* basic radiation generator
* might need this
* thonk
* big thonk
* oop
* e
* werks
* sprite
* oopsy woopsy
* radiation
* clean up file
* makes it work, probably
* minor fixes
* resources
* progress on component
* this will no longer be necessary
* radiation go brrrr
* finally fix container issues
* out var
Co-authored-by: Remie Richards <remierichards@gmail.com>
* second out fix
* another out fix
Co-authored-by: Remie Richards <remierichards@gmail.com>
* switch case
* fix switch
* sound and improvements
* nullable
* basic containment field system
* ensure alignment
* fix beam placement logic
* field generation fully working
* fix potential crash
* working containment functionality
* extremely basic emitter functionality
* fix radiation panel naming
* emitter stuff
* oopsies
* fixes
* some fixes
* cleanup
* small fix and move emitter file
* add sprite resources for PA
* slight rework of the singulo
adds rads
* pushing for smugleaf :)
* added radiationpanels
* some fixes for the singulo
* containmentfield
* pa wip
* progress
* pa working
* emitter fix
* works :)
* ui works
* some work on ui & pa
* progress
* ui work & misc fixes
* GREYSCALE
* pa ui polish
containmentfieldgen rework
* singulo rework
added snapgrid
* getcomponent get out
* singulo rework
added collisiongroups underplating & passable
* yaml work:
- collision boxes
- singulo now unshaded
* no unlit
* misc changes
* pa wires
* add usability check
* nullable enable
* minor fix
* power need added
* reenables containment field energy drain
menu close button
singularity collider fix
* sprite replacement
* finished singulo pulling
* pjb fixes
* fixing sprites & minor adjustments
* decrease containmentfield power
* some yml adjustments
* unlit layers
singulogenerator
* singulogen
* everything works just not the powergetting on the pa
i wanna die
* Adds PA construction graphs, PA construction works
* Snap to grid parts when completing construction
* updated to newest master
* inb4 i work on power
* fixes upstream merge
adds power need to particleaccelerator
* properly implements power & apc power
* Emitters are now fancy.
* I have actually no idea how this happened.
* Give PA a wiring LayoutId
* PA is an acronym
* indicators
fixes hacking
* Singulo is a word you blasphemous IDE.
* Rewrite the PA.
* Fancy names for PA parts.
* Wiring fixes, strength wire cutting.
* fixes projectile & ignores components
* nullability errors
* fixes integration tests
Co-authored-by: unusualcrow <unusualcrow@protonmail.com>
Co-authored-by: L.E.D <10257081+unusualcrow@users.noreply.github.com>
Co-authored-by: Remie Richards <remierichards@gmail.com>
Co-authored-by: Víctor Aguilera Puerto <zddm@outlook.es>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
* plants and seeds go brrrr
* update plants
* P L A N T
* brrrr
* Hydroponics actually work! How about that?
* Reuse resource path in visualizer
* They lied to us.
* Several stuffs
* more werk
* Add a bunch of plants
* Logs go brr.
* Brrr moment.
* Remove unused method
* Important comment.
* Seed inventory, yo!
* tomato moment
* Balance consumption
* Makes hydroponics pourable
* Adds plant metabolism effect for sugar, the same as glucose.
* Eggplant moment
* Apple moment
* Corn moment
* Chanterelle mushroom moment
* prototype tweaks
* Seed extractor moment
* typo
* IPlantMetabolizable doc improvement
* I should trust my gut instinct more often.
* egg-plant.....
* localization
* Make WaterLevel and NutritionLevel setters private
* Less code repetition! Wooo!
* Default grids go poof
* Address review
* Update submodule
* Fix DoAfterSystem for entities without grid.
* Fix SubFloorHideSystem for entities without grid.
* Fix ExplosionHelper for coordinates that aren't in a grid
* Fix TurfHelpers' GetWorldTileBox crash in the case of invalid grid
* Fix tile prying component crash when trying to pry space.
* Spill fixes when passing coordinates without grids.
* Are you static'in, son?
* Change SaveLoadSaveTest grid Id hardcoded value
It's still hardcoded, but at least now it's correct!
* Only send debug AI thing if grid is not invalid
* Update submodule.
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
* Rename usages of collidable to physics
* high tier PANIQUE
* aaaaaaaaAAAAAa
* cursed commit dont research
* Fix urist and items being anchored
* Fix the rest
- Powerful
- Data-oriented
- Approved by PJB
- Powered by node graphs and AI pathfinding
- Coded by the same nerd who brought you atmos
Co-authored-by: Exp <theexp111@gmail.com>
* Adds new different reaction types.
- Adds touch, injection and ingestion reactions for entities.
- Adds tile reactions.
- Removes GasSprayerComponent in favor of SprayComponent.
- Gives fire extinguishers a safety.
- Gives spray puffs a sprite.
- Improved spray and fire extinguisher in general.
- Fire extinguisher now ACTUALLY puts out fires. Amazing, eh?
- Fire extinguisher sprays three 'clouds' at once.
- Spraying flammable chemicals at fire makes them worse. Whoops!
- Gives spray and fire extinguisher their classic sounds.
- Most chemicals now don't make puddles. Too bad!
- Space lube now makes a very slippery puddle. Honk.
- Spraying water (or using a fire extinguisher) on existing puddles makes them bigger.
* Fix solution tests
* food base now has solution container with noexamine caps
* Moved the uplink creation code to the PresetSuspicion.Start method to ensure uplink created when we give the traitor role
Moved the starting TC balance to cvars
* Added component to handle interaction with Atmospheric system
Added damage from high and cold temperature
* renamed AtmoExposable to AtmosExposed
moved AtmosExposed updates to its own system
refactored TemperatureComponent
renamed fire to heat
added null check for Air
added self-heating and self-cooling to body system
* small refactoring for checking on airless tile in MetabolismComponent
* Added component to handle interaction with Atmospheric system
Added damage from high and cold temperature
* renamed AtmoExposable to AtmosExposed
moved AtmosExposed updates to its own system
refactored TemperatureComponent
renamed fire to heat
added null check for Air
added self-heating and self-cooling to body system
* small refactoring for checking on airless tile in MetabolismComponent
* Removed Pressure property from BarotraumaComponent
Changed CanShiver method to match style of other CanX method in ActionBlockerSystem
* Merged EntityCoordinates and changed components to reflect the change
* Fix typo
* Wrapped string to Loc.GetString
Added CanSweat
Refactored dead state check
* Adds AtmosCooldown to tiles, so they stop being active after a certain number of cycles without a cooldown reset.
* Fixes adjacentTileLength in ProcessCell. It wasn't being set beforehand, (probably) causing some incorrect air shares.
* Removing a tile from active tiles no longer unexcites every other tile in their excited group. (Basically, Dismantle in ExcitedGroup's Dispose() method no longer unexcites tiles)
* Adds IFireAct, ITemperatureExpose
* Use AtmosDirection instead of Direction for Atmos
* Refactor atmos to heavily rely on arrays and bitflags.
Adds F A S T M O S and reduces atmos tech debt heavily.
* Optimize and fix more stuff
* Kinda improve superconduction
* Pipenet is a word
* T U R B O M O S
* Address reviews
* Small optimization
* Superconduct is also a word
* Remove check
* Cleanup tile atmosphere
* Correct a comment
* Add art assets for cloning
* Added a 'Scan DNA' button to the medical scanner
* Made the UI update unconditional for the medical scanner until checks for power changes are in place
* Update Medical scanner to reflect powered status and fix#1774
* added a 'scan dna' button the the medical scanner that will add the contained bodies Uid to a list in CloningSystem, fixed an issue with the menu not populating if the scanner starts in an unpowered state
* Add disabling logic to 'Scan DNA' button on medical scanner
* Removed un-used libraries
* Added playing parameter to radiatingLightComponent, changed it's animation key to radiatingLight
* refactored RadiatingLight into a visualizer
* Added different light animations for differnt power states of a flashlight
* split out the radiating light visualizer into two seperate visualizers
* further refactored and tweaked handheldlight animations
* further lantern light tweaks
* removed un-used attributes in flashlight and lantern prototypes
* fix null check in handheldlightcomponent
* Add test that puts all components on an entity and checks for no exceptions
Also fix all the exceptions that happened because of this
* Add comments to the test
* Fix nullable errors
* Fix more nullable errors
* More nullable error fixes
* Unignore basic actor component
* Fix more nullable errors
* NULLABLE ERROR
* Add string interpolation
* Merge if checks
* Remove redundant pragma warning disable 649
* Address reviews
* Remove null wrappers around TryGetComponent
* Merge conflict fixes
* APC battery component error fix
* Fix power test
* Fix atmos mapgrid usages
* added a lantern
* Add A Lantern with radiating light
* Added a GasVapor system and made a base for extinguisher spray.
* switched to using solution component for fire extinguisher
* made it so fire extinguisher's can run out of water vapor
* Added actual Gas to Gas Vapor, now getting atmosphere for touched tiles.
* Made it so gasVapor reacts and dissapates on reacting
* GasVapor now dissapates exponentially while traveling
* Added in-hands for fire extinguisher
* Added Spraysound to gasSprayer and to fire extinguisher prototype
* parameterized GasSprayer and GasVapor
* removed un-used imports in gasSprayer and gasVapor components and systems
* removed accidential threading import into gasmixturecomponent
* add a shared extinguisher component for extinguisher spray rotation instead of piggy-backing on RogueArrow
* paremeterized fuelCost and fuel name in GasSprayerComponent
* Paremeterized gasAmount, removed un-used code from gasVaporComponent
* Removed BaseItem Parent from Extinguisher_spray
* added GasVapor and GasSprayer to Ingored Components list
* reduced offset of spawned extinguisher vapor from player
* Update IgnoredComponents.cs
* renamed SharedExtinguisherComponent to SharedGasSprayerComponent and removed reference to RoguePointingArrow
* renamed shareExtinguisherComponent to SharedGasSprayerComponent
* Update Content.Server/Atmos/GasSprayerComponent.cs
Added check for solution component on GasSprayer.
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
* Update Content.Server/Atmos/GasSprayerComponent.cs
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
* Add unique gas mixture serialization for atmos
* Refactor doAfterEventArgs
* Adds atmos commands
* Roundstard now has correct ratio of gases
* Fixed hashcode for gasmixture, better grid atmos serialization
* Airlocks create gas based on adjacent tiles now.
* Enables barotrauma component damage
* Add initial atmospherics framework
* Make walls and airlocks airtight
* Add the basic atmosphere gas system
* Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils
* Optimize vending machine code a bit.
* Address feedback from Atmos PR, make code compile
Fix use of OnMove -> SnapGridComponent.OnPositionChanged.
Added pause checking to atmos simulations.
* Improvements to the existing ZAS prototype (#996)
* Rename Volume -> Quantity in GasProperty
This makes the name consistent with the rest of the code, given that
it's meant to be a mol value.
* Replace Gas enum with GasPrototype
Unused as of yet, but laying the groundwork for future changes.
* Update AtmosphereMap, improving maths
Adds a temporary default atmosphere, hardcoded in for testing. It will
be replaced eventually.
Fixed a maths mistake in the original code involving unit conversions.
Added the Take() method to IAtmosphere, for taking some volume of
mixture out of a gas mix. This will be pretty handy in the future, but
for now it's used by walls to delete air where they are built.
* Fix merging, splitting logic for zones
Removing a cell from a zone now correctly reduces its volume.
Adding a cell to a zone now correctly increases its volume.
* Improvements to atmos code, reorganising of types
Moved GasPrototype to shared, because it's going to be used by the
client later.
Split up the atmosphere code. Now zones are explicitly their own kind of
atmosphere, which should speed up some loops and also solve
inconsistencies in the volume calculation.
GasMixtures are another type of atmosphere, for more general use.
Try to fix the splitting/merging code, which was quite cryptic and not
clear at all. It *should* work now.
* Switch zones back to MapIndices
Turns out I'm an idiot who misunderstood the code. MapIndices can be
used as one-per-tile, which is what is needed for atmos. GridCoordinates
are many-per-tile, and were causing lots of problems.
* Add zone debugging overlay
This is the first example of zone information being sent to a client.
It adds the `togglezoneinfo` command, which overlays the tiles and gas
information for the zone currently occupied by the user on the screen.
This was helpful for debugging the GridCoordinates problem.
* Fix position of atmos zone debug text
* Make AirtightComponent only activate on MapInit
This should stop it splitting atmospheres in mapping.
* Doc comments improvements to AtmosphereMap
Fix some malformed comments, inherit some useful docs, document some
more functions.
* Add zone logic for changing tiles to/from space
Zones are now correctly created when all the tiles in a room are built,
and destroyed when one of the tiles is destroyed.
* update engine
* right
* Cleanup code
* Port GasMixture, further cleanup
* Fix windows not being airtight, some other stuff
* Work on atmos
* Difference between ZoneBlocked and AirBlocked
* Big GridAtmosphereManager cleanup, zones are broken now oops
* Remove zones, add excited group implementation
* Further cleanup
* Further work on atmos
* Work on gas overlay.
* PumpGasTo and ReleaseGasTo methods for GasMixture.
* Adds Tile Overlay System.
* More work on atmos
* Gasses spread, equalize and all that
* Fix a few crashes
* Gas can actually spread from room to room after opening airlocks
* Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc.
* More work
* Remove atmoschem, add "performant" gas overlays
* what the fuck git
* More work I guess?
* Fix stuff, create a few (empty) components for future work
* Fix temperature
* Fix tile air sharing
* Atmos optimizations
* Further atmos optimizations
* Even more optimizations!
* Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
* Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
* Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
* Address a few reviews
* Oops, forgot to remove this
* Update Content.Server/Atmos/AtmosphereMap.cs
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
* Fix compile
* Improved client gas tile overlays
* Less allocations
* Even less allocations!
* some stuff dunno
* Big refactor time, oh yeah
* it truly is 1 AM
* bruh
* No idea why now it doesn't work.
Oh well! I'll fix this on thursday 😌
* Basic atmos serialization
* Fix bugs, add VV attributes
* Start adding stuff for gas reactions
* Add a few atmos commands
* Fill gas command
* Changes to gas opacity
* Fixes I guess
* Fixes, add space wind sound
* High pressure movement!
* Better high pressure movements.
* Fix direction, maybe?
* And now it works great
* Science!
* and this is why you don't trust people
* remove logging
* Turns out I'm fucking dumb
* Work on hotspots and reactions, add tritium gas
* IGridAtmosphereComponent interface! For future unsimulated grids.
* Makes atmos updates NoGC.
* C E A S E
* Add settemp atmos command
* Important reminder.
* Remove useless AtmosCooldown.
* More work on hotspots
* Overlays for hotspots. Fire works!
* Turns out I suck at coding
* Fire texture change
* Yeah let's make that an absolute value, hmm?
* Support for atmos after teleporting grid (more or less)
* fix attempt (doesn't actually fix it)
* Make static variable not static
* Remove magic numbers
* Stopwatch moment
* Slight cleanup.
* More cleanup.
* Atmos optimizations
* Fix build
* Remove useless ghost atmos shit
* Adds CanSeeGases component for gas overlay stuff
* Component and prototype ignores
* ExcitedGroups now dispose on being merged with others
* Some tweaking.
* Atmos now uses frame time for updates.
* Nullable boogaloo
* IExamine fix
* Fix build
* Fix restartround
* Atmos tweaking, use invalid direction
* Increase high pressure movement force
* Better sort
* Update submodule.
* NULLABILITY AAAAH
Special thanks to monster860 and all monstermos contributors!
Co-authored-by: Campbell Suter <znix@znix.xyz>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: ComicIronic <comicironic@gmail.com>
Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>