* Prevent EntityStorages from being opened while inside a mech.
* compressed into few lines
* unneeded line
* Popup client
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
(cherry picked from commit e89be95d4c3085d7d6d08ad5aafa942cfc32c934)
* initial commit
* made it emaggable
* removed OnAttemptEmagEvent
* moved emagging to shared
* added local file to git
(cherry picked from commit fd673cf6e30599f5895d58c3281eba2901301401)
* Various sounds ported
* Replace wall_bonk.ogg
* Metal/metalglass break sound pass
* Replace metalbreak.ogg
* Replace woodhit
* Replcae tap.ogg n some smack uses
* Fix lint
* Replace bang.ogg and some instances of hit_kick.ogg
* couple more
* fix wood sound
* i may be stupid
* le attributing
* bro what
* standardize more destruction sounds
* fix melee hit sound cutting off
* window threshold sounds and remove `destroySound` it literally doesnt exist
(cherry picked from commit 818b07ecf82bdd72dc5524f6bc093067b2ef6472)
* Restarts have max player count
* Now counts ingame ghosts to determine if restart can be called
* consistant cvar name
* Added a player count with state conditional
(cherry picked from commit 7bf62f1d1904b591580b17b2b5079f0dfe769e4b)
* Fix error when starting a DoAfter while handling one on the same entity
* Reuse array
(cherry picked from commit 9ad1ae5d963cf294d2f68d06ce07506dedbefe64)
Change the slot ID back to what it was to keep old map saves with an item in the slot loading correctly.
This also fixes the "You can't put this in the dispenser!" message not appearing when inserting an item without FitsInDispenserComponent because the whitelisted slot name wasn't changed.
(cherry picked from commit 7a7d0017b504dec4b1d390b941af9791d9677287)
* Add limited-reagent dispensers
* Add empty versions for all dispensers
* Fix lint
* Set initial window size so all buttons are visible
* Simplify logic, add parenthesis
* Use localized name for initial labels
* Adjust button style
* Avoid touching items before MapInit
* Remove pre-labeling
* Reduce diff
* Clean up YAML
* Fix test
* Really fix test
* Document
* Adjust based on review
* Add labels for obnoxiously long bottles
---------
Co-authored-by: AWF <you@example.com>
(cherry picked from commit 9394a262458df76d9c4156f147bed902e3feac75)
* Execution (you monster)
not done
* woops
* more stuff
* Melee executions
* Prevent executing those who can interact
* Better checks for if you can execute
* Scale the execution time of a knife with its attack speed
* Translations for fucking up an execution
* rename some functions
* Properly scale execution speed of melee weapons
* Fix checks in CanExecuteWithAny
* Allow executing yourself (funny)
* More versatile localisation
* Suicide with guns
* Popups for successful gun executions
* whoops
* Stop flare guns crashing the game on executions
* Various tweaks
* Remove some old usings
* Pacifists can no longer execute
* Remove unnecessary check
* Use CanShoot in gunsystem
* Capitalisation in ftl string
* Fix melee executions not playing a sound
* localisation tweaks
(cherry picked from commit 2e83f5a0ecc5fea0177acd94e22133de0d614588)
* Added TransferActionWithNewAttached and TransferAllActionsWithNewAttached and OnActionAdded event method to ActionContainerSystem. These are needed where the action needs to have a different attached entity for usage. Fixed a bug with not being able to upgrade actions between levels. Added a way to grant and remove a singular action.
* adds an action container component to mind on action added to fix tests
* Swaps trycomp for hascomp
* Maybe this will fix the thests
* Grants action container to performer as well
* Wait that makes no sense, removing that
* fixes mind action grant logic
* Changes ent check back to netent check
* Reverts unintended container changes
(cherry picked from commit c8466055ef34f9a5cbd987546c7865889a54f5ed)
* Cryogenic sleep units
* pause map support
* no more body deletion
* Cryogenic Storage Units
* boowomp
* no more emag, no more dropping present people
(cherry picked from commit 736b9dd7df6e35f07fed88686c7c863ac61af846)
* Grave digging and decomposition
* fix
* update based on review comments
* code review
* remove unused field
(cherry picked from commit fd7ff690b1ad7b1cf6cd62deba3076684e3e9282)
* Fix error when the client gets an Eui state message before its open message
* Revert "Fix error when the client gets an Eui state message before its open message"
This reverts commit 440e2746ee8d77306f59ddea558eda32ec927f18.
* Make all Eui msgs reliable ordered
(cherry picked from commit 95ef20223c1abaf6ff0baaf76b73e92dfd921efb)
* feat(star.yml): make throwable star damage stamina
* feat(Components): add new StaminaTresholdDamageOnEmbedComponent
* feat(SharedProjectileSystem): update system with new events to change
stamins treshold on embeed projectile remove / add
* feat(StaminaSystem): update system with new subscriptions
* feat(throwing_stars): update yml with new component
* feat(StaminaDamageOnEmbed): add stamina damage on embeed
* cleanup unused / ajust numbers
* fix(StaminaSystem / OnEmbedComponent ) apply requested changes
* Rest of the review
* another warning
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
(cherry picked from commit b80f7eed6ee05c9e4963477369cffaa44dda19e8)
* add primary departments
* make command and station specific secondary
* add a unit test
* fixy
* compile
* webedit ops
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Co-authored-by: deltanedas <@deltanedas:kde.org>
(cherry picked from commit d1d11d09c7a2698fa723c11a910258f69c3d7b9e)
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)
* Move Exclamation entity
* Add Whistle Component and Whistle System
* Add BaseWhistle prototype
* Add sound to BaseWhistle
* Add SecurityWhistle prototype
* Add Sprite and Icon to SecurityWhistle
* Add whistleExclamation prototype
* Fix SecurityWhistle prototype
Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com>
* Add whistles to sec vendingMachine
* Revert "Add sound to BaseWhistle"
This reverts commit 0c2eeab1286fb778ed7a845e59c642f667582a4a.
* Add sounds for BaseWhistle
* Make atributions compact
* Remove unnecessary spaces
* Make WhistleSystem class sealed
* Remove possibility to exclamate one person from WhistleComponent
* Remove delay from WhistleSystem
Increase delay
* Remove unnecessary HashSet
* Try replace Resolve
* Refactor sound emmiting
* Rework spawn of exclamation
* Move WhistleComponent from Server to Shared
* Edit WhistleComponent because of moving
* Move WhistleSystem from Server to Client
* Edit WhistleSystem because of moving
* Add new event
* Add server part of WhistleSystem
* Modify system for prediction
* Add documentation to WhistleComponent
* Revert "Modify system for prediction"
This reverts commit 89abb290571ff47deb5491b0f720f6bde079110b.
* Revert "Add server part of WhistleSystem"
This reverts commit ca52ca081f30fb164f401c1818d08531f02af284.
* Revert "Add new event"
This reverts commit 5ca9694757c94c03ca72d5b2f56f5f23503a3263.
* Move system from client to shared
* Modify whistle system because of moving
* Separate checks and action
* Organize file folders according to conventions
* Make component Networked
* Change trigger component for WhistleSystem
* Put indents betwen methods
* Rework WhistleExclamation prototype
* Change variable name
* Add serializer to WhistleComponent
* Rename one variable
* add predict possibility to Shared
* add Client part of prediction
* Add Server part of prediction
* Increase whistle distance
* Prevent spawn for invisible entities
* WhistleComponent now use file-scoped namespace
* Delete unnecessary part from MakeLoudWhistle
* Add Resolve check
* Delete Server and Client part for prediction
* Make system prediction properly
* Change prediction behaviour
* Fix unexpected error occured
* Avoid using obsolete methods
* Add comments
* Update DataField to make it shorter
* Update size for new size system
* Prevent ping for invisible entities for real now
* Avoid triggering unnecessary debug asserts
---------
Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com>
(cherry picked from commit fa3da1ab825c2140c8119e723028f292a7b772c3)
* 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
---------
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 borg becoming emag immune if emag attempted with panel closed.
* new event
* removed code added in accessreader
* fix emag 1984
(cherry picked from commit 23e714e523f18ffe5c4a2e1e2186142371dbf0bb)
* Fix bug where prying would succeed even a door could no longer be pried.
* Remove redundant call to Resolve
* Remove redundant comment
(cherry picked from commit 88045afcf01eedd282d98fba3e3430e66745d3a0)