Commit Graph

36638 Commits

Author SHA1 Message Date
ShadowCommander 264d3d3942 Add fist graphic and change some punch settings 2020-06-23 05:53:38 -07:00
Víctor Aguilera Puerto ffc1319733 Add new weapon spawners for SSS 2020-06-23 14:42:20 +02:00
Swept fe65d1fa85
Weapon Tweaks (#1186)
* RPG Tweaks

* Decreased bulletbase bb
2020-06-23 14:04:19 +02:00
Pieter-Jan Briers 304ab3a056
Update submodule 2020-06-23 13:39:29 +02:00
Tyler Young 27aefeb35d
fis crap w/ grids being deleted while component events still ref 2020-06-22 21:02:50 -04:00
zamp 5f9214e660
Fixed compiler warnings about unreachable code (#1188) 2020-06-22 21:43:46 +02:00
F77F f9a60b37ea
Add ToggleOutline cvar and console command (#1185)
Co-authored-by: scuffedjays <yetanotherscuffed@gmail.com>
2020-06-22 21:43:20 +02:00
Víctor Aguilera Puerto afac9e6320 Make character dummy actually abstract 2020-06-22 19:45:32 +02:00
Víctor Aguilera Puerto 5f457c95d0 Regular human is no longer abstract... 2020-06-22 19:43:36 +02:00
Pieter-Jan Briers 822436bb81
Move physics to shared and run it on the client. 2020-06-22 19:01:47 +02:00
metalgearsloth 805a5f1689
Refactor pathfinding updates and add AccessReader support (#1183)
There was some extra bloat in the path graph updates.
Now the queue should also just run if it gets too big regardless.
Un-anchored physics objects are no longer a hard fail for pathfinding.
Add AccessReader support so open / close doors show up for pathfinding
AI also ensure they call the operator's shutdown when they're shutdown so that should cancel the pathfinding job.

I tried to split these into 2 commits but they were kinda coupled together

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-06-22 18:55:50 +02:00
DrSmugleaf ff0f082138
Fix being able to use invalid verbs as a ghost (#1157)
* Add CanInteract check to 18 verbs

* Add more caninteract checks to verbs without it

Storage toggle open, ammo box dump, bolt open and close, revolver spin and magazine open and close
2020-06-22 18:54:56 +02:00
metalgearsloth 6fe7d11d54
Fix battery barrel low energy ratio exception (#1187)
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-06-22 15:19:01 +02:00
metalgearsloth ac2c7da31f
Add magazine auto-eject message back in (#1191)
I goofed.

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-06-22 15:18:41 +02:00
Metal Gear Sloth e152dd90dc Port TG weapon animations
Although the component doesn't seem to use the state delays...
2020-06-22 21:24:21 +10:00
Tyler Young 4b64aa2b9d
fix benchmark
improve some test diagnostics

fix some bug where order of shutdown of AiControllerComponent mattered or Processor was never initialized
2020-06-22 04:49:54 -04:00
Víctor Aguilera Puerto 3f7bd3010c Fix RevolverBarrelComponent ExposeData not checking if serializer is reading 2020-06-22 04:10:44 +02:00
Víctor Aguilera Puerto 2944652a5d Only read fields in Looping Sound Component if serializer is reading. 2020-06-22 04:07:04 +02:00
ShadowCommander 9bf53a4218 Implement unarmed combat 2020-06-21 18:31:56 -07:00
Víctor Aguilera Puerto 8e23f8fd40 Food trash is optional by default. Fix FoodBase not having a FoodComponent. 2020-06-21 23:02:58 +02:00
metalgearsloth b6966a9b7f
Add inhands support for startingGear (#1166)
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-06-21 22:37:03 +02:00
DrSmugleaf d91a8c4925
Add delaystart and forcepreset commands (#1163)
* Add extendroundstart message to extend lobby start timer

* Rename StartExtend to DelayStart

* Fix delaystart amounts above 59 not working

* Change delaystart seconds type from int to uint

* Change delaystart wrong args amount message

* Add forcegamepreset command

* Rename forcegamepreset to forcepreset and merged start and forcestart preset methods

* Fix index out of bounds exception when forcing suspicion to start

* Change game preset to match regardless of casing

* Add forcepreset unknown preset message

* Add and move in lobby checks

* Remove testing changes

* Change delaystart to pause/resume the timer when no seconds are specified

* Change pause message

* Remove testing code

* Change 0 seconds to not be a valid amount of seconds

* Replace MsgTickerLobbyCountdown Seconds with DateTime instead of uint

* Add one entire dot

* Replace Math.Min + Math.Max with Math.Clamp

Co-authored-by: ComicIronic <comicironic@gmail.com>

Co-authored-by: ComicIronic <comicironic@gmail.com>
2020-06-21 22:05:47 +02:00
Swept 7b98f37f9a
Adds neck UI slot and rearranges inventory UI. (#1130)
* UI Icon

* It worked?

* Reorganized UI

* converted the bedsheet/cloak sprites

* backpacks go over cloaks now

* Added a couple more neck clothing

* Milk Ape
2020-06-21 22:02:18 +02:00
DrSmugleaf 0e92a0c88c
Add backpack bombing (#1156)
* Change exploding storages to explode their contents as well

* Change storages to only trigger content explosions when the severity is heavy or destruction

* Make inventories explode their contents as well

* Change InventoryComponent IExAct into an explicit implementation

* Change chain explosions to only trigger for explosion severities larger than or equal to heavy
2020-06-21 21:57:22 +02:00
Swept fbd0eea019
Puddle icon fix. (#1175)
* Fixed, nice going metalgearsolid

* Removes whatever the fuck golem is
2020-06-21 21:56:15 +02:00
metalgearsloth 62bbf59def
Fix AIController throwing on shutdown (#1177)
Fixes EntityTest

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-06-21 21:55:56 +02:00
metalgearsloth 99f46d1ca5
Misc. AI fixes for CM test (#1165)
* Dumped ranged behaviors
* Fixed some 1-liners (open storage, distancecon todo)

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-06-21 21:48:22 +02:00
metalgearsloth 95995b6232
Add a LOT more dakka (#1033)
* Start adding flashy flash

* Change slop

Might give a smoother decline

* flashy flash

* Add flashbang and flash projectiles

Bang bang bang pull my flash trigger

* Add collision check to area flash

* Flash cleanupo

* flash.ogg mixed to mono
* Adjusted flash curve again

* Enhancing flashes with unshaded and lights and shit

Still a WIP

* Add the other ballistic gun types

Re-organised some of the gun stuff so the powercell guns share the shooting code with the ballistic guns.

* Re-merging branch with master

Also fixed some visualizer bugs

* Last cleanup

Fixed some crashes
Fixed Deckard sprite
Fixed Hitscan effects
Re-applied master changes
Re-factor to using soundsystem
Add some more audio effects

* Cleanup flashes for merge

Can put flashbangs in lockers so you don't get blinded

Fix some bugs

* Fix shotties

Also removed some redundant code

* Bulldoze some legacycode

brrrrrrrrt

* Fix clientignore warnings

* Add the other Stunnable types to StunnableProjectile

* Some gun refactoring

* Removed extra visualizers
* All casing ejections use the same code
* Speed loaders can have their ammo pulled out
* Bolt sound less loud

* Stop ThrowController from throwing

* Fix speed loader visuals

* Update hitscan collision mask and fix typo

* Cleanup

* Fit hitscan and flashbang collisions
* Use the new flags support

* Update taser placeholder description

* Update protonames per style guide

* Add yaml flag support for gun firerates

* Cleanup crew

* Fix Audio up (components, audio file, + remove global sounds)
* Add server-side recoil back-in (forgot that I was testing this client-side)
* Add Flag support for fire-rate selectors

* Wrong int you dolt

* Fix AI conflicts

Haha ranged bulldozer go BRR
(I'll rewrite it after the other AI systems are done).

* Mix bang.ogg from stereo to mono

* Make sure serializer's reading for guns

Fixes integration test

* Change EntitySystem calls to use the static function

Also removed the Pumpbarrel commented-out code

* Change StunnableProjectile defaults to 0

* Fix taser paralyse

Apparently removing defaults means you have to specify the values, whodathunkit

* Add slowdown to stunnableprojectiles and fix tasers

* Remove FlagsFor from gun components

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
2020-06-21 21:47:15 +02:00
DrSmugleaf ac19ad7eac
Fix crash when the round restarts (#1161) 2020-06-21 17:28:43 +02:00
metalgearsloth b1d3f0403a
Fix AI not shutting down their operator (#1176)
Was banging my head against the wall for this because I R dumb.
It only ever popped up when large numbers of AI were spawned in.

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-06-21 16:00:05 +02:00
DrSmugleaf 99a5e06b98
Adds eating with utensils (#1136)
* Add Utensil component

For eating. With utensils.
Added to fork, plastic fork, spoon, plastic spoon and plastic knife.
Ignored component on the client.

* Add break chance to utensils

Set to 20% for plastic ones

* Add break sound to utensils

* Add utensil kinds

None, fork, spoon and knife.
For sporks, forknifes and sporknifes, of course.

* Add restricting foods by utensils needed

* Fix utensils breaking when food isn't eaten

* Moved getting held utensils to FoodComponent

* Add breaking a clicking utensil even if its not necessary to eat the food

* Move use utensil code to a separate method

* Add telling a handless entity when they need an utensil to eat

The immersion is off the charts

* Change food trash to only be held when the food was also being held

* Fix Wi-Fi utensils

* Remove unnecessary utensil ItemGroup

* Made TryUseFood public, removed redundant trash position update

* Renamed UtensilKind to UtensilType

* Remove eating food when clicking with it on nothing

* Disable eating food when clicked directly if it requires an untensil to eat
2020-06-19 15:20:59 +02:00
Vince cda8f8b2bc
Changed "Run" to "Walk" in code (#1154)
* Changed "Run" to "Walk" in code

Fixes #844

* Revert "Changed "Run" to "Walk" in code"

This reverts commit bf70dc7214d08c208823bccd5d3f36854d6b80de.

* Changed "Run" to "Walk" in code

Fixes #844
2020-06-19 15:15:25 +02:00
Víctor Aguilera Puerto 1331bda3b0 Update submodule. 2020-06-19 15:15:08 +02:00
Vince d09cc01838
Added collision mask for vending machines, piano and computers (#1153)
* Added collision mask for vending machines, piano and computers

* Changed naming of "Run" to "Walk"

Fixes #844

* Revert "Changed naming of "Run" to "Walk""

This reverts commit 075083aa6250b9569e4c8ec9803f21d6736b2737.
2020-06-19 15:12:10 +02:00
Víctor Aguilera Puerto 5495f88583 HandComponents now have a default hand, fixes crash 2020-06-18 19:26:55 +02:00
Víctor Aguilera Puerto 63acae7937 Prevent AI from dropping something that's not in their hands 2020-06-18 15:38:40 +02:00
Víctor Aguilera Puerto a351fad3f6 Check if airlock is deleted or not before changing appearance 2020-06-18 15:26:31 +02:00
metalgearsloth 5391d3c72a
Add utility AI (#806)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2020-06-18 14:52:44 +02:00
Acruid 9b8cedf6c6 Adds documentation to ISharedNotifyManager. 2020-06-17 18:19:31 -07:00
Pieter-Jan Briers 56f9aa8122
Move to Robust.Shared.AuthLib. 2020-06-18 02:40:47 +02:00
Pieter-Jan Briers e063d49a49
Use new stylesheet syntax in StyleSpace 2020-06-18 02:38:40 +02:00
Pieter-Jan Briers d46acabaaf
Update submodule 2020-06-18 02:35:18 +02:00
Pieter-Jan Briers 960287c65d
Merge branch '20-06-16-click-detect' into 20-06-18-merge 2020-06-18 02:35:03 +02:00
Pieter-Jan Briers c5b1042573
Merge branch 'drop-decimal-use-cannyfastmath' into 20-06-18-merge 2020-06-18 02:34:47 +02:00
ShadowCommander d0a69b3655
Fix editorconfig (#1096) 2020-06-17 03:10:52 +02:00
F77F a1ce0555f3
Add id_swipe.ogg , change pda eject sound (#1146)
Co-authored-by: scuffedjays <yetanotherscuffed@gmail.com>

Hi Memory
2020-06-17 01:21:41 +02:00
Pieter-Jan Briers c5f64248c1
Remove interaction system bounding box check. 2020-06-16 16:10:38 +02:00
Pieter-Jan Briers 5bf0bd3a0c
Increase click radius again. 2020-06-16 16:07:22 +02:00
Pieter-Jan Briers 4136388028
Sprite-based click detection. 2020-06-16 16:00:19 +02:00
Acruid 189ed9309f
Removes the ConstructorComponents and moves the construction blueprint feature into a new ECS system. (#1114) 2020-06-15 12:30:11 -07:00