Commit Graph

640 Commits

Author SHA1 Message Date
metalgearsloth 3e64fd56a1
Physics (#3452)
* Content side new physics structure

* BroadPhase outline done

* But we need to fix WorldAABB

* Fix static pvs AABB

* Fix import

* Rando fixes

* B is for balloon

* Change human mob hitbox to circle

* Decent movement

* Start adding friction to player controller

I think it's the best way to go about it to keep other objects somewhat consistent for physics.

* This baby can fit so many physics bugs in it.

* Slight mob mover optimisations.

* Player mover kinda works okay.

* Beginnings of testbed

* More testbed

* Circlestack bed

* Namespaces

* BB fixes

* Pull WorldAABB

* Joint pulling

* Semi-decent movement I guess.

* Pulling better

* Bullet controller + old movement

* im too dumb for this shit

* Use kinematic mob controller again

It's probably for the best TBH

* Stashed shitcode

* Remove SlipController

* In which movement code is entirely refactored

* Singularity fix

* Fix ApplyLinearImpulse

* MoveRelay fix

* Fix door collisions

* Disable subfloor collisions

Saves on broadphase a fair bit

* Re-implement ClimbController

* Zumzum's pressure

* Laggy item throwing

* Minor atmos change

* Some caching

* Optimise controllers

* Optimise CollideWith to hell and back

* Re-do throwing and tile friction

* Landing too

* Optimise controllers

* Move CCVars and other stuff swept is beautiful

* Cleanup a bunch of controllers

* Fix shooting and high pressure movement controller

* Flashing improvements

* Stuff and things

* Combat collisions

* Combat mode collisions

* Pulling distance joint again

* Cleanup physics interfaces

* More like scuffedularity

* Shit's fucked

* Haha tests go green

* Bigmoneycrab

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-03-01 03:11:29 +11:00
Ygg01 df76ceee6c
Fix visualizer issues (#3440) 2021-02-28 22:02:08 +11:00
Visne 9b94d5c195
Added nullable to most Content.Shared files (#3238)
* Add nullable to some Content.Shared files.

* Use [NotNullWhen(true)]

* Undo adding now redundant !'s

* Forgot one

* Add a ton more nullable

* You can guess

* Fix some issues

* It actually compiles now

* Auto stash before merge of "null2" and "origin/master"

* I lied

* enable annotations -> enable

* Revert ActionBlockerSystem.cs to original

* Fix ActionBlockerSystem.cs

* More nullable

* Undo some added exclamation marks

* Fix issues

* Update Content.Shared/Maps/ContentTileDefinition.cs

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

* Resolve some issues

* Remove unused method

* Fix more issues

* Fix more issues

* Fix more issues

* Fix more issues

* Fix issue, rollback SharedGhostComponent.cs

* Update submodule

* Fix issue, invert some if-statements to reduce nesting

* Revert RobustToolbox

* FIx things broken by merge

* Some fixes

- Replaced with string.Empty
- Remove some exclamation marks
- Revert file

* Some fixes

* Trivial #nullable enable

* Fix null ables

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-02-27 14:12:09 +11:00
Alex Evgrashin 0fa219365e
Ghosts do booo (spooky) (#3363)
* Light now use visualizer

* Added ghost actions

* Add hotkey input for ghosts

* no message

* Testing blinking animation

* Better animation

* Better customization

* No abuse

* Reversed sln

* No fun for ghosts

* No fun for ghosts x2

* Cooldown for lights

* Moved to component deps

* This tollist is unnecessary

* Enums to byte

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

* Some lights can ignore ghosts now

Co-authored-by: Alex Evgrashin <evgrashin.adl@gmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2021-02-26 12:31:06 +11:00
Swept e9af0d58e7
Cleans up lathe rsis (#3392) 2021-02-25 12:48:35 +01:00
metalgearsloth 94bdf01ab7
do_after fixes (#3299)
* Try fixing DoAfterBar coordinates issue

Also I have a somewhat shitcode way to ensure it doesn't get stuck but I'll wait to see if it still happens on live.

* Brute force fix the stuck issue

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-02-25 11:32:41 +11:00
Pieter-Jan Briers 2ec0304072 Fix StackVisualizer mutating. 2021-02-23 23:28:22 +01:00
Swept ec9a31a723
Adds the ability to specify a separate RSI path in StackVisualizer (#3368) 2021-02-23 23:25:44 +01:00
Pieter-Jan Briers 9d6c719951 Fix VaporVisualizer throwing due to bad type casts. 2021-02-23 22:10:07 +01:00
Swept 1e13c3b265
Fixes lathe stuff (#3383) 2021-02-23 18:53:14 +11:00
collinlunn 112f7d8346
Pipe visualizers (#3042)
* modifies pipe sprites to look not connected

* pipe connector sprites

* PipeConnectorVisualizer

* Remove pipe visualizer

* Revert "Remove pipe visualizer"

This reverts commit dc8da93f99f20aa55247c6a94d26c7a75a3d1782.

* PipeDirection can be set with the sprite updating correctly

* fixes meta files

* removes unused vent/scrubber directions

* OnConnectedDirectionsNeedsUpdating

* comments + OnConnectedDirectionsNeedsUpdating gets called

* fix connecteddirections bug

* Combines ConnectedDirections sent to visualizer

* fixes unconnected pipe sprites

* Adds PipeConnectorVisualizer to other piping entities

* code cleanup

* Fixed bug with ConnectedDirections not being set correctly

* diff fix

* rotation simplification

* Improves rsi serialization

* enable nullable

* wip

* visualizer cleanup

* nullable cleanup

Co-authored-by: py01 <pyronetics01@gmail.com>
2021-02-23 13:18:30 +11:00
Ygg01 0f54a01d24
Fix bug with animated sprites not being initially animated (#3381)
Sets auto animated of client inventory to true, enables cosmos bedsheets to be
animated when first equipping.

Fixes #1144
2021-02-23 13:05:24 +11:00
DrSmugleaf be1e0abeac Fix BagOpenCloseVisualizer failing with null rsi and redundant sprite component in CigPackBase 2021-02-22 14:39:39 +01:00
Swept 5b75c14ad7
Initial (#3366) 2021-02-22 09:58:46 +01:00
Swept 4a67fc1d22
Fleshes out smoking content (#3295)
* RSIs sorted out

* Bookmark

* Updated packet RSIs for Stacks

* Cigs Packs done

* Cigarette Cartons

* fucking MANUALLY fixed the cigarette inhands, fuck you tgstation

* Pipes work

* Cigars/Cases

* Updates vending machine inventory

* tweaks count

* Adds a cigarette crate

* Fixes RSIs, working on rolling paper

* Adds Tobacco and Cannabis plants

* Cigarettes and Rollies are now craftable

* There

* Fixed crafting recipes

* Reset RobustToolbox

* Netsync'd

* Ready

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
2021-02-22 15:08:17 +11:00
Pieter-Jan Briers 63947a6d35
Fixes all the rotation bugs. (#3365) 2021-02-22 00:46:27 +01:00
Pieter-Jan Briers b1bf1c59ed Set OverrideDirection for SpriteView in the storage interface. 2021-02-21 16:11:03 +01:00
Pieter-Jan Briers b898443f28
WPF layout (#3346) 2021-02-21 12:38:56 +01:00
DrSmugleaf 5667cffe95
Separate ghost warp message into two (#3310)
* Separate ghost warp message into two

* Remove redundant arguments

* Address reviews

* Move properties up
2021-02-19 19:29:34 +01:00
komunre 77c8fc5b42
Spikes fix reopened (#3203)
* DoAfter, dead and stun check, DragDropOn

* Not ignored anymore

* Copied comment deleted

* Herbert's an ass

* Woops

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-02-18 18:49:50 +11:00
Leo 8640f342b5
Change all XAML to use spacestation14.io namespace (#3277) 2021-02-17 15:22:51 +01:00
Ygg01 55d65889ae
Stacked sprite visualizer (#3096)
* Add Stack Visualizer

* Add cigarette pack resources

Adds transparent layers for visualizing cigarettes

* Add Bag Open/Close Visualizer

So storage opened in inventory can have different icons when opened
or closed.

* Create a component that only enumerates single item

Used for creating stuff like matchbox, or cigarettes. As a bonus.
It will only update stack visualizer for that particullar item.

* Refactoring stuff

* Fix other usage of stack in Resources

* Add docs

* Apply suggestions from code review

Apply metalgearsloth suggestions

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

* Applied suggestions from metalgearsloth

* Changed SingleItemStorageComponent to StorageCounterComponent

Difference. New component doesn't spawn items, merely counts them.

* Refactored StackVisualizer

* Fix breakage with master

* Update Resources/Prototypes/Entities/Objects/Consumable/fancy.yml

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

* Update with MGS suggestions

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2021-02-18 00:02:36 +11:00
Swept 83f102ea75
Cleans up Hydroponics content. (#3025)
* Adds to IgnoredComponents.cs

* Jackboots

* Half Done

* Moved to diff PR

* Everything functional

* Fixed Sprays

* Nice

* Fixed

* Update submodule

* Fix tests

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-02-17 23:59:15 +11:00
DrSmugleaf 78afc2db0f
Add make ghost role verb (#3204) 2021-02-16 09:51:27 +01:00
mirrorcult 1ab8d3e6e9
Properly fix chair collision & disallow pulling objects you're buckled to (#3241)
Co-authored-by: cyclowns <cyclowns@protonmail.ch>
2021-02-16 09:42:03 +01:00
DrSmugleaf 04aa195c91
Add cooldown to shuttle calling (#3225) 2021-02-16 09:31:57 +01:00
DrSmugleaf 9f408945de
Make pulled and cuffed players unable to move (#3227) 2021-02-16 12:51:52 +11:00
metalgearsloth a4db94cf03
Maybe fix do_after getting stuck (#3196)
* Maybe fix do_after getting stuck

IDK it's 5AM I tried.

* Update Content.Client/GameObjects/EntitySystems/DoAfter/DoAfterSystem.cs

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

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
2021-02-14 05:07:03 +11:00
tmtmtl30 258fdc10ea
Airlock / firelock code refactor, pseudo-prediction implementation (#3037)
* splits off airlocks, firelocks

* adds airlock prediction. anims broken though

* fixes animation weirdness

* removes opacity prediction because it looked odd

* Now firelocks don't visually start open. Argh.

* Fixes firelock weirdness, saneifies _state var.

* Documentation changes, code shuffle.

* Lets firelocks crush people.

* Stops open-hand opening/closing firelocks.

* updates serializable, netserializable attributes

* Addresses reviews... hopefully.

* updates submodule?

* nullability

* fuck fuck fuck fuck

* fucking finally
2021-02-12 16:02:14 +01:00
Vera Aguilera Puerto 4c419f85ce
Ghost Roles (#3106)
* Add files for Ghost Roles.

* Work on Ghost Roles

* Improvements

* GHOST ROLES IS DONE

* mmm yes

* auto-update when setting rolename/roledescription

* well

* command graceful error

* Makes UI have a scrollbar when it has too many entries

* fix command fuckup

* Apply suggestions from code review

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

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2021-02-12 14:35:56 +11:00
Acruid ca4fd649fe
Massive Namespace Cleanup (#3120)
* Engine namespace changes.

* Automated remove redundant using statements.

* Simplified Graphics namespace.

* Apparently the container system stores full type names in the map file.😞 This updates those names.

* API Changes to LocalizationManager.LoadCulture.

* Update submodule to v0.3.2
2021-02-11 01:13:03 -08:00
Vera Aguilera Puerto 9b1142973e
Renames phoron to plasma everywhere in the codebase and replaces sprites. (#3110) 2021-02-09 19:05:19 +01:00
Pieter-Jan Briers c4fe0c904c Merge branch 'master' into expl_int_analyzer 2021-02-08 22:46:28 +01:00
metalgearsloth 7ed07c0cac
Cuff enhancements (#3087)
* Cuff enhancements

* Cuffs now have an OnClick for the alert to remove them
* nullables
* Use default interaction range so highlights are accurate
* Cuffing fails more gracely
* Make shared abstract and add component references to client / server
* Don't cache AudioSystem and HandsComponent given cuffs are rarely used

* Fix test

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-02-05 17:11:21 +01:00
Paul 856b293d87 Merge branch 'master-upstream' into expl_int_analyzer
# Conflicts:
#	Content.Server/GameObjects/Components/Body/Part/BodyPartComponent.cs
#	Content.Server/GameObjects/Components/Botany/PlantHolderComponent.cs
#	Content.Server/GameObjects/Components/Chemistry/PillComponent.cs
#	Content.Server/GameObjects/Components/Interactable/TilePryingComponent.cs
#	Content.Server/GameObjects/Components/Items/FloorTileItemComponent.cs
#	Content.Server/GameObjects/Components/Items/RCD/RCDAmmoComponent.cs
#	Content.Server/GameObjects/Components/Items/RCD/RCDComponent.cs
#	Content.Server/GameObjects/Components/Medical/HealingComponent.cs
#	Content.Server/GameObjects/Components/Power/WirePlacerComponent.cs
#	Content.Shared/Chemistry/Solution.cs
2021-02-04 17:50:28 +01:00
Paul d5cd82de60 explicit interface go brrrr 2021-02-04 17:44:49 +01:00
Vera Aguilera Puerto 655316a67c
Add playback slider to instruments. (#3071) 2021-02-04 13:37:26 +01:00
Remie Richards d45835e863
Janitor trashbag upgrade + FANCY ANIMATIONS (#3058)
* Janitor trashbag upgrade + FANCY ANIMATIONS

* Review, Bug fixes and Sounds
- Fixed hand-pickup animation playing if the entity originated from inside a container (e.g. bag on the ground) or from inside ourselves (e.g. something in our own inventory)

* Fix/Change. Just log if AnimateEntityPickup is called with an entity that has no SpriteComponent.

* More explicit log message. Error log.

* Merge. Fix.
2021-02-03 23:07:13 +01:00
Radrark 937e261867
Add Smoke and Foam chemical reaction effects. (#2913)
* Adds smoke reaction effect

* smoke tweaks

* address reviews

* Smoke fix

* Refactor smoke and add foam

* Fix stuff

* Remove thing

* Little things

* Address some comments

* Address more things

* More addressing

* License stuff

* Address refactor request

* Small things

* Add nullability

* Update Content.Server/GameObjects/EntitySystems/SolutionAreaEffectSystem.cs

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
2021-02-03 15:26:46 +01:00
metalgearsloth 684ec60be6
Pausing content (#3061)
* Change EntityQuery to not retrieve paused by default

* GetAllComponents

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-02-04 00:20:48 +11:00
Pieter-Jan Briers c947bb75e6
You feel a tiny prick (Hypospray) (#3034) 2021-01-24 14:18:12 +01:00
20kdc e53ae365a3
Get rid of the OverlayEffectsComponent stuff (#3010)
* Get rid of the OverlayEffectsComponent stuff because it just ended up creating workarounds for it's bugs, without removing any functionality

* Flashes and Flashbangs use the same code now (the Flashable path because it's better)
2021-01-24 19:17:45 +11:00
Pieter-Jan Briers 12b442d2ee EntityButton no longer inherits PanelContainer.
It didn't use the functionality so.
2021-01-23 21:51:18 +01:00
Pieter-Jan Briers 148c8daeb6 Adds 15/20/30 buttons to chem dispenser. 2021-01-23 20:27:45 +01:00
chairbender f9670d36c4
Improved Inventory / Hand Slots UI (#2965) 2021-01-20 09:32:44 +01:00
Alex Evgrashin 02ea6ce57c
Toilet (#3012)
* Ported sprites from eris

* Added yml

* lid open/close logic

* interactivity

* Working on new secret stash component

* Object will drop on destruction

* Can get item and examine message

* Reagent container and some cleaning

* Moved potted plant to stash

* New base prefab

* Now you can deconstruct toilet

* Small fixes

* Fixed unknown components errors

* Fixed grammar errors

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* Now use prob

* More grammar

* Update Content.Server/Construction/Conditions/ToiletLidClosed.cs

Aaaaaaaa

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

* No delays

* Amazing sound design

* Moved sound to mono

* Toilet viz

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2021-01-20 18:02:34 +11:00
py01 f9f724b4af
Piping sprites cleanup (#3022)
* Moves piping visualizers to own folder

* Pump visualizer update

* Siphon and vent visualiser only set enabled visibility

* PipeVisualizer cleanup

* Replaces off vent/scrubber sprites

* Gas filter sprite update

* Revert "Gas filter sprite update"

This reverts commit 676e5d55e1157a229b1445eeea53a5c8032dbbb5.

* Rotates gas filter sprites to match T-junction pipe directions

* Removes pipes from scruber and vent state

* Makes sprite components use layers

* disabled sprite netsync on piping entities

* piping meta.json cleanup

Co-authored-by: py01 <pyronetics01@gmail.com>
2021-01-20 00:26:16 +11:00
py01 a7354f8e0d
DummyWireComponent (#3011)
* DummyWireComponent

* connector wire proto names

* comment fix

* Uses IMapInit

* Removes unused icon components

* Moves component to client

* Renames component

Co-authored-by: py01 <pyronetics01@gmail.com>
2021-01-18 21:51:16 +11:00
komunre 2172d00409
Clusterbang (#2712)
* Code is ready but item now spawning

* Prototype of SeveralExplosive component

* Remaked to FlashExplosiveComponent using

* Done. But i feel myself retarted

* Remaked. Looks good

* Full loaded prototype added

* Throwing in progress. Fatal error is here

* I forgot about shared

* Sloth refactor

* Delayed spawning and fix crashes

* Full clusterbang code.

* Removed useless variable and tuned delay

* Delete wrong  in CreamPiedComponent

* Now yaml is code quality followed

* Reworked to GetLevel with bugs

* Never forget resources, guys

* RoundToLevels added. Now it works.

* New textures and sloth refactor is returned

* Now it's TryGetComponent

* Visualizer maximum fix and look fix

* Logging and no max and min check

* Removed max grenades sending

* vizualizer is better now

* GrenadesMax removed

* grammar, checks, NextFloat and no more try catch

* Unused using removed

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-01-18 21:16:34 +11:00
py01 e759a8aec9
Filter sprites & visualizer (#3008)
Co-authored-by: py01 <pyronetics01@gmail.com>
2021-01-17 16:10:22 +01:00
Pieter-Jan Briers 052ea49884
Implement magboots. (#2988)
Got an alert and action and everything.
2021-01-11 19:24:09 +01:00
metalgearsloth acb3c72d99
Drag changes (#2487)
* Drag changes

* Higlights only show near cursor
* Don't highlight un-droppable entities
* Fixes invalid highlights issue

* Also the scanner

* 2 months fix

* Address reviews

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-01-11 22:14:01 +11:00
Paul d3dda274e3 fixes blockgamearcadecomponent runtime 2021-01-11 10:59:19 +01:00
ShadowCommander 2249081443
Fix traitor identification overlay (#2978) 2021-01-11 00:50:04 +01:00
Ygg01 c01b1d5c05
Add cigarettes and matches to SS14 (#2522)
* Add resources for cigs/matches

* Add files for cigarettes

* Remove Shared Components

* Applied some of the suggestions

* Change priority to allow matches to be set alight by matchbox

* Added item for pack of cigars

* Add swepts resources. Fix naming

* Fix naming, implement suggestions.

* Addressed Paul's suggestions

* Remove unused resources

* Fix Paul's suggestions
2021-01-11 00:17:28 +01:00
chairbender ee6c28aede
Better logic related to selecting / deselecting target-based actions (#2962) 2021-01-10 15:27:55 +01:00
metalgearsloth aeb3c1832e
Fix clickmaps (#2967)
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-01-10 15:24:33 +01:00
Morshu32 7bfdf30268
Add PlaceCentered bool to PlaceableSurfaceComponent (#2771)
* Added bool _placeCentered to check if an entity must be placed at mouse position or center of the PlaceableSurface (+ offset) when dropped.

* private variables formatted to camel case

* Use EqualsApprox in the setter for PositionOffset

* -Changed client-side SurfaceComponent to camelCase
-Added placeCentered and positionOffset to PlaceableSurfaceComponentState
-Getter and setters for placeCentered and positionOffset client-side

* Update Content.Client/GameObjects/Components/PlaceableSurfaceComponent.cs

Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>

* Add "_" to private vars name

* Made YAML properties camelCase

* Add "_" to private vars name

* Call Dirty() when IsPlaceable,PlaceCentered and PositionOffset are changed.

* Removed Dirty() from client.

Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
2021-01-10 23:07:33 +11:00
py01 7bf80fd4b8
SolutionContainer refactors (#2954)
* removes unused method

* Code uncluttering (Also removed the netcode, color code, and visuals, need to rewrite)

* SolutionContainerVisualState

* Removes caching of SolutionContainer Color

* ChemicalsAdded() and ChemicalsRemoved() for updating appearance and handling reaction checks

* SolutionContainerComponentState

* Netcode

* ChemMasterComponent no longer creates a SolutionContainerComponent with new(), uses a Solution instead

* Enable nullable in SolutionContainer implementations

* Some review fixes

* uses IReadOnlyLists in ChemMaster

* Comments

* review fixes 3

* ReagentUnit documentation

* Review fixes

* spelling fix

* spelling 2

* typo

Co-authored-by: py01 <pyronetics01@gmail.com>
2021-01-10 19:41:55 +11:00
Vera Aguilera Puerto 7986c0ff73 Fix knockdown help sound 2021-01-09 12:17:36 +01:00
Metal Gear Sloth 42171a9b70 Stop github warnings 2021-01-09 14:51:27 +11:00
py01 b46b890618
Removes half-implemented ConduitLayer from piping (#2957)
Co-authored-by: py01 <pyronetics01@gmail.com>
2021-01-09 10:05:29 +11:00
Leo 8eb96cfb01
Add setoutfit command (#2874)
* Add setoutfit command

* Adds setoutfit as a verb and adds a proper UI to the command

* Removes from AdminMenuWindow

* Changes the SetOutfit verb to be a component verb instead of a global verb

* Addresses reviews

* Remove empty method

* Remove on server aswell
2021-01-08 14:29:08 +01:00
Swept 350f7313be
Replaces medical scanner sprite. (#2870)
* Initial

* Let's go

* Updates the pods meta.json cause I can
2021-01-05 02:10:24 +01:00
Leo 447f0af6c2
Allows admins to see deadchat and adds a toggle for deadchat for admins and ghosts (#2904) 2021-01-04 09:25:33 +01:00
Pieter-Jan Briers c1f53a4303 Clean up a ton of bugs with suspicion. 2021-01-04 09:18:28 +01:00
Vera Aguilera Puerto 9c2aaef73a
Makes accept cloning message use Eui (#2910) 2021-01-03 17:20:17 +01:00
metalgearsloth 24d1c967b6
Airlock icon smoothing (#2789)
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-12-26 19:24:03 +11:00
metalgearsloth 73579bcd07
Fix low wall overlays (#2788)
Most noticeable when rotating walls I think which Saltern doesn't have.

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-12-26 18:08:01 +11:00
Pieter-Jan Briers 44e3cc9395 Alerts now use SpriteSpecifier 2020-12-23 23:45:52 +01:00
chairbender 9a3dee2042
Hotbar Improvements + Item Action Integration Test (#2749)
* my IDE keeps wanting to change this so....

* Add item actions integration test, fix bug where empty item action
dict was left in SharedActionsComponent state

* bigger hotbar arrows

* nice wide hotbar pagination hitboxes

* add ability to switch hotbar loadout
via keybinds

* always highlight on drag over
of actions hotbar

* dont rely on content entity for integration test
2020-12-22 15:41:56 +01:00
ike709 d9d168a324
Adds missing gas canisters and improves the UI (#2794)
* Adds missing gas canisters and improves the UI

* Pad the label
2020-12-21 11:52:50 +01:00
DrSmugleaf 0172613a7d
Remove wireless surgery (#2785)
* Remove wireless surgery

* Change surgery window title to Surgery

* Remove todo

* Check only tools with a window open
2020-12-20 04:31:39 +01:00
DrSmugleaf 026d96fd2d Replace MaybeNullWhen(false) with NotNullWhen(true) 2020-12-20 04:14:41 +01:00
Vera Aguilera Puerto c9e9d9f4dd Instruments have a property for enabling/disabling MIDI limits.
- Added unlimited super synth that doesn't respect MIDI limits! Adminbuse it to your heart's content and blast your epic MIDIs, fellow badmins.
2020-12-20 01:43:29 +01:00
Morshu32 19bd739b0d
PreventCollision with strap component while buckled to it (#2694)
* AvoidCollision if collided entity is the one that the character is buckled to

* Attempt to PreventCollision after the player is unbuckled but still colliding with StrapComponent

* Moved PreventCollide to the Shared script.

* Add WakeBody to keep updating the physics collision while being on a collidable strap component.

* Addressed some of metalgearsloth's suggestions:
- Made EntityBuckledTo,IsOnStrapEntityThisFrame and DontCollide not virtual
-Made EntityBuckledTo nullable
-Don't call update on Paused BuckleComponents
-Removed EntityBuckledTo variable declaration in BuckleComponent because it's not needed anymore
-Call TryUnbuckle if (!IsOnStrapEntityThisFrame && DontCollide) to set BuckledTo entity to null.

* Formatting

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

* Formatting

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

* Formatting again :P

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

* Formatting

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

* Formatting

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

* Renamed variable EntityBuckledTo to LastEntityBuckledTo

* As per DrSmugLeaf suggestion: Added [ComponentDependency] to the Body variable.

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
2020-12-18 20:12:53 +01:00
Pieter-Jan Briers dc07718a7c
Fix click detection of sprite-rotated entities. 2020-12-18 01:36:15 +01:00
chairbender 27d5019df0
Fix server NRE on clicking alerts with no OnClick (#2748)
* #2744 fix NRE on clicking alerts with no OnClick, and don't send the click
message unless the alert has an onclick

* #2744 fix NRE on clicking alerts with no OnClick, and don't send the click
message unless the alert has an onclick
2020-12-16 12:13:57 +01:00
chairbender 7a3c281f60
Actions System + UI (#2710)
Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
2020-12-13 23:28:20 +01:00
Exp bb905c9628
Fixes Paper throwing when you insert invalid tags (#2732) 2020-12-10 23:19:55 +01:00
20kdc 58af9003e7
Canisters [ Continuation of clement-or #2544 ] (#2628)
* Added atmos sprites from CEV-Eris

* Moved canister sprites to appropriate dir

* Removed unnecessary sprites, edited canisters prototype

* Created Gas Canister UI and release pressure buttons

* Changed GasMixture's pressure calculation (convert liters to cube meters)

* Added relabeling Canisters

* Reverted changes on GasMixture

* Changed my name in the credits

* Added valve opening on canisters

* Change canister visual state when connected to a port

* Added nullable to SharedGasCanisterComponent

* Replaced nullable contexts

* Changed again nullable annotation context

* Moved name in the credits to correct alphabetical order

* Canisters: Fix the most blatant issues with this PR (the added project interdependencies for no reason whatsoever)

* Canisters: Stop crashes when canisters leave atmosphere

* Canisters: Gas released into no atmosphere gets transferred "into space" (deleted)

* Atmos: Nullability annotations on TileAtmosphere, explaination of the states of TileAtmosphere.Air

* Canisters: If in an airblocked tile, do NOT release gas

* Scrubbers: Fix typo leading to them not connecting properly.

* Revert manual changes to credits file (sorry!) (1/2)

This reverts commit 94f3b0e5df8d9c2fa189866a17a231920f99bdaf.

* Revert manual changes to credits file (sorry!) (2/2)

This reverts commit 1986fb094dfaa44060f08d280f36b755258d17a6.

* Canisters: Apply @Zumorica 's reviews

* Canisters: Add missing localization as suggested by PJB

Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>

* Canisters: Pressure lights!

* Canisters: Light is now unshaded.

* Canisters: Now using IActivate

* Gas canisters (& air canister), now with their numbers properly calibrated (hopefully)

* Canisters: Refactor how their layers are added to be more like ApcVisualizer

* Canisters: Clean up of the tile invalidation/air release logic

* Canisters: Some gas canister window improvements

* Canisters: Clean up release pressure change button label code

Co-authored-by: Clement-O <topy72.mine@gmail.com>
Co-authored-by: Clément <clement.orlandini@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-12-08 20:45:24 +01:00
DrSmugleaf 2dc05b2275
Add UsedImplicitly to visualizers and entity systems (#2592) 2020-12-08 11:56:10 +01:00
DrSmugleaf 02bca4c0d8
Damage rework (#2525)
* Make damage work through messages and events, make destructible not inherit ruinable or reference damageable

* Copy sound logic to destructible component for now

* Fix typo

* Fix prototype error

* Remove breakable component damageable reference

* Remove breakable construction reference

* Remove ruinable component

* Move thresholds to individual components and away from damageable

* Add threshold property to damageable component code

* Add thresholds to destructible component, add states to damageable, remove damage container, fix up mob states

* Being alive isn't normal

* Fix not reading the id

* Merge fixes

* YAML fixes

* Grammar moment

* Remove unnecessary dependency

* Update thresholds doc

* Change naming of thresholds to states in MobStateComponent

* Being alive is once again normal

* Make DamageState a byte

* Bring out classes structs and enums from DestructibleComponent

* Add test for destructible thresholds

* Merge fixes

* More merge fixes and fix rejuvenate test

* Remove IMobState.IsConscious

* More merge fixes someone please god review this shit already

* Fix rejuvenate test

* Update outdated destructible in YAML

* Fix repeatedly entering the current state

* Fix repeatedly entering the current state, add Threshold.TriggersOnce and expand test

* Update saltern
2020-12-07 14:52:55 +01:00
ColdAutumnRain 266d2909d7
Added enum types (#2701) 2020-12-04 11:57:33 +01:00
Vera Aguilera Puerto c3341132c5
Upgradeable machines. (#2675)
* Start work on upgradeable machines.

* Upgradeable machines work

* Component requirements for upgradeable machines

* Better container handling

* Remember to not push submodule updates in your PRs, kids!

* Refresh parts after building a machine.

* NetSync false

* Address some reviews, fix some bugs

* Nullable stackhelpers dependencies

* Use container helper method to delete all entities in containers

* Nullable string in AddContainer

* Better examine for machine frame and construction in general

* Machine breakage

* Nullable node

* nullable GraphPrototype

* Re-save saltern for autolathe parts

* Fix SaveLoadSave
2020-12-03 22:49:00 +01:00
DrSmugleaf 7905d93564
Fix adding then removing a hand causing an error (#2684) 2020-12-03 13:14:56 +11:00
Paul Ritter 71aaf54595
Fixes CameraRecoil runtime (#2662)
Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
2020-12-01 20:41:16 +01:00
Paul Ritter f7c09fbd7e
Traitor (#2566)
* basic implementation

* minor fixes

* objectives temp commit

* proper onstart bind

* changes all conditions to be bound to a mind-instance

* oops

* oops v2

* adds possiblity to enable duplicate assignment of objective
equal objectives are unable to be added

* minor fixes, adds greentext

* refactors incompatability to be defined by requirements

* fixes a wrong whitespace

* minor fix

* addressed reviews v1

* address reviews v2

Co-authored-by: Exp <theexp111@gmail.com>

* final sweep

* adds/refactors traitor&sss cvars

* Update Content.Server/Mobs/Mind.cs

* never trust github web

* adds datasets & makes codewords use them

* addresses exp's reviews

* addressed zumos reviews

Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
Co-authored-by: Exp <theexp111@gmail.com>
2020-12-01 17:05:19 +01:00
Víctor Aguilera Puerto cec722e19e
CVars for MIDI instrument limits (#2632)
* CVars for MIDI instruments limits!

* Localize this

* Cache CVars in instrument systems

* better naming

Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2020-11-27 17:12:45 +01:00
Paul Ritter d80ec927bb
Removes some unused fields (#2603)
* removes some unused fields

* thats an oopsie

Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2020-11-27 21:10:08 +11:00
DrSmugleaf 5c0cf1b1a0
Use 'new' expression in places where the type is evident for content (#2590)
* Content.Client

* Content.Benchmarks

* Content.IntegrationTests

* Content.Server

* Content.Server.Database

* Content.Shared

* Content.Tests

* Merge fixes

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2020-11-27 21:00:49 +11:00
Pieter-Jan Briers 0a488ddc4a
Merge branch '20-11-27-merge' 2020-11-27 00:54:29 +01:00
DrSmugleaf 06b1939a60
Update usages of ! is with is not (#2584)
* Update usages of ! is with is not

* Content.IntegrationTests commit

* Content.Server commit

* Content.Shared commit

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-11-27 00:33:31 +11:00
Peter Wedder 32d8cc0c1e
Rerun of "Add Reagent Grinder/Juicer" (#2570)
* commit skeleton reagent grinder component

* add reagentgrinder bounduserinterface, add suffix to grinder yml, add reagentgrinder sprites

* implement much more of the grinder ui functionality

* get more use out of hasbeaker bool

* complete wiring up most of the chamber/beaker UI controls

* remove whitelist prototype id. add grindable tag component

* add juiceable component

* rename boolparam to be clearer

* more juice

* add some juice reagents and apply them to their drink prototypes

* re add glassyellow

* implement juicing and results

* add time delay to grindjuice

* add reagent grinder visualizer, add reagent grinder sounds, fix some yaml errors too

* interface has clear indication of currennt operation, and busy status

* add ReagentGrinder to Client ignnored components

* Update Content.Client/GameObjects/Components/Kitchen/ReagentGrinderBoundUserInterface.cs

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

* Update Content.Client/GameObjects/Components/Kitchen/ReagentGrinderBoundUserInterface.cs

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

* Update Content.Shared/Kitchen/SharedReagentGrinderComponent.cs

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

* implemennt  sloth changes

* fix isbusy

* Disable grind/juice buttons if there's nothing to grind or juice, also some misc fixes

* unsubscribe from messages on remove + fix xmlcomment

* fix bounding box

* Add these to dictionary

* Add these to client ignore

* Whitespace and unneeded import fixes

* tommy's toes

* Where'd these newlines come from

* power

* improve bounding box

* Check power better & show contents when beaker is ejected

* check power here

* Disable eject buttons when running

* improve comments

* readwrite for viewvars on work time and capacity

* Address most of Sloth's reviews

* Make this cleaner

* add grindablecomponent to motherfucking everything

* Fix reviews

* some more null suppressions

* remove unused random field

Co-authored-by: scuffedjays <yetanotherscuffed@gmail.com>
Co-authored-by: namespace-Memory <66768086+namespace-Memory@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2020-11-26 23:53:42 +11:00
Pieter-Jan Briers 0dbb75051e
Content changes for file dialog stuff. 2020-11-25 18:00:18 +01:00
Pieter-Jan Briers 0cc74f7095
Use Robust color instead of System.Drawing. 2020-11-24 12:53:24 +01:00
Pieter-Jan Briers 99a15438bc
Merge remote-tracking branch 'upstream/master' into 20-11-19-sandboxing 2020-11-24 08:39:05 +01:00
Pieter-Jan Briers e59aa1c2cc
Fix another case of constant expression DataField. 2020-11-24 00:15:00 +01:00
Pieter-Jan Briers 6395345925
Fix bad reflection usage from OverlayEffectsComponent. 2020-11-24 00:14:46 +01:00
Alex Evgrashin fb6dd4a490
Working flashlight for hard hats (#2599)
* Add verb to toggle flashlight

* Playing with hand-held light for hard hat

* ClothingEquippedPrefix will update players sprite when changed

* Make abstract prototype for hardhat and fixed hardhat orange sprites

* Fixed all other hard hats

* Fixed requested changes

* Restore prototype and sprites changes

* Nullables

* That's actually nullable

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-11-23 14:17:38 +11:00