Commit Graph

34 Commits

Author SHA1 Message Date
Pieter-Jan Briers b7f297f612 Fix usages of TryIndex() (#39124)
* Fix usages of TryIndex()

Most usages of TryIndex() were using it incorrectly. Checking whether prototype IDs specified in prototypes actually existed before using them. This is not appropriate as it's just hiding bugs that should be getting caught by the YAML linter and other tools. (#39115)

This then resulted in TryIndex() getting modified to log errors (94f98073b0), which is incorrect as it causes false-positive errors in proper uses of the API: external data validation. (#39098)

This commit goes through and checks every call site of TryIndex() to see whether they were correct. Most call sites were replaced with the new Resolve(), which is suitable for these "defensive programming" use cases.

Fixes #39115

Breaking change: while doing this I noticed IdCardComponent and related systems were erroneously using ProtoId<AccessLevelPrototype> for job prototypes. This has been corrected.

* fix tests

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Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
2025-12-29 11:39:03 -06:00
Princess Cheeseballs a8fed06a98 Flesh Stun Fix (#39324) 2025-11-23 15:22:22 -06:00
William Lemon 29e55b9464
Upstream Merge (June / July) attempt 2 electric boogaloo (#4607)
* 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>

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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

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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

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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...
2025-11-06 18:22:39 +00:00
Tayrtahn 93ae609d84 Cleanup redundant `SpriteSystem` dependencies in `VisualizerSystem`s (#37758)
Cleanup redundant SpriteSystem dependencies in VisualizerSystems
2025-08-05 16:16:25 +02:00
Tayrtahn c8e224864a Cleanup warnings in DamageVisualsSystem (#37372) 2025-05-18 17:28:03 +01:00
Princess Cheeseballs 8334405d24 StaminaSystem to SharedStaminaSystem (#37199)
* Init Commit

* Partial class

* Hands system slipped through
2025-05-18 16:51:32 +01:00
Pieter-Jan Briers ccea85136b
Random spontaneous cleanup PR (#25131)
* 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>

---------

Co-authored-by: 0x6273 <0x40@keemail.me>
(cherry picked from commit 68ce53ae17985876d6d112b764b2144964a9f42e)
2024-02-18 23:02:29 +01:00
metalgearsloth d084dd2efb Fix component constraints (#20241) 2023-09-27 21:59:12 +02:00
DrSmugleaf a88e747a0b
Refactor serialization copying to use source generators (#19412) 2023-08-22 18:14:33 -07:00
metalgearsloth 94e2c7a4b0
Fix godmode mispredicts (#18524)
Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
2023-08-04 14:53:07 +10:00
Leon Friedrich 4f8ea0c19b
Fix damage visuals not resetting in some cases (#17399) 2023-06-19 03:22:41 +10:00
metalgearsloth ae01618874
Revert "Revert "Replace `ResourcePath` with `ResPath` (#15308)" (#155… (#15566) 2023-04-20 20:16:01 +10:00
metalgearsloth acf79a8209
Revert "Replace `ResourcePath` with `ResPath` (#15308)" (#15551) 2023-04-20 11:43:54 +10:00
Ygg01 71f358a027
Replace `ResourcePath` with `ResPath` (#15308) 2023-04-19 23:39:17 +10:00
metalgearsloth bfbb1a689f
1 do_after for ore veins (#14083)
* Ore veins

I dislike rocks just providing generic drops and this factors into mining more.

* fixes

* descriptions

* comment

* every flipping time

* Make mining destroy rocks with 1 hit

Having to click 3 times was pretty annoying.

* a
2023-02-13 15:32:09 +00:00
Visne 5a5a3afbb1
Remove some obsolete AppearanceComponent method usages (#13726) 2023-02-02 12:34:53 -04:00
Jezithyr eeb5b17b34
Mobstate Refactor (#13389)
Refactors mobstate and moves mob health thresholds to their own component

Co-authored-by: DrSmugleaf <drsmugleaf@gmail.com>
2023-01-13 16:57:10 -08:00
Flipp Syder 5a0a04bde7
Humanoid appearance refactor (#10882)
* initial commit
- species prototype modifications
- markings points as its own file
- shared humanoid component

* adds a tool to convert sprite accessories to markings (in go)

* removes a fmt call

* converts sprite accessory to markings

* adds hair and facial hair to marking categories

* multiple changes
- humanoid visualizer system
- markings modifications for visualizer
- modifications to shared humanoid component
- lays out a base for humanoid system

* hidden layers, ports some properties from appearance component, shrinks DefaultMarkings a little

* squishes the initialize event calls into one function

adds stuff to set species/skin color externally from a server message - currently laid out as if it a dirty call to a networked component, may be subject to change (server-side has not been implemented yet)

* makes the sprite pipeline more obvious

* apply all markings, hidden layer set replacement

* ensures that markings are cleared when the new set is applied

* starts refactoring markingsset (unfinished)

* more additions to the markingset api

* adds constructor logic to markingset

* adds a method to filter out markings in a set based on a given species

* fixes enumerators in markingset

* adds validator into MarkingSet, fixes ForwardMarkingEnumerator

* modifications to the humanoid visual system

* ensuredefault in markingset

* oop

* fixes up data keys, populates OnAppearanceChange in visualizer

* changes to humanoid component, markings

marking equality is now more strict, humanoidcomponent is now implemented for client as a child of sharedhumanoidcomponent

* markings are now applied the visualizer by diffing them

* base sprites are now applied to humanoids from humanoidvisualizer

* passes along base sprite settings to the marking application so that markings know to follow skin color/alpha or not (see: slimes)

* custom base layers on humanoids

* merges all data keys into one data class for humanoid visualizers

* setappearance in sharedhumanoidsystem, removes custombaselayercolors

* humanoidcomponent, system (empty) in server

* adds some basic public API functions to HumanoidSystem

* add marking, remove marking

* changes appearance MarkingsSet to a List<Marking>, adds listener for PlayerSpawnCompleteEvent in HumanoidSystem

* ensuredefaultmarkings, oninit for humanoids

* markingmanager API changes

* removes MarkingsSet

* LoadProfile, adjusts randomization in humanoid appearance to account for species

* base layer settings in humanoidsystem, eye color from profile

* rearranges files to centralize under Humanoid namespace

* more reorganization, deletes some stuff

gotta break stuff to make other things work, right?

goodbye SpriteAccessory...

* fixes a good chunk of server-side issues

still does not compile, yet

* singlemarkingpicker xaml layout

* singlemarkingpicker logic

* magic mirror window (varying pieces of it, mostly client-oriented)

* removes some imports, gives MagicMirror a BUI class (not filled in yet)

* populates magic mirror BUI functionality / window callbacks

* fixes up some errors in humanoidprofileeditor

* changes to SingleMarkingPicker

SingleMarkingPicker now accepts a List<Marking>, species, and total possible markings available in that marking category

* fixes up hair pickers on humanoid profile editor

* fixes the errors in markingpicker

* markingsystem is now gone

* fixes a bunch of build errors

* so that's why i did it like that

* namespace issues, adds robustxamlloader to singlemarkingpicker

* another robustxamlloader

* human, lizard sprites/points

* prototype fixes, deletion of old spriteaccessory

* component registration, fixes dwarf skin toning

no, 'ReptilianToned' does not exist

* removes component registration from abstract humanoid component

* visualizer data now cloneable

* serialize for visualizer key

* zero-count edge case

* missing semi-colon moment

* setspecies in humanoidsystem

* ensures that default markings, if empty, will cause ensuredefault to skip over that given category

* tryadd instead of add

* whoops

* diff and apply should properly apply markings now

* always ensure default, fixes double load for player spawning

* apply skin color now sets the skin color property in humanoidcomponent

* removes sprite from a few species prototypes

* sprite changes for specific base layers based on humanoid sex

* layer ordering fix, and a missing base layer should now disallow markings on that layer

* anymarking base layer, adds the right leg/foot for humans

* loading a profile will now clear all markings on that humanoid

* adds missing layers for humans

* separates species.yml into respective species prototype files

* ensures that if layer visibility was changed, all markings have to be reapplied

* server-side enforcement of hiding hair (and other head-related markings) when equipping things that hide hair

* slime fix, clothingsystem now dictates layer visibility server side

* sussy

* layer settings should now ensure a marking should match the skin tone

* whoops

* skincolor static class and functions in UI

* skin color validation in humanoidcharacterappearance

* markingpicker now shows only the markings for the selected category in used

* getter for slot in singlemarkingpicker now ensures slot is 0 if markings exists

* FilterSpecies no longer attempts to do removal while iterating

* expands for SingleMarkingPicker

* humanoid base dummy has blank layers now (and snout/tail/headside/headtop)

* fixes an issue with visualizer system if the marking count was different but the markings themselves were (somewhat) the same

* whoops

* adds edge case handlers for count differences in humanoid markings

* preview now loads profile instead of directly setting appearance

* moves marking set loading to update controls

* clones a marking set in markingpicker by using the deep clone constructor

* whoops (deep cloning a marking now copies the marking id)

* adds replace function for markingset

* points should now update after the markings are remove/added

* merging base layer sprites into a humanoid should now clear them before merging

* sets dirty range start to count only if the dirty range start was never set above 0

* fixes up some issues with singlemarkingpicker

* color selector sliders in single marking picker should now expand

* hair from hair pickers should now apply in profile loading (client-side)

* category in singlemarkingpicker now sets the private category variable

* slot selector should now populate

* single marking picker buttons now have text, also shows the category name over all user-clickable elements

* removes a comment

* removing hair slots now sets it to bald, defaults to zero used slots if current hair is bald on hair/facial hair

* random skin color, eye color

* populate colors now checks if the marking count is greater than zero in singlemarkingpicker

* hair/facial hair pickers now just get the first possible hair from the respective species list

* different approach to random skin color

* oh, that's why it wasn't working

* randomize everything now just updates every single control

* selecting a new marking in SingleMarkingPicker should attempt to copy over old colors, populate list now uses cache,

* markingmanager now uses OnlyWhitelisted to populate by category and species

* filterspecies now uses onlyWhitelist to filter markings based on whitelist or not

* oops

* ui fix for singlemarkingpicker, ensures that cache is not null if it is null when populatelist is called

* order of operations for the horizontal expand for add/remove

* hair pickers should now update when you add/remove the hair slot

* fixes variable naming error in character appearance

* loc string fix in singlemarkingpicker

* lizards, vox now have onlyWhitelist, vox restriction for hair/facialhairs

* having zero possible hairs should no longer cause an exception in randomization

* setting species should now update hair pickers

* ignore categories for marking picker

* and a clear as well for the category button

* places that functionality in its own function instead

* adds eye base sprite, vox now also have their own custom eye sprites

* loading a profile client-side should do FilterSpecies for markings now

* client-side load profile does filter species after adding in the hairs now

* magic mirror

* callbacks now call the callback instead of adding it on construct

* whoops

* in removemarking too

* adds missing synchronize calls

* comments out an updateinterface call in magic mirror

* magic mirror window title, minimum sizing

* fixes minsize, adds warning for players who try to set their hair for species that have no hair

* removes spaces in xaml

* namespace changes/organization

* whoopsie (merge conflicts)

* re-enables identity from humanoid component

* damagevisuals now uses the enum given to it instead of the layerstate given on that layer tied to the enum

* removes commas from json

* changes to visuals system so the change is consistent

* chest

* reptilian

* visualizer system now handles body sprite setting/coloration, similar to how characterappearance did it

not a big fan of this

* adds a check in applybasesprites

* adding/removing parts should now make them invisible on a humanoid

* body part removal/adding now enumerates over sublayers instead

* synchro now runs in bodycomponent startup

* parts instead of slots

* humanoidcompnent check

* switches from rsi to actualrsi

* removes all the body stuff (too slow)

* cleans up resolves from humanoid visualizer system

* merging sprites now checks if the base sprites have been modified or not (through things like species changes, or custom base sprite changes)

* not forgetting that one again

* merging now returns an actual dirty value

* replaces the sequenceequal with a more accurate solution

* permanent layers, layer visibility on add/remove part in body

* should send all hidden layers over now

* isdirty in visualizer system for base layers

* isdirty checks count as well

* ok, IsDirty should now set the base layers if the merged sprites are different

* equals override in HumanoidSpritePrototypes.cs

temporary until record prototypes :heck:

* makes fields readonly, equates IDs instead

* adds forced markings through marking picker

* forced in humanoidsystem api, ignorespecies in markingpicker

* marking bui

* makes that serializable as well

* ignore species/forced toggles now work

* adds icon to modifier verb, interface and keys to humanoid bases

* needs the actual enum value to open, no?

* makes the key the actual key

* actions now propagate upwards

* ignore species when set now repopulates markingpicker

* modifiable base layers in the markings window

* oops!

* layout changes

* info box should now appear

* adds ignorespecies for marking picker, collapsible for base layer section of appearance modification window

* collapsible layout moment

* if base layers have changed, all markings are now dirty (and if a base layer is missing, the marking is still 'applied' but it's now just invisible

* small change to marking visibility

* small changes to modifier UI

* markings now match skin on zombification

* zombie stuff

* makes the line edit in marking modifier window more obvious

* disables vox on round start

* horizontal expand on the single label in base layer modifiers

* humanoid profiles in prototypes

* randomhumanoidappearance won't work if the humanoid has a profile already stored

* removes unused code

* documentation in humanoidsystem server-side

* documentation in shared/client

* whoops

* converts accessory into marking in locale files (also adds marking loc string into single marking picker)

* be gone, shared humanoid appearance system from the last upstream merge

* species ignore on randomization (defaults to no ignored species)

* more upstream merge parts that bypassed any errors before merge

* addresses review (also just adds typeserializers in some places)

* submodule moment

* upstream merge issues
2022-09-22 17:19:00 -05:00
Flipp Syder 15217baa1d
Damage Visualizer ECS (#10654) 2022-08-17 19:36:49 -07:00
Visne 58769634c7
Fix a bunch of compiler warnings (#10518) 2022-08-13 22:28:34 -07:00
Leon Friedrich 193b9f467d
Remove string appearance keys (#10114) 2022-08-08 11:44:16 +10:00
Leon Friedrich ca7960382b
Missing nullables (#8634) 2022-06-04 17:17:48 +10:00
mirrorcult ec4d4688c7
Seal/abstract/virtual everything (#6739) 2022-02-16 18:23:23 +11:00
wrexbe 17db0775c8
Auto comp (#6416) 2022-02-02 14:35:40 +11:00
Leon Friedrich d40bcc9168
Fix some mispredict reconciliation issues. (#6319)
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2022-01-31 03:34:48 +11:00
Vera Aguilera Puerto 420039f278 Fix client visualizers 2021-12-08 13:11:49 +01:00
Vera Aguilera Puerto 680ad72939 And a bunch more. 2021-12-08 12:19:45 +01:00
DrSmugleaf 2a3b7d809d Fix 3000 errors 2021-12-05 18:09:01 +01:00
Vera Aguilera Puerto 5cd42c9ad6 Inline UID 2021-12-03 15:53:09 +01:00
Vera Aguilera Puerto 69b270017b Inline TryGetComponent completely, for real 2021-12-03 14:17:01 +01:00
Vera Aguilera Puerto 0feebbff00 Inline HasComponent entirely 2021-12-03 12:23:18 +01:00
Acruid fa0ec5cbd9
AppearanceComponent API Changes (#5446) 2021-11-23 18:22:59 +11:00
mirrorcult 3ab4a30a0f
Generalize ReagentUnit into FixedPoint2 and use it for damage calculations (#5151)
* Damage units

* sum ext method
2021-11-03 16:48:03 -07:00
Flipp Syder 91b4ce6f24
Adds generic damage visualizer to the game (#4893) 2021-10-29 10:04:24 +02:00