power net checks
* Updated how power values are calculated again, added support for portable generators
* Removed unnecessary files
* Map beacons start toggled off, console map now works outside the station, fixed substation icon
* Made some of Sloth's requested changes. Power distributors don't blink anymore, unless selected
* Moved a number of static variables in PowerMonitoringHelper to sensible places in the main files. Added a NavMapTrackableComponent so that you can specify how individual entities appear on the navmap
* Updated the colors/positions of HV cables and SMESes to improve contrast
* Fixed SMES color in map legend
* Partially fixed auto-scrolling on device selection, made sublists alphabetical
* Changed how auto-scroll is handled
* Changed the font color of the console warning messages
* Reduced the font size of beacon labels
* Added the station name to the console
* Organized references
* Removed unwanted changes to RobustToolbox
* Fix merge conflict
* Fix merge conflict, maybe
* Fix merge conflict
* Updated outdated reference
* Fixed portable_generator.yml
* Implemented a number of requested changes, move bit masks to a shared component
* Navigate listings via the navmap
* First attempt at improving efficiency
* Second attempt at optimization, entity grouping added for solar panels
* Finished solar panel entity joining
* Finished major revisions, code clean up needed
* Finializing optimizations
* Made requested changes
* Bug fix, removed obsolete code
* Bug fixes
* Bug fixes
* STarted revisions
* Further revisions
* More revision
* Finalizing revisions. Need to make RT PR
* Code tidying
* More code tidying
* Trying to avoid merge conflicts
* Trying to avoid merge conflicts
* Removed use of PVS
* Improving efficiency
* Addressed a bunch of outstanding issues
* Clear old data on console refresh
* UI adjustments
* Made node comparison more robust. More devices can be combined into one entry
* Added missing component 'dirty'
(cherry picked from commit 1de682e23fd3cb832fa3328a7e6c4bd4b1a858f7)
* Corner clothing (save point)
* IT WORKS. YIPPEE
* the last of it
* template rejigs
(cherry picked from commit 9b18357a882d6a9e3dfb3b4fccaa42f65238c9f0)
* updates the classic ui theme, ports some ss13 ui themes
* adds retro theme
* the rest of it. probably
* web pockets for retro
* begrudgingly bring back modernized