Commit Graph

36638 Commits

Author SHA1 Message Date
Pieter-Jan Briers dfe08d1262
Create config.yml 2020-02-04 20:42:36 +01:00
Tad Hardesty 8501cefdac
Update Travis to Bionic and Python 3.6 (#585) 2020-02-03 19:05:20 +01:00
Reno DuBois cf5c20dee4
Use correct caliber name for .45mm boxes (#584) 2020-02-03 18:47:47 +01:00
Tad Hardesty 7438ef96ad
Remove unused variable in VerbSystem (#581) 2020-02-02 22:39:40 +01:00
moneyl 33cf29978a
Sandbox window improvements (#578)
* Several sandbox manager improvements

- Bound sandbox manager to B key as it lists on the UI
- Bound entity spawner to F5
- Bound tile spawner to F6
- Made entity spawner and tile spawner toggle instead of repeated spawning new windows from the sandbox panel

* Move relevant keyfunctions from engine to content

Turns out it was unnecessary to have the key functions in the engine as all code using the ones added here are in content.
2020-02-02 22:38:51 +01:00
Reno DuBois e72a78fc87
Add mask and layer to powercell items (#577) 2020-02-02 22:37:48 +01:00
Pieter-Jan Briers 619a54169b
Fix builds 2020-01-30 13:47:28 +01:00
Pieter-Jan Briers 485da5aa43
Occluder is now a word. 2020-01-30 13:47:28 +01:00
Pieter-Jan Briers c9073abc03
Make hiding GUI require shift F4 instead of regular F4. 2020-01-30 13:47:28 +01:00
Pieter-Jan Briers 06cd85e407
Remove package dir override. 2020-01-30 13:47:28 +01:00
Pieter-Jan Briers 9af2c8a5d0 Update submodule 2020-01-30 13:36:00 +01:00
moneyl 493b80095d
Chem dispenser attempts to eject into hands (#576)
Previously the chem dispenser eject button placed the container on top of the dispenser. Now it will attempt to place it in your active hand, then your secondary hand. If both hands are full then it'll place it on top of the dispenser like before.
2020-01-29 19:15:35 +01:00
ike709 73a9b2af89
Basic equipment for all jobs (#573) 2020-01-29 19:14:35 +01:00
AJCM-git b167107c8b
/TG/ ID sprites (#570)
*  This adds /TG/ ID sprites

* Applying suggestions

Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-01-29 19:13:53 +01:00
moneyl 972d601664
Add solution pouring / click-transfer (#574)
* Add click-based solution transfer

For example, clicking on a beaker with a soda can to transfer the soda to the beaker. Works on plain solution containers like beakers and also on open drink containers like soda cans as long as they have the `PourIn` and `PourOut` solution  capabilities. If no `SolutionComponent` is added to a drink entity, the `DrinkComponent` will give the entity one. This PR extends that behavior slightly by also giving these default `SolutionComponent`'s the proper capabilities for pouring in/out.

* Improve fix for poured drinks not immediately disappearing

Instead of making `DrinkComponent.Use` public this 
 splits out the code important to both users and made that function public, leaving `Use` private.

* Shorten solution transfer popup

* Make code review changes

- Move pouring code from SolutionComponent to new PourableComponent. Added PourableComponent to client ignore list and added to existing container prototypes.
- Added EmptyVolume property to shared SolutionComponent for convenience.
- Removed DrinkComponent fix from pouring AttackBy code. Instead DrinkComponent subscribes to the SolutionChanged action and updates its self when necessary.
- Fixed pouring being able to add more than a containers max volume and sometimes deleting reagents.
- Added message for when a container is full.

* More code review changes

- Remove IAttackBy ComponentReference attribute in PourableComponent
- Remove _transferAmount from shared SolutionComponent. Left over var from previous commit not being used anymore.
2020-01-29 02:07:02 +01:00
Pieter-Jan Briers 7bc40ab13d
Add test asserting reconnect works. 2020-01-26 23:53:48 +01:00
Pieter-Jan Briers 5243530d81
Fix crash on reconnect. 2020-01-26 23:53:33 +01:00
Pieter-Jan Briers e3108261ab
Update submodule. 2020-01-26 23:53:10 +01:00
Pieter-Jan Briers 883c465a14
Fix crash on human deletion.
Fixes #568
2020-01-26 19:52:09 +01:00
Pieter-Jan Briers 1d98152953
Fix grabbing things out of storage items doing an attack sometimes. 2020-01-26 16:17:24 +01:00
Tad Hardesty a6f8ee317f Fix parallax on resolutions greater than 1920x1080 (#564) 2020-01-26 14:02:12 +01:00
ike709 4315618782 Adds some existing equipment to Janitors and Sec Officers (#566) 2020-01-26 14:01:48 +01:00
ShadowCommander b71f39cfb4 Fix PickUp verb showing up for entities in containers (#567) 2020-01-26 14:00:59 +01:00
Pieter-Jan Briers 2ec493e2af
Combat mode improvements.
You now need to hold the mouse for 0.15 seconds in combat mode to actually do an attack.

Otherwise it's regular item interaction (for now).
2020-01-26 03:38:51 +01:00
Pieter-Jan Briers 7e43d574d8
Fix opening context menus for world entities. 2020-01-25 23:35:03 +01:00
Pieter-Jan Briers 01a0a376e3
Update submodule 2020-01-25 23:17:19 +01:00
Acruid 59500e5278 Raycast API changes. 2020-01-25 13:55:29 -08:00
Pieter-Jan Briers 5390a9f375
Update submodule 2020-01-25 22:41:35 +01:00
Pieter-Jan Briers 1412cd5277
Combat mode is now on R. 2020-01-25 21:33:59 +01:00
Pieter-Jan Briers ca57749a3b
Remove bad use of GetAssemblyByName. 2020-01-25 20:39:39 +01:00
Pieter-Jan Briers 6706ff23ce
Update submodule. 2020-01-25 20:39:24 +01:00
Pieter-Jan Briers daf3c28929
Use PopupContainer for verbs & examine popups.
Fixes #501
2020-01-25 17:28:39 +01:00
Pieter-Jan Briers 821058740f
Update submodule. 2020-01-25 17:27:38 +01:00
Pieter-Jan Briers fbe7533d4b
Run database migrations in parallel with the rest of game startup to improve load times. 2020-01-25 16:16:48 +01:00
DamianX 4a833e82cd Update character list when one of them is selected (#561) 2020-01-25 14:37:04 +01:00
Acruid a692899f5b GridCoordinates API changes. 2020-01-25 01:39:14 -08:00
Acruid a86363a6d2 API changes, renamed SpawnEntityAt to SpawnEntity. 2020-01-24 16:10:48 -08:00
Acruid 4ab7f1dcb3 Removed the `StateType` property from every component. This field was completely unused except for a debug assertion. 2020-01-24 14:10:36 -08:00
DamianX 0f1cee44a3 Fixed sqlite migrations (#558) 2020-01-24 22:03:42 +01:00
Pieter-Jan Briers d16fe5376d
Fix postgres on the public server. 2020-01-24 20:48:24 +01:00
DamianX 514d05b237 Added postgres support (#556) 2020-01-24 17:25:01 +01:00
Pieter-Jan Briers f95c5b7921
Adds job icons to the job list. 2020-01-24 16:31:18 +01:00
Pieter-Jan Briers 1dd4a5b48b
Update submodule 2020-01-24 13:46:46 +01:00
Tad Hardesty 7bf06a59d4 Expend cables when placing them (#547) 2020-01-24 02:52:44 +01:00
Pieter-Jan Briers fd759e4a9d
Jackboots and clown shoes produce different footsteps again. 2020-01-24 02:35:01 +01:00
Pieter-Jan Briers 11d47cc67a
Remove an unused field. 2020-01-24 00:57:08 +01:00
DamianX 46ce6bf45e Implemented random character creation (#548)
* Implemented random character creation

* Pick from a list and apply a bit of randomness instead

* Rename SetInitialData, unselect list entries properly
2020-01-24 00:56:26 +01:00
Pieter-Jan Briers 5af5a02e31
Fixes ICharacterUI scene controls getting disposed when CharacterInterface is removed.
Fixes #550
2020-01-24 00:54:17 +01:00
DamianX 664acb140e Normalize wander AI's direction vector (#549) 2020-01-23 22:53:07 +01:00
Víctor Aguilera Puerto 09a27df6db Makes players spawn on job spawn markers on roundstart (#543)
* Adds job type to spawn points, makes players spawn on job spawn markers on roundstart

* Update Content.Server/GameObjects/Components/Markers/SpawnPointComponent.cs

Co-Authored-By: Pieter-Jan Briers <pieterjan.briers@gmail.com>

Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-01-23 17:31:47 +01:00