* Add pneumatic valves
Pneumatic valves permit bidirectional flow between the inlet and outlet
if the pressure at the control port is high enough.
* Add construction recipe
* give more info in examine for rotting
* remove line
* Update MiasmaSystem.cs
* Update MiasmaSystem.cs
Co-authored-by: wrexbe <81056464+wrexbe@users.noreply.github.com>
* stuff i'll have to fix anyway when n2o gets merged
* everything except the finished reactions
* freon coolant reaction but with bad curve
* miasmic subsumation
* freon production
* nitrogen and diff temp scaling
* uhh meant to change that
* #
* hitting that frezon boof
* Refactors the entirety of the AtmosphereSystem public-facing API to allow for multiple atmos backends.
* actually compiles
* Remove commented out code
* funny bracket
* Move archived moles, temperature from GasMixture to TileAtmosphere.
* WIP customizable map default mixture
still VERY buggy
* broken mess
aaaaaaaaaaaaa
* Fix lattice, etc not being considered space
* visualization for "IsSpace"
* help
* Update Content.Client/Atmos/Overlays/AtmosDebugOverlay.cs
Co-authored-by: Moony <moonheart08@users.noreply.github.com>
* Holy SHIT it compiles AGAIN
* Fix AtmosDeviceSystem crash at shutdown
* Fix immutable tiles on map blueprints not being fixed by fixgridatmos/revalidate.
* Use space instead of gasmixture immutable for heat capacity calculations
* Remove all LINDA-specific code from GasMixture, move it to TileAtmosphere/AtmosphereSystem instead.
* Fix roundstart tiles not processing
* Update Content.Server/Atmos/Commands/SetTemperatureCommand.cs
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Update Content.Server/Atmos/EntitySystems/AtmosphereSystem.API.cs
Changed Files tab is so large I can't commit both suggestions at once mfw
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Moony <moonheart08@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* lewd
* A
* Realtime
* Sleepy dork
* Draw radar position
* Accurate infiltrator
* experiments
* Better drawing
* Labels
* I need aan adult
* Cleanup
* Show toggles
* display I guess
* A
* fix
* fix
* cleanupsies
* Bit more polish
* Make sure mass scanners actually work
* Remove dummy state
* fren
* opposite
* aghost crash
* comment
* What's in a name
* woops
* Show docking ports
* Dock highlighting
* Drawing dock
* Shitty docks
* Lots of docking drawing
* Autodock working
* dork
* More graceful shutdown
* zoomies
* Lines and distance change
* revert
* Good enough
* cleanup
* Fix default range
* Dock UI and loc update
* Update on undock
* Loc fixes
* Fixes LINDA and monstermos clashing over high pressure difference direction
* Fix space wind CVar not disabling space wind entirely.
* Change 1 (one) variable name
* fixes critical issue
* alright, this might be the actual fix
* removes useless null checks
* couple more
* removes default functions from unary device data
* Explosions
* fix yaml typo
and prevent silly UI inputs
* oop
* Use modified contains() checks
And remove IEnumerable
* Buff nuke, nerf meteors
* optimize the entity lookup stuff a bit
* fix tile (0,0) error
forgot to do an initial Enumerator.MoveNext(), so the first tile was always the "null" tile.
* remove celebration
* byte -> int
* remove diag edge tile dict
* fix one bug
but there is another
* fix the other bug
turns out dividing a ushort leads to rounding errors. Why TF is the grid tile size even a ushort in the first place.
* improve edge map
* fix minor bug
If the initial-explosion tile had an airtight entity on it, the tile was processed twice.
* some reviews (transform queries, eye.mapid, and tilesizes in overlays)
* Apply suggestions from code review
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* is map paused
* GetAllTiles ignores space by default
* WriteLine -> WriteError
* First -> FirstOrDefault()
* default prototype const string
* entity query
* misc review changes
* grid edge max distance
* fix fire texture defn
bad use of type serializer and ioc-resolves
* Remove ExplosionLaunched
And allow nukes to throw items towards the outer part of an explosion
* no hot-reload disclaimer
* replace prototype id string with int index
* optimise damage a tiiiiny bit.
* entity queries
* comments
* misc mirror comments
* cvars
* admin logs
* move intensity-per-state to prototype
* update tile event to ECS event
* git mv
* Tweak rpg & minibomb
also fix merge bug
* you don't exist anymore go away
* Fix build
Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Chem master
* Drone support for handhelds
* Vending machines, scanners
* Cloners, R&D computers
* make research a little less sussy
* Unfuck wires
* PA control computer
* Unfuck merge
* Clean up git gore for good
* Disposals
* Microwaves
* paper
* Magic mirror
* More vendors for drones
* Solar computer whitelist
* EFR review updates
* 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>
* lord save me
* UI/ChatBox: Use the new `defStyle` param for `RenderMarkup`
The previous iteration didn't work because `AddMessage` can't inherit
its color from the PushColor (since we're not doing actual tag stacks
anymore).
* rebase touchup
* Revert "Remove atmos archiving."
This reverts commit 7fa10bd17b.
* Explosive Depressurization now brings tiles down to TCMB.
* Tiles now specify heat capacity.
* Do not serialize archived gas mixture values.
* Remove bad idea
* dumb typo
* Space gas mixtures now have a harcoded heat capacity.
This is a bit of a hack, but rooms exposed to space now cool down properly when monstermos is disabled.
Huge thanks to @LemonInTheDark for helping me with this!
* Clean up heat capacity methods
* Better logging based on the original monstermos' logging
* Comment explosive depressurization hack better
* Transfer most Instrument UI logic to a new component, ActivatableUIComponent
* Move more ActivatableUIComponent stuff to ECS
* ActivatableUI component ignore on client
* ActivatableUI: Get rid of component interfaces where possible
* Add in adminOnly attribute for activatable UIs
This is so that porting #4926 to this will be easier
* Transition Solar Control Computer to ActivatableUI
* Move communications console to ActivatableUI
* Move cargo console to ActivatableUI
* Move ID card console to ActivatableUI
* ActivatableUI: Make things more amiable to entity tests adding components weirdly
* ActivatableUI: Use handling or lack thereof of events properly
* ActivatableUI: component dependency issue resolution stuffs
* ActivatableUISystem: Fix#5258
* More fixes because master did stuffo
* Check for HandDeselectedEvent again because otherwise active-hand check doesn't work
* Move just a bit more code into the system, introduce a workaround for #5258
* Purge the player status detection stuff
* Oh and some obsolete stuff too
* Make fires do less damage
* Severely nerf fires and severely buff temperature protection
* fuck it, i'll nerf it so hard and we can buff it later if we decide
* new scaling func
* fix
* unused
* reviews + balance metabolism heat + reduce atmos air temp transfer efficiency
* little more balance
* just a wee bit more
* slight adjustment
* Convert StomachBehavior to a component/system + rejig body namespaces
* test
* slightly more namespace changes
* remove
* Hello?????
* fuck you github test runner
* reviews
* oobsy!
Co-authored-by: E F R <602406+Efruit@users.noreply.github.com>
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
Co-authored-by: ike709 <ike709@github.com>
* 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
* Adds a UI for gas filters
* Address reviews
* Update Content.Client/Atmos/UI/GasFilterBoundUserInterface.cs
* Update Content.Server/Atmos/Piping/Trinary/EntitySystems/GasFilterSystem.cs
* Fix build
Co-authored-by: ike709 <ike709@github.com>
Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
Co-authored-by: Vera Aguilera Puerto <gradientvera@outlook.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
* 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>
* Moves all atmos logic from TileAtmosphere to AtmosphereSystem.
* Atmos uses grid anchoring to check for firelocks instead of grid tile lookups.
* CVar for space wind sound
* CVar for explosive depressurization
* Kills PipeNode ConnectToContainedEntities and EnvironmentalAir with fire.
* Reaction IGasMixtureHolder is nullable.
* Reworks canisters
* Adds PortablePipeNode and PortPipeNode, which connect to each other.
* 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>
* 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
* 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>
* Water vapor now makes puddles under 100ºC above 1 moles
* serv3 moment
* Update Content.Server/Atmos/Reactions/GasReactionPrototype.cs
Co-authored-by: Clyybber <darkmine956@gmail.com>
Co-authored-by: Clyybber <darkmine956@gmail.com>
* 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>
* 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>
* Engine namespace changes.
* Automated remove redundant using statements.
* Simplified Graphics namespace.
* Apparently the container system stores full type names in the map file.😞 This updates those names.
* API Changes to LocalizationManager.LoadCulture.
* Update submodule to v0.3.2
* Traitor Deathmatch: Add the preset [Rebase onto factors line]
* Traitor Deathmatch: Being a human head or other not-quite-fully-animate object counts as dead. [ROFL]
* Traitor Deathmatch: Add redemption machine (but it doesn't work) [ROFL]
* Traitor Deathmatch: Map in redemption machines [ROFL]
* Traitor Deathmatch: Make the rounds end properly [ROFL]
* Traitor Deathmatch: PDA redemption works [ROFL]
* Traitor Deathmatch: New redemption machine sprite ( @Tomeno )
* Traitor Deathmatch: Get rid of redundant using
* Traitor Deathmatch: Change scoring, prevent redeeming your own PDA, fix bug where PDAs are not tagged with their owner names
* Traitor Deathmatch: Better messages, change cvar name, don't count ghosts for spawnpoint selection
* Added atmos sprites from CEV-Eris
* Moved canister sprites to appropriate dir
* Removed unnecessary sprites, edited canisters prototype
* Created Gas Canister UI and release pressure buttons
* Changed GasMixture's pressure calculation (convert liters to cube meters)
* Added relabeling Canisters
* Reverted changes on GasMixture
* Changed my name in the credits
* Added valve opening on canisters
* Change canister visual state when connected to a port
* Added nullable to SharedGasCanisterComponent
* Replaced nullable contexts
* Changed again nullable annotation context
* Moved name in the credits to correct alphabetical order
* Canisters: Fix the most blatant issues with this PR (the added project interdependencies for no reason whatsoever)
* Canisters: Stop crashes when canisters leave atmosphere
* Canisters: Gas released into no atmosphere gets transferred "into space" (deleted)
* Atmos: Nullability annotations on TileAtmosphere, explaination of the states of TileAtmosphere.Air
* Canisters: If in an airblocked tile, do NOT release gas
* Scrubbers: Fix typo leading to them not connecting properly.
* Revert manual changes to credits file (sorry!) (1/2)
This reverts commit 94f3b0e5df8d9c2fa189866a17a231920f99bdaf.
* Revert manual changes to credits file (sorry!) (2/2)
This reverts commit 1986fb094dfaa44060f08d280f36b755258d17a6.
* Canisters: Apply @Zumorica 's reviews
* Canisters: Add missing localization as suggested by PJB
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
* Canisters: Pressure lights!
* Canisters: Light is now unshaded.
* Canisters: Now using IActivate
* Gas canisters (& air canister), now with their numbers properly calibrated (hopefully)
* Canisters: Refactor how their layers are added to be more like ApcVisualizer
* Canisters: Clean up of the tile invalidation/air release logic
* Canisters: Some gas canister window improvements
* Canisters: Clean up release pressure change button label code
Co-authored-by: Clement-O <topy72.mine@gmail.com>
Co-authored-by: Clément <clement.orlandini@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
* Remove redundant null checks for atmos
* Remove unnecessary nullability parameter from AtmosphereSystem.GetGridAtmosphere
* Remove more nullability markers
* Bring back null checks for gas tanks
* Remove null checks from GasMixture.Merge and TileAtmosphere.AssumeAir
Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
* Atmos Debug Overlay: Add a way of showing blocked directions
* Atmos Debug Overlay: Adjustable modes client-side
* Atmos Debug Overlay: Fix atvrange help text
* Atmos Debug Overlay: More flexible and clear gas ID specification
* SIMD atmos
* Moles will always be a multiple of four.
* Component dependencies for grid atmos.
* Let's optimize allocations while we're at it!
* Inline this
* A bunch of atmos optimizations
* Fix crimes against atmos
* Microsoft moment
* Remove nuget.config
* do not reference Robust.UnitTests in Content.Benchmarks as it's unneeded.
* Revert "Remove nuget.config"
This reverts commit 872604ae6a51365af4075bb23687bd005befd8ac.
* Gas overlay optimization and fixes
* Lattice is now spess
* minor atmos tweaks
* Make Godmode able to be disabled and more accessible
* You got a license for that exclamation mark?
* Move restore logic to the entity system
* Make MovedByPressureComponent able to be disabled
* Add extension that gives you the moved by pressure component
* Fix not disabling moved by pressure
* 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