Commit Graph

203 Commits

Author SHA1 Message Date
Pieter-Jan Briers 93c8007f5e
Merge branch 'master' into prediction 2020-04-18 14:07:02 +02:00
Pieter-Jan Briers cdf47aab44
Fix ghosts not being hidden when you do-aghost. 2020-04-17 19:11:10 +02:00
Pieter-Jan Briers ec314545ef
Fix ClientStatusEffectsComponent not cleaning up GUI on shutdown correctly. 2020-04-13 22:28:05 +02:00
Pieter-Jan Briers 0f554996ff
Merge pull request #798 from PrPleGoo/DecimalReagents
Decimal reagents
2020-04-12 23:04:24 +02:00
PrPleGoo 7d72e672fd Merge branch 'master' into DecimalReagents 2020-04-12 14:37:36 +02:00
Pieter-Jan Briers 56d6720026
Move part of stack code to shared.
Meaning that ExposeData is in shared, fixing #809
2020-04-12 01:15:16 +02:00
Pieter-Jan Briers 1695787bab
Merge pull request #807 from Zumorica/2020-04-10-proper-ghost-hiding
Ghosts now make use of the new "entity visibility" engine functionality
2020-04-12 01:00:42 +02:00
Pieter-Jan Briers dc9f8d551b
Merge pull request #805 from Zumorica/2020-04-09-comms-console-roundend
Adds working communications console that ends the round
2020-04-10 17:02:49 +02:00
zumorica 683644eec5 Ghosts now make use of the new "entity visibility" engine functionality 2020-04-10 16:28:14 +02:00
zumorica 05e9d39e89 Fix bug where comms console sometimes took a second to update after a countdown has started 2020-04-10 13:36:30 +02:00
zumorica 3c795ad283 Use TimeSpan instead of DateTime in RoundEnd and Comms Console. 2020-04-09 20:28:22 +02:00
PrPleGoo 20cb9b92ab Merge branch 'master' into DecimalReagents 2020-04-09 17:24:22 +02:00
zumorica c0bdfdf123 Remove CanReturnToBody property from SharedGhostComponent 2020-04-09 03:02:21 +02:00
Víctor Aguilera Puerto 612790840c
Update Content.Client/GameObjects/Components/Observer/GhostComponent.cs
Co-Authored-By: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-04-09 02:59:20 +02:00
zumorica 83e9688133 You can now cancel the timer (recall) 2020-04-09 01:43:28 +02:00
zumorica 64eafde0c3 Adds working communications console that ends the round 2020-04-09 00:28:56 +02:00
PrPleGoo e7d121b6b0 Update InjectorComponent.cs 2020-04-08 16:08:16 +02:00
PrPleGoo f8b73fdc3b Fix null-state handling for InjectorComponent 2020-04-05 11:45:23 +02:00
PrPleGoo db83789d05 Merge remote-tracking branch 'upstream/master' into DecimalReagents 2020-04-05 11:37:03 +02:00
PrPleGoo 4e0242d47c Replace decimal with ReagentUnit 2020-04-05 11:36:12 +02:00
zumorica a0d114c672 Ghost sprites and a bunch of fixes 2020-04-05 02:29:04 +02:00
Pieter-Jan Briers 5edfa2db34
Re-organize style sheets and add StyleSpace. 2020-04-04 15:10:51 +02:00
Pieter-Jan Briers ff36b2dcc7
Re-enable instruments with fallback when MIDI isn't available. 2020-03-30 18:36:58 +02:00
Pieter-Jan Briers f790eeb34d
RaisePredictiveEvent works.
Needs sequence numbers fixed.
2020-03-25 17:53:50 +01:00
Pieter-Jan Briers 705aeceba6
Need to merge this 2020-03-25 11:16:57 +01:00
Pieter-Jan Briers 957370a832
Merge branch 'master' into RefactorMouseFilterMode 2020-03-25 02:27:28 +01:00
Decappi a1357a1ff3
#391 Done Lathe animations (#774)
* Draft PR, do not merge

* Lathe now uses animations. Timing is still wrong, code is very wet, repetitions and unused layers are there.

* Removed (unneeded?) PowerDeviceVisualizer from the lathe
Refactored & Renamed code and variables
Renamed animation names

* WIP protolathe animation

* Working protolathe animation.
I still don't like the solution though.
2020-03-15 17:55:20 +01:00
PrPleGoo f05fdfb5fc Changed all int and some float things in Reagent code to Decimals 2020-03-14 12:55:07 +01:00
ShadowCommander 4bdb45731a Clean up MouseFilterMode.Ignore from Controls 2020-02-27 04:14:59 -08:00
moneyl 1b7860aeda
Add injectors + injected reagent metabolism via BloodstreamCompo… (#730)
* Add BloodstreamComponent and BloodstreamSystem

New component for metabolizing reagents that other organs like the stomach pass their input reagents to.

* Change StomachComponent to put ingested reagents in bloodstream after delay

Now StomachComponent does not metabolize any reagents. Instead, it tracks how long each reagent has been inside it, and once they pass "digestionDelay" they'll be put inside the bloodstream, where the bloodstream will handle metabolism of the reagent.

* Add reagent injectors

Injects reagents straight into the bloodstream when used on mobs with bloodstreams. Also allows draw/inject from beakers. Does not support drawing blood/reagents from the bloodstream yet.

* Address code review

Make use of `Loc` static class instead of using `ILocalizationManager`. Localize InjectorToggleMode enum properly.
2020-02-24 01:47:33 +01:00
Acruid ee6eec9c40 SubscribeEvent() has been split into SubscribeNetworkEvent() and SubscribeLocalEvent() methods on EntitySystem.
Most methods on EntityEventBus now require callers to specify the source (Local or Network) of the events.
2020-02-19 17:08:59 -08:00
Acruid e719745b10 Removed the Sender object from events. If you needed this field, add it to the event class. 2020-02-19 14:39:00 -08:00
micheel665 987a39c25e
Added a button to add entities to storage items (#709) 2020-02-17 00:19:35 +01:00
Pieter-Jan Briers 7f9d2f9dbf
Fix ClientStatusEffectsComponent breaking after re-attaching to mob.
Fixes #689
2020-02-13 23:18:53 +01:00
adrian 9544099c99
Paper and pen (#582)
* A very basic paper and pen implementation

* Removes SharedWriteComponent

* Update ContentNetIDs.cs
2020-02-12 00:01:05 +01:00
Acruid d16f433f45 Adds test to make sure that calling IComponent.HandleComponentState() with null states does not throw an exception.
Fixes state handling code on components to not throw exceptions when called with null components.
2020-02-09 02:28:47 -08:00
ShadowCommander 092f234943
Add a check to make sure the CombatMode is the current player (#663) 2020-02-09 10:42:44 +01:00
moneyl a2a3e5e2e4
Fix issues with exploding items from own hand (#645)
* Fix crash in CameraRecoilComponent from NaN values

Doesn't proceed with camera shake if either component of recoil is NaN.

* Log NaN recoil value in CameraRecoilComponent

* Fix ExplosionHelper passing NaN recoil values when exploding from hand

With other commits CameraRecoilComponent now won't crash from NaN recoil values. Still want to fix this so explosions shake the camera. Just sets a value slightly greater than 0.0 for distance if it is (0.0, 0.0)
2020-02-08 20:46:12 +01:00
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 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
Pieter-Jan Briers 9beb7e48d4
Implement female uniform masking. 2020-01-21 18:11:15 +01:00
Pieter-Jan Briers 77fcc4a673
Use TG human sprites. 2020-01-20 15:13:03 +01:00
Pieter-Jan Briers 75aa9541e0
Equip clothing to preview dummies in the lobby. 2020-01-20 10:30:06 +01:00
Pieter-Jan Briers ce794c4dac
Move access levels to prototypes.
Also adds captain & ID computer access levels.
Fixes ID computer not saving access changes correctly.
2020-01-19 18:30:09 +01:00
ShadowCommander e0aaab56e3 Implement StorageButton on HandsGUI and click empty hand to swap… (#517)
Also moved duplicate sprite view code to ItemSlotManager
2020-01-18 03:41:47 +01:00
DamianX a4e369e629 added Character Setup (#511)
* added Character Setup

* whoops

* reverted unrelated changes

* Made everything work post-rebase

* Removed unused PreferencesChanged event

* nope, don't need this

* HumanoidProfileEditorPanel -> HumanoidProfileEditor

* Set initial data for hair pickers

* Fixed nullable warning

* Renamed LooksComponent -> HumanoidAppearanceComponent

* Renamed LooksComponentState -> HumanoidAppearanceComponentState

* Final renaming maybe

* Use a human-like dummy instead of a real human

* Change preferences structs back to classes
2020-01-18 01:54:13 +01:00
ShadowCommander d03da83fda Inventory Input (#503)
* Create ItemSlotButton

* Refactor inventory buttons

Refactor so that KeyBind handling of inventory and hands are the same.

* Refactor InventoryInterfaceController to call ItemSlotManager with entities

This change allows HandsGUI and InventoryInterfaceController to just call ItemSlotManager.OnButtonPressed with an entity instead of a slot.

* Add CooldownCircle to ItemSlotButton

This allows Hands and Inventory to have cooldown circles on their ItemSlots.

* Refactor HandsGUI to use ItemSlots

This allows functionality and GUI to be the same between Inventory and Hands.

Added clicking empty hand to switch ActiveHand to clicked hand.

* Implement CooldownCircle in ItemSlotManager

Reorganize files
2020-01-17 15:43:20 +01:00
Pieter-Jan Briers 56f1233967
Hair style improvements:
1. made the magic mirror actually reflect your current hair state when you open it.
2. Made magic mirror one window.
3. Use color sliders for magic mirror.
2020-01-15 14:28:46 +01:00