Commit Graph

40 Commits

Author SHA1 Message Date
Acruid ea94f4a182 Moved interaction interfaces from Server to Shared. 2020-07-18 22:51:56 -07:00
DrSmugleaf 8f685f0541 Merge branch 'master' into buckle-locker-fix-1262 2020-07-07 20:36:43 +02:00
AJCM-git ae41d03ec6
Re-organizing the Resources folder. Part 1. (#1234)
* First commit

* Lockers

* Lockers electric boogaloo

* Crates and Lockers

* Almost finishing the Textures folder

* Updating texture paths. Reminder to fix:
* Lockers
* Windows
* Vending Machines
* APC
* Catwalks
* Bedsheets and Cloaks
* Status effects

* dont know what happened here

* Commit before merge

* re-organizing

* Lockers broken

* Commit before merge

* Submodule

* renaming

* Fixing most issues

* forgot these ones

* Updating submodule

* typo

* Fixing some paths

* fixing some paths

* updating submodule

* (hopefully) fixing the submodule
2020-07-07 19:19:00 +02:00
DrSmugleaf 7cc5a3fb65 Merge conflict fixes 2020-07-07 00:23:41 +02:00
DrSmugleaf b850ac2437 Merge branch 'master' into buckle-locker-fix-1262 2020-07-07 00:20:07 +02:00
chairbender b35333d366
Click Drag Functionality + Refactor Interaction Interfaces (#1125)
Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
Co-authored-by: ComicIronic <comicironic@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2020-07-06 23:27:03 +02:00
DrSmugleaf 81647d696e Disable interactions for entities in storage 2020-07-03 23:57:19 +02:00
py01 23cc6b1d4e
Power Rework (#863)
Co-authored-by: py01 <pyronetics01@gmail.com>
2020-06-28 17:23:26 +02:00
Swept bad7f9dc6b
Lots of new inhands, adds phoron (#1220)
* Beaker Inhands

* Flashlight Inhands

* Tile Refactor

* Adds metal/glass sheet inhands

* Removes plasma

* Adds Phoron

* We boolin'

* Phoron inhands

* First Pass inhand food

* First food inhand pass

* Soda inhand sprites

* Actually adds them
2020-06-25 13:51:58 +02:00
Pieter-Jan Briers f3a816321c
Merge branch 'master' into 20-06-24-movement-prediction 2020-06-24 04:04:43 +02:00
DrSmugleaf ff0f082138
Fix being able to use invalid verbs as a ghost (#1157)
* Add CanInteract check to 18 verbs

* Add more caninteract checks to verbs without it

Storage toggle open, ammo box dump, bolt open and close, revolver spin and magazine open and close
2020-06-22 18:54:56 +02:00
Memory 21c41f28ed
Refactor all references to AudioSystem functions now that the old ones are obsolete. (#1081)
Co-authored-by: FL-OZ <anotherscuffed@gmail.com>
2020-06-07 15:55:15 +02:00
Remie Richards 2e38c194f7
IExamine can now limit certain details behind a 'details' range check. (#1039)
* IExamine can now limit certain details behind a 'details' range check.

* Comic's Review fixes.
- colour -> color. My ancestors are saddened by this.
- Can see wire panel opened/closed at any distance again.
2020-05-31 20:29:06 +02:00
Víctor Aguilera Puerto a9a43f25ce Remove unused IEntitySystemManager dependencies. 2020-05-31 19:58:49 +02:00
FL-OZ 53900b79e9
Rename `SoundComponent` and refactor its wrong usages. (#1036)
* Rename `SoundComponent` and refactor its wrong usages.

* Replace verbose IoC grabs with EntitySysetm.Get

* unused depend

Co-authored-by: FL-OZ <anotherscuffed@gmail.com>
Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
2020-05-31 19:40:36 +02:00
Clyybber 1ad9a10050
Fix #274 (#927) 2020-05-23 17:23:25 +02:00
chairbender 6a4d78cfac
Add interaction checks to all interactions (#923) 2020-05-23 11:27:31 +02:00
Pieter-Jan Briers cad59d2cb4
Fancy Verb Menu & Verb API Refactor (#928) 2020-05-23 03:09:44 +02:00
Pieter-Jan Briers 9c0a670525
Fix flashlights not updating status when battery inserted. 2020-01-12 02:02:58 +01:00
Pieter-Jan Briers 92da411ea5
Flashlight wattag is now a VV-able variable. 2020-01-12 02:01:00 +01:00
Pieter-Jan Briers 411c23c46e
Item status! 2020-01-09 00:28:04 +01:00
Acruid 1fe09c580c Entities now require a location when being spawned. 2019-12-16 21:44:24 -08:00
Ephememory 1f177a044d Fix flashlight PointLight radius (#438)
* Add radius to `HandheldLightComponent.cs`

* Revert handheldlightcomponent and simply specify radius to flashlight in yaml.
2019-11-21 15:23:09 +01:00
Pieter-Jan Briers fd109436e5
Localize & fancify all the examine tooltips with markup. 2019-10-13 22:49:07 +02:00
Pieter-Jan Briers cf97ef7ad1
Give flashlights feedback about dead/missing cell. 2019-10-10 11:50:53 +02:00
Pieter-Jan Briers ceb8cc8421
Use automatic component registration. 2019-07-31 15:07:54 +02:00
Pieter-Jan Briers 1132e5b6a7
Update submodule: light cleanup. 2019-07-30 13:31:46 +02:00
Pieter-Jan Briers 930cb61af8
Flashlight improvements:
1. Sound effects
2. fixed sprite having a hole
2019-07-27 11:56:36 +02:00
Acruid d52e5ccbfb Verbs can now set themselves as invisible. 2019-05-22 08:53:50 -07:00
Pieter-Jan Briers e35d5390db Storage system refactor & map init.
* Demonstrated map init working with guns, toolboxes, tool lockers.
* Refactored EntityStorage and ServerStorage to have a common interface.
* EntityStorage no longer uses ServerStorage PURELY for visuals.
  Use an appearance visualizer instead.
2019-05-05 18:52:06 +02:00
Silver a18692bc46 Rename toolbox references from ss14 to robust 2019-04-15 21:11:38 -06:00
Pieter-Jan Briers c283634efb
Make examine use tooltips. (#189)
FANCY.
2019-04-09 17:33:53 +02:00
PrPleGoo 35f3cbe3f9 Engineer's helmet (#188)
* refacting some sprite things

* fix sprites

* Netcode for sending a new icon state to the ClientComponent

* Fixed broken torches.

* Fix dirty calls.

* ClothingComponentState now also includes EquippedPrefix

* Inherritance ClothingComponent : ItemComponent

* Added parameter to ItemComponentState constructor.

* Update RobustToolbox

* Revert "Update RobustToolbox"

This reverts commit 82c7e98ff3853b64698d5e80a45cd7a3758618e0.

Undo weird commit to toolbox?
2019-04-08 12:18:27 +02:00
PrPleGoo c90d54664b UseEntity with an EventArg object for a parameter 2019-04-05 19:42:49 +02:00
PrPleGoo ee7a29326d AttackBy with an EventArg object for a parameter 2019-04-05 19:22:38 +02:00
Pieter-Jan Briers 415b7e96fd
Transform refactor. (#139)
space-wizards/space-station-14#725
2019-01-18 11:40:30 +01:00
Pieter-Jan Briers b0f212bad5
Verbs (#124)
Right click verbs work.
2018-11-21 20:58:11 +01:00
Pieter-Jan Briers 4720182cf4
Flashlights now run off a power cell. (#121)
* Flashlight runs off a power cell now.

* Cleanup
2018-11-11 20:05:09 +01:00
PJB3005 1dabe49234 VV support. 2018-09-09 15:34:43 +02:00
Centronias ef506006b3 Toggleable flashlight (#106)
Fixes second half of #92 

Regarding the first half, Digitalis explained in discord that when an entity is picked up, visible components are made invisible by making the entire Godot scene node for the entity (based on the GodotTransformComponent) not visible. It's probably possible to exempt the pointlight from that invisibility, but that seems hacky and it seems like something that should be covered by a generic "items equipped in hands are visible" design.

Adds:
- Handheld light component for toggling light activation
- Lantern sprite with on and off layers
- Lantern prototype updates

Known issues:
- When light is on and on the ground, hovering over it with the cursor does not produce the outline effect. I'm not sure, but I think this is caused by the way I implemented the illuminated layer as an entire sprite rather than just the illuminated part. The outline only works on the first layer maybe? I checked it against the welder in its on state and it doesn't seem to outline the flame.
- Illuminated sprite (layer 1) is an entire flashlight, so to make it look okay, the whole first layer is turned off. Would be better / more correct to follow the example of the welder and just create an illuminated "cap" to overlay on the dark extinguished layer. I'd whip up some coder art myself, but I don't have the right tools to handle transparency.
- Illuminated sprite is slightly different from the extinguished sprite, so turning on the light makes it a little bit shorter.
2018-08-28 17:39:20 +02:00