* 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 02273ca0e7)
* Can now search the uplink store interface with a searchbar.
* Search text updates no longer send server messages. Persists listings locally.
* Formatting fixes and tidying.
* Added helper method to get localised name and description (or otherwise, entity name and description) of store listing items.
* Update Content.Client/Store/Ui/StoreMenu.xaml
* Review change; moved localisation helper functions to their own class.
* Prevent thread-unsafe behaviour as-per review.
* Remove dummy boxcontainer
---------
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
(cherry picked from commit de62ec204b)
* Make timer ignore client predict setting
* making tests run
---------
Co-authored-by: wrexbe <wrexbe@protonmail.com>
(cherry picked from commit 8676aad583)
* Hyposprays Draw from Jugs
* Fix last onlyMobs usage in yml
* Some Suggested Changes
* Remove unnecessary datafield name declarations
* Remove unnecessary dirtying of component
* Same line parentheses
* Added client-side HypospraySystem
* Cache UI values and only updates if values change
* empty line
* Update label
* Label change
* Reimplement ReactionMixerSystem
* Remove DataField from Hypospray Toggle Mode
* Change ToggleMode from enum to Bool OnlyAffectsMobs
* Add DataField required back since it's required for replays...?
* update EligibleEntity and uses of it
* Add user argument back
* Adds newline
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Guard for dirty entity
* Adds summary tag
---------
Co-authored-by: Plykiya <plykiya@protonmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
(cherry picked from commit f192d7901f)
The FTL UI on the shuttle console would reset the FTL progress bar every time you open it. This is because the server only sends "time until completion", not a start/end time. The FTL code now uses a separate start/end time so the exact same progress bar can be preserved.
For convenience, I made a StartEndTime record struct that stores the actual tuple. This is now used by the code and has some helpers.
(cherry picked from commit 3b791459c7)
* Add auto-mode to reagent grinder
* Remove redundant stuff with DataField
* Use margin instead of dummy control
* Resolve grinder component
(cherry picked from commit a606909d30)
* remove deprecated entity coordinate extension functions. Reduces warning count by approximately 50
* final toCoords Removed
* Remove all unused variables and dead code paths
* remove always true variable, should be a cvar or something instead
* remove superfluous variables from tests
(cherry picked from commit 59e46aab93)
* make sure to keep late join button disabled if requirements not met
* more succinct representation of condition
(cherry picked from commit cfc0ecbf80)
* Separated "thank you" messages from general ads
* Moved MessagePackPrototype to shared, cleaned up AdvertiseComponent, and actually killed AdvertisementsPackPrototype.
+More suggests changes.
* Rename PackPrototypeID to Pack in both components.
(cherry picked from commit 794a447bb7)
* add Name field to SpeechVerbPrototype
* extra locale for voice mask ui
* SpeechVerb ui and handling
* raaaaaaaaa
* reeeeeeeeal
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* fix sort
* did you hear john syndicate died of ligma
* Update Content.Client/VoiceMask/VoiceMaskNameChangeWindow.xaml
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
(cherry picked from commit d13da2837d)
* 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
* !
---------
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)
* When another player late joins it will correctly update the UI locally
* Resolve passengers not displaying the correct message in late join
* Improve final boolean comparison of button disabled state to be a bit neater
(cherry picked from commit bf7c1d647e)
* Fix mailing units turning into disposal units while recharging.
The states were hardcoded.
* Fix error handling
* Make default states constants
(cherry picked from commit 94e4755a8d)
- Fix text drawing being offset.
- Fix beacon snapping and distance check.
- Fix DrawData being offset.
- Fix bounds check for map objects not using PixelSize.
(cherry picked from commit 000a259563)
* Prep for DoorRemote Status
* Door Remote Mode Messages
* plural opens and closes
* never trust webedits
---------
Co-authored-by: Plykiya <plykiya@protonmail.com>
(cherry picked from commit e627a0d24b)
Fixes#26211
Admin messages now have separate "seen" and "dismissed" fields. The idea is that an admin should be able to tell whether a user pressed the "dismiss for now" button. Instead of using "seen" as "show this message to players when they join", "dismissed" is now used for this.
Existing notes in the database will automatically be marked as dismissed on migration. A note cannot be dismissed without being seen (enforced via constraint in the database too, aren't I fancy).
As part of this, it has become impossible for a player to play without dismissing the message in some form. Instead of a shitty popup window, the popup is now a fullscreen overlay that blocks clicks behind it, making the game unplayable. Also, if a user somehow has multiple messages they will be combined into one popup.
Also I had enough respect for the codebase to make it look better and clean up the code somewhat. Yippee.
(cherry picked from commit d776c4b392)
* 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)
* Pulling rework
Fixing up the FOUR systems managing pulling, all the shitcode, and also making it nicer ingame.
* More pulling cleanup
* stats
* More cleanup
* First draft
* More pulling
* weh
* Fix puller
* Pulling working
* Fix merge
* Dunked
* Self-merge time
* Fix hotkey
* Fix container changes
* oop
* Fix multi-pulling
* Move alerts cleanup.
* pulling fixes
(cherry picked from commit c584f6444a)
* Fix SCRAM implant not being usable while in cuffs. Also fix freedom implant from working while dead/crit as a side effect
* Move check up to apply to all actions and do thing I forgor to do before
* Change check into an ActionBlocker check that also checks whether the user is sleeping.
* Make checking for Consciousness the default for actions
Went through and chose what I believe to be sensible defaults for actions that had CheckCanInteract.
* Fix typos my beloved
I had an unbelievable skill issue
* Fix major skill issue
(cherry picked from commit 22e9d6562f)
* 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 e4d5e7f1ae)
* 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 8d40bc36a9)
* move faction prototype to shared
* move faction exception and member stuff to shared
* fix breaking changes for random stuff
* move pettable friend stuff to shared
* mostly fix
* final fixy
* dragonops
* final fixy II
* use querys and fix warpspeed fish (probably)
* fixer
* Rrrr!
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
(cherry picked from commit 7561bef6a7)
SS13 Criminal Record Icon Location REAL
Adds a new Offset DataField to the StatusIcon Prototype. It effects status icon location on a per-pixel level. Not sure what else it could be used for, but hey, nothing wrong with generalizing. Also moves the mindshield icon priority to one, to fix an unreported bug with them covering non-job icons.
(cherry picked from commit 21de5e9a08)
* add color field to clothing layers
* add support to randomsprite
* bababa
* finalize spriting work
* add to game
* fix
* remove space
* edit patelle, +1 decor variant
* added only pants, some sprite fix
* inflation
* fix mixed
* not tested commit
* Revert "not tested commit"
This reverts commit 4a904df3452263e87c9cb819ab5d8cf411ebe468.
* naked human is fun
* update
* add new style
* some sprite pixel tweak
* Update meta.json
(cherry picked from commit 986ac589b4)
* Throttle people trying to connect to a full server.
To reduce spam/load on the server and connection logs table.
Players are forced to wait 30 seconds after getting denied for "server full", before they can try connecting again.
This code is an absolute nightmare mess. I tried to re-use the existing code for the redial timer but god everything here sucks so much.
Requires https://github.com/space-wizards/RobustToolbox/pull/4487
* Use new NetDisconnectMessage API instead.
* Add admin.bypass_max_players CVar.
Just something to help with debugging the player cap on dev, I don't expect this to ever be disabled on real servers.
(cherry picked from commit 0ecc5e8c96)
* 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 60b9d89e4d)
* guidebook pages defined
* species info button in character profile editor
* if current species has no guidebook page then open the parent page
* skrek
* destroying evidence of secret vox plot
* icon size adjustment, no icon if guidebook page for species does not exist
* finished pages
* additional info
* weh
(cherry picked from commit 84a07315dd)