* Replace obsolete whitelist is valid with whitelist system
* Consistency
* Fix logic
* Bork
* I figured out how to get whitelists on the client lol
* test fail
* woops
* HELP ME FUNCTIONS
* Fix errors
* simplify
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Co-authored-by: plykiya <plykiya@protonmail.com>
* make storage close on lock
* formatting and comments
* Update Content.Shared/Storage/EntitySystems/SharedStorageSystem.cs
Co-authored-by: ShadowCommander <shadowjjt@gmail.com>
* Apply suggestions from code review
Co-authored-by: ShadowCommander <shadowjjt@gmail.com>
* Swap to foreach instead of for
Co-authored-by: Kara <lunarautomaton6@gmail.com>
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Co-authored-by: ShadowCommander <shadowjjt@gmail.com>
Co-authored-by: Kara <lunarautomaton6@gmail.com>
* Upgraded UseDelay to support multiple delays per entity
* Implement secondary delay for bibles.
Also some improvements to make it work nicely.
* Documentation is good
* Reserve the previous change; now Storage uses the special ID and Bible uses the default.
* .0
* Added VV support to UseDelayInfo
* Serialize better
* No register, just setlength
(cherry picked from commit b292905216)
* Fix rotation of dropped items
* combined world position rotation function for dumpable
* scuffed implementation?
* less scuffed?
* even less scuffed... I guess
* capital D
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Co-authored-by: Plykiya <plykiya@protonmail.com>
(cherry picked from commit 5aadb17be7)
* add SaveItemLocation keybind
* make item direction public to avoid having to change between Angle for no reason
* add item location saving
* show
* Added a better save keybind, made it draw saved positions, and trying to save in a position it has already been saved in removes that position.
* w
* code style
* Make taken spots appear blue
* style
* !
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Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: notquitehadouken <tripwiregamer@gmail.com>
Co-authored-by: I.K <45953835+notquitehadouken@users.noreply.github.com>
(cherry picked from commit 6863a7cc26)
* Replaced uses of Dirty(Component) with Dirty(Uid, Component)
Modified some systems (notably pulling-related) to use uids.
* Missed a few
* Revert changes to pulling
* No
(cherry picked from commit 4a83c36585)
* Merge BreakOnWeightlessMove and BreakOnMove. Provide different theshold for weightless movement.
* Adjust WeightlessMovementThresholds. Put a thing I forgot to put in the doafterargs.
* Make DoAfterArgs only use OnMove to determine whether to check for
movement and MoveThreshold to determine the threshold regardless of
weightlessness. Gave DistanceThreshold a default value which will always
be checked now.
* Fix issue introduced by merge.
* Use interaction system for determining whether a distance is within range
* Fix incorrect doafter args introduced by previous merge.
Forgor to commit these.
* Exorcise ghost.
The execution system should have been deleted when I merged previously.
For a reason I cannot comprehend it came back, but only the execution
system.
* Exorcise ghost Pt. 2
* Allow for movement check to be overriden in zero g and adjust doafter args where needed.
You can now override checking for movement in zero g with the BreakOnWeightlessMove bool. By default it will check.
The following doafters were made to ignore the movement check in zero g:
- Healing yourself with healing items,
- Removing embedded projectiles,
- Using tools like welders and crowbars
* Adjust distance for cuffing/uncuffing to work. Make injections not break on weightless movement.
* Fix evil incorrect and uneeded comments
(cherry picked from commit 362d56981f)
* Removes items from containers in reclaimers
* Made it into an event instead
* Sloth review comment
* Fix indentation and rename field
(cherry picked from commit d7484ae9f5)
* LockVisualizer
* Fix state
* Clean some code
* Make it component, fix tests fail
* Fix for StateUnlocked
Now it is possible to manually set the unlocked state and it will work!
* Optimize LockVisualizer, add check for unlocked state
* No todo I guess
(cherry picked from commit c7870882f6)
* Use new Subs.CVar helper
Removes manual config OnValueChanged calls, removes need to remember to manually unsubscribe.
This both reduces boilerplate and fixes many issues where subscriptions weren't removed on entity system shutdown.
* Fix a bunch of warnings
* More warning fixes
* Use new DateTime serializer to get rid of ISerializationHooks in changelog code.
* Get rid of some more ISerializationHooks for enums
* And a little more
* Apply suggestions from code review
Co-authored-by: 0x6273 <0x40@keemail.me>
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Co-authored-by: 0x6273 <0x40@keemail.me>
(cherry picked from commit 68ce53ae17)
Relay wasn't really networked properly and this annoys me.
EntityStorage is still pretty skrunkly but this fixes the main issue I think.
(cherry picked from commit 042feae2e9)
* Raise `StationPostInitEvent` broadcast
* Basic variation pass handling
* standardize names + rule entities
* why does it work like that?
* add to defaults
* light break variation pass
* ent spawn entry
* move some stationevent utility functions to gamerule + add one for finding random tile on specified station
* forgot how statistics works
* powered light variation pass is good now
* station tile count function
* public method to ensure all solutions (for procedural use before mapinit)
* move gamerulesystem utility funcs to partial
* ensure all solutions before spilling in puddlesystem. for use when spilling before mapinit
* trash & puddle variation passes!
* oh yeah
* ehh lets live a little
* std
* utility for game rule check based on comp
* entprotoid the trash spawner oops
* generalize trash variation
* use added instead of started for secret rule
* random cleanup
* generic replacement variation system
* Wall rusting variation rule
* account for modifying while enumerating
* use localaabb
* fix test
* minor tweaks
* reinforced wall replacer + puddletweaker
(cherry picked from commit cc24ba6a31)
* Prevent EntityStorages from being opened while inside a mech.
* compressed into few lines
* unneeded line
* Popup client
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Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
(cherry picked from commit e89be95d4c)
* remove empty file real
* support explosion resistance for non-worn things
* remove redundant entitystorage resistance
* port entitystorage optimisation to apply for everything with 100% resistance
* add explosion resistance for bag contents
* make thing reusable
* add resistance to chest rig too
* medical chest rig too
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Co-authored-by: deltanedas <@deltanedas:kde.org>