Commit Graph

20 Commits

Author SHA1 Message Date
Acruid ed39649721 Interaction Features (#101)
Various minor interaction features.

There is no concept of gravity in the game yet, so items drift through space or the hallways of a station until they are stopped. Thrown items do not collide with walls because making them collidable makes them collide with EVERYTHING, including the player. We need collision groups in the physics system.

Because of the previous problems the velocity things are throw at is set quite low, it can be tweaked after the other mentioned issues are resolved.
2018-08-22 10:19:47 +02:00
Pieter-Jan Briers e8c4dc9a34
Rejoin into the same body. (#96)
Depends on https://github.com/space-wizards/space-station-14/pull/659
2018-08-20 11:47:00 +02:00
Acruid edb3eb5b2e
HandsSystem now uses InputSystem. (#95)
Fixed TemperatureSystem namespace.
2018-08-18 15:28:02 -07:00
Acruid ce5760d46c
Click Migration (#94)
* Migrated Interaction system to the new Input system.

* Contexts are now set up in content.
2018-08-16 15:57:11 -07:00
Acruid 830159390b
Input Handling (#90)
* Migrates the Examine system to the new Input system.

* Update Engine.
2018-08-08 11:43:49 -07:00
Pieter-Jan Briers d7074bf74f
Construction System. (#87)
* Construction WiP

* Construction kinda works!

* Lots more construction work.

* It mostly works!
2018-08-02 08:29:55 +02:00
Acruid 8c874c76dc Base Update() method was removed from components in engine, added some basic ECS systems to update the components. (#79) 2018-07-26 23:26:19 +02:00
Pieter-Jan Briers 10999dc905 Grid map detaching: content edition. 2018-06-10 01:03:49 +02:00
Pieter-Jan Briers 147aad5064 Some work on the mess that is this power code.
Jesus.

Tons of fixes, refactors and other things.
The powernet's code is still awful though.
2018-05-27 16:44:50 +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
clusterfack 3915b735ae Examine System (#65)
* Examine System

* Adds some relevant comments
2018-05-09 16:34:26 +02:00
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 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
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
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 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