Commit Graph

3754 Commits

Author SHA1 Message Date
Leon Friedrich bd4597c5ca
Fix action state handling bug (#25395)
* Rejig action state handling

* Fix entity arg

* Fix deserialization
2024-02-20 13:08:41 +11:00
James Simonson 99aa72e30d
Vending UI facelift (#25377)
* Convert to fancy window + added footer + add list spacing

* margin add
2024-02-19 15:18:26 -07:00
Tayrtahn e74f3019f7
Add support for metamorphic fill levels (#25022)
* Added support for fill levels to metamorphic glasses

* Fix warnings and cleanup

* Don't break non-metamorphic fills!
2024-02-19 14:29:42 -07:00
Pieter-Jan Briers 1ce2155315
Add new "OptionsVisualizer" (#25128)
This is a visualizer somewhat similar to the Generic. It allows configuring appearance info based on specific CVars the user has set. This allows YAML to easily configure alternatives for accessibility CVars like reduced motion.
2024-02-17 15:52:11 -05:00
MilenVolf c7870882f6
LockVisualizer (#25224)
* LockVisualizer

* Fix state

* Clean some code

* Make it component, fix tests fail

* Fix for StateUnlocked

Now it is possible to manually set the unlocked state and it will work!

* Optimize LockVisualizer, add check for unlocked state

* No todo I guess
2024-02-16 16:52:31 -07:00
themias d7eb3b1c5c
Allow t-ray to penetrate carpets and puddles (#25276)
* Allow t-ray to penetrate carpets and puddles

* handle edge cases
2024-02-16 16:37:56 -07:00
metalgearsloth 1a438e644f
Re-organise main menu screen (#25173)
- The dummy control of 2px size has annoyed me for almost 5 years.
- Why is it in the top-right.
- Why is the server address not labelled.
2024-02-16 13:55:42 -05:00
Golinth bced73f676
Kill Seperated Mindshield Icons (#25303)
* Unghettoify mindshield icons

Adds support for layers in status icons, through the StatusIconLayer enum and the new "layer" datafield. Defaults to the Base layer where functionally remains unchanged.

* TG icon for shield

probably better than the shitty one I made in paint

* forgor meta.json

I forgor

* Emo review

Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>

---------

Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
2024-02-16 10:58:28 -05:00
Pieter-Jan Briers 6d8be538c9
Predict Injector (syringes), cleanup (#25235)
At least the mode/transfer amount logic. Actual transfer logic needs Bloodstream which I didn't wanna move into shared.
2024-02-14 16:05:01 -07:00
Guilherme Ornel ff92025026
Fax machines can print from text file (#23262)
* added

* checks tweaking

* fixed what sloth wanted

* fixed?

* dialog diposing fix

* checks tweaking

* more changes

* dispose streamreader

* Update Content.Client/Fax/UI/FaxBoundUi.cs

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Update Content.Server/Fax/FaxSystem.cs

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* fix minor typo

---------

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2024-02-14 12:14:51 +11:00
James Simonson 25f73f6406
Microwave UX enhancements (#24547)
* Facelift Microwave UI

Includes new background light in UI, Uses predictive input, UI now properly disables buttons when microwave is active

* Microwave now shows Elapsed time

* Fixed bad formatting

* Added new term for "BottomMargin"

* Change yellow color

* Update StyleNano.cs

just spacing fixed

* Cook time countdown now detached from server


Instead of the server constantly sending out messages for the cook countdown, it is now predicted client side using TimeSpan

* Update MicrowaveMenu.xaml

forgot to re-add item space
2024-02-13 17:16:00 -05:00
Pieter-Jan Briers 68ce53ae17
Random spontaneous cleanup PR (#25131)
* Use new Subs.CVar helper

Removes manual config OnValueChanged calls, removes need to remember to manually unsubscribe.

This both reduces boilerplate and fixes many issues where subscriptions weren't removed on entity system shutdown.

* Fix a bunch of warnings

* More warning fixes

* Use new DateTime serializer to get rid of ISerializationHooks in changelog code.

* Get rid of some more ISerializationHooks for enums

* And a little more

* Apply suggestions from code review

Co-authored-by: 0x6273 <0x40@keemail.me>

---------

Co-authored-by: 0x6273 <0x40@keemail.me>
2024-02-13 16:48:39 -05:00
PoorMansDreams e40318b831
Fixed Tipped ammo not being Spent (#25167)
Fix Tipped Ammo not being Spent
2024-02-13 16:40:15 -05:00
metalgearsloth 4cec0821e4
Fix decal error spam (#25172) 2024-02-13 18:00:54 +11:00
deltanedas f41ece37c3
make linking logic gates 1000% better (#25041)
* make door status use SendSignal

* LastSignals and logic, add ClearSignal api too

* make everything outputting a logic signal default to false

* refactor ops

* :trollface:

* :trollface:

* protoid for LastSignals

* oop

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>
2024-02-11 23:45:51 -07:00
Krunklehorn 16b56c7f45
Fix pointing arrow trajectory (#25061)
Initial commit
2024-02-11 23:45:09 -07:00
SlamBamActionman 247be5b5c7
Add option for character name colors in chat & move coloration to clientside (#24625)
* Adds option to disable character names in chat/speechbubbles

* Moved the coloring of names to clientside

* Move string functions to SharedChatSystem to avoid duplicate code in SpeechBubble.cs

* Changed to be put under Accessibility section

* Cache CVar
2024-02-10 22:38:55 -08:00
metalgearsloth 05a2ddff1c
Predict two-way levers (#25043)
* Predict two-way levers

Annoys me the rare occasions I touch cargo. Doesn't predict the signal but at least the lever responds immediately.

* space

* a
2024-02-11 14:19:45 +11:00
metalgearsloth 560ea9775a
Fix screenspace popups (#24987)
* Fix screenspace popups

Never got around to it earlier but need to draw it above UI controls.

* Minor null change
2024-02-10 00:51:11 -08:00
Nemanja 2293f46bca
prevent opening debug menus without perms (#25091)
prevent people without permissions from opening the tile, entityspawn, or decal menus
2024-02-10 19:00:52 +11:00
Sk1tch 3b2921a3cc
Alphabetically sorted guidebook entries (#24963)
* - Renamed GetSortedRootEntries to GetSortedEntries and added child sorting logic
- Removed unessesary Tree.SetAllExpanded(true) call in RepopulateTree

* Adding back deleted setallexpanded call to check if test passes

---------

Co-authored-by: Your Name <you@example.com>
2024-02-08 18:23:34 -05:00
Rainfey 4129c77a5b
Make Health Analysers UI continuously update (#22449) 2024-02-06 09:20:09 -04:00
Kot 2ba1bd22dc
Update log probe UI for better looking (#24966) 2024-02-05 08:51:45 -05:00
deltanedas 9b1c88b78b
move criminal records console component to shared (#24957)
* move criminal records console component to shared

* todone

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>
2024-02-05 23:55:39 +11:00
deltanedas 683591ab04
criminal records revival (#22510) 2024-02-04 19:29:35 -04:00
metalgearsloth 042feae2e9
Predicted movement opening lockers (#24937)
Relay wasn't really networked properly and this annoys me.

EntityStorage is still pretty skrunkly but this fixes the main issue I think.
2024-02-04 13:23:16 +11:00
keronshb 257909fd97
Adds a refund button & action upgrades for stores (#24518)
* adds refunds to stores

* Adds method to check for starting map

* comments, datafields, some requested changes

* turns event into ref event

* Adds datafields

* Switches to entity terminating event

* Changes store entity to be nullable and checks if store is terminating to remove reference.

* Tryadd instead of containskey

* Adds a refund disable method, disables refund on bought ent container changes if not an action

* Removes datafield specification

* Readds missing using statement

* Removes unused using statements

* What the heck is listing data

---------

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2024-02-04 11:48:51 +11:00
Jezithyr c15b0691ec
Emergency revert for pulling (#24923)
Revert "Pulling rework (#20906)"

This reverts commit 0d8254b2a2.
2024-02-03 10:32:30 -08:00
nikthechampiongr 09daa534bd
Fix end of round messages looping forever (#24920)
* Fix End of Round messages looping forever and ever and ever

* Use the correct setting for round restart sounds
2024-02-04 03:43:50 +11:00
Krunklehorn d01d75073c
Travelling pointing arrows, brains can no longer point (#24864)
* Decoupled from gravity, constant animation time, manual networking, cubic interpolation

* Reduced overshoot

* Implemented PointAttemptEvent, reacts with mobstate & sleeping

* Brains can no longer point, PBs must be inside a chassis

* Removed chassis check, made callback more obvious
2024-02-03 19:09:20 +11:00
metalgearsloth 0d8254b2a2
Pulling rework (#20906)
* Pulling rework

Fixing up the FOUR systems managing pulling, all the shitcode, and also making it nicer ingame.

* More pulling cleanup

* stats

* More cleanup

* First draft

* More pulling

* weh

* Fix puller

* Pulling working

* Fix merge

* Dunked

* Self-merge time
2024-02-03 14:36:09 +11:00
Hannah Giovanna Dawson 2e7d23674e
Actually fix round restart audio this time (#24754)
In which I'm a goober and don't clean up after
myself and accientally don't fix the issue I tried
to fix in my last round restart PR.

The audio is now maintained just like music during
restarts (yippee to ContentAudioSystem::OnRoundRestart)

This needs a refactor but at least the defect is fixed now.
2024-02-03 13:11:53 +11:00
Psychpsyo ba0ca39a7a
Screen Shake Intensity Slider in Accessibility Settings (#24749)
* Reduced motion toggle disables screen shake

* Actually, screen shake is its own slider instead

* Cache screen shake intensity cvar
2024-02-02 13:39:12 +01:00
metalgearsloth 606c5a8c8b
Make popups nullable (#24802)
This standardises it with audio and whatever. Me when I sprinkle nullchecks everywhere.

Was 50/50 on making new non-nullable methods but figured it would bloat too hard and you can't access strings by .Value anyway.
2024-02-01 23:25:58 -05:00
deltanedas c49c78bafa
spray painter rework (#23287)
* refactor and add Department to PaintableAirlock, move it to server dir since its in namespace

* add departments to doors, cleanup

* add style -> departments mapping

* AirlockDepartmentsPrototype

* update shared spray stuff to have department

* name file the same as the class name

* department optional

* refactor spray painter system + send department

* fixy

* client

* no need to rewrite ActivateableUi

* pro ops

* the reckoning

* hiss

* .

* :trollface:

* add standard atmos colors to palette

* Update Content.Shared/SprayPainter/SharedSprayPainterSystem.cs

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2024-02-02 09:30:46 +11:00
Magnus Larsen 9cd6e4dccd
Fix clientside storage Whitelists (#24063)
* Fix outdated component name in assaultbelt whitelist

RangedMagazine was replaced with BallisticAmmoProvider in the Gun
refactor (#8301)

* Move FlashOnTrigger, SmokeOnTrigger, Flash components to Shared

* Move LightReplacerComponent to Shared

* Move Utensil, Mousetrap components to Shared

* Move SprayPainterComponent to Shared

The PaintableAirlock tag has also been removed, as it was unused &
unnecessary, likely a vestige of spray painter development when the
PaintableAirlock component wasn't in Content.Shared.

* Add trivial Produce and Seed components to Client

This allows the plant bag and botanical belt whitelists to correctly
match produce and seeds on the client, fixing the extraneous "Can't
insert" message that previously appeared.

---------

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2024-02-02 00:33:57 +11:00
Aexxie 467e983ba9
Move grenade components to shared (#22691)
* Moves FlashComponent.cs, FlashOnTriggerComponent.cs, and SmokeOnTriggerComponent.cs to Shared

* Moves ExplodeOnTriggerComponent.cs, OnUseTimerTriggerComponent.cs, ActiveTimerTriggerComponent.cs, and SmokeOnTriggerComponent.cs to Shared

* Delete .run/Content Server+Client.run.xml

HOW DID THIS GET IN HERE ITS NOT AHHHH

* Update Content.Client/Explosion/SmokeOnTriggerSystem.cs

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>

* Update Content.Shared/Explosion/Components/ActiveTimerTriggerComponent.cs

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>

* Update Content.Shared/Explosion/Components/OnUseTimerTriggerComponent.cs

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>

* Update Content.Shared/Explosion/Components/OnUseTimerTriggerComponent.cs

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>

* Update Content.Shared/Explosion/EntitySystems/SharedTriggerSystem.cs

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>

* Update Content.Shared/Explosion/EntitySystems/SharedSmokeOnTriggerSystem.cs

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>

* Update ExplodeOnTriggerComponent.cs

* Revert "Delete .run/Content Server+Client.run.xml"

This reverts commit 29ee05f57de60eab5c92158d8eba5e3acba483c2.

* Fix?

* cannot figure out how to get this to go back please forgive

* Fixes a network issue

* leftovers

* Fixes

---------

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2024-02-02 00:29:01 +11:00
nikthechampiongr 8b19b7fab9
Rev Components are no longer leaked + Rev and Zombie icon visibility to ghosts is now controlled by a cvar (#22194)
* Initial work on having the Rev icons not be visible to ghosts depending on a Cvar and a component.

This commit just makes it so that the revcomponent and headrev component
are not shared with clients that shouldn't know about them. This is due
to the concern that clients having access to those components, even if
no image was displayed could allow modified clients to have meta
knowledge of revs.

Currently this has the issue that if a player later
for example becomes a rev, none of the existing rev components get
networked to them. I am not sure there is currently an effecient
solution to this.

This is probably in an issue for a lot more stuff. I might just make it
so all the logic just moves to the client on whether to put the icon
again.

Also this commit adds the ShowRevIconsComponent to allow anyone with it to just
view rev icons.

* Rev components now get communicated to clients that didn't have them previously and the AntagIconSystem is now properly checking whether to give the icons.

We now dirty all the rev/headrev components when someone gets converted
or gets the ViewRevIcons component. The AntagIconSystem now checks
whether it should draw the icons mostly based on an event, this is still done
client side.

This is not a full proof solution to make it so clients can't know
someone is an antag when they shouldn't because:
1. There are other components that need similar treatment, to my
   knowledge not to for revs but for other antags. Maybe even the mind
   component. This could be addressed in future PRs.
2. We cannot ensure that clients forget about these components if the
   client gets deconverted for example. We can of course have code that
   does this, but it will necessarily need to be done on the client and
   if the client is modified then there is no way to ensure this.
   Of course at that point they should already know who their fellow
   revs are so this might not be an issue.

I now need to do the same thing for zombies in a future commit.
A similar system for nukies also needs to be looked at but I will not be
doing that in the PR this commit ends up in.

* Misc name changes and cleaning up the ZombieSystem

Changed some names around and decoupled the ZombieSystem from the
AntagStatusIconsystem. Now there is a cvar for ghost visibility for them
as well. The Zombie Component was not made SessionSpecific because:
1. Zombies are pretty visible anyways
2. The Component is needed to change the appearance of zombie players.

* Misc name changes and cleaning up the ZombieSystem

Changed some names around and decoupled the ZombieSystem from the
AntagStatusIconsystem. Now there is a cvar for ghost visibility for them
as well. The Zombie Component was not made SessionSpecific because:
1. Zombies are pretty visible anyways
2. The Component is needed to change the appearance of zombie players.

* Merged 2 if statements into 1 on the Zombiesystem.

* Cut down on code duplication in AntagStatusIconSystem

Now instead of having a seperate function for each component, there is 1 generic function. Functions for special cases
like the Rev/Headrev comp can have a separate function that does the special check and then calls the generic one.
This is done through the IAntagStatusIconComponent interface which provides a common interface to get the Icon.

* Removed some duplication from the SharedRevolutionarySystem with generics.

I have no idea why I didn't think of this sooner.

* Addressed Reviews I think

I think events get unsubbed automatically but I am probably missing something that I have not understood.
Either way this is a requested change.

* Replace war crimes with actual fixes for reviews

It was not clear to me what the reviews meant

* Addressed reviews by removing need for cvars.

Whether icons are visible to ghosts is now determined by a bool in IAntagStatusIcon which all antag components
with status icons should implement.

* Update Content.Shared/Revolutionary/SharedRevolutionarySystem.cs

---------

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2024-02-02 00:08:03 +11:00
deltanedas 6b03aaaec7
make dialog window not evil (#24677)
* add Placeholder and make default buttons flags consistent w old behaviour

* DialogWindow ops

* make QuickDialog use DialogWindow

* Update Content.Client/UserInterface/Controls/DialogWindow.xaml

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2024-02-01 23:56:40 +11:00
Kara e212b10ca2
Open some windows non-centered to avoid covering the player (#24767) 2024-02-01 23:49:48 +11:00
SlamBamActionman 1862f8aa17
Visitor job (#23972)
* Adds Visitor role and ShowInIdCardConsole property

* Add visitor to Agent ID card

* Fixes yaml test

* Fixes based on feedback

* Fixes based on feedback
2024-02-01 21:13:44 +11:00
Krunklehorn ed0f2aa221
Client customization late-join spawner priority for arrivals/cryostorage (#24586)
* Initial commit, requires server restart to take effect

* Exposes callbacks directly instead, takes effect immediately

* Cleaned up control flow, swapped cvar for client customization

* Switched to int, dictionary of callbacks, migration

* Update Content.Shared/Preferences/SpawnPriorityPreference.cs

* krunkle stan

---------

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2024-02-01 21:12:09 +11:00
metalgearsloth ca54709186
Remove EntityUid from debug context menu (#24660)
- Probably confusing if you're not familiar with nentities
- if I need the clientside uid for debugging I can just open VV and it's immediately there on first page.
2024-02-01 19:36:08 +11:00
Kot fed43f05d0
Fix SSD indicator (#24589)
Fix ssd indicator
2024-02-01 19:30:07 +11:00
Pieter-Jan Briers c25ddfd638
Health analyzers now show if somebody is starving (#24789)
"why are they getting cold damage" THERE YOU GO
2024-02-01 17:28:17 +11:00
metalgearsloth d2f20d8955
Remove vehicles (#24681)
* Remove wheelchairs

Vehicle code is dogwater and wheelchairs just keeps exposing edgecases. If someone wants it brought it back they can do vehicle refactor.

* Also this one

* Remove vehicles

* goodbye vehicles

* Remove this check

* sasd

* Cronch

* Add sprites back

* jani
2024-02-01 11:33:10 +11:00
metalgearsloth a6ea8b210d
Firestarter fixes (#24647)
* Firestarter fixes

- Actually networks the action.
- Namespace fixes.

* No networky for you
2024-02-01 00:01:52 +11:00
Nemanja bd46d7cc8a
make lathe visuals not required (#24757) 2024-01-31 13:50:40 +11:00
Kara ef55039560
Throwing item scaling animation + recoil (#24724) 2024-01-30 21:50:41 +11:00
Tayrtahn e101d078fe
Fix welder status always being "not lit" (#24705)
* Fix not finding ItemToggleComponent

* Simplified
2024-01-29 16:04:52 -07:00