* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146)
* Optimize sensor monitoring window graph drawing
* Add shared static Vector2 pool for all GraphView instances
* Address requested changes
* remove lock
* Update submodule to 264.0.0 (#38629)
* Toy/Plushie Inhands and Wearables (#38514)
* Fixed dependency injection and some other issues in a few places.
* More issue fixes
* patchfor broken NetworkConfiguratorLinkMenu (#38632)
fix
* Fix solutions flickering when transferring contents (#34838)
* Use Solution clones when applying SolutionComponent states
* Revert "Use Solution clones when applying SolutionComponent states"
This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62.
* Make Solution implement ICloneable and rename Clone method.
* Copy CanReact value when cloning a Solution
* Convert to IRobustCloneable
* Fix typos in guidebook: Buisness → Business (#38636)
* Fix typo in `MinorAntagonists.xml`
Buisness → Business
* Fix typo in `YourFirstCharacter.xml`
Buisness → Business
* Various Headphones Fixes and Tweaks (#38479)
* sprites, wearables
* neck
* icon-on sprite
* Cleanup prototype instantiation in `DamageTest` (#38639)
Cleanup prototype instantiation in DamageTest
* Cleanup prototype instantiation in `ExplosionSystem` (#38642)
Cleanup prototype instantiation in ExplosionSystem
* AddBodyPartCommand localization. (#38612)
commit
* fix ItemSlotsSystem debug assert (#38655)
* Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536)
* Added directional beacons (#38284)
* Added directional beacons
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Fixed names
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
---------
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Power stat and nuke codes commands get some LEC love. (#38585)
* commit
* requested changes.
* Dsay Dirty and Follow commands converted to LEC and localized. (#38666)
* commit
* whoopwhoopwhoop
* Retro laser sprite fix (#38676)
* Fixed everything except the icon
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* fixed icon
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
---------
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* fix water coolers (#38681)
* Monochromacy typo fix (#38686)
* fixes the typo
* Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504
* Apply suggestions from code review
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Validate `CloningSettingsPrototype`s (#38688)
* Validate CloningSettingsPrototypes
* Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Check EventComponents too
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Add test of objective-related console commands (#36400)
* Add test of objective add/list/remove commands
* Not sure why we're validating test prototypes, but sure
* We don't need a map
* Improvements and fixups for New Status Effect API (#38660)
* Predict healing and bloodstream (#38690)
* initial commit
* reapply 38126
* fix rootable
* someone missed an important minus sign here
* try this
* fix
* fix
* reenable crit hits
* cleanup
* fix status time dirtying
* fix
* camelCase
* Healing and bloodstream prediction fixes.
* Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661)
* Resolving Wizard Recall on Nuke disk making it impossible to disarm
- Adding a DisarmBomb case to nuke status update loop
- Changing a few methods and parameters to properly follow formatting standards
- Updating some names to follow camelCase
* Updating missed tag
* Reverting DataField change
Should prevent this preventative bugfix being a breaking change.
* Switch HSV to the default colorspace for character customization (#38434)
* Made HSV default for character editor
* Adds/fixes comments to HSV defaulting
* Added dropbox fix, potentially cursed
* Revert "Added dropbox fix, potentially cursed"
This reverts commit a709883366fbee813e839742125e70844672af29.
---------
Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>
* Fix: Don't deploy foldables when clicking on items inside containers (#38709)
* Fix
* Apply suggestions from code review
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Pressure Relief Valve (#36708)
* initial system (this math is probably WRONG)
* General code cleanup and OnExamined support
(holy moly this code sucks)
* UICode and related events foundation
TODO:
- Actually write the XAML UI and the underlying system
- Un-shitcode the entire thing
- Actually test everything...
* Working UI code
TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't.
* Remove one TODO for unshitcoding the examine code
* Add reminder
yea
* Make predicted (defenitely isn't)
(also defenitely isn't a copypaste from pressure pump code)
* It's predicted!
TODO:
- Give it snazzy predicted visuals!
- Have a different field for pressure entry, lest it gets bulldozed every UI update.
* Improve gas pressure relief valve UI
TODO: Reminder to reduce amount of dirties using deltafields
* Implement DirtyField prediction
* Entity<T> cleanup
A lot of Entity<T> conversions and lukewarm cleanup.
Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell.
* More cleanup and comments
* Remove TODO comment on bulldozing window title
* """refactoring"""
- Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance.
- More Entity<T> conversions because I like them.
- Move UI creation handling over entirely to the ActivatableUI system.
- Fix a hardcoded locale string (why????).
* Add visuals
* Revert debugging variable replacememt
yea
* Revert skissue
* Remove unused using directives and remove TODO
* Localize, cleanup, document
* Fix adminlogging discrepancy
* Add ability to construct, add guidebook entry
* Clear up comment
* Add guidebook tooltip to valve
* Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor
* Adds more input handling and adds autofill on open
* Un-deepfry input validator shitcode
Genuinely what was I smoking
* improve visuals logic
* Refactor again
- Update math to the correct implementation
- Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs
* I'm sorry but I hate warnings
* Remove unused using directive in AtmosphereSystem.Gases.cs
* Review and cleanup
* Lukewarm UI glossup
* Maintainer for the upstream project btw
* Remove redundant state sets and messy logic
* Unduplicate valve updater code
* Redo UI (im sorry Slarti)
* run tests
* Test refactored UI messaging
* Second round of UI improvements
- God please find a way to improve this system. Feels bad.
* Update loop implementation
* Further predict UI
* Clear up SetToCurrentThreshold
* cleanup
* Update to master + pipe layers and bug fixes
want to run tests
* fixes
* Deploy rename pipebomb
* Documentation and requested changes
* Rename the method that wiggled away
* Undo rounding changes
* Fix comment
* Rename and cleanup
* Apply suggestions from code review
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Fix TextLinkTag (#32203)
* Adjust uplink buy button to be under item icon (#38596)
* Adjusted uplink buy button to be under item icon
* Put the discount subtext under the icon
* Indent fixes, added margin
---------
Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>
* Scurrets - Audio Improvements (#38482)
* Scurret audio tuning
* Add new sfx
* Update sneezing sfx
* YAML support
* Rename a folder
* make telesci wreck easier (#37569)
rel
* Validate `ShaderPrototype` IDs (#38728)
* Convert all shader prototype string literals to protoids in overlays
* Convert more shader prototype literal strings to protoids
* Convert ValidatePrototypeId to ProtoId
* Later
* [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664)
* fixed
* clean up
* orks fix smart
* review fix 1
* more requested changes
* less cursed
* more descriptive description
* better wording
* Tiny Tiny Cleanup of the EyeClosingSystem. (#38734)
Update EyeClosingSystem.cs
* Fix human skin tone distribution (#38701)
* fix: Use PredictedQueueDel for gib spell (#38729)
* fix: don't default to uncharged sprite state for cells (#38730)
* Fix Hristov description - remove inaccurate technical specs (#38746)
- Removes inaccurate 'armor piercing 14.5mm shells' reference
- Replaces it with a more funny description, matching the style of the other snipers and guns
- Keeps ammunition type '.60 anti-materiel ammo' specification
- Fixes issue #38590
Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br>
* feat: allow mopping evaporating puddles (#38743)
* Validate remaining `ProtoId` strings (#38747)
Validate remaining ProtoId strings
* Validate `ProtoId`s in tests (#38745)
* Convert string literals to protoids in Content.Tests
* Convert string literals to protoids or consts in Content.IntegrationTests
* Fix linter failures
Tricksy static using misled me
* Cleanup warning in StomachSystem (#38748)
you did not see this
* Vox scars (#38592)
* Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl
* Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl"
This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15.
* locale key fix
* Changed top surgery scar names to be more generalized
* Adjusted face scars
* Formatting fixes
---------
Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>
* UnlockNode command to LEC. (#38751)
* commit
* Update UnlockNodeCommand.cs
* commit
* move command locale to its own file.
* Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Typofixes for figurine dialogue (#38737)
* Typofixes for figurine dialogue
* Forgot two
* Janitor Tool: Wire Brush (#38667)
* Wow! It's -brush-
* spacing.
* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* fixed changes
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Minor escape menu UX improvements (#38650)
* fix: spellbooks can have infinite charges (#38376)
* fix: spellbooks can have infinite charges
* refactor: indicate infinite spellbook charges with null
Not sure if I like this much better...
* Borg type switching.
This allows borgs (new spawn or constructed) to select their chassis type on creation, like in SS13. This removes the need for the many different chassis types, and means round-start borgs can actually play the game immediately instead of waiting for science to unlock everything.
New borgs have an additional action that allows them to select their type. This opens a nice window with basic information about the borgs and a select button. Once a type has been selected it is permanent for that borg chassis.
These borg types also immediately start the borg with specific modules, so they do not need to be printed. Additional modules can still be inserted for upgrades, though this is now less critical. The built-in modules cannot be removed, but are shown in the UI.
The modules that each borg type starts with:
* Generic: tools
* Engineering: advanced tools, construction, RCD, cable
* Salvage: Grappling gun, appraisal, mining
* Janitor: cleaning, light replacer
* Medical: treatment
* Service: music, service, clowning
Specialized borgs have 3 additional module slots available on top of the ones listed above, generic borgs have 5.
Borg types are specified in a new BorgTypePrototype. These prototypes specify all information about the borg type. It is assigned to the borg entity through a mix of client side, server, and shared code. Some of the involved components were made networked, others are just ensured they're set on both sides of the wire.
The most gnarly change is the inventory template prototype, which needs to change purely to modify the borg hat offset. I managed to bodge this in with an API that *probably* won't explode for specifically for this use case, but it's still not the most clean of API designs.
Parts for specific borg chassis have been removed (so much deleted YAML) and specialized borg modules that are in the base set of a type have been removed from the exosuit fab as there's no point to printing those.
The ability to "downgrade" a borg so it can select a new chassis, like in SS13, is something that would be nice, but was not high enough priority for me to block the feature on. I did keep it in mind with some of the code, so it may be possible in the future.
There is no fancy animation when selecting borg types like in SS13, because I didn't think it was high priority, and it would add a lot of complex code.
* Fix sandbox failure due to collection expression.
* Module tweak
Fix salvage borg modules still having research/lathe recipes
Engie borg has regular tool module, not advanced.
* Fix inventory system breakage
* Fix migrations
Some things were missing
* Guidebook rewordings & review
* MinWidth on confirm selection button
* attempt at moving MainViewport to UIWidget
* oldchat (prototype)
* separate oldchat and default ss14 HUD into their own files
* restores original default game screen logic and adds that logic into separated chat game screen
* hand reloading, several tweaks to port oldchat to main ss14 branch
oldchat is currently not selectable
* screen type cvar, gameplay state screen reloading/loading
* reload screen on ui layout cvar change
* fixes up basic reloading (HUD switching is still very bad)
* some UI widget reloading for main UI screen switching
* alert sync on screen change
* inventory reload
* hotbar margin fix
* chat bubbles above viewport
* whoops
* fixes ordering of speech bubble root
* should fix the chat focus issue (at least in-game, not lobby yet)
* should fix up the lobby/game chat focus
* fixes chat for lobby, turns lobby into a UI state
* viewport UI controller
* viewport ratio selection
* whoops
* adds the /tg/ widescreen ratio
* removes warning from inventory UI controller, adds background to separated chat game screen's chat portion
* menu button reload
* unload menu buttons only from gameplay state shutdown
* bugfix
* character button fix
* adds config options for viewport width/UI layout
* variable naming changes, get or null instead of get to avoid exceptions
* moves entity system get into controller
* some work
* equip: done
unequip: todo
* unequipping done & refactored events
* workin
* movin
* reee namespaces
* stun
* mobstate
* fixes
* some work on events
* removes serverside itemcomp & misc fixes
* work
* smol merge fix
* ports template to prototype & finishes ui
* moves relay & adds containerenumerator
* actions & cuffs
* my god what is actioncode
* more fixes
* im loosing my grasp on reality
* more fixes
* more work
* explosions
* yes
* more work
* more fixes
* merge master & misc fixed because i forgot to commit before merging master
* more fixes
* fixes
* moar
* more work
* moar fixes
* suffixmap
* more work on client
* motivation low
* no. no containers
* mirroring client to server
* fixes
* move serverinvcomp
* serverinventorycomponent is dead
* gaming
* only strippable & ai left...
* only ai and richtext left
* fixes ai
* fixes
* fixes sprite layers
* more fixes
* resolves optional
* yes
* stable™️
* fixes
* moar fixes
* moar
* fix some tests
* lmao
* no comment
* good to merge™️
* fixes build but for real
* adresses some reviews
* adresses some more reviews
* nullables, yo
* fixes lobbyscreen
* timid refactor to differentiate actor & target
* adresses more reviews
* more
* my god what a mess
* removed the rest of duplicates
* removed duplicate slotflags and renamed shoes to feet
* removes another unused one
* yes
* fixes lobby & makes tryunequip return unequipped item
* fixes
* some funny renames
* fixes
* misc improvements to attemptevents
* fixes
* merge fixes
Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
* git mv
* Move Access Component & system.
- Name space changes
- Rename AccessReader to AccessReaderComponent
- Also need an abstract TryGetSlot function for SharedInventoryComponent
* better TryGetSlot
* Ah yes, tests exist.