Commit Graph

36638 Commits

Author SHA1 Message Date
Pieter-Jan Briers f6b4f23362
Copy scene files from content -> engine during release builds. (#70) 2018-05-13 12:34:56 +02:00
Pieter-Jan Briers 85b4be3ff4
Updates for the netcode refactor. (#69)
* Updates for the netcode refactor.

* Change HandsGui to control.

Why? No idea but drawing of it works again.

* Fix hand change sync.

* Update submodule
2018-05-13 11:54:21 +02:00
Pieter-Jan Briers 20cf3a6a9b
Rename IEntity.GetComponents to GetAllComponents. (#68)
* Rename IEntity.GetComponents to GetAllComponents.

This is to avoid confusion.
A single s to distinguish it from GetComponent() is quite hard to miss.

* Update submodule.
2018-05-10 19:21:15 +02:00
Pieter-Jan Briers 205a4fc530
Fixes server shutdown crash & client error log spam. (#67) 2018-05-10 18:52:44 +02:00
Pieter-Jan Briers 2d9285f790 Fixes description on prototypes 2018-05-09 17:14:19 +02:00
clusterfack 3915b735ae Examine System (#65)
* Examine System

* Adds some relevant comments
2018-05-09 16:34:26 +02:00
Pieter-Jan Briers 61a1e769d7 Sprite refactor (#63)
* Sprite refactor compatibility.

* Sprite-level rotation.

* Dude it works.

Welder now has an unshaded flame toggle!

Door component no longer on client!

* Remove debug text.

* Update.
2018-05-08 01:20:15 -05:00
indeano 2ba705ffe9 Fixes server crashing when attempting to drop an empty hand's contained entity. (#66)
* fixes server crash on empty hand drop

Fixes issue with server crashing when client requests for an empty hand to drop its entity.

* fixes drop crash by checking for null in container contains

* removes old change - time to learn to reset properly
2018-05-07 04:05:27 -05:00
clusterfack 78fa747973
Adds click parsing entity system (#64)
* Adds click parsing entity system

Instead of every entity system receiving the message and deciding if it individually wants the message, and verifying player information. The click parser system receives the message and parses which system to send it to based on clicktype and sends it.

* Submodule update
2018-05-01 02:52:37 -05:00
clusterfack c33c227d95 Inventories (#61)
* Bully the fuck out of inventory shit
Inventory Stuff
Inventories technically work
It works technicaly speaking
Yeah this part too
Lets do it!
Inventories completed
Motherfucker

* Remove unnecessary usings and fix one thing

* Submodule update

* Adds a bunch of various clothing prototypes for each current inventory slot
2018-04-25 13:42:35 +02:00
clusterfack ea05c593aa Storage Component (toolboxes, backpacks, etc) (#57)
* Fix
Finish and update submodule
Comments code, changes network messages
FIXES THE USE INTERACTION SO YOU CAN ACTUALLY ACTIVATE THINGS NOW
Need engine commits
We'll figure out what to do about this shit later eh mates? Maybe have a script in the build process that automatically moves them over to godot/scenes
Changes some prototypes and fixes stuff
Fixes some more bugs, makes storage values show up properly
Part 3
Part 2
Storage Take 1

* Doneso
2018-04-22 13:11:38 +02:00
Pieter-Jan Briers 74193d1182
Compatability with sawmills. (#60) 2018-04-19 20:23:49 +02:00
Pieter-Jan Briers 41bda76980
Minor stuff: (#58)
* Minor stuff:

* Making a file called DISABLE_SUBMODULE_AUTOUPDATE in BuildChecker/ makes it not always run git submodule update.
* Added .mypy_cache to .gitignore.
* Made default platforms x64 (from Any CPU).

* Make git hooks +x.
2018-04-19 20:15:36 +02:00
Pieter-Jan Briers ed411fa944
Travis CI. (#59)
* Travis CI attempt #1

* It is scientifically impossible to get Travis right the first commit.
2018-04-19 19:51:38 +02:00
PJB3005 d6661e4558 Update submodule due to BFG 2018-04-13 02:50:50 +02:00
Pieter-Jan Briers 9989d6db75
Updates submodule (#56)
* Adds audio to the content repo.

* Content repo updates

* I forgot this AGAIN.
2018-04-12 23:56:43 +02:00
Remie Richards 4a5a2ceb31 Turns out this is important! (#55)
RUN_THIS.py won't actually do anything with this commented out.
2018-04-07 22:39:38 +02:00
Pieter-Jan Briers 6704245a41
The Wait Is Over. (#49)
* Move submodule to Godot

* Update submodule AGAIN.

* Update project files.

* Remove WearableAnimatedSprite from prototypes.

* Remove content repo resource copier.

* Update submodule.

* Fix resource handling.

* Content.Client compiles by commenting out hands GUI.

* Update submodule.

* Fix prototype textures and update submodule.

* Update Submodule.

* Update submodule SOME MORE!

* Random WiP shit I guess

* Make omnisharp not choke on buildchecker.

* Update submodule.

* Highly WiP broken HandsGui code.

* Ok maybe let's not insult omnisharp.

* Fix annoying Omnisharp warning.

* Update submodule.

* Update submodule.

* Hey I forgot to push this but it didn't conflict!

* Fix hands GUI on godot.

* Update submodule.

* Obligatory submodule update.

* Work on exports.

* Work on exports.

* Update submodule.

* Update submodule.

* Fix dumb case mismatch between content and engine

* work pls.

* This maybe.

* Now!

* Update submodule.

* update submodule.

* Some WiP work on exporting aaah.

* OK READY FOR THE BUILDS SERVER.

* Probably should've made those commits in a different order.

* DO THE THING

* update submodule.

* Updates for effects system.

* Update submodule.

* Make file/line numbers show up on Windows Godot.

* Set submodule to master.
2018-04-07 15:31:38 +02:00
clusterfack 128728bfcb Adds weapons (#48)
* Adds weapons

- Adds melee weapons
- Adds projectile weapons
- Adds hitscan weapons (like lasers)

* Adds a separate sprite for projectile weapons
2018-04-06 00:32:51 +02:00
DamianX 63b5d83728 Fixed crash when pressing BACK in lobby (#46)
* Fixed crash when pressing BACK in lobby

* that's true
2018-03-24 16:54:13 +01:00
DamianX bddd31b1b0 Copied run{client,server}.bat to the content repo (#45) 2018-03-22 12:34:32 -05:00
Acruid 071ed3f1ed Turret Entities (#38)
* Spotlight Turret.

* Used new turret sprite, credit: @Lobstrex (Lob)#5692

* Moved AimShootLifeProcessor.cs to content.

* Update Submodule Try 2.
2018-03-15 20:41:31 +01:00
clusterfack 98bd1552b9 Fixes power components (#39)
Fixes the power components not having node set if they get a node added as a component in OnAdd()
2018-03-09 17:59:19 +01:00
clusterfack 7554d51b0a Full interaction system (#43)
* Full interaction system

Has support for ranged interactions, and afterattacks, no longer relies on the clickable comopnent and you can click on no component and it will still function

* yes
2018-03-09 17:59:03 +01:00
Acruid 3f89f3f0f7 InputSystem Messages (#37)
* Misc Cleanup.

* Removed BoundKeyChangeEventArgs.

* Nothing uses EntityEventArgs now.

* Rebase fixes.

* Updated Engine.
Fixed .gitmodules file.
2018-03-04 03:07:09 +01:00
Acruid b005d661f8
Component Messaging Rework (#36)
* Remove DiscoBall.

* Changes `IEntity.AddComponent(IComponent)` to `IEntity.AddComponent<T>`.

* Pulled ComponentManager registration out of Component into Entity.

* Killed component message params.

* Updated engine submodule.
2018-02-24 11:48:23 -08:00
clusterfack 05d4b2793b
Adds wirecutter, powernet wire interaction (#34)
So it begins, the first of many interactions. Wirecutters cut powernet wires.
2018-02-13 00:07:50 -06:00
clusterfack cf29e4b7bd
Update Submodule (#33) 2018-02-06 22:46:48 -06:00
Acruid 3dfce70fdc Map Blueprint Save/Loading (#32)
* Change entry point to new system.

* Map saving/loading works.

* Cleans up old code.

* Saving and Loading of blueprints works.

* Saving and Loading of blueprints works.

* Updated the nuget 'YamlDotNet' package to 4.3.0.

* Submodules are trash
2018-02-06 21:34:36 -06:00
clusterfack 059832d324
Adds Basic Tools (#27)
* Basic Tools

* Adds tool prototypes
2018-02-06 19:03:36 -06:00
clusterfack 1452502fbf Interaction Entity System (#26)
* Interaction Entity System

* ye

* Update submodule

* Requires engine update to function, but doesn't use shitcode

* Fix conflicts

* Fix conflicts but for real

* Update submodule
2018-02-05 12:57:26 -07:00
clusterfack 1f22f8ab6a Power System (Complete) (#25)
* Power Commit 1

* Commit 2

* Powernet Part2, All components essentially complete

* Commit 4

* Commit 5

* Commit 6

Creates prototypes

* Finishes powernet code alpha

Adds prototypes and logic for powernet updating and regeneration

* Adds onremove functionality to all components

Without these bits of logic nothing makes any sense!

* And this

* Fixes a lot of bugs

* Fix powernet thinking devices are duplicates

* Fix bug and add comments

* woop woop thats the sound of the police
2018-02-03 21:35:42 -07:00
clusterfack 2eb30c9ba9
Update submodule (#28)
* Update submodule

* Fix disco ball
2018-02-02 19:33:50 -06:00
Acruid 988b2b2bc5 EntityUid Type (#23)
* Wraps Entity Uids in their own type.

* Update submodule I think.
2018-01-20 23:46:31 +01:00
clusterfack 5ee56a4cd3 Updates submodule (#22)
* Updates submodule

Fix connect not entering server (with correct toml config) and compile error, updates submodule
Server still has an issue with toml file pointing towards sandbox instead of content and roundstart object initializations

* Updates more stuff

Needs my most recent PR on ss14 to function

* Submodule updated for real this time
2018-01-18 20:00:35 +01:00
BobdaBiscuit 37091d1254 Adds a basic lantern item prototype (#15) 2017-11-16 17:21:33 -07:00
Pieter-Jan Briers 68f4fd995e Update submodule, fix HandsGui.
HandsGui now works with the new system. The port was sloppy though so
somebody might want to come and refactor this so that it doesn't force
its own position and size.
2017-11-13 19:48:21 +01:00
Pieter-Jan Briers ba152fc61d Make zip files compressed using DEFLATE 2017-11-02 21:34:47 +01:00
Pieter-Jan Briers 074e6d8b62 Fix code to work with engine update 2017-10-29 21:43:42 +01:00
Pieter-Jan Briers 283ed302db Update submodule 2017-10-29 20:24:51 +01:00
Pieter-Jan Briers 4b345c0ea6 Add --arch=64 to MacOS start script. 2017-10-26 17:58:48 +02:00
Pieter-Jan Briers fd4584519e Fix naming on MacOS artifacts.
They said x86, which is wrong. They're called x64 now.
2017-10-25 20:11:40 +02:00
Pieter-Jan Briers de19cf652a Enable MacOS builds! 2017-10-25 19:05:55 +02:00
Pieter-Jan Briers 7c840d71e2 Resource pack becomes Jenkins build artifact. 2017-10-25 18:12:53 +02:00
PJB3005 0d0e6b2feb Update submodule. Kinda test Jenkins auto-build. 2017-10-24 17:31:35 +02:00
Pieter-Jan Briers 984617eed8 Update submodule 2017-10-24 00:40:40 +02:00
Pieter-Jan Briers 2d16205091 Jenkins setup. (#13)
* Adding test Jenkinsfile

* Will it be this simple?

* Maybe if I don't typo?

* Nuget restore needed.

* Work around NuGet bug hopefully.

The first person to run NuGet gets to own the /tmp/NuGetScratch folder, so jenkins breaks because I already ran NuGet personally.

* I'm a genius
2017-10-24 00:11:08 +02:00
Serkket c41b867c7f A QOL Thing (#11) 2017-10-22 23:57:08 +02:00
Pieter-Jan Briers 7f196fc415 Doors! (#12)
* Doors WiP

* Kinda seem to work now?

* Finished

* Oh yeah maybe enable that.

* It works except it doesn't

* Undo formatting changes

* BuildChecker too
2017-10-22 23:48:01 +02:00
Pieter-Jan Briers ec3e7968a6 Update submodule 2017-10-22 23:47:41 +02:00