* Initial commit
* Reverted reinvention of an existing feature...
* Fixed two missed entries
* Added extra examine check
* AI core and high security doors visuals snap to always face south
* Augh
* Remove that
* ViewVariables property so it can be debugged at the very least.
* Remove
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* adds `KeysIn` data field to `ChemicalPayloadComponent`
And check when handling chemical payloads that a trigger key exists.
* Update Content.Server/Payload/EntitySystems/PayloadSystem.cs
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Fix chameleon backpacks not being able to be opened when locked
* rename
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Syndicate locks are now selectable
* Minor tweaks
* Make not syndicate themed
* Address refview
* review
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
This additionally moves the hard-coded check for HandsComp that
previously did this, and moves it into an event which now both
HandsSystem and MechSystem subscribe to.
* Implements mobility impairment
* Implements mobility impairment
* Implements mobility impairment
* Removed white cane related stuff (impaired cane replacement and removed mobility aid component)
* fix development.toml
* Implements slower standing
* Prevent speed stacking by checking if the entity is already holding a mobility aid
* Move all speed handling into ImpairedMobilitySystem, added comments, made it so wielding a mobility aid doesn't grant the recovery benefit
* Move all speed handling into ImpairedMobilitySystem, added comments, made it so wielding a mobility aid doesn't grant the recovery benefit
* remove unused file
* Shorten description
* Apply suggestions
Co-authored-by: Princess Cheeseballs <66055347+Princess-Cheeseballs@users.noreply.github.com>
* Suggestion cleanup
* formatting fix and removed extra datafield stuff
* added comment, fixed slashes, yadda yadda
* summary comments
* removed a word
* Add trait to clone whitelist
* Fix clone.yml
* my own review
---------
Co-authored-by: Princess Cheeseballs <66055347+Princess-Cheeseballs@users.noreply.github.com>
Co-authored-by: ScarKy0 <scarky0@onet.eu>
* fix: spellbooks can have charges ≠ 3
* refactor: just make setting MaxCharges an api thing
* refactor: don't auto-add LimitedCharges
* Small stuff
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Delete original entity when polymorph is deleted
* Switch to EntityTerminatingEvent
* Add RevertOnDelete option to PolymorphPrototype
* Fix error on server shutdown while polymorphed
* Set RevertOnDelete to false by default
* AsNullable
* Revert "Set RevertOnDelete to false by default"
This reverts commit 087c43fbb923c9369c61c9d001e18814b3de3aca.
* Use pattern matching instead of .Value
* Init Commit
* Typos
* Commit 2
* Save Interaction Test Mob from failing
* ssss
* Confident I've gotten all the correct prototypes
* Whoops forgot to edit those
* aaaaa
* Better solution
* Test fail fixes
* Yaml fix
* THE FINAL TEST FIX
* Final fix(?)
* whoops
* Added a WeightlessnessChangedEvent
* Check out this diff
* Wait I'm dumb
* Final optimization and don't duplicate code
* Death to IsWeightless
* Moth directed targeted attack
* A
* Bugfixes and such
* Grrr
* Death
* Cleanup
* Cleanup 2
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Init Commit
* Typos
* Commit 2
* Save Interaction Test Mob from failing
* ssss
* Confident I've gotten all the correct prototypes
* Whoops forgot to edit those
* aaaaa
* Better solution
* Test fail fixes
* Yaml fix
* THE FINAL TEST FIX
* Final fix(?)
* whoops
* Added a WeightlessnessChangedEvent
* Check out this diff
* Wait I'm dumb
* Final optimization and don't duplicate code
* Death to IsWeightless
* File scoped namespaces
* REVIEW
* Fix test fails
* FIX TEST FAILS REAL
* A
* Commit of doom
* borgar
* We don't need to specify on map init apparently
* Fuck it
* LOAD BEARING COMMENT
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Remove StaminaResistance from places where it should not be
* I lost a nukie round because of this bug
* Who put the god damn changes on the god damn branch
* The only commit that matters
* I had to stop playing with my cat to push this change
* Yaml removal
* Proper drunk status effect and remove shitcode
* Review changes
* whoops
* Whoops x2
* Update master fix merge conflicts
* Fix merge conflicts
* Dunk Component kill
* MORE RELAYS
* Holy fucking breaking changes
* Ough
* 46 file diff
* Fix bad commits
* Erm what the test fail?
* Fix those last two
* Merge conflicts
* Me when I fix the merge conflicts
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Added the button and manager
* Minor cleanup
* Reigstered to the wrong thing!
* Unload UI
* Address the review
* First commit :)
* Some cleanup
* Added some comments and now the placehoder text goes away once you start typing
* Some cleanup and better test command
* Basic rate limiter class (Not finished)
* Cleanup
* Removed forgotten comment xD
* Whitespace removal
* Minor cleanup, cvar hours -> minutes
* More minor tweaks
* Don't cache timer and add examples to fields
* Added CCvar for time between bug reports
* Minor crash when restarting rounds fixed
* It compiled on my computer!
* Fix comment indents
* Remove unecessary async, removed magic strings, simplfied sawmill to not use post inject
* Make struct private
* Simplfiy TryGetLongHeader
* Changed list to enumerable
* URI cleanup
* Got rid of the queue, used a much better way!
* Made the comments a little better and fix some issues with them
* Added header consts
* Maximum reports per round is now an error message
* Time between reports is now in seconds
* Change ordering
* Change hotkey to O
* only update window when its open
* Split up validation
* address review
* Address a few issues
* inheritance fix
* API now doesn't keep track of requests, just uses the rate limited response from github
* Rough idea of how channels would work
* refactor: reorganized code, placed rate limiter into http-client-handler AND manager (usually only manager-one should work)
* cleanup
* Add user agent so api doesn't get mad
* Better error logs
* Cleanup
* It now throws!
* refactor: renaming, moved some methods, xml-doc cleanups
* refactor: BugReportWindow formatted to convention, enforced 1 updates only 1 per sec
* Add very basic licence info
* Fixed the issues!
* Set ccvar default to false
* make the button better
* fix test fail silly me
* Adress the review!
* refactor: cleanup of entry point code, binding server-side code with client-facing manager
* Resolve the other issues and cleanup and stuff smile :)
* not entity
* fixes
* Cleanup
* Cleanup
* forgor region
* fixes
* Split up function and more stuff
* Better unsubs yaygit add -A
* I pray...
* Revert "I pray..."
This reverts commit 9629fb4f1289c9009a03e4e4facd9ae975e6303e.
* I think I have to add it in the pr
* Revert "I think I have to add it in the pr"
This reverts commit e185b42f570fe5f0f51e0e44761d7938e22e67f7.
* Tweaks
* Minor tweak to permissions
---------
Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
* Adds the following batch of trigger refactor components and their associated systems:
TriggerOnLand: LandEvent
TriggerOnExamined: ExaminedEvent
TriggerOnUnbuckle: UnbuckledEvent
TriggerOnBuckle: BuckledEvent
TriggerOnStrap: StrappedEvent
TriggerOnUnstrapped: UnstrappedEvent
* Removes unnecessary lines from comment
* Fix comment formatting, corrects grammar and increases comment clarity.
* adds last forgotten edit to comments
* Update Content.Shared/Trigger/Systems/TriggerOnStrappedOrBuckledSystem.cs
Removes unnecessary comments
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Update Content.Shared/Trigger/Components/Triggers/TriggerOnBuckledComponent.cs
Increases comment clarity
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Update Content.Shared/Trigger/Components/Triggers/TriggerOnExaminedComponent.cs
Increases comment clarity
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Update Content.Shared/Trigger/Components/Triggers/TriggerOnLandComponent.cs
Increases comment clarity
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Update Content.Shared/Trigger/Components/Triggers/TriggerOnStrappedComponent.cs
Increases comment clarity
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Update Content.Shared/Trigger/Components/Triggers/TriggerOnUnbuckledComponent.cs
Increases comment clarity
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Update Content.Shared/Trigger/Components/Triggers/TriggerOnUnstrappedComponent.cs
Increases comment clarity
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* refactored TriggerOnStrappedOrBuckledSystem.cs
removed TriggerOnExaminedSystem.cs and moved it into TriggerSystem.Interaction.cs
Changes currently untested, not sure how to make it so modders can change what method they want sending out the appropriate trigger key but want to save progress working on it and get feedback from maintainers
* Removed component which already exists as part of TriggerSystem.Interaction.cs
* Restores accidentally removed component
* Apply suggestions from code review
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* added triggers for when an entity is inserted or removed from a container, for both the entity and the container
* removed unnecessary comments
* consolidated into one shared system for all four triggers
* consolidated into one shared system for all four triggers
* named it right this time
* made container owner user of got triggers and added guard statements
* container id
* Update Content.Shared/Trigger/Components/Triggers/TriggerOnRemovedFromContainerComponent.cs
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Borg hands & hand whitelisting
* yaml linted
* yaml linted (x2)
* yaml linted (x3)
* my storage tests so pass
* no need for SetCount
* ok new stuff you can get fixed too
* oops
* staque
* what if we addressed feedback
* my place so holder
* what if we addresesd feedback
* what if i did it correctly
* terminating or deleted
* branch names don't matter anyway
* commits are a window to the soul
* requested change
* also requested
* ship it
* remove key
---------
Co-authored-by: iaada <iaada@users.noreply.github.com>
* works if it works
* small rewording
---------
Co-authored-by: iaada <iaada@users.noreply.github.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Init Commit
* Remove unused code, fix stun visuals bug
* Update Content.Shared/Stunnable/SharedStunSystem.cs
* Some initial changes
* first batch of changes
* Commit
* One line cleanup
* KnockdownStatusEffect ain't worth it.
* Fix 2 bugs
* Fixes
* Remove that actually,
* Commit
* Better solution
* Alright final commit I think
* Add better remarks
* How the fuck did this not get pushed???
* Wait no why was my ryder trying to push that??? I didn't make that change! DON'T DO THAT!!!
* Review
* Don't log that
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
* fixes item insertion bug
fixes bug where items with complex shapes would fail to insert if the item's StoredRotation wasn't a right angle
* independence from StoredRotation
* Initial:
Create Devour componentry, preliminary identity storage and the systems
for Devouring
* I have genuinely no idea what i'm doing
- added the radial menu, it has nothing in it.
- trying to get it to populate. the event under the event is broken,
i don't know why, but apparently it's not typed right
- Added a placeholder transform
- oh also fixed up some devour stuff and moved some things around.
* Holey moley, Transform, better devour, oh my!
- Move DnaComponent into Shared because we need it for the DNA cloning
- Make Transform MOSTLY work on the LAST identity devoured.
- Fix some issues on devour that involved prediction, canceling and
Damage exeucting (Thanks Plykiya for pointing out AttemptFrequency!)
* Proper tail stealing and Damage modifier attempt
Add check to add a wagging component on the Changeling if the victim's
species Prototype had one.
attempt to add the Damage mitigation check
* MAJOR CLEANUP AND FIXES AUGH 3 DAYS!!!
- Nullspaced a clone of a victim
- fix audio using server virtualized Pvs (i hate this)
- fix the mispredicted doafters
- Clean up a wholelotta code
- utilize clone systems to clone appearances
- Move CloneAppearance from server to shared So we can actually access
it
* Examine stuff, more cleanup, Jumpsuit ripping
- make rotting prevent the action
- Add ripping of clothing (guh why is it also server)
- add some System stuff for pushing husked corpse inspection
- clean up more badcode
* Doing things properly, UI sorta kinda works.
- Utilize Relayed events for Devour checking
- Get a UI that partially works, Says the name of identities, doesn't
show their looks
- Make use of the New Dynamic BUI assignment
- commit the sin of no client prediction cause nullspace entities aren't
networked
* Got an entity for the Frontend transform
Issue with the looks
* Stick a camera into a fake mobs forehead
- Get the UI to see the net entity in pause space by using a
ViewSubscriber to get the Pvs from the initially stored identity entity
- Remove all the other parts used to try to get this to work before hand
* Raaaaadiallllllls also fix protection coefficents
- Change FancyWindow to Radial
- Fix Issue where coeffeient checking was the wrong way round
* absolutely massive cleanup, no more camera in mobs
- cleaned up event variables that are not needed
- Removed the use of a Pause space and go back to Nullspace usage
- use a PvsOverride rather than ViewSharing
- Remove old commented out code and Lots of unused code
* Fix "Ui elements" dying on the screen
- some minor cleanup
- don't start the entities that get cloned
* ftl, cleanup, and fixing missing transform details
- add replace functionality to TypingIndicatorSystem and
BodyEmotesSystem
- add placeholder sounds and functions to TransformBodyEmotes
- add extra Pvs handling for later use
- attributions for the funny straw sound
- Sound collections for all of the sounds
- various cleanups
* Some extra cleanup
* Fix some false assumptions about TypingIndicator
- Bubbles now transfer on spawned humans rather than used humans
- Clean up YET MORE CODE
- make it so you can't eat yourself
* Oooprs, forgot to add a Husked Corpse Loc
* Missing period in the husked corpse loc
* bad devour windup placeholder
* Husking and WIP Lungs
- Husking now will be prevented from Revival fully and will change
the appearance of players
* Add finalized Sprites for actions and final meta
- add devour on and off sprites
- add transform action sprite
- Add Armblade sprite for future use
- Credit obscenelytinyshark for the sprites <3
* Remove ling lungs, Entity<> everything
- Remove the ling lungs stuff for now... body system is overly
complicated, makes my head hurt
- Switch every method to use Entity<> from Uid, Comp format
* cleanup, admin logging, WIP Roles
* Admin verb, Roundstart, gamerule stuff
- add a Admin verb to make Changelingification easy!
- Add game rule stuff for admin verb and to tell the hapless
goober how to be a changeling... sorta
- clean up parts to make VV easy... USE THE VERB!!
* Armor Coefficent Check
- Remove bespoke changeling armor check and replace it
with a generic armor coefficient query.
* move to UnrevivableComponent instead of husked
- Move UnrevivableComponent to shared
- add Analyzable and ReasonMessage to UnrevivableComponent
to give granular control of the message and whether or not it shows up
in the analyzer
- remove the check for HuskedComponent in DefibrillatorSystem
* aaaaaaa CopyComp
- Some cleanup
- make Vocal system shared
- make VocalSystem Not make more Actions than it needs
- Use some code from ChameleonProjector so we can copy components
- partially ungod method the Transform system
* Cleanup, Moving more things to CopyComp
- TransformBodyEmotes now uses CopyComp (it's a server component so i
need to tell the server to deal with it
- TypingIndicatorComponent also now uses CopyComp
- cleaned up old, now unused "replace" methods in favor of CopyComp
- BodyEmotesSystem now has a publically accessable LoadSounds to deal
with the same problem Screaming had
* WIP
* Devour Windup noise, ForensicsSystem cleanup
* Revert VocalSystem Changes
- Reverted Moving VocalSystem to shared, copy comp acomplishes it
- added component.ScreamActionEntity = null; for copy comp
* cleanup unneeded comments
* revert an accidental line removal
* Remove duplicate SharedHumanoidAppearanceSystem
* Cleanup Typo's and import Forensics components for Dna
* Some more forensics calls
* cleanup use CopyComp for now until CopyComps
* CR cleanup
* Undo some SharedHumanoidAppearanceSystem changes
* Confound these spaces
* Some Copycomp stuff and fixing some PVS override
* use the proper TryCopyComps that are merged
* Change TransformMenu with RadialWithSector
* All sounds done, Fix lack of typing indicator issue
* Updated attributions to include used sound authors
* some ftl typos and mind_role text issue
* DNA, Screaming, appearance, grammar, wagging
- reduced all of the above using ApplyComponentChanges
- Issue still remains with bodyEmotes sticking around in the UI
* Fix UI stuff, partials, entprotoid, good practices
- bunch of partials added
- UI now has a predicted message
- EntProtoID in the admin verb
- RipClothing now uses Entity<ButcherableComponent>
- husking is now optional (off by default) for testing/till we have
hivemind/when we figure out what were doing with devour
- remove TransformGrammarSet
* More CR stuff and documentation
- Make TargetIsProtected less of a meme, with a prototype
set of DamageTypes to check
- Documenation everywhere
- Move DevourEvents into its own file
* Predicted sounds and fix the comp clone list
- Made all start and stop sounds shared
- Split out the rest of the events and UI stuff into subfiles
- Fixed some Clone comp list issues where comments had -'s causing them
to be read incorrectly
* Damage cap check, Identity Shutdown cleanup, cleanup
* Sound stuff (but actually this time)
* Missed documentation
* Missed Documentation and a EntProtoId
* Remove unused dependency
* Remove a nullcheck
* Some dummy minplayers
* CR - Husked now uses a rem/ensure
* Update Actions in the Prototype
* Fixup mindswap handover
- cleanup and handover PVS on mindswap
* Fixup Missing meta from accidental "Take-theirs"
* Add the Armblade to the roundstart-role
* Cleanup, CR (everything but the UI and renames)
* missed a spot
* missed some more whitespace
* Renames
* Primary constructor and a space in these trying times
* User interface stuff for Slime transformation
* popup prediction
* Ling devour no longer makes duplicate identities
- added a key to identities to the original victim
- Add some extra clone settings
* add guard statements to OnClones
* SentOnlyToOwner additions
* fix for sound stoppage error
* Move Organ deleter into soon to be atomized husk
* clone event inventory
* mono sounds
* lower sound volume
* Fix networked sound warning
* Clone comps thing
* review
* attributions
* Fix clobbered changes
* I'm gonna weh out
- whole bunch of CR changes
* fix some very buggy git
* okay its fixed
* address most review points
* fix inventory
* we hate entityuids
* fix test and more cleanup
* move this
* fix more stuff
* fix validation and rootable
* Remove Quickswitch due to some UI quirks
* oops left out some better explanation
* remove dangling LastConsumed component fields
* fix test fail
* try this
* cleanup cloning subscriptions, add movement speed modifier
* fix slime storage
* fix cloning setting inheritance
* Add session information to transform admin logs
* slay the integration test hydra
* dwarf size
* more volume tweaks
* comments
* improve comments and unpredict deletion due to errors when shutting down the server
* fix displancement cloning
---------
Co-authored-by: ScarKy0 <scarky0@onet.eu>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* learning???
* made card walls work, then made game unlaunchable (:
* Still broken, added notes that I thought of while in bed
* wall, door, table and chair are now bare min functional, yay
* learnt why not to web edit...
* added floors, walls and floors fully complete
* added swords, shields, armour, helmets and arrows
* added funny sound and cleanup small issues
* cleanup
* cleanup
* credited myself
* card to cardboard
* fixed licence issue and meta thingy
* adjusted arrow stam-damage
* made card carpets more regular
* simplified sprite, reduced stam damage
* formatting fixes
---------
Co-authored-by: beck-thompson <beck314159@hotmail.com>
* Shelve
* 22 file diff
* What if it was just better
* Hold that thought
* Near final Commit, then YAML hell
* 95% done with cs
* Working Commit
* Final Commit (Before reviews tear it apart and kill me)
* Add a really stupid comment.
* KILL
* EXPLODE TEST FAILS WITH MY MIND
* I hate it here
* TACTICAL NUCLEAR STRIKE
* Wait what the fuck was I doing?
* Comments
* Me when I'm stupid
* Food doesn't need solutions
* API improvements with some API weirdness
* Move non-API out of API
* Better comment
* Fixes and spelling mistakes
* Final fixes
* Final fixes for real...
* Kill food and drink localization files because I hate them.
* Water droplet fix
* Utensil fixes
* Fix verb priority (It should've been 2)
* A few minor localization fixes
* merge conflict and stuff
* MERGE CONFLICT NUCLEAR WAR!!!
* Cleanup
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* initial it works
* clean it up
* yml
* datafield the LocIds
* move from the other branch
* no max vol on puddles and anoms
* closed
* Changes inspired by #39008
* small bug and more color range
* puddle changes and more examinable solutions
* lint
* small change
* requested changes
* un-delete
* tiny comment
* 1 less loc id in this world
* request and last second change
---------
Co-authored-by: iaada <iaada@users.noreply.github.com>
* another one bites the dust
* Update Content.Shared/Emp/SharedEmpSystem.cs
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Add guard to unbuckling to help it to not act upon terminating entities
* Refactor guard for unbuckling
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Revert "Refactor guard for unbuckling"
This reverts commit bf975fbd6f5cfac45324a3d5d74e592ad17ad291.
---------
Co-authored-by: Luxeator <Luxeator>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Add localization to the air alarms, wire panels, network configurator list menu and loadout window
* delete unused
* redo gas localization, delete unused
* removed the extra key
* Moved and renamed air-alarm-ui-thresholds-gas-name
* Moved localization to the XAML
* Use existing strings for gas names
* it just works
* Rename _atmosphereSystem in ScrubberControl.xaml.cs
_atmosphereSystem -> atmosphereSystem
* Rename _atmosphereSystem in SensorInfo.xaml.cs
_atmosphereSystem -> atmosphereSystem