* Make stack count affect item size
* and the test, too
* readd this check
* vwoom
* huh
* if you ever read this commit message ping me on discord in #contributors
* changerinos
* Allow specific entities to bypass DoAfter delays
This adds the InstantDoAfters tag to the admin ghost for mappers.
* Add specific player prototype for InteractionTest
* Docking config changes
- Should be more flexible with tight bounds.
- Arrivals should always go for the 4-way dock.
- Don't think it fixes Omega.
* weh
* Basic test
* Update StationSpawningSystem.cs
Web-edit to allow feeding in an existing entity.
* Update StationSpawningSystem.cs
value type moment
* Update StationSpawningSystem.cs
* Oh goddamnit this is a refactor now.
* awawawa
* aaaaaaaaaaa
* ee
* forgot records.
* no records? no records.
* What's in a name?
* Sloth forcing me to do the refactor properly smh.
* e
* optional evac in test.
* tests pls work
* awa
---------
Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>
* Material Reclaimer
* Fix this test
* autostack output, tweak volume, add upgrade examine
* whitelist AND blacklist support
why not
* trying so hard to get this fucking test to work
* EmoGarbage delves into MaterialArbitrageTest, never to return
* VV and restore cloth to glory
* make the system more robust
* even more stuff has composition; add blacklist for important items
* fix test fails
* convert recycling
* forgor :sadge:
* lol
* simply a modiCUM of doc commentary
Removed BaseItem price as it was always a placeholder and easier to just change without it.
Ensure staticprice is never used if stackprice is present.
Added StackComponent to the test so the behavior matches expectation.
* Fix some bugs in stations and do a little cleanup.
* Begin backporting the guidebook.
* wow that's a lot of work.
* More work, gives the monkey some more interactions.
* disco monkye.
* monky
* jobs entry.
* more writing.
* disco
* im being harassed
* fix spacing.
* i hate writing.
* Update Resources/Prototypes/Entities/Mobs/NPCs/animals.yml
Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
* builds again
* a
* pilfer changes from AL
* fix and remove unused code
* pilfer actual guide changes from AL
* localization
* more error logs & safety checks
* replace controls button with command
* add test
* todos
* pidgin parsing
* remove old parser
* Move files and change tree sorting
* add localization and public methods.
* Add help component/verb
* rename ITag to IDocumentTag
* Fix yml and tweak tooltips
* autoclose tooltip
* Split container
* Fancier-tree
* Hover color
* txt to xml
* oops
* Curse you hidden merge conflicts
* Rename parsing manager
* Stricter arg parsing
tag args must now be of the form key="value"
* Change default args
* Moar tests
* nullable enable
* Even fancier tree
* extremely fancy trees
* better indent icons
* stricter xml and subheadings
* tweak embed margin
* Fix parsing bugs
* quick fixes.
* spain.
* ogh
* hn bmvdsyc
Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>
* everything for mixing aside from yaml changes
* add recipe and canmix to bottles and the holy mixer tag to the bible
* fixes as a result of testing
* remove unused usings
* remove emptylines that are not required
Co-authored-by: 0x6273 <0x40@keemail.me>
* more empty line removal!
Co-authored-by: 0x6273 <0x40@keemail.me>
* add single space between if statement and condition
Co-authored-by: 0x6273 <0x40@keemail.me>
* fixes indentation on TryGetMixableSolution
* raise new AfterMixingEvent after attempting to mix a solution
* before mixing event and attempt get mixable solution event
* update reaction tests to be a beaker that can be mixed, and then pass a mixer component in to simulate mixing
* make two more beaker types mixable, add attribute for mixing feedback
* bible mix message
* mixing feedback on success
* updates test to use SpawnEntity over new as per feedback
Co-authored-by: 0x6273 <0x40@keemail.me>
* multi-node xeno artifacts
* refactor existing artifact effects
* more tweaks to generation
* more shit plus fix tests
* more generation stuff plus threat levels
* doink
* now make it build
* defer the artifact activation to not cause errors
also pricing
* some changes
* all of the yaml + ui stuff for artifact analyzer
* machine linking and starting to make the ui functional
* artifact analyzer display
* a shit ton of artifact analyzer stuff
* more changes; making destroy work properly; progress bar tweaks
* getting shit going!
ALL RIGHT
* small tweaks that didn't help much
* Komm susser todd: the end of analysis
* recipes and hints and ui, oh my!
* add some in-game sources
gotta prepare for day 1 launch
* node data + ditch random seed in place of id
* bunch of triggers
* finish off the last few triggers
* implement machine examine verb
* knock, flicker, blink, throw
* shatter, foam, shuffle, heat
* fix all the shit i broke
* *some* of these have to be good, no?
25 effects
* callin' it there for effects
* comments + reword some trigger hints
* don't mind this little commit here
* byref event
* fix brokey node entry
* fix low pressure trigger
* mirror review plus fixing 0x40's bug
also the throw artifact threw incorrectly
* randomize the event message a teeny bit
* lathe and material storage refactor
* materialStorage ECS
it kinda sus tho
* beginning the lathe shitcode dive
* couple lathe visuals and lathe system
* lathe changes and such
* dynamic lathe databases
* rewrote internal logic
on to ui
* da newI
* material display clientside
* misc ui changes
* component state handling and various other things
* moar
* Update Content.Shared/Lathe/LatheComponent.cs
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* first volley of sloth review
* more fixes
* losin' my mind
* all da changes
* test fix and other review
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Fix a bunch of warnings
Also made ensnareable not broadcast as they're only used directed.
Mainly just Get<T> and AppearanceSystem
* buckle too
* fix tests
Co-authored-by: wrexbe <wrexbe@protonmail.com>
* Cleanup species prototypes a bit
Skeletons were very stale because they didn't inherit from mobhuman but now they should have similar components as every other species.
I also added a generic abstract base species to make custom species easier (where they may not want to have humans COUGH VILOUS).
* a
* drugs
* gonflicts
* no more conflicts I beg
* Per-map parallax support
* Comments for future sloth
* c
* bet
* Fix exception
* VV support
* Fix parallax
* mem
* weightless sounds
* Gravity stuff
* placeholder coz im too lazy to stash don't @ me son
* decent clouds
* sky
* Fast parallax
* Imagine spelling
* Loicense
* perish
* Fix weightless status
Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
* Partial work on StationSystem refactor.
* WIP station jobs API.
* forgor to fire off grid events.
* Partial implementation of StationSpawningSystem
* whoops infinite loop.
* Spawners should work now.
* it compiles.
* tfw
* Vestigial code cleanup.
* fix station deletion.
* attempt to make tests go brr
* add latejoin spawnpoints to test maps.
* make sure the station still exists while destructing spawners.
* forgot an exists check.
* destruction order check.
* hopefully fix final test.
* fail-safe radstorm.
* Deep-clean job code further. This is bugged!!!!!
* Fix job bug. (init order moment)
* whooo cleanup
* New job selection algorithm that tries to distribute fairly across stations.
* small nitpicks
* Give the heads their weights to replace the head field.
* make overflow assign take a station list.
* moment
* Fixes and test #1 of many.
* please fix nullspace
* AssignJobs should no longer even consider showing up on a trace.
* add comment.
* Introduce station configs, praying i didn't miss something.
* in one small change stations are now fully serializable.
* Further doc comments.
* whoops.
* Solve bug where assignjobs didn't account for roundstart.
* Fix spawning, improve the API.
Caught an oversight in stationsystem that should've broke everything but didn't, whoops.
* Goodbye JobController.
* minor fix..
* fix test fail, remove debug logs.
* quick serialization fixes.
* fixes..
* sus
* partialing
* Update Content.Server/Station/Systems/StationJobsSystem.Roundstart.cs
Co-authored-by: Kara <lunarautomaton6@gmail.com>
* Use dirtying to avoid rebuilding the list 2,100 times.
* add a bajillion more lines of docs (mostly in AssignJobs so i don't ever forget how it works)
* Update Content.IntegrationTests/Tests/Station/StationJobsTest.cs
Co-authored-by: Kara <lunarautomaton6@gmail.com>
* Add the Mysteriously Missing Captain Check.
* Put maprender back the way it belongs.
* I love addressing reviews.
* Update Content.Server/Station/Systems/StationJobsSystem.cs
Co-authored-by: Kara <lunarautomaton6@gmail.com>
* doc cleanup.
* Fix bureaucratic error, add job slot tests.
* zero cost abstractions when
* cri
* saner error.
* Fix spawning failing certain tests due to gameticker not handling falliability correctly.
Can't fix this until I refactor the rest of spawning code.
* submodule gaming
* Packedenger.
* Documentation consistency.
Co-authored-by: Kara <lunarautomaton6@gmail.com>
* Load Maps on Round Start, not Round Restart
* Fix admin log test.
It assumed maps/grids existed during pre-round, wihch is not a valid assumption anymore after this PR.
* Shutdown server if round fails to start 5 times.
* Fix bugs with round starting flag.
* Make StartRound not async, synchronously get new round ID from DB.
* Handle StationId.Invalid in PickBestAvailableJob
Instead of crashing, return null.
SpawnPlayer will handle this by making the player an observer or returning them to the lobby.
* Load Maps on Round Start, not Round Restart
* Fix admin log test.
It assumed maps/grids existed during pre-round, wihch is not a valid assumption anymore after this PR.
* Rejig Actions
* fix merge errors
* lambda-b-gon
* fix PAI, add innate actions
* Revert "fix PAI, add innate actions"
This reverts commit 4b501ac083e979e31ebd98d7b98077e0dbdd344b.
* Just fix by making nullable.
if only require: true actually did something somehow.
* Make AddActions() ensure an actions component
and misc comments
* misc cleanup
* Limit range even when not checking for obstructions
* remove old guardian code
* rename function and make EntityUid nullable
* fix magboot bug
* fix action search menu
* make targeting toggle all equivalent actions
* fix combat popups (enabling <-> disabling)
* fix networking
* Allow action locking
* prevent telepathy
* Rejig Actions
* fix merge errors
* lambda-b-gon
* fix PAI, add innate actions
* Revert "fix PAI, add innate actions"
This reverts commit 4b501ac083e979e31ebd98d7b98077e0dbdd344b.
* Just fix by making nullable.
if only require: true actually did something somehow.
* Make AddActions() ensure an actions component
and misc comments
* misc cleanup
* Limit range even when not checking for obstructions
* remove old guardian code
* rename function and make EntityUid nullable
* fix magboot bug
* fix action search menu
* make targeting toggle all equivalent actions
* fix combat popups (enabling <-> disabling)
Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
Co-authored-by: E F R <602406+Efruit@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* 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.
* Completely refactor how job spawning works
* Remove remains of old system.
* Squash the final bug, cleanup.
* Attempt to fix tests
* Adjusts packed's round-start crew roster, re-enables a bunch of old roles.
Also adds the Central Command Official as a proper role.
* pretty up ui
* refactor StationSystem into the correct folder & namespace.
* remove a log, make sure the lobby gets updated if a new map is spontaneously added.
* re-add accidentally removed log
* We do a little logging
* we do a little resolving
* we do a little documenting
* Renamed OverflowJob to FallbackOverflowJob
Allows stations to configure their own roundstart overflow job list.
* narrator: it did not compile
* oops
* support having no overflow jobs
* filescope for consistency
* small fixes
* Bumps a few role counts for Packed, namely engis
* log moment
* E
* Update Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml
Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
* Update Content.Server/Maps/GameMapPrototype.cs
Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
* factored job logic, cleanup.
* e
* Address reviews
* Remove the concept of a "default" grid.
It has no future in our new multi-station world
* why was clickable using that in the first place
* fix bad evil bug that almost slipped through
also adds chemist
* rms obsolete things from chemist
* Adds a sanity fallback
* address reviews
* adds ability to set name
* fuck
* cleanup joingame
* Add admin logging, models, migrations
* Add logging damage changes
* Add Log admin flag, LogFilter, Logs admin menu tab, message
Refactor admin logging API
* Change admin log get method names
* Fix the name again
* Minute amount of reorganization
* Reset Postgres db snapshot
* Reset Sqlite db snapshot
* Make AdminLog have a composite primary key of round, id
* Minute cleanup
* Change admin system to do a type check instead of index check
* Make admin logs use C# 10 interpolated string handlers
* Implement UI on its own window
Custom controls
Searching
Add admin log converters
* Implement limits into the query
* Change logs to be put into an OutputPanel instead for text wrapping
* Add log <-> player m2m relationship back
* UI improvements, make text wrap, add separators
* Remove entity prefix from damaged log
* Add explicit m2m model, fix any players filter
* Add debug command to test bulk adding logs
* Admin logs now just kinda go
* Add histogram for database update time
* Make admin log system update run every 5 seconds
* Add a cap to the log queue and a metric for how many times it has been reached
* Add metric for logs sent in a round
* Make cvars out of admin logs queue send delay and cap
* Merge fixes
* Reset some changes
* Add test for adding and getting a single log
* Add tests for bulk adding logs
* Add test for querying logs
* Add CallerArgumentExpression to LogStringHandler methods and test
* Improve UI, fix SQLite, add searching by round
* Add entities to admin logs
* Move distinct after orderby
* Add migrations
* ef core eat my ass
* Add cvar for client logs batch size
* Sort logs from newest to oldest by default
* Merge fixes
* Reorganize tests and add one for date ordering
* Add note to log types to not change their numeric values
* Add impacts to logs, better UI filtering
* Make log add callable from shared for convenience
* Get current round id directly from game ticker
* Revert namespace change for DamageableSystem
* Makes map vote and roundstart smart about player count.
No more Saltern with 30 players, or Knight Ship with 50.
* a typo
* Address reviews.
* Localized.
* Ghost roles now get new Minds
* Some round start/end button stuff
* Mind tracking for better round end reports
* Make traitor kill objectives use mind CharacterName rather than actual occupied entity ("kill brain" prevention)
* Transition over to EntityUid for mind stuff because that's the only way to do it
* BrainSystem fix for PR rebase
* Add "Syndicate Puddle-Jumper" blueprint for admins to spawn in
Serves as a way to let admins cause nukies.
* Unit test to make sure that maps remain loadable
* Convert StomachBehavior to a component/system + rejig body namespaces
* test
* slightly more namespace changes
* remove
* Hello?????
* fuck you github test runner
* reviews
* oobsy!
* Remove IHandsComponent and ISharedHandsComponent
* Copy the documentation from the interfaces
* Revert "Copy the documentation from the interfaces"
This reverts commit 7638a2d4817743d487c7b255ba3e56add77dca86.
* Perform a minute amount of cleanup
* Add test pooling
* WIP test pooling changes
* Fix Destructible tests
* Don't pool unpooled or dummy ticker instances
* Change ServerPathfindingDebugSystem to replace existing entries
* Fix SaveLoadSaveTest comment
* Don't pool StartTest
* Comment out global setup
* Fix puddle tests
* Move SolarPanelComponent initialize to PowerSolarSystem OnMapInit
* Update RobustToolbox
* Finish fixing tests, make test threads background threads
* Bring back pooling
* Fix nullable
* Update RobustToolbox
* Set cvars on server return
* Un-pool tests with custom cvars
* Update RobustToolbox
* Update RobustToolbox
* Change where the main tile coordinates are
* Remove DisposalUnitTest grid check
* Fix test pooling being a fickle bitch
* Fix EntitySystemExtensionsTest
* Update RobustToolbox
* Update RobustToolbox
* Make nullable pool settings true
* Update RobustToolbox
* Wait other way around
* We are unitystation now
* Update RobustToolbox
* Create global setup
* Pool some more tests
* Fix not properly disconnecting clients before restarting the round
* Give more info on ran tests
* Standardize default test cvars
* Update RobustToolbox
* Update RobustToolbox
* Pool clients
* Fix test order issue
* Fix cvars in character creation test not being set properly
* Update RobustToolbox
* Update RobustToolbox
* Rider shut
* Update RobustToolbox
* Format tests ran better
* Update RobustToolbox
* Reset RobustToolbox
* Reset RobustToolbox harder
* Fix one instance of test order causing destructible tests to fail
* Move entity solution entity systems to shared
* Move SolutionComponents to Server
* Fix namespaces
* Remove Networked Component.
* Fixes
* Add components to ignore list
* Rotate DefaultGrid on round start
Not ideal long-term but good for bugspotting short-term.
* Fix buckle test
Because gridtraversal was being triggered the pos was being fucked when moving back
* Fix buckle
* Buckle offset
* Remove WireNet node group from cables
Implement extension cable components and system
Remove connection over distance logic from ApcPower... components
* Add extension cable components to prototypes
* Implement ApcNetwork
Implement ApcNetSwitch
* Fix ignoredComponents.cs
* Add friend attribute to new components
* Add construction graph for a light switch
* Address reviews
* Fix broken test
* Move ConnectionType enum to DeviceNetworkComponent
Change netId data definition to use the ConnectionType enum values
Co-authored-by: Julian Giebel <j.giebel@netrocks.info>
* Moved access to ecs
* Fixed tests
* Moved test to integration
* Better IoC
* Moved preset ID card
* Moved id card to ECS
* Moved access component to ECS
* Fixed pda access
* Final touches
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Oops! All Changes In One Commit
* try desperately to fix prediction issues and fail
* oops
* test
* actually fixes prediction issues
* port jittering to status effect
* default merge behavior + alert cooldown stuff
* silly test issue
* zabloing
* address reviews
* Work on DeviceNetworkSystem
* Implement device networking as ecs
Remove mailing unit code for now
Remove device network metadata
* Implement integration tests for device networking
* Remove manual updating DeviceNetworkSystem and use WaitRunTicks
* Fix wrong component name in ignored components
* Apply suggestions from code review
Co-authored-by: mirrorcult <notzombiedude@gmail.com>
* Rename NetworkUtils to DeviceNetworkConstants
Change connection type constants to enum
Remove create function from network payload class
* Change broken nodegroup check in wirenet to grid check
* Change ComponentManager to entity manager in DeviceNetworkSystem
* Fix smaller mistakes
* Wtf random test fail pls run them again smh
* Fix DataField in DeviceNetworkComponent
* Fix yaml in DeviceNetworkTest
* Fix DeviceNetworkComponent DeviceNetId property
Co-authored-by: Julian Giebel <j.giebel@netrocks.info>
Co-authored-by: mirrorcult <notzombiedude@gmail.com>
* Moved pen slot to separate component
* Moved it all to more generic item slot class
* Add sounds
* Item slots now supports many slots
* Some clean-up
* Refactored slots a bit
* Moving ID card out
* Moving pda to system
* Moving PDA owner to ECS
* Moved PDA flashlight to separate component
* Toggle lights work through events
* Fixing UI
* Moving uplink to separate component
* Continue moving uplink to separate component
* More cleaning
* Removing pda shared
* Nuked shared pda component
* Fixed flashlight
* Pen slot now showed in UI
* Light toggle now shows correctly in UI
* Small refactoring of item slots
* Added contained entity
* Fixed tests
* Finished with PDA
* Moving PDA uplink to separate window
* Adding-removing uplink should show new button
* Working on a better debug
* Debug command to add uplink
* Uplink send state to UI
* Almost working UI
* Uplink correcty updates when you buy-sell items
* Ups
* Moved localization to separate file
* Minor fixes
* Removed item slots methods events
* Removed PDA owner name
* Removed one uplink event
* Deleted all uplink events
* Removed flashlight events
* Update Content.Shared/Traitor/Uplink/UplinkVisuals.cs
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Update Content.Server/Containers/ItemSlot/ItemSlotsSystem.cs
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Update Content.Server/Containers/ItemSlot/ItemSlotsSystem.cs
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Update Content.Server/GameTicking/Presets/PresetTraitorDeathMatch.cs
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Item slots system review
* Flashlight review
* PDA to XAML
* Move UplinkMenu to seperate class, fix WeightedColors methods
* Move UI to XAML
* Moved events to entity id
* Address review
* Removed uplink extensions
* Minor fix
* Moved item slots to shared
* My bad Robust...
* Fixed pda sound
* Fixed pda tests
* Fixed pda test again
Co-authored-by: Alexander Evgrashin <evgrashin.adl@gmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Visne <vincefvanwijk@gmail.com>
* Optimise emergency lights a bit
* Fixes
* Delete the failing test, sinple
* Revert "Delete the failing test, sinple"
This reverts commit 7d9e3a3bb6975c15add2987e39e0d3ba85d88be3.
* Start server and fix test
It just werks
* ECS and damage Data
* Comments and newlines
* Added Comments
* Make TryChangeDamageEvent immutable
* Remove SetAllDamage event
Use public SetAllDamage function instead
* Undo destructible mistakes
That was some shit code.
* Rename DamageData to DamageSpecifier
And misc small edits
misc
* Cache trigger prototypes.
* Renaming destructible classes & functions
* Revert "Cache trigger prototypes."
This reverts commit 86bae15ba6616884dba75f552dfdfbe2d1fb6586.
* Replace prototypes with prototype IDs.
* Split damage.yml into individual files
* move get/handle component state to system
* Update HealthChange doc
* Make godmode call Dirty() on damageable component
* Add Initialize() to fix damage test
* Make non-static
* uncache resistance set prototype and trim DamageableComponentState
* Remove unnecessary Dirty() calls during initialization
* RemoveTryChangeDamageEvent
* revert Dirty()
* Fix MobState relying on DamageableComponent.Dirty()
* Fix DisposalUnit Tests.
These were previously failing, but because the async was not await-ed, this never raised the exception.
After I fixed MobState component, this exception stopped happening and instead the assertions started being tested & failing
* Disposal test 2: electric boogaloo
* Fix typos/mistakes
also add comments and fix spacing.
* Use Uids instead of IEntity
* fix merge
* Comments, a merge issue, and making some damage ignore resistances
* Extend DamageSpecifier and use it for DamageableComponent
* fix master merge
* Fix Disposal unit test. Again.
Snapgrids were removed in master
* Execute Exectute
* Rename SolutionContainerCaps -> Capability
* Move IExamine event to Chemistry System.
* ECS the ISolutionChange into SolutionChangeEvent
* Unify SolutionContainer into a single shared component
* Replace ISolutionInteraction with SolutionContainerComponent
* Move all methods from SolutionContainer to ChemistrySystem
* Refactor EntitySystem calls to Dependencies
* Refactor SolutionContainer to SolutionManager
* Fix yamls
* Fix test fails
* Fix post merge issues
* Fix various issues with SolutionManager
* More fixes
* Fix more components
* Fix events not being directed
* Fixes for Hypospray
* Separate removal and iteration on Metabolism
* Fix creampie problems
* Address some of sloth's issues
* Refactors for Systems
* Refactored solution location
* Fix tests
* Address more sloth issues
* Fix dependency
* Fix merge conflicts
* Add xmldocs for Capabilities components
* Remove HasSolution/TryGetDefaultSolution and Add/Remove Drainable/Refillable
* Replace Grindable/Juiceable with Extractable
* Refactor field names
* Fix Drainable
* Fix some issues with spillable and injector
* Fix issues with Grinder
* Fix Beaker having duplicate solutions
* Fix foaming
* Address some MGS issues
* Fix Uid issues
* Fix errors in solution Tranfer
* Fixed some extra values constant values
* Cola is drinkable now
* Add DamageType And DamageGroup Prototypes
* Remove DamageTypePrototype Field "name" as its redundant
* Change I/DamageableComponent to use prototypes
* Update DamageContainer, ReisistanceSet and DamageChangeData
* Change Barotrauma Component to use DamageType from DamageSystem
* Update AsteroidRockComponent
* update some more components
* update some more components
* Fix m o r e c o m p o n e n t s and their damageType
* all thats left is bug/missing node hunting then verification.
* push changes
* update submodule
* Merge fixes
* push DGP for example
* update damagecomponent across shared and server
* fix a few bugs
* Fix Merge issues
* Refactor damageablecomponent update (#4406)
* Fixing merge.
I messed up part of the merge. this should fix it?
* Barotrauma now uses prototypeManager
As System.Runtime.CompilerServices also has a [Dependency], I think I had to use the full path [Robust.Shared.IoC.Dependency]
* FlammableComponent now uses prototypeManager
* SuicideCommands now use prototypeManager
* Changed many files to use prototypeManager to resolve damaege prototypes
Yeah.... prototype references would be very nice. maybe this was all a waste of time.
* Grouping prototypeManager.Index with datafield definitions
This will make it easier to eventually add prototype references
* removed unused variable
* Moved lines around.
Lines now consistent with other TODO PROTOTYPE blocks
* Grouping more prototypeManager.Index with datafield definitions
* Removed unnecessary code
* Added more prototypeManager indexing
These ones weren't pointed out by DrSmug. But I think this is all of them? That or my regex is shit.
* Remove redundant _damage field
* Remove redundant _currentTemperature
* Moved variables down
* Added prototypeManager indexing to TemperatureComponent
* WeaponComponent/System now use ProtptypeManager
And as far as I can tell damageType is required, and therefore should never have been null anyway?
* Make ranged weapon clumsy fire effects datafields
And yes, the order in which the clumsy effects occur is very important.
* Made damage on vital body part loss a datafield
* Renamed several damageGroup variables to group
* Capitalised DamageListToDamageGroup
* Make radiation and explosion damage types datafields
* Renamed _supportedDamageGroupIDs and _supportedDamageTypeIDs
* Fixed mistakes
Frogot to remove prototypeManager index DamageTypeTrigger, and wrong variable visibility in TemperatureComponent
* Added necessary code
Is something tragically wrong?
* MeleeWeapon damageType is not actually required
* Fixing someone else's mistakes
A search comes up with nothing in the yaml files, and its not a required field. So no one uses it? Hopefully?
* Changed and renamed damageTypeToDamageGroup
Previously would incorrectly return the total container damage for each group, not the total in the group
* renaming varitables
* Renamed variable DamageClasses
* Added dictionary converting functions
* Added ID-keyed dictionaries
* Making MedicalScanner use ID dictionaries, instead of prototype dictionaries
Oh oh no. I've been able to avoid UI & networking up until now. I have no Idea what I am doing.
* Fix Medical Scanner
* Summary (required)
The joke here is that this fixes the empty summary.
* Removed DamageableComponent.GetDamageGroup/Type
* Renamed "damage classes" to groups.
* Update ChangeDamage description
* Replaced Heal() with SettAllDamage()
Heal() was just a confusing name,
* More Class -> Group renaming
* Replace Class with Group in yaml files
DamageClassTrigger does not appear in any yaml? only in testing?
DamageTypeTrigger appears only in human.yaml?
HealthChangeMetabolism is Mostly in medicine.yml and one in soad.yaml
Why the hell is Cola metabolizable by plants? Who is pouring cola on their plants!?!?
* Fix _prototypeManager being null errors.
* Changing comments
Where are the prototype references
* MetabolismComponent doesn't give free heals anymore.
* Changes HungerComponent healing.
Previously I think it would actually damage you. Only did this as I though it was causing the fast healing. Turns out that was just BREATHING.
* Generalised a function in DamageableComponent and moved it to DamageGroupPrototype
previously DamageTypesDictToDamageGroupDict was private to DamageableComponent, but was also quite general (nearly a static function). As this sort of function may be needed by other components using DamageGroupPrototypes in the future, I moved it there as a static function instead.
* modified DamageableComponent.ChangeDamage()
ignoreResistances was renamed to ignoreDamageResistances to make it clearer that it had no effect on healing.
Now uses default argument for ignoreDamageResistances, so when healing you are not forced to specify an argument that does nothing.
Also made some general changes to ignoreResistances()
* Changed class->group and added missing damage type functionality to DamageContainerPrototypes
* Added Comments to damage.yml
* Misc Changes to DamageableComponent
* Differentiated between group support and group applicability
So far, every damage type is a member of one, and only one, damage group. So this change has no real effect so far.
* Added proposed alternative to ChangeDamage()
* fixed error in DamageGroupPrototype
* Changes to DamageableComponent
Lots of changes to comments.
Some variables renamed in IDamageableComponent and DamageableComponent (also required renaming in other files)
Some minor logic changes, mostly for incorrect descirptions of boolean return values.
Also further differentiating between ApplicableGroups and SupportedGroups... if that will ever even matter
* Generalised MedicalScannerComponent
If needed, can print miscellaneous damage types now
* Fixed HealthChangeMetabolism bug
* Changing Comments around
* More questions
* Made Barotrauma default to blunt
* Fix RejuvenateTest.cs
* Comments
* Coments and variable names
* fix some master-merge issues
* Removed redundant fields
* Misc changes for readbility of PR diff
* Consistent naming
* Fixed atmos damage bug
* Removed Ranting
* Fixed Hunger after I broke it
* Fixing Bugs
* Removed stupid question
* Removed more stupid questions
* Fix potential null errors.
* Made boolean return values consistent
Also renamed several functions, to make it clear they return a bool. Docs were also updated.
* Removed IoCManager.InjectDependencies()
* Removed unnecessary 'suffocation' prefix
* Fixed Spelling
Also removed accidentally left in logger call
* Fixed Medical Scanner
* Apply suggestions from code review
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
* Changing comments and whitespaces
* Made damage thresholds trigger datafields required
* So many typos
* Changes to DamageableComponents
Changed documentation in IDamageableComponent
Made testing code more readable.
Relabelled groups as 'Applicable' either 'Fully Supported'
* Removed function and degeneralised
* Update DamageableComponent.cs
Removed unused parameters
Fixed Networking
* Added IoCManager.Resolve
* Now using alternative TryChangeDamage()
* Removed function from DamageGroupPrototype
* Removing comments
* Remove bad if statement?
* Fix damageChanged ordering
* Fix hurt server command
* Changed //TODO PROTOTYPE blocks
Now use PrototypeManager differently. Wherever possible, only retrieve the prototype once.
Also added default damage types to some more datafields
* Update Content.Shared/Damage/Container/DamageContainerPrototype.cs
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
* renamed _accumulatedHealth -> _accumulatedDamage and added TODOs
* Another class-> group
* Fix bug in generalisation of damage container prototypes
* Addes Tests to make sure I dont keep adding bugs to my own code.
* Changed Return values when setting
* Removed unused class
* Added more tests, split tests into three files
* Made damage types public and VV read-write-able
* Minor changes to DamageableComponent
Replaced internal use of GetDamagePerType with _damageDict and removed some unnecessary fields
* Fix Suicide, by adding IoC Resolve()
* Fix DamageGroupTrigger bug
* Fix typos in tests
* Change comments./docstrings & spacing
* Merge tests, use test prototypes
Co-authored-by: Leon Friedrich <60421075+leonsfriedrich@users.noreply.github.com>
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
* Fix merge issues
Co-authored-by: Silver <Silvertorch5@gmail.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
Co-authored-by: Leon Friedrich <60421075+leonsfriedrich@users.noreply.github.com>
* Add DamageType And DamageGroup Prototypes
* Remove DamageTypePrototype Field "name" as its redundant
* Change I/DamageableComponent to use prototypes
* Update DamageContainer, ReisistanceSet and DamageChangeData
* Change Barotrauma Component to use DamageType from DamageSystem
* Update AsteroidRockComponent
* update some more components
* update some more components
* Fix m o r e c o m p o n e n t s and their damageType
* all thats left is bug/missing node hunting then verification.
* push changes
* update submodule
* Merge fixes
* Revert "#3935 implemented suggestions from PR"
This reverts commit a9b1c7b96333ca570067d6a9df1954481005892a.
* #4219 revert of single sound removal in EmitSoundSystem
* #4219 single sounds in EmitSoundSystem should work now
* #4219 some small project tweaks
* push DGP for example
* update damagecomponent across shared and server
* fix a few bugs
* #4219 upgraded EmitSoundSystem to use SoundSpecifier
* replacing sound (collection) names with SoundSpecifier - part 1
* #4219 pr tweaks
* #4219 pr tweak
(cherry picked from commit 00b80cb1df2434259ab5df45188e176be57603af)
* emitsoundsystem tweak
* first windoor commit
* finished yaml
* windoors work #Dab
* sound + locked prototypes
* Inserted SoundSpecifier where appropiate
* added comment
* removed TryGetSound + made some SoundSpecifier datafields required
* changed some prototypes' sound paths
* test fixes
* Fix Merge issues
* Made plasma grindable (#4334)
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
Co-authored-by: Swept <sweptwastaken@protonmail.com>
* Automatic changelog update
* Fixes invalid yaml line (#4408)
* Fix potential timer exception
* SetTile during extensions test (#4409)
Mainly so it can actually account for accurate grid bounds when doing the test
Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
* Update submodule
* GasFilter appearance, EnabledAtmosDeviceVisualizer improvements.
* Add Enabled property to SubFloorHideComponent, make it networked. (#4404)
* Refactor IDoorCheck into entity events (#4366)
* IDoorCheck refactored to events
# Conflicts:
# Content.Server/Atmos/TileAtmosphere.cs
# Content.Server/Doors/Components/AirlockComponent.cs
# Content.Server/Doors/Components/FirelockComponent.cs
# Content.Server/Doors/Components/ServerDoorComponent.cs
# Content.Server/Doors/IDoorCheck.cs
* namespaces
* Fix mapinit bug with refreshautoclose
* ok i guess these just didnt feel like staging today
* Automatic changelog update
* AtmosDevices can optionally process in space. (#4405)
Refactors some misc atmos things, too.
* Fix gravity generator yeeting
* Enables nullables for atmos internals
* Meth (#4186)
* adds an overdose metabolism with sensible default settings
* adds the compoenents for the run fast part of meth
* not sure what I changed here but I trust my past self to not fuck up for once
* adds basic meth recipe
* correctly names comething
* I really should've checked my spelling before making this pr
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* adds suggestion from the maintaner, who managed to get to this pr suprisingly fast
* Revert "adds suggestion from the maintaner, who managed to get to this pr suprisingly fast"
This reverts commit 9b0f07402e35ed5890b3af805691b690671b950c.
* tweak
* tweak
* git's gitting on my nerves
* some small tweaks
* don't need these anymore
* makes some stuff required
* changes the meth recipe to arbitary bullshit to get the yaml thingy to leave me alone goddamnit
* extremely minor change
* removes overdose, because however it's gonna be done, it's definitely not my way
* i should really double check every key I press
* hm
* sigh, I should be more thorough with looking at error messages.
* beenus
* gay sex is gay
* this one goes out to bingo
* reviews
* not sure why status lifetime description wasn't being commited
* Update MovespeedModifierMetabolism.cs
Co-authored-by: mirrorcult <notzombiedude@gmail.com>
* adds VV to component variables
* rebalances meth, and makes the completely unrealistic recipe properly work now
* meth effects should go away now or something do you think I test these changes before pushing??
* ah yes, orginization
* adds proper recipe and prequisite chemicals
* fixes linter hopefully
* Update chemicals.yml
* a
* starts working on prediction
* thing
* predmiction??
* changes thing
* does it properly
* uses timespan instead of timer
* uses dif timers and adds a system
* updates robust and tweaks a small thing
* Fixes
* "Fix" prediction
* starts changing the timer to timespans to avoid icky on timer end
* okay fixes the check thing but now meth is broken and I don't know why
* fixes predicition (partially)
* Delete ContentNetIDs.cs
whoops
* some changes advised by sloth
* certified scalycode fix right here
* moves resettimer to the metabolism to make it less oop stinky
* moves resettimer to the metabolism to make it less oop stinky
* gamin
* when the is
* updates mth colour to be accurate because I forgot
* abc hard ok
* everything should be up to date now
* makes MovespeedModifierMetabolism ECS and cleans up some other stuff
* does a fixy wixy
* fix thing
* Revert "Merge branch 'master' of https://github.com/space-wizards/space-station-14 into meth"
This reverts commit 62886561098be02f9adb6352f4e858a8269d5bd5, reversing
changes made to ca34fffb5b7a40f19aec7b9e4bc37bdeab914bc1.
* Revert "Revert "Merge branch 'master' of https://github.com/space-wizards/space-station-14 into meth""
This reverts commit 4f550da19656abfd0be05f818fc6b7100252d5b8.
* fix hopefully
* updates metabolism to works with mirror's fancy new system
* updates yaml + tweaks
* bruh
* yaml moment
* :yaml moment
* Revert " :yaml moment"
This reverts commit 8cb51573c64db76d989de22acdbb9c50b2c6d052.
* 99th commit yay, also I need to not do this
* removes something that I don't need
* makes system work with this and gets rid of unnesescary check
* make the update only work on active components
* oops
* Cleanup
* alphabetise this shit
* Touchup
* Woops stupid alloc by me
* Nerf nyoom for now
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: mirrorcult <notzombiedude@gmail.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Automatic changelog update
* Random offset for DefaultGrid every round (#4411)
* Random offset for DefaultGrid every round
This is useful to make coders aware of entitycoordinates and mapcoordinates being different and to help spot problems early. It also puts the onus of fixing positioning bugs back onto the original coder rather than someone else if they happen to spot it.
* Fix clickable test
* Fix entitysystemextensions
* Automatic changelog update
* Document a few atmos classes.
* Update submodule
We do a little bit of debugging
* Make pulling feel less crap (#4414)
Something something pulling refactor someday
* Automatic changelog update
* Comment joint prediction
* Add CVar for random grid offset, disable it by default.
* Fixes not taking pressure damage in space.
Fixes#4415
* Automatic changelog update
* Adds an alternate jumpsuit for botany (#4419)
* Adds an alternate botanists jumpsuit
* Updated license information
* Automatic changelog update
* Added two new small areas to maintenence (#4359)
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
* Automatic changelog update
* Updated meta.json to standard
* Update meta.json to standard
* a
* Revert "Update meta.json to standard"
This reverts commit 4c6702f17b.
* Revert "Updated meta.json to standard"
This reverts commit 8ea7a3ad1f.
* fix rsi
* proper sprites + visualizes nicely
* Removes broken new-line markers from a few desc.
* Fixes a localization error with solution container descriptions
* construction
* reviews + test
* remove SetLayerVisibility, doesnt work for some reason
* swept moment
* leftover
* Automatic changelog update
* Fix can't return to body bug (#4424)
* Automatic changelog update
* Update submodule
* Fix gas tile overlays on shuttles
* Offset station on roundstart again
* Fix PlaceableSurface incorrect coordinate usage.
It set world position to entity coordinate positions...
* Automatic changelog update
* Fix pickup animation incorrect coordinate usage.
Animation finalPosition was world position, while initialPosition was local position.
* Automatic changelog update
* Pointing coordinate fixes.
* Automatic changelog update
* Further pickup animation improvements.
* Adds Science Windoors (#4433)
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
* Gave CMO a Hardsuit (#4434)
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
* Automatic changelog update
* Fixed station engineer table spawn (#4436)
* Maps in windoors (#4432)
* Automatic changelog update
* Losing a head doesn't mean you lose your eyes #3956#4061 (#4225)
Co-authored-by: Michael Will <will_m@outlook.de>
* Automatic changelog update
* Adds windoors for security and the brig. (#4441)
* Automatic changelog update
* Remaps Chemistry and Security, and some Mapping Fixes (#4442)
* Automatic changelog update
* Made the cloning pod and medical scanner constructible (#4439)
* Made the cloning machine pod constructable
* Added everything like I did but with the Medical Scanner
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
* Automatic changelog update
* Fix fixed-point format specifier in PowerCellComponent
* Update submodule
* Actually update submodule
The last one was a test to check if you were paying attention.
* Update maps for grid collisions (#4450)
* Update submodule
* Fixes the windoor in science. (#4444)
* Automatic changelog update
* Remove IActionBlocker.CanMove (#4449)
* Remove IActionBlocker.CanMove
Ported the remainders over to using MovementAttemptEvent which should also help make mob movement a bit faster.
* Make that check faster
* Added restrictions for what can be inserted into most belts (#4367)
* Belts now restrict what can be inserted into them
* Bandolier now only holds shotgun shells
* Tiny typo
* Another tiny typo
* Automatic changelog update
* Fix indentation
* Fix stuff
* Fix gas canister
* Organize gas canister prototype
* Fix audio occlusion
This was previously being done on every SoundComponent.
* Call SoundSystem instead
* Parents crowbar-red and merges RSIs
* Deletes old crowbar_red.rsi
* Abstracts BasePlushie and ReagentContainerBase
* Adds missing suffixes to debug items and tags them all
* Crematorium now makes a noise on start and during cremation (#4459)
* Automatic changelog update
* Refactor disposals to ECS (#4418)
* ECS up disposals
Also significantly reduced its CPU usage.
* Make update significantly less S L O W
* Start units pressurised
* Client-side flush lerping
* Fix powered not toggling UI
* Fix flush button
* InteractUsing
* Minor optimisations
* Fix collisions
* Make visual state ECS
* Almost done with shared
* Most stuff moved
* Optimise item sleeping
* Automatic changelog update
* Fix door sound dampening (#4453)
* Completely fix NPC pathfinding
Through rigorous investigation and hard work.
* Implement Entity List Display and rework StorageComponent window (#4140)
* Create EntityListDisplay
* Rework ClientStorage window
* Add styling
* Remove unnecessary colors
* Rename list
* Make scrollbar push content
* Change children update a bit
* Add old index
* Localize ClientStorageComponent
* Add size return
* Remove spaces
* Fix usings
* Fix tool sounds.
Fixes#4465
* Automatic changelog update
* Fix missing sounds (#4466)
* Fix missing sounds
* Make SoundHitSpecies fallback to SoundHit
* Fix crayon YAML
* Update PlaySoundBehavior YAML
* Fix required
* Update README.md
* Fix taser physics (#4470)
* Increase MoverController performance (#4448)
Should be a decent amount; rest will come from removing IActionBlocker.
* Remove throwing fixture error
* Update submodule
* Fix sound crash when making foam (#4476)
* Automatic changelog update
* Centers some sprites
* Fix showatmos
* Fix tests.
Flashlight RSI state names had been changed, and some places weren't updated properly
* Remove pillcomponent (#4469)
* Remove PillComponent
* Make food without any solution left delete and create trash
* Replace PillComponent references with a Pill tag
* Clean up
* Add swallow message to food
* Change to eatMessage override
* Change FoodComponent transferAmount to nullable
* Change properties to private
* ItemCabinetVisualizer uses layers (#4445)
* ItemCabinetVisualizer uses layers
* Reviews applied
* Fixes the fireaxe cabinet as well
* I'm dumb
* Fixes bedsheets being unpickupable (#4479)
* Automatic changelog update
* Adds inhands for crayons and the crayon box (#4481)
* Automatic changelog update
* Fixes cigarette animations and matches now have lit/unlit inhand sprites (#4480)
* Automatic changelog update
* Adds plant clippers and changes hydro tool sprites to be more consistent (#4482)
* Adds plant clippers
* Updates sycthe, hoe and spade sprites
* Adds inhands for radio/walkietalkie (#4483)
* Adds inhands for radio/walkietalkie and separates layers
* License thingy
* Fixes test
* Can now equip fireaxe, claymore, spear and baseball back on your back (#4484)
* Can equip spears and claymores on your back now
* Adds fireaxe and baseball bat back equip
* Automatic changelog update
* Makes Match[sticks/box] ECS, Makes Matchsticks ignite plasma
* am big dumdum pls no shed
* Owner Transform to Owner in SoundSystem calls (#4460)
* Owner Transform to Owner
* Owner Transform to Owner minor fixes
* Improve hand pickup code
This way I can break EntityCoordinates' API without breaking content.
BWAHAHAHAHAH!
* Update submodule
* Version v0.5.11 does not exist
* Update submodule
We don't talk about v0.5.12 either.
* Update submodule
For the last time
* Adds duck-related content and a seclite (#4489)
* Added rubber ducky
* Adds ducky slippers
* Adds seclite
* Update Resources/Textures/Objects/Tools/seclite.rsi/meta.json
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Update Resources/Textures/Objects/Fun/ducky.rsi/meta.json
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* The duck slippers now quack as you walk
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Automatic changelog update
* Adds the ability to assign equip sounds in ClothingComponent (#4485)
* Initial
* Works (Kinda)
* Polish
* Reviews
* Removes vending inventory desc and adds missing vending machine descriptions (#4493)
* Removes inventory descriptions
* Adds missing vending machine descriptions using inventory descriptions
* Woops missed a file
* Automatic changelog update
* Adds a ton more inhands (#4488)
* Removed useless loc and added inhands for some lamps
* Adds a ton of inhands to the game
* Actually adds the pill inhand
* Update Resources/Textures/Objects/Misc/utensils.rsi/meta.json
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Update Resources/Textures/Objects/Tools/rcd.rsi/meta.json
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Added open/close/stacklayers for Matchbox and inhands (#4496)
* Added open/close/stacklayers for Matchbox
* Added inhands for matchbox
* What am I a clown not gonna leave no indent spaces
* Adds sound to fire extinguisher safety (#4494)
* Automatic changelog update
* Adds a 6pack of Cola (#4499)
* Adds a 6pack of Cola
* Revert "Adds a 6pack of Cola"
This reverts commit 99f024b94ab3c684ce62e28018bd0fe2f26a2e09.
* Revert "Revert "Adds a 6pack of Cola""
This reverts commit 9e3d31e41c8ea61a962ad7d4d3c0ea7124e82653.
* Automatic changelog update
* Fix H-pulling? (#4425)
In retrospect the answer is easy, but man this took a while.
* Automatic changelog update
* Makes DiceComponent ECS
* Makes PlaceableSurface ECS
* Added classic announcement sound to announcements (#4504)
* Automatic changelog update
* Refactors throw events, makes cream pies ECS (#4500)
* Automatic changelog update
* Port the tumbler from Box2D (#4486)
* Subscribe TransformComponent events by-ref (#4478)
* Refactor damageablecomponent update (#4406)
* Fixing merge.
I messed up part of the merge. this should fix it?
* Barotrauma now uses prototypeManager
As System.Runtime.CompilerServices also has a [Dependency], I think I had to use the full path [Robust.Shared.IoC.Dependency]
* FlammableComponent now uses prototypeManager
* SuicideCommands now use prototypeManager
* Changed many files to use prototypeManager to resolve damaege prototypes
Yeah.... prototype references would be very nice. maybe this was all a waste of time.
* Grouping prototypeManager.Index with datafield definitions
This will make it easier to eventually add prototype references
* removed unused variable
* Moved lines around.
Lines now consistent with other TODO PROTOTYPE blocks
* Grouping more prototypeManager.Index with datafield definitions
* Removed unnecessary code
* Added more prototypeManager indexing
These ones weren't pointed out by DrSmug. But I think this is all of them? That or my regex is shit.
* Remove redundant _damage field
* Remove redundant _currentTemperature
* Moved variables down
* Added prototypeManager indexing to TemperatureComponent
* WeaponComponent/System now use ProtptypeManager
And as far as I can tell damageType is required, and therefore should never have been null anyway?
* Make ranged weapon clumsy fire effects datafields
And yes, the order in which the clumsy effects occur is very important.
* Made damage on vital body part loss a datafield
* Renamed several damageGroup variables to group
* Capitalised DamageListToDamageGroup
* Make radiation and explosion damage types datafields
* Renamed _supportedDamageGroupIDs and _supportedDamageTypeIDs
* Fixed mistakes
Frogot to remove prototypeManager index DamageTypeTrigger, and wrong variable visibility in TemperatureComponent
* Added necessary code
Is something tragically wrong?
* MeleeWeapon damageType is not actually required
* Fixing someone else's mistakes
A search comes up with nothing in the yaml files, and its not a required field. So no one uses it? Hopefully?
* Changed and renamed damageTypeToDamageGroup
Previously would incorrectly return the total container damage for each group, not the total in the group
* renaming varitables
* Renamed variable DamageClasses
* Added dictionary converting functions
* Added ID-keyed dictionaries
* Making MedicalScanner use ID dictionaries, instead of prototype dictionaries
Oh oh no. I've been able to avoid UI & networking up until now. I have no Idea what I am doing.
* Fix Medical Scanner
* Summary (required)
The joke here is that this fixes the empty summary.
* Removed DamageableComponent.GetDamageGroup/Type
* Renamed "damage classes" to groups.
* Update ChangeDamage description
* Replaced Heal() with SettAllDamage()
Heal() was just a confusing name,
* More Class -> Group renaming
* Replace Class with Group in yaml files
DamageClassTrigger does not appear in any yaml? only in testing?
DamageTypeTrigger appears only in human.yaml?
HealthChangeMetabolism is Mostly in medicine.yml and one in soad.yaml
Why the hell is Cola metabolizable by plants? Who is pouring cola on their plants!?!?
* Fix _prototypeManager being null errors.
* Changing comments
Where are the prototype references
* MetabolismComponent doesn't give free heals anymore.
* Changes HungerComponent healing.
Previously I think it would actually damage you. Only did this as I though it was causing the fast healing. Turns out that was just BREATHING.
* Generalised a function in DamageableComponent and moved it to DamageGroupPrototype
previously DamageTypesDictToDamageGroupDict was private to DamageableComponent, but was also quite general (nearly a static function). As this sort of function may be needed by other components using DamageGroupPrototypes in the future, I moved it there as a static function instead.
* modified DamageableComponent.ChangeDamage()
ignoreResistances was renamed to ignoreDamageResistances to make it clearer that it had no effect on healing.
Now uses default argument for ignoreDamageResistances, so when healing you are not forced to specify an argument that does nothing.
Also made some general changes to ignoreResistances()
* Changed class->group and added missing damage type functionality to DamageContainerPrototypes
* Added Comments to damage.yml
* Misc Changes to DamageableComponent
* Differentiated between group support and group applicability
So far, every damage type is a member of one, and only one, damage group. So this change has no real effect so far.
* Added proposed alternative to ChangeDamage()
* fixed error in DamageGroupPrototype
* Changes to DamageableComponent
Lots of changes to comments.
Some variables renamed in IDamageableComponent and DamageableComponent (also required renaming in other files)
Some minor logic changes, mostly for incorrect descirptions of boolean return values.
Also further differentiating between ApplicableGroups and SupportedGroups... if that will ever even matter
* Generalised MedicalScannerComponent
If needed, can print miscellaneous damage types now
* Fixed HealthChangeMetabolism bug
* Changing Comments around
* More questions
* Made Barotrauma default to blunt
* Fix RejuvenateTest.cs
* Comments
* Coments and variable names
* fix some master-merge issues
* Removed redundant fields
* Misc changes for readbility of PR diff
* Consistent naming
* Fixed atmos damage bug
* Removed Ranting
* Fixed Hunger after I broke it
* Fixing Bugs
* Removed stupid question
* Removed more stupid questions
* Fix potential null errors.
* Made boolean return values consistent
Also renamed several functions, to make it clear they return a bool. Docs were also updated.
* Removed IoCManager.InjectDependencies()
* Removed unnecessary 'suffocation' prefix
* Fixed Spelling
Also removed accidentally left in logger call
* Fixed Medical Scanner
* Apply suggestions from code review
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
* Changing comments and whitespaces
* Made damage thresholds trigger datafields required
* So many typos
* Changes to DamageableComponents
Changed documentation in IDamageableComponent
Made testing code more readable.
Relabelled groups as 'Applicable' either 'Fully Supported'
* Removed function and degeneralised
* Update DamageableComponent.cs
Removed unused parameters
Fixed Networking
* Added IoCManager.Resolve
* Now using alternative TryChangeDamage()
* Removed function from DamageGroupPrototype
* Removing comments
* Remove bad if statement?
* Fix damageChanged ordering
* Fix hurt server command
* Changed //TODO PROTOTYPE blocks
Now use PrototypeManager differently. Wherever possible, only retrieve the prototype once.
Also added default damage types to some more datafields
* Update Content.Shared/Damage/Container/DamageContainerPrototype.cs
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
* renamed _accumulatedHealth -> _accumulatedDamage and added TODOs
* Another class-> group
* Fix bug in generalisation of damage container prototypes
* Addes Tests to make sure I dont keep adding bugs to my own code.
* Changed Return values when setting
* Removed unused class
* Added more tests, split tests into three files
* Made damage types public and VV read-write-able
* Minor changes to DamageableComponent
Replaced internal use of GetDamagePerType with _damageDict and removed some unnecessary fields
* Fix Suicide, by adding IoC Resolve()
* Fix DamageGroupTrigger bug
* Fix typos in tests
* Change comments./docstrings & spacing
* Merge tests, use test prototypes
Co-authored-by: Leon Friedrich <60421075+leonsfriedrich@users.noreply.github.com>
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
* Add Alt-click functionality (#4497)
* Fix ItemSlot Bug
* Add Alt-use Key
* Fix TransferAmount window bug
* Alt-click functionality
* Added AltInteract verbs
* Add new verbs
* verb icons
* Changed Comments
* Change Comments
* Fix disposal verbs
* Changed Get...() to Get...OrNull()
* Changed alt-interact combat behaviour
* Update verb icons
* Inventory interact event
* Add Alt+E secondary binding
* Add alt-z keybinding
* Rename AltUse -> AltActivateItemInWorld
* Automatic changelog update
* Fixes chocolate/energy bar (#4503)
* Bring refactor-damageablecomponent branch up-to-date with master (#4510)
* Revert "#3935 implemented suggestions from PR"
This reverts commit a9b1c7b96333ca570067d6a9df1954481005892a.
* #4219 revert of single sound removal in EmitSoundSystem
* #4219 single sounds in EmitSoundSystem should work now
* #4219 some small project tweaks
* #4219 upgraded EmitSoundSystem to use SoundSpecifier
* replacing sound (collection) names with SoundSpecifier - part 1
* #4219 pr tweaks
* #4219 pr tweak
(cherry picked from commit 00b80cb1df2434259ab5df45188e176be57603af)
* emitsoundsystem tweak
* first windoor commit
* finished yaml
* windoors work #Dab
* sound + locked prototypes
* Inserted SoundSpecifier where appropiate
* added comment
* removed TryGetSound + made some SoundSpecifier datafields required
* changed some prototypes' sound paths
* test fixes
* Made plasma grindable (#4334)
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
Co-authored-by: Swept <sweptwastaken@protonmail.com>
* Automatic changelog update
* Fixes invalid yaml line (#4408)
* Fix potential timer exception
* SetTile during extensions test (#4409)
Mainly so it can actually account for accurate grid bounds when doing the test
Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
* Update submodule
* GasFilter appearance, EnabledAtmosDeviceVisualizer improvements.
* Add Enabled property to SubFloorHideComponent, make it networked. (#4404)
* Refactor IDoorCheck into entity events (#4366)
* IDoorCheck refactored to events
# Conflicts:
# Content.Server/Atmos/TileAtmosphere.cs
# Content.Server/Doors/Components/AirlockComponent.cs
# Content.Server/Doors/Components/FirelockComponent.cs
# Content.Server/Doors/Components/ServerDoorComponent.cs
# Content.Server/Doors/IDoorCheck.cs
* namespaces
* Fix mapinit bug with refreshautoclose
* ok i guess these just didnt feel like staging today
* Automatic changelog update
* AtmosDevices can optionally process in space. (#4405)
Refactors some misc atmos things, too.
* Fix gravity generator yeeting
* Enables nullables for atmos internals
* Meth (#4186)
* adds an overdose metabolism with sensible default settings
* adds the compoenents for the run fast part of meth
* not sure what I changed here but I trust my past self to not fuck up for once
* adds basic meth recipe
* correctly names comething
* I really should've checked my spelling before making this pr
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* adds suggestion from the maintaner, who managed to get to this pr suprisingly fast
* Revert "adds suggestion from the maintaner, who managed to get to this pr suprisingly fast"
This reverts commit 9b0f07402e35ed5890b3af805691b690671b950c.
* tweak
* tweak
* git's gitting on my nerves
* some small tweaks
* don't need these anymore
* makes some stuff required
* changes the meth recipe to arbitary bullshit to get the yaml thingy to leave me alone goddamnit
* extremely minor change
* removes overdose, because however it's gonna be done, it's definitely not my way
* i should really double check every key I press
* hm
* sigh, I should be more thorough with looking at error messages.
* beenus
* gay sex is gay
* this one goes out to bingo
* reviews
* not sure why status lifetime description wasn't being commited
* Update MovespeedModifierMetabolism.cs
Co-authored-by: mirrorcult <notzombiedude@gmail.com>
* adds VV to component variables
* rebalances meth, and makes the completely unrealistic recipe properly work now
* meth effects should go away now or something do you think I test these changes before pushing??
* ah yes, orginization
* adds proper recipe and prequisite chemicals
* fixes linter hopefully
* Update chemicals.yml
* a
* starts working on prediction
* thing
* predmiction??
* changes thing
* does it properly
* uses timespan instead of timer
* uses dif timers and adds a system
* updates robust and tweaks a small thing
* Fixes
* "Fix" prediction
* starts changing the timer to timespans to avoid icky on timer end
* okay fixes the check thing but now meth is broken and I don't know why
* fixes predicition (partially)
* Delete ContentNetIDs.cs
whoops
* some changes advised by sloth
* certified scalycode fix right here
* moves resettimer to the metabolism to make it less oop stinky
* moves resettimer to the metabolism to make it less oop stinky
* gamin
* when the is
* updates mth colour to be accurate because I forgot
* abc hard ok
* everything should be up to date now
* makes MovespeedModifierMetabolism ECS and cleans up some other stuff
* does a fixy wixy
* fix thing
* Revert "Merge branch 'master' of https://github.com/space-wizards/space-station-14 into meth"
This reverts commit 62886561098be02f9adb6352f4e858a8269d5bd5, reversing
changes made to ca34fffb5b7a40f19aec7b9e4bc37bdeab914bc1.
* Revert "Revert "Merge branch 'master' of https://github.com/space-wizards/space-station-14 into meth""
This reverts commit 4f550da19656abfd0be05f818fc6b7100252d5b8.
* fix hopefully
* updates metabolism to works with mirror's fancy new system
* updates yaml + tweaks
* bruh
* yaml moment
* :yaml moment
* Revert " :yaml moment"
This reverts commit 8cb51573c64db76d989de22acdbb9c50b2c6d052.
* 99th commit yay, also I need to not do this
* removes something that I don't need
* makes system work with this and gets rid of unnesescary check
* make the update only work on active components
* oops
* Cleanup
* alphabetise this shit
* Touchup
* Woops stupid alloc by me
* Nerf nyoom for now
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: mirrorcult <notzombiedude@gmail.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Automatic changelog update
* Random offset for DefaultGrid every round (#4411)
* Random offset for DefaultGrid every round
This is useful to make coders aware of entitycoordinates and mapcoordinates being different and to help spot problems early. It also puts the onus of fixing positioning bugs back onto the original coder rather than someone else if they happen to spot it.
* Fix clickable test
* Fix entitysystemextensions
* Automatic changelog update
* Document a few atmos classes.
* Update submodule
We do a little bit of debugging
* Make pulling feel less crap (#4414)
Something something pulling refactor someday
* Automatic changelog update
* Comment joint prediction
* Add CVar for random grid offset, disable it by default.
* Fixes not taking pressure damage in space.
Fixes#4415
* Automatic changelog update
* Adds an alternate jumpsuit for botany (#4419)
* Adds an alternate botanists jumpsuit
* Updated license information
* Automatic changelog update
* Added two new small areas to maintenence (#4359)
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
* Automatic changelog update
* Updated meta.json to standard
* Update meta.json to standard
* a
* Revert "Update meta.json to standard"
This reverts commit 4c6702f17b.
* Revert "Updated meta.json to standard"
This reverts commit 8ea7a3ad1f.
* fix rsi
* proper sprites + visualizes nicely
* Removes broken new-line markers from a few desc.
* Fixes a localization error with solution container descriptions
* construction
* reviews + test
* remove SetLayerVisibility, doesnt work for some reason
* swept moment
* leftover
* Automatic changelog update
* Fix can't return to body bug (#4424)
* Automatic changelog update
* Update submodule
* Fix gas tile overlays on shuttles
* Offset station on roundstart again
* Fix PlaceableSurface incorrect coordinate usage.
It set world position to entity coordinate positions...
* Automatic changelog update
* Fix pickup animation incorrect coordinate usage.
Animation finalPosition was world position, while initialPosition was local position.
* Automatic changelog update
* Pointing coordinate fixes.
* Automatic changelog update
* Further pickup animation improvements.
* Adds Science Windoors (#4433)
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
* Gave CMO a Hardsuit (#4434)
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
* Automatic changelog update
* Fixed station engineer table spawn (#4436)
* Maps in windoors (#4432)
* Automatic changelog update
* Losing a head doesn't mean you lose your eyes #3956#4061 (#4225)
Co-authored-by: Michael Will <will_m@outlook.de>
* Automatic changelog update
* Adds windoors for security and the brig. (#4441)
* Automatic changelog update
* Remaps Chemistry and Security, and some Mapping Fixes (#4442)
* Automatic changelog update
* Made the cloning pod and medical scanner constructible (#4439)
* Made the cloning machine pod constructable
* Added everything like I did but with the Medical Scanner
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
* Automatic changelog update
* Fix fixed-point format specifier in PowerCellComponent
* Update submodule
* Actually update submodule
The last one was a test to check if you were paying attention.
* Update maps for grid collisions (#4450)
* Update submodule
* Fixes the windoor in science. (#4444)
* Automatic changelog update
* Remove IActionBlocker.CanMove (#4449)
* Remove IActionBlocker.CanMove
Ported the remainders over to using MovementAttemptEvent which should also help make mob movement a bit faster.
* Make that check faster
* Added restrictions for what can be inserted into most belts (#4367)
* Belts now restrict what can be inserted into them
* Bandolier now only holds shotgun shells
* Tiny typo
* Another tiny typo
* Automatic changelog update
* Fix indentation
* Fix stuff
* Fix gas canister
* Organize gas canister prototype
* Fix audio occlusion
This was previously being done on every SoundComponent.
* Call SoundSystem instead
* Parents crowbar-red and merges RSIs
* Deletes old crowbar_red.rsi
* Abstracts BasePlushie and ReagentContainerBase
* Adds missing suffixes to debug items and tags them all
* Crematorium now makes a noise on start and during cremation (#4459)
* Automatic changelog update
* Refactor disposals to ECS (#4418)
* ECS up disposals
Also significantly reduced its CPU usage.
* Make update significantly less S L O W
* Start units pressurised
* Client-side flush lerping
* Fix powered not toggling UI
* Fix flush button
* InteractUsing
* Minor optimisations
* Fix collisions
* Make visual state ECS
* Almost done with shared
* Most stuff moved
* Optimise item sleeping
* Automatic changelog update
* Fix door sound dampening (#4453)
* Completely fix NPC pathfinding
Through rigorous investigation and hard work.
* Implement Entity List Display and rework StorageComponent window (#4140)
* Create EntityListDisplay
* Rework ClientStorage window
* Add styling
* Remove unnecessary colors
* Rename list
* Make scrollbar push content
* Change children update a bit
* Add old index
* Localize ClientStorageComponent
* Add size return
* Remove spaces
* Fix usings
* Fix tool sounds.
Fixes#4465
* Automatic changelog update
* Fix missing sounds (#4466)
* Fix missing sounds
* Make SoundHitSpecies fallback to SoundHit
* Fix crayon YAML
* Update PlaySoundBehavior YAML
* Fix required
* Update README.md
* Fix taser physics (#4470)
* Increase MoverController performance (#4448)
Should be a decent amount; rest will come from removing IActionBlocker.
* Remove throwing fixture error
* Update submodule
* Fix sound crash when making foam (#4476)
* Automatic changelog update
* Centers some sprites
* Fix showatmos
* Fix tests.
Flashlight RSI state names had been changed, and some places weren't updated properly
* Remove pillcomponent (#4469)
* Remove PillComponent
* Make food without any solution left delete and create trash
* Replace PillComponent references with a Pill tag
* Clean up
* Add swallow message to food
* Change to eatMessage override
* Change FoodComponent transferAmount to nullable
* Change properties to private
* ItemCabinetVisualizer uses layers (#4445)
* ItemCabinetVisualizer uses layers
* Reviews applied
* Fixes the fireaxe cabinet as well
* I'm dumb
* Fixes bedsheets being unpickupable (#4479)
* Automatic changelog update
* Adds inhands for crayons and the crayon box (#4481)
* Automatic changelog update
* Fixes cigarette animations and matches now have lit/unlit inhand sprites (#4480)
* Automatic changelog update
* Adds plant clippers and changes hydro tool sprites to be more consistent (#4482)
* Adds plant clippers
* Updates sycthe, hoe and spade sprites
* Adds inhands for radio/walkietalkie (#4483)
* Adds inhands for radio/walkietalkie and separates layers
* License thingy
* Fixes test
* Can now equip fireaxe, claymore, spear and baseball back on your back (#4484)
* Can equip spears and claymores on your back now
* Adds fireaxe and baseball bat back equip
* Automatic changelog update
* Makes Match[sticks/box] ECS, Makes Matchsticks ignite plasma
* am big dumdum pls no shed
* Owner Transform to Owner in SoundSystem calls (#4460)
* Owner Transform to Owner
* Owner Transform to Owner minor fixes
* Improve hand pickup code
This way I can break EntityCoordinates' API without breaking content.
BWAHAHAHAHAH!
* Update submodule
* Version v0.5.11 does not exist
* Update submodule
We don't talk about v0.5.12 either.
* Update submodule
For the last time
* Adds duck-related content and a seclite (#4489)
* Added rubber ducky
* Adds ducky slippers
* Adds seclite
* Update Resources/Textures/Objects/Tools/seclite.rsi/meta.json
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Update Resources/Textures/Objects/Fun/ducky.rsi/meta.json
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* The duck slippers now quack as you walk
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Automatic changelog update
* Adds the ability to assign equip sounds in ClothingComponent (#4485)
* Initial
* Works (Kinda)
* Polish
* Reviews
* Removes vending inventory desc and adds missing vending machine descriptions (#4493)
* Removes inventory descriptions
* Adds missing vending machine descriptions using inventory descriptions
* Woops missed a file
* Automatic changelog update
* Adds a ton more inhands (#4488)
* Removed useless loc and added inhands for some lamps
* Adds a ton of inhands to the game
* Actually adds the pill inhand
* Update Resources/Textures/Objects/Misc/utensils.rsi/meta.json
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Update Resources/Textures/Objects/Tools/rcd.rsi/meta.json
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Added open/close/stacklayers for Matchbox and inhands (#4496)
* Added open/close/stacklayers for Matchbox
* Added inhands for matchbox
* What am I a clown not gonna leave no indent spaces
* Adds sound to fire extinguisher safety (#4494)
* Automatic changelog update
* Adds a 6pack of Cola (#4499)
* Adds a 6pack of Cola
* Revert "Adds a 6pack of Cola"
This reverts commit 99f024b94ab3c684ce62e28018bd0fe2f26a2e09.
* Revert "Revert "Adds a 6pack of Cola""
This reverts commit 9e3d31e41c8ea61a962ad7d4d3c0ea7124e82653.
* Automatic changelog update
* Fix H-pulling? (#4425)
In retrospect the answer is easy, but man this took a while.
* Automatic changelog update
* Makes DiceComponent ECS
* Makes PlaceableSurface ECS
* Added classic announcement sound to announcements (#4504)
* Automatic changelog update
* Refactors throw events, makes cream pies ECS (#4500)
* Automatic changelog update
* Port the tumbler from Box2D (#4486)
* Subscribe TransformComponent events by-ref (#4478)
* Add Alt-click functionality (#4497)
* Fix ItemSlot Bug
* Add Alt-use Key
* Fix TransferAmount window bug
* Alt-click functionality
* Added AltInteract verbs
* Add new verbs
* verb icons
* Changed Comments
* Change Comments
* Fix disposal verbs
* Changed Get...() to Get...OrNull()
* Changed alt-interact combat behaviour
* Update verb icons
* Inventory interact event
* Add Alt+E secondary binding
* Add alt-z keybinding
* Rename AltUse -> AltActivateItemInWorld
* Automatic changelog update
* Fixes chocolate/energy bar (#4503)
* Fix merge issues
Co-authored-by: Galactic Chimp <GalacticChimpanzee@gmail.com>
Co-authored-by: Kara Dinyes <lunarautomaton6@gmail.com>
Co-authored-by: SethLafuente <84478872+SethLafuente@users.noreply.github.com>
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
Co-authored-by: Swept <sweptwastaken@protonmail.com>
Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com>
Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Vera Aguilera Puerto <gradientvera@outlook.com>
Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
Co-authored-by: ScalyChimp <72841710+scaly-chimp@users.noreply.github.com>
Co-authored-by: mirrorcult <notzombiedude@gmail.com>
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
Co-authored-by: Jaskanbe <86671825+Jaskanbe@users.noreply.github.com>
Co-authored-by: scrato <Mickaello2003@gmx.de>
Co-authored-by: Michael Will <will_m@outlook.de>
Co-authored-by: TimrodDX <timrod@gmail.com>
Co-authored-by: Leon Friedrich <60421075+leonsfriedrich@users.noreply.github.com>
Co-authored-by: Ygg01 <y.laughing.man.y@gmail.com>
Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
Co-authored-by: ColdAutumnRain <73938872+ColdAutumnRain@users.noreply.github.com>
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Singularity fixes (#4383)
* Singularity fixes
* Fix the rest
* Woops
* ahh
* Nerf singulo for now
* Final touchups for now
* Review
* Automatic changelog update
* Fix PA construction crash, make it clear that PA construction needs LV cables (#4506)
* Automatic changelog update
* Add security barriers (#4458)
* Add sprites
* Lock system now raises lock toggle events
* Add prototype and barrier system
* Toggle lock on click
* Barrier blocks bullets (like a real wall)
* Barrier now destroyable
* Fancy visualzer and lighting. Also unlock by default
* Deleted comma
* Ignored components?
* Update Resources/Prototypes/Entities/Objects/Specific/Security/barrier.yml
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Update Resources/Prototypes/Entities/Objects/Specific/Security/barrier.yml
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Toggle Lock no longer handled
* Made it much easier to move through airlocks
Co-authored-by: Swept <sweptwastaken@protonmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Automatic changelog update
* Updates name of LV cable coil
* Admin ghosts can now interact with stuff (#4178)
* Ghosts now have a bool for interacting with stuff
* Wrong ghost
* Simping for Swept
* Merge cleanup
* IT'S ODNE
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Automatic changelog update
* Added Basic Parts Technology (#4440)
* Added parts Technology
* is something they're something
bad grammar
* Update Parts.yml
* Update technologies.yml
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
Co-authored-by: Swept <sweptwastaken@protonmail.com>
* Add basic meteor swarm (#4420)
* Add basic meteor swarm
* Map fixes
* Dependency cache
* Fix projectile crash
* Last of the reviews
* Automatic changelog update
* Update content for PhysicsMapComponent (#4462)
* Update content for PhysicsMapComponent
* Fix command
* Cache broadphasesystem
* Update submodule
* Update SS14 for grid contraction (#4452)
* Update SS14 for grid contraction
* Remove more dummy chunks
* Update submodule
* ratio's rects
* Add DamageType And DamageGroup Prototypes
* Remove DamageTypePrototype Field "name" as its redundant
* Change I/DamageableComponent to use prototypes
* Update DamageContainer, ReisistanceSet and DamageChangeData
* Change Barotrauma Component to use DamageType from DamageSystem
* Update AsteroidRockComponent
* update some more components
* update some more components
* Fix m o r e c o m p o n e n t s and their damageType
* all thats left is bug/missing node hunting then verification.
* push changes
* update submodule
* Merge fixes
* push DGP for example
* update damagecomponent across shared and server
* fix a few bugs
* Fix Merge issues
* Refactor damageablecomponent update (#4406)
* Fixing merge.
I messed up part of the merge. this should fix it?
* Barotrauma now uses prototypeManager
As System.Runtime.CompilerServices also has a [Dependency], I think I had to use the full path [Robust.Shared.IoC.Dependency]
* FlammableComponent now uses prototypeManager
* SuicideCommands now use prototypeManager
* Changed many files to use prototypeManager to resolve damaege prototypes
Yeah.... prototype references would be very nice. maybe this was all a waste of time.
* Grouping prototypeManager.Index with datafield definitions
This will make it easier to eventually add prototype references
* removed unused variable
* Moved lines around.
Lines now consistent with other TODO PROTOTYPE blocks
* Grouping more prototypeManager.Index with datafield definitions
* Removed unnecessary code
* Added more prototypeManager indexing
These ones weren't pointed out by DrSmug. But I think this is all of them? That or my regex is shit.
* Remove redundant _damage field
* Remove redundant _currentTemperature
* Moved variables down
* Added prototypeManager indexing to TemperatureComponent
* WeaponComponent/System now use ProtptypeManager
And as far as I can tell damageType is required, and therefore should never have been null anyway?
* Make ranged weapon clumsy fire effects datafields
And yes, the order in which the clumsy effects occur is very important.
* Made damage on vital body part loss a datafield
* Renamed several damageGroup variables to group
* Capitalised DamageListToDamageGroup
* Make radiation and explosion damage types datafields
* Renamed _supportedDamageGroupIDs and _supportedDamageTypeIDs
* Fixed mistakes
Frogot to remove prototypeManager index DamageTypeTrigger, and wrong variable visibility in TemperatureComponent
* Added necessary code
Is something tragically wrong?
* MeleeWeapon damageType is not actually required
* Fixing someone else's mistakes
A search comes up with nothing in the yaml files, and its not a required field. So no one uses it? Hopefully?
* Changed and renamed damageTypeToDamageGroup
Previously would incorrectly return the total container damage for each group, not the total in the group
* renaming varitables
* Renamed variable DamageClasses
* Added dictionary converting functions
* Added ID-keyed dictionaries
* Making MedicalScanner use ID dictionaries, instead of prototype dictionaries
Oh oh no. I've been able to avoid UI & networking up until now. I have no Idea what I am doing.
* Fix Medical Scanner
* Summary (required)
The joke here is that this fixes the empty summary.
* Removed DamageableComponent.GetDamageGroup/Type
* Renamed "damage classes" to groups.
* Update ChangeDamage description
* Replaced Heal() with SettAllDamage()
Heal() was just a confusing name,
* More Class -> Group renaming
* Replace Class with Group in yaml files
DamageClassTrigger does not appear in any yaml? only in testing?
DamageTypeTrigger appears only in human.yaml?
HealthChangeMetabolism is Mostly in medicine.yml and one in soad.yaml
Why the hell is Cola metabolizable by plants? Who is pouring cola on their plants!?!?
* Fix _prototypeManager being null errors.
* Changing comments
Where are the prototype references
* MetabolismComponent doesn't give free heals anymore.
* Changes HungerComponent healing.
Previously I think it would actually damage you. Only did this as I though it was causing the fast healing. Turns out that was just BREATHING.
* Generalised a function in DamageableComponent and moved it to DamageGroupPrototype
previously DamageTypesDictToDamageGroupDict was private to DamageableComponent, but was also quite general (nearly a static function). As this sort of function may be needed by other components using DamageGroupPrototypes in the future, I moved it there as a static function instead.
* modified DamageableComponent.ChangeDamage()
ignoreResistances was renamed to ignoreDamageResistances to make it clearer that it had no effect on healing.
Now uses default argument for ignoreDamageResistances, so when healing you are not forced to specify an argument that does nothing.
Also made some general changes to ignoreResistances()
* Changed class->group and added missing damage type functionality to DamageContainerPrototypes
* Added Comments to damage.yml
* Misc Changes to DamageableComponent
* Differentiated between group support and group applicability
So far, every damage type is a member of one, and only one, damage group. So this change has no real effect so far.
* Added proposed alternative to ChangeDamage()
* fixed error in DamageGroupPrototype
* Changes to DamageableComponent
Lots of changes to comments.
Some variables renamed in IDamageableComponent and DamageableComponent (also required renaming in other files)
Some minor logic changes, mostly for incorrect descirptions of boolean return values.
Also further differentiating between ApplicableGroups and SupportedGroups... if that will ever even matter
* Generalised MedicalScannerComponent
If needed, can print miscellaneous damage types now
* Fixed HealthChangeMetabolism bug
* Changing Comments around
* More questions
* Made Barotrauma default to blunt
* Fix RejuvenateTest.cs
* Comments
* Coments and variable names
* fix some master-merge issues
* Removed redundant fields
* Misc changes for readbility of PR diff
* Consistent naming
* Fixed atmos damage bug
* Removed Ranting
* Fixed Hunger after I broke it
* Fixing Bugs
* Removed stupid question
* Removed more stupid questions
* Fix potential null errors.
* Made boolean return values consistent
Also renamed several functions, to make it clear they return a bool. Docs were also updated.
* Removed IoCManager.InjectDependencies()
* Removed unnecessary 'suffocation' prefix
* Fixed Spelling
Also removed accidentally left in logger call
* Fixed Medical Scanner
* Apply suggestions from code review
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
* Changing comments and whitespaces
* Made damage thresholds trigger datafields required
* So many typos
* Changes to DamageableComponents
Changed documentation in IDamageableComponent
Made testing code more readable.
Relabelled groups as 'Applicable' either 'Fully Supported'
* Removed function and degeneralised
* Update DamageableComponent.cs
Removed unused parameters
Fixed Networking
* Added IoCManager.Resolve
* Now using alternative TryChangeDamage()
* Removed function from DamageGroupPrototype
* Removing comments
* Remove bad if statement?
* Fix damageChanged ordering
* Fix hurt server command
* Changed //TODO PROTOTYPE blocks
Now use PrototypeManager differently. Wherever possible, only retrieve the prototype once.
Also added default damage types to some more datafields
* Update Content.Shared/Damage/Container/DamageContainerPrototype.cs
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
* renamed _accumulatedHealth -> _accumulatedDamage and added TODOs
* Another class-> group
* Fix bug in generalisation of damage container prototypes
* Addes Tests to make sure I dont keep adding bugs to my own code.
* Changed Return values when setting
* Removed unused class
* Added more tests, split tests into three files
* Made damage types public and VV read-write-able
* Minor changes to DamageableComponent
Replaced internal use of GetDamagePerType with _damageDict and removed some unnecessary fields
* Fix Suicide, by adding IoC Resolve()
* Fix DamageGroupTrigger bug
* Fix typos in tests
* Change comments./docstrings & spacing
* Merge tests, use test prototypes
Co-authored-by: Leon Friedrich <60421075+leonsfriedrich@users.noreply.github.com>
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
* Bring refactor-damageablecomponent branch up-to-date with master (#4510)
* Revert "#3935 implemented suggestions from PR"
This reverts commit a9b1c7b96333ca570067d6a9df1954481005892a.
* #4219 revert of single sound removal in EmitSoundSystem
* #4219 single sounds in EmitSoundSystem should work now
* #4219 some small project tweaks
* #4219 upgraded EmitSoundSystem to use SoundSpecifier
* replacing sound (collection) names with SoundSpecifier - part 1
* #4219 pr tweaks
* #4219 pr tweak
(cherry picked from commit 00b80cb1df2434259ab5df45188e176be57603af)
* emitsoundsystem tweak
* first windoor commit
* finished yaml
* windoors work #Dab
* sound + locked prototypes
* Inserted SoundSpecifier where appropiate
* added comment
* removed TryGetSound + made some SoundSpecifier datafields required
* changed some prototypes' sound paths
* test fixes
* Made plasma grindable (#4334)
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
Co-authored-by: Swept <sweptwastaken@protonmail.com>
* Automatic changelog update
* Fixes invalid yaml line (#4408)
* Fix potential timer exception
* SetTile during extensions test (#4409)
Mainly so it can actually account for accurate grid bounds when doing the test
Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
* Update submodule
* GasFilter appearance, EnabledAtmosDeviceVisualizer improvements.
* Add Enabled property to SubFloorHideComponent, make it networked. (#4404)
* Refactor IDoorCheck into entity events (#4366)
* IDoorCheck refactored to events
# Conflicts:
# Content.Server/Atmos/TileAtmosphere.cs
# Content.Server/Doors/Components/AirlockComponent.cs
# Content.Server/Doors/Components/FirelockComponent.cs
# Content.Server/Doors/Components/ServerDoorComponent.cs
# Content.Server/Doors/IDoorCheck.cs
* namespaces
* Fix mapinit bug with refreshautoclose
* ok i guess these just didnt feel like staging today
* Automatic changelog update
* AtmosDevices can optionally process in space. (#4405)
Refactors some misc atmos things, too.
* Fix gravity generator yeeting
* Enables nullables for atmos internals
* Meth (#4186)
* adds an overdose metabolism with sensible default settings
* adds the compoenents for the run fast part of meth
* not sure what I changed here but I trust my past self to not fuck up for once
* adds basic meth recipe
* correctly names comething
* I really should've checked my spelling before making this pr
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* adds suggestion from the maintaner, who managed to get to this pr suprisingly fast
* Revert "adds suggestion from the maintaner, who managed to get to this pr suprisingly fast"
This reverts commit 9b0f07402e35ed5890b3af805691b690671b950c.
* tweak
* tweak
* git's gitting on my nerves
* some small tweaks
* don't need these anymore
* makes some stuff required
* changes the meth recipe to arbitary bullshit to get the yaml thingy to leave me alone goddamnit
* extremely minor change
* removes overdose, because however it's gonna be done, it's definitely not my way
* i should really double check every key I press
* hm
* sigh, I should be more thorough with looking at error messages.
* beenus
* gay sex is gay
* this one goes out to bingo
* reviews
* not sure why status lifetime description wasn't being commited
* Update MovespeedModifierMetabolism.cs
Co-authored-by: mirrorcult <notzombiedude@gmail.com>
* adds VV to component variables
* rebalances meth, and makes the completely unrealistic recipe properly work now
* meth effects should go away now or something do you think I test these changes before pushing??
* ah yes, orginization
* adds proper recipe and prequisite chemicals
* fixes linter hopefully
* Update chemicals.yml
* a
* starts working on prediction
* thing
* predmiction??
* changes thing
* does it properly
* uses timespan instead of timer
* uses dif timers and adds a system
* updates robust and tweaks a small thing
* Fixes
* "Fix" prediction
* starts changing the timer to timespans to avoid icky on timer end
* okay fixes the check thing but now meth is broken and I don't know why
* fixes predicition (partially)
* Delete ContentNetIDs.cs
whoops
* some changes advised by sloth
* certified scalycode fix right here
* moves resettimer to the metabolism to make it less oop stinky
* moves resettimer to the metabolism to make it less oop stinky
* gamin
* when the is
* updates mth colour to be accurate because I forgot
* abc hard ok
* everything should be up to date now
* makes MovespeedModifierMetabolism ECS and cleans up some other stuff
* does a fixy wixy
* fix thing
* Revert "Merge branch 'master' of https://github.com/space-wizards/space-station-14 into meth"
This reverts commit 62886561098be02f9adb6352f4e858a8269d5bd5, reversing
changes made to ca34fffb5b7a40f19aec7b9e4bc37bdeab914bc1.
* Revert "Revert "Merge branch 'master' of https://github.com/space-wizards/space-station-14 into meth""
This reverts commit 4f550da19656abfd0be05f818fc6b7100252d5b8.
* fix hopefully
* updates metabolism to works with mirror's fancy new system
* updates yaml + tweaks
* bruh
* yaml moment
* :yaml moment
* Revert " :yaml moment"
This reverts commit 8cb51573c64db76d989de22acdbb9c50b2c6d052.
* 99th commit yay, also I need to not do this
* removes something that I don't need
* makes system work with this and gets rid of unnesescary check
* make the update only work on active components
* oops
* Cleanup
* alphabetise this shit
* Touchup
* Woops stupid alloc by me
* Nerf nyoom for now
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: mirrorcult <notzombiedude@gmail.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Automatic changelog update
* Random offset for DefaultGrid every round (#4411)
* Random offset for DefaultGrid every round
This is useful to make coders aware of entitycoordinates and mapcoordinates being different and to help spot problems early. It also puts the onus of fixing positioning bugs back onto the original coder rather than someone else if they happen to spot it.
* Fix clickable test
* Fix entitysystemextensions
* Automatic changelog update
* Document a few atmos classes.
* Update submodule
We do a little bit of debugging
* Make pulling feel less crap (#4414)
Something something pulling refactor someday
* Automatic changelog update
* Comment joint prediction
* Add CVar for random grid offset, disable it by default.
* Fixes not taking pressure damage in space.
Fixes#4415
* Automatic changelog update
* Adds an alternate jumpsuit for botany (#4419)
* Adds an alternate botanists jumpsuit
* Updated license information
* Automatic changelog update
* Added two new small areas to maintenence (#4359)
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
* Automatic changelog update
* Updated meta.json to standard
* Update meta.json to standard
* a
* Revert "Update meta.json to standard"
This reverts commit 4c6702f17b.
* Revert "Updated meta.json to standard"
This reverts commit 8ea7a3ad1f.
* fix rsi
* proper sprites + visualizes nicely
* Removes broken new-line markers from a few desc.
* Fixes a localization error with solution container descriptions
* construction
* reviews + test
* remove SetLayerVisibility, doesnt work for some reason
* swept moment
* leftover
* Automatic changelog update
* Fix can't return to body bug (#4424)
* Automatic changelog update
* Update submodule
* Fix gas tile overlays on shuttles
* Offset station on roundstart again
* Fix PlaceableSurface incorrect coordinate usage.
It set world position to entity coordinate positions...
* Automatic changelog update
* Fix pickup animation incorrect coordinate usage.
Animation finalPosition was world position, while initialPosition was local position.
* Automatic changelog update
* Pointing coordinate fixes.
* Automatic changelog update
* Further pickup animation improvements.
* Adds Science Windoors (#4433)
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
* Gave CMO a Hardsuit (#4434)
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
* Automatic changelog update
* Fixed station engineer table spawn (#4436)
* Maps in windoors (#4432)
* Automatic changelog update
* Losing a head doesn't mean you lose your eyes #3956#4061 (#4225)
Co-authored-by: Michael Will <will_m@outlook.de>
* Automatic changelog update
* Adds windoors for security and the brig. (#4441)
* Automatic changelog update
* Remaps Chemistry and Security, and some Mapping Fixes (#4442)
* Automatic changelog update
* Made the cloning pod and medical scanner constructible (#4439)
* Made the cloning machine pod constructable
* Added everything like I did but with the Medical Scanner
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
* Automatic changelog update
* Fix fixed-point format specifier in PowerCellComponent
* Update submodule
* Actually update submodule
The last one was a test to check if you were paying attention.
* Update maps for grid collisions (#4450)
* Update submodule
* Fixes the windoor in science. (#4444)
* Automatic changelog update
* Remove IActionBlocker.CanMove (#4449)
* Remove IActionBlocker.CanMove
Ported the remainders over to using MovementAttemptEvent which should also help make mob movement a bit faster.
* Make that check faster
* Added restrictions for what can be inserted into most belts (#4367)
* Belts now restrict what can be inserted into them
* Bandolier now only holds shotgun shells
* Tiny typo
* Another tiny typo
* Automatic changelog update
* Fix indentation
* Fix stuff
* Fix gas canister
* Organize gas canister prototype
* Fix audio occlusion
This was previously being done on every SoundComponent.
* Call SoundSystem instead
* Parents crowbar-red and merges RSIs
* Deletes old crowbar_red.rsi
* Abstracts BasePlushie and ReagentContainerBase
* Adds missing suffixes to debug items and tags them all
* Crematorium now makes a noise on start and during cremation (#4459)
* Automatic changelog update
* Refactor disposals to ECS (#4418)
* ECS up disposals
Also significantly reduced its CPU usage.
* Make update significantly less S L O W
* Start units pressurised
* Client-side flush lerping
* Fix powered not toggling UI
* Fix flush button
* InteractUsing
* Minor optimisations
* Fix collisions
* Make visual state ECS
* Almost done with shared
* Most stuff moved
* Optimise item sleeping
* Automatic changelog update
* Fix door sound dampening (#4453)
* Completely fix NPC pathfinding
Through rigorous investigation and hard work.
* Implement Entity List Display and rework StorageComponent window (#4140)
* Create EntityListDisplay
* Rework ClientStorage window
* Add styling
* Remove unnecessary colors
* Rename list
* Make scrollbar push content
* Change children update a bit
* Add old index
* Localize ClientStorageComponent
* Add size return
* Remove spaces
* Fix usings
* Fix tool sounds.
Fixes#4465
* Automatic changelog update
* Fix missing sounds (#4466)
* Fix missing sounds
* Make SoundHitSpecies fallback to SoundHit
* Fix crayon YAML
* Update PlaySoundBehavior YAML
* Fix required
* Update README.md
* Fix taser physics (#4470)
* Increase MoverController performance (#4448)
Should be a decent amount; rest will come from removing IActionBlocker.
* Remove throwing fixture error
* Update submodule
* Fix sound crash when making foam (#4476)
* Automatic changelog update
* Centers some sprites
* Fix showatmos
* Fix tests.
Flashlight RSI state names had been changed, and some places weren't updated properly
* Remove pillcomponent (#4469)
* Remove PillComponent
* Make food without any solution left delete and create trash
* Replace PillComponent references with a Pill tag
* Clean up
* Add swallow message to food
* Change to eatMessage override
* Change FoodComponent transferAmount to nullable
* Change properties to private
* ItemCabinetVisualizer uses layers (#4445)
* ItemCabinetVisualizer uses layers
* Reviews applied
* Fixes the fireaxe cabinet as well
* I'm dumb
* Fixes bedsheets being unpickupable (#4479)
* Automatic changelog update
* Adds inhands for crayons and the crayon box (#4481)
* Automatic changelog update
* Fixes cigarette animations and matches now have lit/unlit inhand sprites (#4480)
* Automatic changelog update
* Adds plant clippers and changes hydro tool sprites to be more consistent (#4482)
* Adds plant clippers
* Updates sycthe, hoe and spade sprites
* Adds inhands for radio/walkietalkie (#4483)
* Adds inhands for radio/walkietalkie and separates layers
* License thingy
* Fixes test
* Can now equip fireaxe, claymore, spear and baseball back on your back (#4484)
* Can equip spears and claymores on your back now
* Adds fireaxe and baseball bat back equip
* Automatic changelog update
* Makes Match[sticks/box] ECS, Makes Matchsticks ignite plasma
* am big dumdum pls no shed
* Owner Transform to Owner in SoundSystem calls (#4460)
* Owner Transform to Owner
* Owner Transform to Owner minor fixes
* Improve hand pickup code
This way I can break EntityCoordinates' API without breaking content.
BWAHAHAHAHAH!
* Update submodule
* Version v0.5.11 does not exist
* Update submodule
We don't talk about v0.5.12 either.
* Update submodule
For the last time
* Adds duck-related content and a seclite (#4489)
* Added rubber ducky
* Adds ducky slippers
* Adds seclite
* Update Resources/Textures/Objects/Tools/seclite.rsi/meta.json
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Update Resources/Textures/Objects/Fun/ducky.rsi/meta.json
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* The duck slippers now quack as you walk
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Automatic changelog update
* Adds the ability to assign equip sounds in ClothingComponent (#4485)
* Initial
* Works (Kinda)
* Polish
* Reviews
* Removes vending inventory desc and adds missing vending machine descriptions (#4493)
* Removes inventory descriptions
* Adds missing vending machine descriptions using inventory descriptions
* Woops missed a file
* Automatic changelog update
* Adds a ton more inhands (#4488)
* Removed useless loc and added inhands for some lamps
* Adds a ton of inhands to the game
* Actually adds the pill inhand
* Update Resources/Textures/Objects/Misc/utensils.rsi/meta.json
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Update Resources/Textures/Objects/Tools/rcd.rsi/meta.json
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Added open/close/stacklayers for Matchbox and inhands (#4496)
* Added open/close/stacklayers for Matchbox
* Added inhands for matchbox
* What am I a clown not gonna leave no indent spaces
* Adds sound to fire extinguisher safety (#4494)
* Automatic changelog update
* Adds a 6pack of Cola (#4499)
* Adds a 6pack of Cola
* Revert "Adds a 6pack of Cola"
This reverts commit 99f024b94ab3c684ce62e28018bd0fe2f26a2e09.
* Revert "Revert "Adds a 6pack of Cola""
This reverts commit 9e3d31e41c8ea61a962ad7d4d3c0ea7124e82653.
* Automatic changelog update
* Fix H-pulling? (#4425)
In retrospect the answer is easy, but man this took a while.
* Automatic changelog update
* Makes DiceComponent ECS
* Makes PlaceableSurface ECS
* Added classic announcement sound to announcements (#4504)
* Automatic changelog update
* Refactors throw events, makes cream pies ECS (#4500)
* Automatic changelog update
* Port the tumbler from Box2D (#4486)
* Subscribe TransformComponent events by-ref (#4478)
* Add Alt-click functionality (#4497)
* Fix ItemSlot Bug
* Add Alt-use Key
* Fix TransferAmount window bug
* Alt-click functionality
* Added AltInteract verbs
* Add new verbs
* verb icons
* Changed Comments
* Change Comments
* Fix disposal verbs
* Changed Get...() to Get...OrNull()
* Changed alt-interact combat behaviour
* Update verb icons
* Inventory interact event
* Add Alt+E secondary binding
* Add alt-z keybinding
* Rename AltUse -> AltActivateItemInWorld
* Automatic changelog update
* Fixes chocolate/energy bar (#4503)
* Fix merge issues
Co-authored-by: Galactic Chimp <GalacticChimpanzee@gmail.com>
Co-authored-by: Kara Dinyes <lunarautomaton6@gmail.com>
Co-authored-by: SethLafuente <84478872+SethLafuente@users.noreply.github.com>
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
Co-authored-by: Swept <sweptwastaken@protonmail.com>
Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com>
Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Vera Aguilera Puerto <gradientvera@outlook.com>
Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
Co-authored-by: ScalyChimp <72841710+scaly-chimp@users.noreply.github.com>
Co-authored-by: mirrorcult <notzombiedude@gmail.com>
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
Co-authored-by: Jaskanbe <86671825+Jaskanbe@users.noreply.github.com>
Co-authored-by: scrato <Mickaello2003@gmx.de>
Co-authored-by: Michael Will <will_m@outlook.de>
Co-authored-by: TimrodDX <timrod@gmail.com>
Co-authored-by: Leon Friedrich <60421075+leonsfriedrich@users.noreply.github.com>
Co-authored-by: Ygg01 <y.laughing.man.y@gmail.com>
Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
Co-authored-by: ColdAutumnRain <73938872+ColdAutumnRain@users.noreply.github.com>
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
Co-authored-by: Galactic Chimp <GalacticChimpanzee@gmail.com>
Co-authored-by: Kara Dinyes <lunarautomaton6@gmail.com>
Co-authored-by: Leon Friedrich <leonsfriedrich@gmail.com>
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
Co-authored-by: SethLafuente <84478872+SethLafuente@users.noreply.github.com>
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
Co-authored-by: Swept <sweptwastaken@protonmail.com>
Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com>
Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Vera Aguilera Puerto <gradientvera@outlook.com>
Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
Co-authored-by: ScalyChimp <72841710+scaly-chimp@users.noreply.github.com>
Co-authored-by: mirrorcult <notzombiedude@gmail.com>
Co-authored-by: Jaskanbe <86671825+Jaskanbe@users.noreply.github.com>
Co-authored-by: scrato <Mickaello2003@gmx.de>
Co-authored-by: Michael Will <will_m@outlook.de>
Co-authored-by: TimrodDX <timrod@gmail.com>
Co-authored-by: Leon Friedrich <60421075+leonsfriedrich@users.noreply.github.com>
Co-authored-by: Ygg01 <y.laughing.man.y@gmail.com>
Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
Co-authored-by: ColdAutumnRain <73938872+ColdAutumnRain@users.noreply.github.com>
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
Co-authored-by: 20kdc <asdd2808@gmail.com>
Co-authored-by: Alex Evgrashin <aevgrashin@yandex.ru>
* ECS up disposals
Also significantly reduced its CPU usage.
* Make update significantly less S L O W
* Start units pressurised
* Client-side flush lerping
* Fix powered not toggling UI
* Fix flush button
* InteractUsing
* Minor optimisations
* Fix collisions
* Make visual state ECS
* Almost done with shared
* Most stuff moved
* Optimise item sleeping
* Random offset for DefaultGrid every round
This is useful to make coders aware of entitycoordinates and mapcoordinates being different and to help spot problems early. It also puts the onus of fixing positioning bugs back onto the original coder rather than someone else if they happen to spot it.
* Fix clickable test
* Fix entitysystemextensions
* metabolism -> respirator, add reageanteffect and reagenteffectcondition, start on metabolizercomp/system
* move LiverBehavior metabolism logic to Metabolizer
* minor tweaks and update all YAML
* how about actually taking conditions into account
* off by one
* removals
* reviews
* Broadphase refactor (content)
* Shuttle jank
* Fixes
* Testing jank
* Features and things
* Balance stuffsies
* AHHHHHHHHHHHHHHHH
* Mass and stuff working
* Fix drops
* Another balance pass
* Balance AGEN
* Add in stuff for rotating shuttles for debugging
* Nothing to see here
* Testbed stuffsies
* Fix some tests
* Fixen test
* Try fixing map
* Shuttle movement balance pass
* lasaggne
* Basic Helmsman console working
* Slight docking cleanup
* Helmsman requires power
* Basic shuttle test
* Stuff
* Fix computations
* Add shuttle console to saltern
* Rename helmsman to shuttleconsole
* Final stretch
* More tweaks
* Fix piloting prediction for now.
* Remove the unnecessary NetID property from ComponentState.
* Remove Component.NetworkSynchronizeExistence.
* Removed Component.NetID.
* Adds component netID automatic generation.
* Removed NetIdAttribute from serverside components with no corresponding clientside registration.
* Completely remove static NetIds.
* Renamed NetIDAttribute to NetworkedComponentAttribute.
* Add GenerateNetIds calls to client and server entry points.
Add test to make sure auto generated NetIds are identical.
* Component changes when rebasing that I am too lazy to rewrite into the branch.
Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
* Changes content integration tests to load content resources.
* Content Integration tests override the GameControllerOptions and ServerOptions.
Only engine integration tests can change these!
* don't do component auto-registration by default in content integration tests
* Only use empty map in integration tests if CVar not overriden already.
* don't use nullable annotations in content integration tests...
* Fix integration tests
* Fix spawn test
* Move cvar overrides out of content
* Update submodule.
* Refactor standing to be ECS
E C S B A B Y
* DONE
* FIX IT FIX IT FIX IT
* IsDown event
* Change to methods
* Fixes
* Address some reviews
* Last of the Mohicans
* Final fixes
* Fix tests
* HandsGuiState
* Gui state setting methods
* code cleanup
* Removes TryGetHands
* ClientHand
* Gui Hands
* Refactor WIP 1
* Hand index
* refactors 2
* wip 3
* wip 4
* wiip 4
* wip 5
* wip 6
* wip 7
* wip 8
* wip 9
* wip 11
* Hand ui mostly looks fine
* hands gui cleanup 1
* cleanup 2
* wip 13
* hand enabled
* stuff
* Hands gui gap fix
* onpressed test
* hand gui buttons events work
* bag activation works
* fix item use
* todo comment
* hands activate fix
* Moves Client Hands back to using strings to identify active hand
* fixes action hand highlighting
* diff fix
* serverhand
* SharedHand
* SharedHand, IReadOnlyHand
* Client Hands only stores SharedHand
* cleanup server hands
* server hand container shutdown
* misc renames, refactors of serverhand
* stuff 1
* stuff 3
* server hand refactor 1
* Undo API changes to remove massive diff
* More API name fixes
* server hands cleanup 2
* cleanup 3
* dropping cleanup
* Cleanup 4
* MoveItemFromHand
* Stuff
* region sorting
* Hand Putter methods cleanup
* stuff 2
* Merges all of serverhand and clienthand into sharedhand
* Other hands systems, hack to make inhands update (gui state set every frame, visualzier updated every frame)
* GetFinalDropCoordinates cleanup
* SwapHands cleanup
* Moves server hands code to shared hands
* Fixed hand selected and deselected
* Naming fixes
* Server hands system cleanup
* Hands privacy fixes
* Client hand updates when containers are modified
* HeldItemVisualizer
* Fixes hand gui item status panel
* method name fix
* Swap hands prediction
* Dropping prediction
* Fixes pickup entity animation
* Fixes HeldItemsVisualizer
* moves item pickup to shared
* PR cleanup
* fixes hand enabling/disabling
* build fix
* Conflict fixes
* Fixes pickup animation
* Uses component directed message subscriptions
* event unsubscriptions in hand system
* unsubscribe fix
* CanInsertEntityIntoHand checks if hand is enabled
* Moving items from one hand to another checks if the hands can pick up and drop
* Fixes stop pulling not re-enabling hand
* Fixes pickup animation for entities containers on the floor
* Fixes using held items
* Fixes multiple hands guis appearing
* test fix
* removes obsolete system sunsubscribes
* Checks IsFirstTimePredicted before playing drop animation
* fixes hand item deleted crash
* Uses Get to get other system
* Replaces AppearanceComponent with SharedAppearanceComponent
* Replaces EnsureComponent with TryGetComponent
* Improves event class names
* Moves property up to top of class
* Moves code for determining the hand visualizer rsi state into the visualizer instead of being determined on hand component
* Eventbus todo comment
* Yaml fix for changed visualizer name
* Makes HandsVisuals a byte
* Removes state from HandsVisualizer
* Fixes hand using interaction method name
* Namespace changes fixes
* Fix for changed hand interaction method
* missing }
* conflict build fix
* Moves cleint HandsSystem to correct folder
* Moved namespace fix for interaction test
* Moves Handsvisualizer ot correct folder
* Moves SharedHandsSystem to correct folder
* Fixes errors from moving namespace of hand systems
* Fixes PDA component changes
* Fixes ActionsComponent diff
* Fixes inventory component diff
* fixes null ref
* Replaces obsolete Loc.GetString usage with fluent translations
* Fluent for hands disarming
* SwapHands and Drop user input specify to the server which hand
* Pickup animation WorldPosiiton todo
* Cleans up hands gui subscription handling
* Fixes change in ActionBlockerSystem access
* Namespace references fixes
* HandsComponent PlayerAttached/Detached messages are handled through eventbus
* Fixes GasCanisterSystem drop method usage
* Fix gameticker equipping method at new location
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* GameTicker turned into an EntitySystem
* Turns ClientGameTicker into an EntitySystem, turn NetMessages into events
* Change event names to be more consistent with the rest.
* YAML linter uses the dummy gameticker CVar override.
* Fix game ticker initialization order
* Dummy ticker won't spawn players.
* Fix character creation test
* Converted all SnapGridPositionChangedEvent subscriptions to AnchorStateChangedEvent.
* Fixes power tests with new anchored requirements.
* Moved AnchorableComponent into construction.
AnchorableComponent now uses Transform.Anchored.
* Fixed bug with nodes, power works again.
* Adds lifetime stages to Component.
* Update Engine to v0.4.70.
* Initial
* Cleanup a bunch of things
* some changes dunno
* RequireAnchored
* a
* stuff
* more work
* Lots of progress
* delete pipe visualizer
* a
* b
* pipenet and pipenode cleanup
* Fixes
* Adds GasValve
* Adds GasMiner
* Fix stuff, maybe?
* More fixes
* Ignored components on the client
* Adds thermomachine behavior, change a bunch of stuff
* Remove Anchored
* some work, but it's shitcode
* significantly more ECS
* ECS AtmosDevices
* Cleanup
* fix appearance
* when the pipe direction is sus
* Gas tanks and canisters
* pipe anchoring and stuff
* coding is my passion
* Unsafe pipes take longer to unanchor
* turns out we're no longer using eris canisters
* Gas canister inserted tank appearance, improvements
* Work on a bunch of appearances
* Scrubber appearance
* Reorganize AtmosphereSystem.Piping into a bunch of different systems
* Appearance for vent/scrubber/pump turns off when leaving atmosphere
* ThermoMachine appearance
* Cleanup gas tanks
* Remove passive gate unused imports
* remove old canister UI functionality
* PipeNode environment air, make everything use AssumeAir instead of merging manually
* a
* Reorganize atmos to follow new structure
* ?????
* Canister UI, restructure client
* Restructure shared
* Fix build tho
* listen, at least the canister UI works entirely...
* fix build : )
* Atmos device prototypes have names and descriptions
* gas canister ui slider doesn't jitter
* trinary prototypes
* sprite for miners
* ignore components
* fix YAML
* Fix port system doing useless thing
* Fix build
* fix thinking moment
* fix build again because
* canister direction
* pipenode is a word
* GasTank Air will throw on invalid states
* fix build....
* Unhardcode volume pump thresholds
* Volume pump and filter take time into account
* Rename Join/Leave atmosphere events to AtmosDeviceEnabled/Disabled Event
* Gas tank node volume is set by initial mixtuer
* I love node container
* Deprecate IActionBlocker in favour of cancellable events
* Bring back old speech/emoting component restrictions
* Rename action blocker listener methods
* Use Entity System public methods instead of extension methods
Co-authored-by: Vera Aguilera Puerto <gradientvera@outlook.com>
* i probably shouldnt have done this in one commit
* map nonsense
* fix example code
* unnecessary
* test
* reviews
* little fix for open datafield
* add soul
* Rename and clean up interaction events
* Fix hand equip events
* Refactor duplicate client input validation
* Rename Use handler
* Move unneeded InRangeUnobstructed methods to extensions only
* Clean up UseInteractions
* Clean up ActivateItemInWorld
* Replace explicit range check with InRangeUnobstructed
Remove TransformComponent check, since transform is guaranteed now.
* Revert transform check removal
* More cleanup
* Reorder interaction checks
* Rename attack eventargs to interact
* Test V1
* Add interaction test
* Fix interaction test
* Fix container interaction test
* Rename interaction methods
* Rename player to user and attacked to target
* Clean up InteractAfter
* Clean up InRangeUnobstructed usages
* Rename attack to interact and weapon to used
* Changed can't reach message to only play when holding something
Cleaned up bracket formatting
* Fix Airtight validation check
* Remove extra words in comments
* Fix FaceClick rotation
* Move duplicate map check and face to method
* Fix test
* Removes code that checks if collision item is a person, allowing IDs and PDAs to open doors when thrown
* Failed a test, so I torched that test. Combustible lemons.
Test returned a fail if a random body could open an all access door, which is sorta what this whole thing does
* Revert "Failed a test, so I torched that test. Combustible lemons."
This reverts commit d2d8a6c49bab397cc8d5c1024d257ff51f3a4f7d.
* Removed the one part that failed instead of trashing the whole thing
* Refactor body component to use slots instead of an army of dictionaries
* Update vox
* Replace static method call with extension
* Add setpart method, replace dispose with shutdown
* Fix tests, fix not listening to slot events when setting a part
* First pass
* Fix access and rename banananium to bananium
* Fix captialization of CookTimeInfoLabel
* Fix InteractUsing calls
* Remove unused [Dependency]
* Replace obsolete references to Anchored with BodyType
* Assign default value to shoving someone in disposals
* Fix naming
* Replace Initialize TryGetComponents with EnsureComponent
* Rework AnchorableComponent
* Fix singularity component
* Replace obsolete usages of Angle.South
* Fix efcore warning
* Fix container tests
* Fix DebugPressurePump invalid PressurePump yaml
* Fix getting pathfinding region of grid 0
* Fix atmos plaque missing layer and add info message when it happens
* Fix AiSteeringSystem steering in an invalid grid in entity test
* Make content able to choose which log level leads to test failures
* Revert container test fix for Acruid
* Fix sprite, pipe and saving errors
Make EntityTest print all errors instead of stopping on the first
* Reorder singularity visualizer
* Disable pvs for container occlusion adn simple predict reconcile, they use entities other than map ones
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Some stuff
* Fix NaN angular velocity
* Optimise a bit
* Give throwing a bit of a spin
* Reality can be whatever I want
* Biffing it
* Cleanup
* Update submodule
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
* Add pyramid physics testbed
From Box2D (licence is already on the file). Useful for testing solver performance for large islands.
* nulls
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
* Fixed Rack/Shelf
* Fixes bookshelf, bed
* Placeable for beds for bedsheets
* Bunch of Physics changes, ask metalgearsloth about em'
* More modifications
* More
* Other stuff
* Organizes entities yaml a little bit
* Something new
* Fixed, happy with the state of this rn
* A
* A
* Ye
* E
* Done for now...
* Applied Reviws
* Changes
* Fix the robust commit
* Fixes tests?
* E
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
* Add extension methods to get a player's id and tests
* More extensive tests
* Make inventory check for ids first
* Rename to GetHeldId and TryGetHeldId
* Removed obsolete EntitySystemMessage, now everything uses the base EntityEventArgs or the derived HandledEntityEventArgs.
Setup InteractionSystem to use new directed events.
* Update Submodule.
* Content side new physics structure
* BroadPhase outline done
* But we need to fix WorldAABB
* Fix static pvs AABB
* Fix import
* Rando fixes
* B is for balloon
* Change human mob hitbox to circle
* Decent movement
* Start adding friction to player controller
I think it's the best way to go about it to keep other objects somewhat consistent for physics.
* This baby can fit so many physics bugs in it.
* Slight mob mover optimisations.
* Player mover kinda works okay.
* Beginnings of testbed
* More testbed
* Circlestack bed
* Namespaces
* BB fixes
* Pull WorldAABB
* Joint pulling
* Semi-decent movement I guess.
* Pulling better
* Bullet controller + old movement
* im too dumb for this shit
* Use kinematic mob controller again
It's probably for the best TBH
* Stashed shitcode
* Remove SlipController
* In which movement code is entirely refactored
* Singularity fix
* Fix ApplyLinearImpulse
* MoveRelay fix
* Fix door collisions
* Disable subfloor collisions
Saves on broadphase a fair bit
* Re-implement ClimbController
* Zumzum's pressure
* Laggy item throwing
* Minor atmos change
* Some caching
* Optimise controllers
* Optimise CollideWith to hell and back
* Re-do throwing and tile friction
* Landing too
* Optimise controllers
* Move CCVars and other stuff swept is beautiful
* Cleanup a bunch of controllers
* Fix shooting and high pressure movement controller
* Flashing improvements
* Stuff and things
* Combat collisions
* Combat mode collisions
* Pulling distance joint again
* Cleanup physics interfaces
* More like scuffedularity
* Shit's fucked
* Haha tests go green
* Bigmoneycrab
* Fix dupe pulling
* Zumzum's based fix
* Don't run tile friction for non-predicted bodies
* Experimental pulling improvement
* Everything's a poly now
* Optimise AI region debugging a bit
Could still be better but should improve default performance a LOT
* Mover no updater
* Crazy kinematic body idea
* Good collisions
* KinematicController
* Fix aghost
* Throwing refactor
* Pushing cleanup
* Fix throwing and footstep sounds
* Frametime in ICollideBehavior
* Fix stuff
* Actually fix weightlessness
* Optimise collision behaviors a lot
* Make open lockers still collide with walls
* powwweeerrrrr
* Merge master proper
* AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
* AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
* AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
* Ch ch ch changesss
* SHIP IT
* Fix #if DEBUG
* Fix vaulting and item locker collision
* Fix throwing
* Editing yaml by hand what can go wrong
* on
* Last yaml fixes
* Okay now it's fixed
* Linter
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: Vera Aguilera Puerto <zddm@outlook.es>
* serv3 in shared pt 1
* beginning of deepclone api
* progress in implementing ideepclone & serv3 in content
* adds target
* its cant hurt you it cant hurt you
* more changes to content.server
* adds dataclasses
* almost there
* renamed & edited entry
* finishes refactoring content to use serv3
* gasmixture runtimes, next: reagentunit
* fucin hell that was an annoying one
* adds flags
* fixes some yaml errors
* removes comment
* fixes generic components for now
* removes todo
actually clones values my god paul
fixes bug involving resolving custom data classes from other proj
renames dataclass
fixes spritecomp
adds WithFormat.Constants support
* adds deepclone to ResistanceSet
* adds a bunch of deepclone implementations
adds a deepclone analyzer (TODO)
adds a deep clone fallback for classes & structs
* fixes a bunch of runtimes
* adds deepclone to entityuid
* adds generator to sln
* gets rid of warnings
* fixes
* argh
* componentdata refactors
* more deepclone impl
* heck me i reworked all of content deepclone
* renames custom dataclasstarget
* misc
* reworks prototypes
* deepclone nuke
* renamed customdataclass attribute
* fixes everything
* misc fixed
* the killcommit
* getting there
* changed yamlfieldattribute namespace
* adds back iselfserialize
* renames everything to data(field/definition)
* ouch
* Fix most errors on content
* Fix more errors in content
* Fix some components
* work on tests
* fixes some customdataclasses
* fuggin shit
* yes
* yeas
* Remove data classes
* Data field naming fixes
* arg
* Git resetti RobustToolbox
* Merge fixes
* General fixes
* Fix startup serialization errors
* Fix DamageContainerPrototype when supported classes or types are null
* Implement construction graph step type serializer
* Fix up construction serialization
* Fix up construction serialization part 2
* Fix null list in technology database component
* Fix body serialization
* Fix entity storage serialization
* Fix actions serialization
* Fix AI serialization
* Fix reaction serialization
* Fix body serialization
* Fix grid atmosphere serialization
* Rename IServ3Manager to ISerializationManager
* Convert every non generic serializer to the new format, general fixes
* Serialization and body system fix
* pushinheritance fix
* Update all prototypes to have a parent and have consistent id/parent properties
* Merge fixes
* smh my head
* cuddling slaps
* Content commit for engine PR
* stuff
* more fixes
* argh
* yes even you are fixed
* changelog fixes
* fixes seeds
* argh
* Test fixes
* Add writing for alert order prototype
* Fix alert order writing
* FIX
* its been alot ok
* Fix the rest of the visualizers
* Fix server alerts component tests
* Fix alert prototype tests not using the read value
* Fix alert prototype tests initializing serialization multiple times
* THIS IS AN AMERICAN CODEBASE GOD BLESS THE USA
* Add ImplicitDataDefinitionForInheritors to IMechanismBehavior
Fixes the behaviors not being found
* Fix NRE in strap component
Good night to the 1 buckle optimization
* Fix clothing component slot flags serialization tag
* Fix body component in all components test
* Merge fixes
* ffs
* Make construction graph prototype use serialization hooks
* human yaml linted
* a
* Do the thing for construction
* stuff
* a
* monke see yaml linter
* LINT HARDER
* Remove redundant todo
* yes
* Add skip hook argument to readers and copiers
* we gamin
* test/datafield fixes
* adds more verbose validation
* moves linter to action
* Improve construction graph step type serializer error message
* Fix ammo box component NRE
* gamin
* some updates to the linter
* yes
* removes that test
* misc fixes
* array fix
priority fix
misc fixes
* adds proper info the validation
* adds alwaysrelevant usa
* Make yaml linter take half as long to run (~50% less)
* Make yaml linter 5 times faster (~80% less execution time)
* based vera being based
* fixes mapsaving
* warning cleanup & moves surpressor
* removes old msbuild targets
* Revert "Make yaml linter 5 times faster (~80% less execution time)"
This reverts commit 3e6091359a26252c3e98828199553de668031c63.
* Add -nowarn to yaml linter run configuration
* Improve yaml linter message feedback
* Make dependencies an argument instead of a property on the serialization manager
* yamllinting slaps
* Clean up type serializers
* Move yaml linter code to its own method
* Fix yaml errors
* Change yaml linter action name and remove -nowarn
* yaml linter please shut
* Git resetti robust toolbox
Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
* Namespace changes for containers.
Moved ContainerSlot from content to engine.
* Merged client/server ContainerManagerComponents into a single shared version.
* Mapfile and nullability fixes.
* Upgrades map.
* Update engine.
* Content side new physics structure
* BroadPhase outline done
* But we need to fix WorldAABB
* Fix static pvs AABB
* Fix import
* Rando fixes
* B is for balloon
* Change human mob hitbox to circle
* Decent movement
* Start adding friction to player controller
I think it's the best way to go about it to keep other objects somewhat consistent for physics.
* This baby can fit so many physics bugs in it.
* Slight mob mover optimisations.
* Player mover kinda works okay.
* Beginnings of testbed
* More testbed
* Circlestack bed
* Namespaces
* BB fixes
* Pull WorldAABB
* Joint pulling
* Semi-decent movement I guess.
* Pulling better
* Bullet controller + old movement
* im too dumb for this shit
* Use kinematic mob controller again
It's probably for the best TBH
* Stashed shitcode
* Remove SlipController
* In which movement code is entirely refactored
* Singularity fix
* Fix ApplyLinearImpulse
* MoveRelay fix
* Fix door collisions
* Disable subfloor collisions
Saves on broadphase a fair bit
* Re-implement ClimbController
* Zumzum's pressure
* Laggy item throwing
* Minor atmos change
* Some caching
* Optimise controllers
* Optimise CollideWith to hell and back
* Re-do throwing and tile friction
* Landing too
* Optimise controllers
* Move CCVars and other stuff swept is beautiful
* Cleanup a bunch of controllers
* Fix shooting and high pressure movement controller
* Flashing improvements
* Stuff and things
* Combat collisions
* Combat mode collisions
* Pulling distance joint again
* Cleanup physics interfaces
* More like scuffedularity
* Shit's fucked
* Haha tests go green
* Bigmoneycrab
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>