Commit Graph

84 Commits

Author SHA1 Message Date
Pieter-Jan Briers 8b694b1899 Bullets no longer open doors. 2019-03-20 15:02:19 +01:00
Pieter-Jan Briers 34f4c12e00 APCs now go click when breaker is switched. 2019-03-20 14:11:03 +01:00
Pieter-Jan Briers c17bc612ff Lights now go CLUNK when turned on. 2019-03-20 01:12:38 +01:00
Pieter-Jan Briers d7ef38701b Actually position gun sounds. 2019-03-19 22:41:19 +01:00
Pieter-Jan Briers e1f6a2bbd5 Spawn point system.
Hey we can place spawn points on the map now instead of hardcoding them!
Spawn points are simply invisible bare bones entities.
2019-03-17 15:52:27 +01:00
Pieter-Jan Briers 694d6e5b33 Fix crash when putting gun into backpack. 2019-03-17 14:37:05 +01:00
Pieter-Jan Briers f779755c11 Doors are now automated. 2019-03-17 13:24:26 +01:00
Pieter-Jan Briers 84aa369809 Airlocks rewritten to use appearances, use less ugly sprite from Eris. 2019-03-16 20:40:07 +01:00
Pieter-Jan Briers 415b7e96fd
Transform refactor. (#139)
space-wizards/space-station-14#725
2019-01-18 11:40:30 +01:00
Pieter-Jan Briers 7ca90d11b3
Gun stuff (#132)
* Guns can now be fully automatic.

Take that BYOND.

* Improve delay handling

* Bullet spread

* Fix firing guns on pickup
2018-12-13 14:49:57 +01:00
Acruid 69946c79d8 Fixes inventories and throwing. (#133) 2018-12-13 14:49:05 +01:00
clusterfack 37df61113e Species Component (#130)
* Fix this
fug
oksure
Creates the initial species component, damage states, and threshold templates and hooks them into the damageable component

* More rebase fixes

* test

* Pre future rebase

* Please

* Lol

* Lol2

* SHADERS

* Update Engine

* yml file

* Fix an initialization issue, injects dependencies

* Fix error in loading shaders

* Makes a master character ui controller component added upon client attachment to entity and remove upon client detachment from entity

* Fixes just about everytrhing

* Address PJB's comments

* geeze

* Make overlays work in worldspace instead of screen space and not cover user interfaces

* update submodule
2018-12-13 14:47:18 +01:00
Pieter-Jan Briers b0f212bad5
Verbs (#124)
Right click verbs work.
2018-11-21 20:58:11 +01:00
Acruid 8038ebe37d Fix Hands Crash (#122)
* Fixed sprite issues with construction system (Thanks PJB!).

* Storage and Hands Systems now subscribe to Transform Parent changes, and will keep their containers in sync.

* Add check in Interaction System to prevent processing client-side entities on the server.
2018-11-11 20:32:05 +01:00
Pieter-Jan Briers 4720182cf4
Flashlights now run off a power cell. (#121)
* Flashlight runs off a power cell now.

* Cleanup
2018-11-11 20:05:09 +01:00
Pieter-Jan Briers 51bc17f76d
Fix map serialization of storage component. (#111)
Items were stored since the engine can serialize containers,
but the used storage volume wasn't.
2018-11-11 20:04:52 +01:00
Acruid d186f18c20 Thrown Item Physics (#120)
* Thrown object speed is now based on force.
Fixed BoundingBox namespace.

* 100% more throwing.
CollisionGroup enum.

* Update Engine.
2018-10-30 09:13:10 +01:00
Acruid 3dc3031054
World Storage (#112)
* Added generic crate assets.
Added open flag to StorageComponent.

* StorageComponent door toggling works.

* Door now updates based on if someone is subscribed to the Storage.

* Added License to crate.rsi
Fixed Icon of crate.

* Added basic Locker.

* Added Fire Extinguisher.

* Added ability to close the storage UI by the server.
Notify the server that the UI is closed, so that the player is unsubscribed from the storage.
Unsubscribe the player from a storage if the player entity moves out of range.

* Add check to make sure entity is on the same map as the storage.

* Update Engine module.

* Update Engine.
2018-10-25 17:35:34 -07:00
Acruid 6cc88115b5
Rename ICollisionManager to IPhysicsManager (#113)
* Renamed ICollisionManager to IPhysicsManager.

* Added sanitization and logging for clients sending invalid coordinates to the interaction system.

* Update Engine.
2018-10-25 17:29:33 -07:00
Pieter-Jan Briers c33daddda2 Power cells 2018-09-21 08:21:40 +02:00
Pieter-Jan Briers 74541e23a4
Equipment & inhands. (#110)
* Equipment WiP

* Equipment's starting to work.

* Equipment works properly 100% now.

* Inhands work.

Also more clothes.
2018-09-19 18:54:04 +02:00
Pieter-Jan Briers 73712b4e39 Update submodule.
Guns work again.
2018-09-17 12:36:09 +02:00
PJB3005 1dabe49234 VV support. 2018-09-09 15:34:43 +02:00
Pieter-Jan Briers d414ea55f5
APC GUI. (#107) 2018-08-31 08:52:48 +02:00
PJB3005 bb5a278fdb Fix compiler warning. 2018-08-30 12:53:23 +02:00
Centronias ef506006b3 Toggleable flashlight (#106)
Fixes second half of #92 

Regarding the first half, Digitalis explained in discord that when an entity is picked up, visible components are made invisible by making the entire Godot scene node for the entity (based on the GodotTransformComponent) not visible. It's probably possible to exempt the pointlight from that invisibility, but that seems hacky and it seems like something that should be covered by a generic "items equipped in hands are visible" design.

Adds:
- Handheld light component for toggling light activation
- Lantern sprite with on and off layers
- Lantern prototype updates

Known issues:
- When light is on and on the ground, hovering over it with the cursor does not produce the outline effect. I'm not sure, but I think this is caused by the way I implemented the illuminated layer as an entire sprite rather than just the illuminated part. The outline only works on the first layer maybe? I checked it against the welder in its on state and it doesn't seem to outline the flame.
- Illuminated sprite (layer 1) is an entire flashlight, so to make it look okay, the whole first layer is turned off. Would be better / more correct to follow the example of the welder and just create an illuminated "cap" to overlay on the dark extinguished layer. I'd whip up some coder art myself, but I don't have the right tools to handle transparency.
- Illuminated sprite is slightly different from the extinguished sprite, so turning on the light makes it a little bit shorter.
2018-08-28 17:39:20 +02:00
Acruid ed39649721 Interaction Features (#101)
Various minor interaction features.

There is no concept of gravity in the game yet, so items drift through space or the hallways of a station until they are stopped. Thrown items do not collide with walls because making them collidable makes them collide with EVERYTHING, including the player. We need collision groups in the physics system.

Because of the previous problems the velocity things are throw at is set quite low, it can be tweaked after the other mentioned issues are resolved.
2018-08-22 10:19:47 +02:00
Pieter-Jan Briers cd4442b81e Antag Datums. Oh also minds. (#100)
AKA: Minds and there's a stupid basic roles framework.
2018-08-20 15:59:04 -07:00
Acruid edb3eb5b2e
HandsSystem now uses InputSystem. (#95)
Fixed TemperatureSystem namespace.
2018-08-18 15:28:02 -07:00
Pieter-Jan Briers 189a52c6d7
Use Sprite proxies for GUIs. (#93)
AKA "welders actually light up in the hands GUI".
2018-08-16 22:43:04 +02:00
Acruid 830159390b
Input Handling (#90)
* Migrates the Examine system to the new Input system.

* Update Engine.
2018-08-08 11:43:49 -07:00
Pieter-Jan Briers 40ed16e118 Fix build harder. 2018-08-02 08:55:49 +02:00
Pieter-Jan Briers d7074bf74f
Construction System. (#87)
* Construction WiP

* Construction kinda works!

* Lots more construction work.

* It mostly works!
2018-08-02 08:29:55 +02:00
Víctor Aguilera Puerto f051078c79 Remove all references to OpenTK (#85)
Resolves #80
2018-07-29 23:58:19 +02:00
Pieter-Jan Briers 74b38c49fb
Materials system. (#84) 2018-07-27 17:11:58 +02:00
Pieter-Jan Briers cb439ba39a Remove compiler warnings. 2018-07-26 23:55:34 +02:00
Pieter-Jan Briers b34591ab59
Data Rework Content Edition (#82)
* WiP Data Rework.

* Convert stationstation to new map format.

* stationstation.yml v2

* Update submodule
2018-07-26 23:38:16 +02:00
Acruid 8c874c76dc Base Update() method was removed from components in engine, added some basic ECS systems to update the components. (#79) 2018-07-26 23:26:19 +02:00
Pieter-Jan Briers ad5c82fec9
APC & SMES appearances. (#78)
* CEV-Eris SMES sprite as RSI.

Has been modified so that the light overlay states use alpha blending.

* Add tiny glow to SMES display sprite.

* Appearances work v2

* More WiP

* RoundToLevels works correctly on even level counts now.

* SMES -> Smes because MS guidelines.

* CEV-Eris APC sprite.

* APC visuals.

* Reduce SMES scale again to normal levels.

* Update submodule
2018-07-17 11:39:55 +02:00
indeano 2d23c6a45e Some work on directing storage component's client updates (#75)
* adds storage system, primitive client-unsubscribing of storage updates

* strips out currently unneeded system

* channel to actor

* closestorageui todo added

* thorough logging, actor to session, validates session before sending packets

* offloads session status check to an event handler
2018-06-20 15:49:13 -05:00
Pieter-Jan Briers 10999dc905 Grid map detaching: content edition. 2018-06-10 01:03:49 +02:00
Pieter-Jan Briers d8540cdbd9 Comments are important. 2018-05-30 17:05:06 +02:00
Pieter-Jan Briers 0dad2c863b Fix powernet spreading edge cases. 2018-05-30 16:44:35 +02:00
Pieter-Jan Briers 179b2534d2 Fix load & supply desync upon merging powernets. 2018-05-30 16:22:51 +02:00
Pieter-Jan Briers ff0b1bfd05 Fix power warnings & sort errors. 2018-05-30 16:10:36 +02:00
Pieter-Jan Briers 097c876578 More data in power debug tool. 2018-05-30 14:23:08 +02:00
Pieter-Jan Briers 7e5c764b50 Make power node not die on map load. 2018-05-27 23:39:14 +02:00
Pieter-Jan Briers 77222824c3 New map! 2018-05-27 23:27:32 +02:00
Pieter-Jan Briers e36033a3ac Power improvements:
* crashes fixed
* made lights an RSI.
2018-05-27 21:45:31 +02:00
Pieter-Jan Briers ab91d358ef Power is now frame time aware and actually works correctly. 2018-05-27 19:33:27 +02:00