* Refactor ReagentGrinder
- It can now process partial stacks. (Before it would do nothing if the entire stack's solution didn't fit in the output container)
- Get rid of `SharedReagentGrinderComponent`, move shared stuff to `SharedReagentGrinder.cs`.
- Subscribe to events instead of massive switch/case.
- Get rid of update queue thing.
- Change `DoWork` so it's less duplicate code for grinding/juicing.
- Get rid of `ExtractableScalingEvent` and just scale directly based on item stack count.
- Add message for when you try to put something into the reagent grinder that doesn't fit.
- Fix obsolescence warnings.
* Use a timer on component instead of SpawnTimer
* s/StorageCap/StorageMaxEntities
* Don't predict body init
Client doesn't handle predicted entity spawning so the organs hang around.
* Just use init
Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
* refactor: Removes FlashLightVisualizer (based on obsolete code) in favor or merging its functionality with HandheldLightComponent
fix: Low power lighting radius animations for lanterns, floodlights and flashlights now properly restore the original light radius when going back to full power
* refactor: Use the LightBehaviour component to animate HandheldLights
refactor: Remove unneeded HandheldLight definitions in some yaml files (already inherited by parents)
fix: Properly change the server side PointLightComponent Enabled property when turning HandheldLights on/off
feat: ReverseWhenFinished property on Fade light behaviours
* Empty commit to rerun CI with the new engine PR
* fix: Restore the correct HandheldLight addPrefix property, whoops
* refactor: blinkingBehaviourID -> blinkingBehaviourId, radiatingBehaviourID -> radiatingBehaviourId
* git mv
* Disable shader while box is open
* Hide entity menu / prevent examine
* fix recursion fix recursion fix recursion fix recursion
* Better visibility checks
* min and max visibility fields
* fix reference point
* adds an API to add station records from StationRecordsSystem
* removes a lingering comment
* adds a comment to AddRecord
* Update Content.Server/StationRecords/Systems/StationRecordsSystem.cs
Co-authored-by: wrexbe <81056464+wrexbe@users.noreply.github.com>
Co-authored-by: wrexbe <81056464+wrexbe@users.noreply.github.com>
* deregister sensors upon device list update and re-register after clearing devices
* fire alarms, too
* adds the last set of known devices to the device list update event
* update UI upon clearing everything out
* addresses reviews
* start work
* blindness actually works now
* doc
* doc you too.
* i desire to sneeze my lungs out
* no punchie
* s
Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>
* humanoid sexmorph sprite restoration
can't believe i broke sex/gender AGAIN
* fixes default species appearances with no profile, tweaks randomization to no longer randomize species
* A
* fixes an oops
#11494
* user feedback for when you miss throwing something in disposals
* Update missed message
Co-authored-by: theashtronaut <112137107+theashtronaut@users.noreply.github.com>
* Update Content.Server/Disposal/Unit/EntitySystems/DisposalUnitSystem.cs
Co-authored-by: Kara <lunarautomaton6@gmail.com>
* missing nullable check
Co-authored-by: theashtronaut <112137107+theashtronaut@users.noreply.github.com>
Co-authored-by: Kara <lunarautomaton6@gmail.com>
* restores species/age on examine
* makes the default human skin tone a little less green
* ensures human skin tone verification is rounded to the nearest integer value, adds tests for ensuring all human skin tones are valid and that the default skin tone is valid
* initial commit
- species prototype modifications
- markings points as its own file
- shared humanoid component
* adds a tool to convert sprite accessories to markings (in go)
* removes a fmt call
* converts sprite accessory to markings
* adds hair and facial hair to marking categories
* multiple changes
- humanoid visualizer system
- markings modifications for visualizer
- modifications to shared humanoid component
- lays out a base for humanoid system
* hidden layers, ports some properties from appearance component, shrinks DefaultMarkings a little
* squishes the initialize event calls into one function
adds stuff to set species/skin color externally from a server message - currently laid out as if it a dirty call to a networked component, may be subject to change (server-side has not been implemented yet)
* makes the sprite pipeline more obvious
* apply all markings, hidden layer set replacement
* ensures that markings are cleared when the new set is applied
* starts refactoring markingsset (unfinished)
* more additions to the markingset api
* adds constructor logic to markingset
* adds a method to filter out markings in a set based on a given species
* fixes enumerators in markingset
* adds validator into MarkingSet, fixes ForwardMarkingEnumerator
* modifications to the humanoid visual system
* ensuredefault in markingset
* oop
* fixes up data keys, populates OnAppearanceChange in visualizer
* changes to humanoid component, markings
marking equality is now more strict, humanoidcomponent is now implemented for client as a child of sharedhumanoidcomponent
* markings are now applied the visualizer by diffing them
* base sprites are now applied to humanoids from humanoidvisualizer
* passes along base sprite settings to the marking application so that markings know to follow skin color/alpha or not (see: slimes)
* custom base layers on humanoids
* merges all data keys into one data class for humanoid visualizers
* setappearance in sharedhumanoidsystem, removes custombaselayercolors
* humanoidcomponent, system (empty) in server
* adds some basic public API functions to HumanoidSystem
* add marking, remove marking
* changes appearance MarkingsSet to a List<Marking>, adds listener for PlayerSpawnCompleteEvent in HumanoidSystem
* ensuredefaultmarkings, oninit for humanoids
* markingmanager API changes
* removes MarkingsSet
* LoadProfile, adjusts randomization in humanoid appearance to account for species
* base layer settings in humanoidsystem, eye color from profile
* rearranges files to centralize under Humanoid namespace
* more reorganization, deletes some stuff
gotta break stuff to make other things work, right?
goodbye SpriteAccessory...
* fixes a good chunk of server-side issues
still does not compile, yet
* singlemarkingpicker xaml layout
* singlemarkingpicker logic
* magic mirror window (varying pieces of it, mostly client-oriented)
* removes some imports, gives MagicMirror a BUI class (not filled in yet)
* populates magic mirror BUI functionality / window callbacks
* fixes up some errors in humanoidprofileeditor
* changes to SingleMarkingPicker
SingleMarkingPicker now accepts a List<Marking>, species, and total possible markings available in that marking category
* fixes up hair pickers on humanoid profile editor
* fixes the errors in markingpicker
* markingsystem is now gone
* fixes a bunch of build errors
* so that's why i did it like that
* namespace issues, adds robustxamlloader to singlemarkingpicker
* another robustxamlloader
* human, lizard sprites/points
* prototype fixes, deletion of old spriteaccessory
* component registration, fixes dwarf skin toning
no, 'ReptilianToned' does not exist
* removes component registration from abstract humanoid component
* visualizer data now cloneable
* serialize for visualizer key
* zero-count edge case
* missing semi-colon moment
* setspecies in humanoidsystem
* ensures that default markings, if empty, will cause ensuredefault to skip over that given category
* tryadd instead of add
* whoops
* diff and apply should properly apply markings now
* always ensure default, fixes double load for player spawning
* apply skin color now sets the skin color property in humanoidcomponent
* removes sprite from a few species prototypes
* sprite changes for specific base layers based on humanoid sex
* layer ordering fix, and a missing base layer should now disallow markings on that layer
* anymarking base layer, adds the right leg/foot for humans
* loading a profile will now clear all markings on that humanoid
* adds missing layers for humans
* separates species.yml into respective species prototype files
* ensures that if layer visibility was changed, all markings have to be reapplied
* server-side enforcement of hiding hair (and other head-related markings) when equipping things that hide hair
* slime fix, clothingsystem now dictates layer visibility server side
* sussy
* layer settings should now ensure a marking should match the skin tone
* whoops
* skincolor static class and functions in UI
* skin color validation in humanoidcharacterappearance
* markingpicker now shows only the markings for the selected category in used
* getter for slot in singlemarkingpicker now ensures slot is 0 if markings exists
* FilterSpecies no longer attempts to do removal while iterating
* expands for SingleMarkingPicker
* humanoid base dummy has blank layers now (and snout/tail/headside/headtop)
* fixes an issue with visualizer system if the marking count was different but the markings themselves were (somewhat) the same
* whoops
* adds edge case handlers for count differences in humanoid markings
* preview now loads profile instead of directly setting appearance
* moves marking set loading to update controls
* clones a marking set in markingpicker by using the deep clone constructor
* whoops (deep cloning a marking now copies the marking id)
* adds replace function for markingset
* points should now update after the markings are remove/added
* merging base layer sprites into a humanoid should now clear them before merging
* sets dirty range start to count only if the dirty range start was never set above 0
* fixes up some issues with singlemarkingpicker
* color selector sliders in single marking picker should now expand
* hair from hair pickers should now apply in profile loading (client-side)
* category in singlemarkingpicker now sets the private category variable
* slot selector should now populate
* single marking picker buttons now have text, also shows the category name over all user-clickable elements
* removes a comment
* removing hair slots now sets it to bald, defaults to zero used slots if current hair is bald on hair/facial hair
* random skin color, eye color
* populate colors now checks if the marking count is greater than zero in singlemarkingpicker
* hair/facial hair pickers now just get the first possible hair from the respective species list
* different approach to random skin color
* oh, that's why it wasn't working
* randomize everything now just updates every single control
* selecting a new marking in SingleMarkingPicker should attempt to copy over old colors, populate list now uses cache,
* markingmanager now uses OnlyWhitelisted to populate by category and species
* filterspecies now uses onlyWhitelist to filter markings based on whitelist or not
* oops
* ui fix for singlemarkingpicker, ensures that cache is not null if it is null when populatelist is called
* order of operations for the horizontal expand for add/remove
* hair pickers should now update when you add/remove the hair slot
* fixes variable naming error in character appearance
* loc string fix in singlemarkingpicker
* lizards, vox now have onlyWhitelist, vox restriction for hair/facialhairs
* having zero possible hairs should no longer cause an exception in randomization
* setting species should now update hair pickers
* ignore categories for marking picker
* and a clear as well for the category button
* places that functionality in its own function instead
* adds eye base sprite, vox now also have their own custom eye sprites
* loading a profile client-side should do FilterSpecies for markings now
* client-side load profile does filter species after adding in the hairs now
* magic mirror
* callbacks now call the callback instead of adding it on construct
* whoops
* in removemarking too
* adds missing synchronize calls
* comments out an updateinterface call in magic mirror
* magic mirror window title, minimum sizing
* fixes minsize, adds warning for players who try to set their hair for species that have no hair
* removes spaces in xaml
* namespace changes/organization
* whoopsie (merge conflicts)
* re-enables identity from humanoid component
* damagevisuals now uses the enum given to it instead of the layerstate given on that layer tied to the enum
* removes commas from json
* changes to visuals system so the change is consistent
* chest
* reptilian
* visualizer system now handles body sprite setting/coloration, similar to how characterappearance did it
not a big fan of this
* adds a check in applybasesprites
* adding/removing parts should now make them invisible on a humanoid
* body part removal/adding now enumerates over sublayers instead
* synchro now runs in bodycomponent startup
* parts instead of slots
* humanoidcompnent check
* switches from rsi to actualrsi
* removes all the body stuff (too slow)
* cleans up resolves from humanoid visualizer system
* merging sprites now checks if the base sprites have been modified or not (through things like species changes, or custom base sprite changes)
* not forgetting that one again
* merging now returns an actual dirty value
* replaces the sequenceequal with a more accurate solution
* permanent layers, layer visibility on add/remove part in body
* should send all hidden layers over now
* isdirty in visualizer system for base layers
* isdirty checks count as well
* ok, IsDirty should now set the base layers if the merged sprites are different
* equals override in HumanoidSpritePrototypes.cs
temporary until record prototypes :heck:
* makes fields readonly, equates IDs instead
* adds forced markings through marking picker
* forced in humanoidsystem api, ignorespecies in markingpicker
* marking bui
* makes that serializable as well
* ignore species/forced toggles now work
* adds icon to modifier verb, interface and keys to humanoid bases
* needs the actual enum value to open, no?
* makes the key the actual key
* actions now propagate upwards
* ignore species when set now repopulates markingpicker
* modifiable base layers in the markings window
* oops!
* layout changes
* info box should now appear
* adds ignorespecies for marking picker, collapsible for base layer section of appearance modification window
* collapsible layout moment
* if base layers have changed, all markings are now dirty (and if a base layer is missing, the marking is still 'applied' but it's now just invisible
* small change to marking visibility
* small changes to modifier UI
* markings now match skin on zombification
* zombie stuff
* makes the line edit in marking modifier window more obvious
* disables vox on round start
* horizontal expand on the single label in base layer modifiers
* humanoid profiles in prototypes
* randomhumanoidappearance won't work if the humanoid has a profile already stored
* removes unused code
* documentation in humanoidsystem server-side
* documentation in shared/client
* whoops
* converts accessory into marking in locale files (also adds marking loc string into single marking picker)
* be gone, shared humanoid appearance system from the last upstream merge
* species ignore on randomization (defaults to no ignored species)
* more upstream merge parts that bypassed any errors before merge
* addresses review (also just adds typeserializers in some places)
* submodule moment
* upstream merge issues
* firelocks when alarmed will now use tryclose instead of emergencypressurestop
* just adds a power check to OnAtmosAlarm, instead
* restores emergencypressurestop usage, adds a newline to an if
* lathe and material storage refactor
* materialStorage ECS
it kinda sus tho
* beginning the lathe shitcode dive
* couple lathe visuals and lathe system
* lathe changes and such
* dynamic lathe databases
* rewrote internal logic
on to ui
* da newI
* material display clientside
* misc ui changes
* component state handling and various other things
* moar
* Update Content.Shared/Lathe/LatheComponent.cs
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* first volley of sloth review
* more fixes
* losin' my mind
* all da changes
* test fix and other review
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
The issue is that both bodies go to sleep on the server-side so it mispredicts like crazy on the client then when you unbuckle it snaps.
This is just a bandaid until buckling + vehicles get some more love in future.
* Fix doc comment on FitsInDispenserComponent
It's clearly intended to be a doc comment, but wasn't.
* Allow the ChemMaster to accept canisters and bottles
* Give the ChemMaster an output container slot
* Tweak ChemMaster UI layout
* Make more ChemMaster UI tweaks
* Update ChemMaster SpinBox max handling
* Rework the ChemMaster
* Apply suggestions from code review
Co-authored-by: Flipp Syder <76629141+vulppine@users.noreply.github.com>
* Implement PR feedback
* Switch ChemMaster to a tabbed UI layout
* Rename Amount to Dosage for clarity
* Replace Amount with Dosage in messages
* Clarify dose in UI
Co-authored-by: Flipp Syder <76629141+vulppine@users.noreply.github.com>
* Add RemoveVolume()
RemoveVolume(vol) captures the common pattern of:
air.RemoveRatio(vol / air.Volume)
Change existing code to use this method where appropriate.
* Add gas recyclers
Gas recyclers catalyze the conversion of CO2 and N2O to O2 and N2. The
gas recycler component takes waste gas from the input net and releases
the result into the output net.
To make things more fun, the input net must be pressurized to 3 MPa and
heated to at least 300 C; otherwise, no reaction will occur.
Game-mechanic wise, gas recyclers contain the catalyst for the
conversion reaction, and therefore, requires no external power. However,
the external pumps and heaters required to make the reaction happen
still do.
* Fix gas recyclers
Fix negative sqrt, fix pressure check after remove.
* Add charcoal
Flush chemicals that are not the charcoal out of the chemical stream
* Add into EN localization to get chem dispenser to display correctly
* Remove method that wasn't needed
* Remove charcoal from dispenser
Charcoal is made by combing ash and carbon
* Place ash in elements prototype
* APC construction and deconstruction
Construction action GivePrototype
* APC needs screwing + sprites
* apc framework, working construction recipe
* Energy swords hot
* APC changes
* APC construction/deconstruction
* removed comments
* Revert "Energy swords hot"
This reverts commit 75228483abb3cc6252118b319bc8949d5198362d.
* Renamed function for clarity
* Fixed the last step not showing in the construction menu
* Some fixes
* Update Content.Server/Power/EntitySystems/ApcSystem.cs
Co-authored-by: Jacob Tong <10494922+ShadowCommander@users.noreply.github.com>
* Update Content.Server/Construction/Completions/GivePrototype.cs
Co-authored-by: Jacob Tong <10494922+ShadowCommander@users.noreply.github.com>
* Update Resources/Prototypes/Entities/Structures/Power/apc.yml
Co-authored-by: Jacob Tong <10494922+ShadowCommander@users.noreply.github.com>
* Update Resources/Prototypes/Entities/Structures/Power/apc.yml
Co-authored-by: Jacob Tong <10494922+ShadowCommander@users.noreply.github.com>
* Update Content.Server/Power/Components/ApcElectronicsComponent.cs
Co-authored-by: Jacob Tong <10494922+ShadowCommander@users.noreply.github.com>
* Update Content.Client/Power/APC/ApcVisualizer.cs
Co-authored-by: Jacob Tong <10494922+ShadowCommander@users.noreply.github.com>
Co-authored-by: CommieFlowers <rasmus.cedergren@hotmail.com>
Co-authored-by: Jacob Tong <10494922+ShadowCommander@users.noreply.github.com>
* flavor profiles
TODO: every single flavor! yeah!!!
* adds basic localization, and flavors/lastFlavor values for when you get the flavor profile message
* multiple and single flavor messages
* start on flavor localization, multiple flavors in localized flavors
* flavor prototypes
* a few more flavors, descriptions on what each section of the flavor file should be doing
* localization for flavor profiles in drink/food system
* adds an event that allows a flavor profile list to be transformed base on the user entity
* raises it on the food entity too
* changes a field in flavor, adds some more flavors, starts adding flavor prototypes
* adds basic flavors to several entities, and consumable drinks, renames flavor field to 'flavors'
* changes call ordering in flavorprofile, adds flavor to ignored components server-side
flavor is really just a popup message, and those are all processed server-side
* fixes where food tried to get the flavor of the user instead of the food
* single flavors will now get the localized string
* getting the flavor message now ensures that flavors are deduplicated
* makes flavor processing more strictly unique bu making everything hashsets
* yeah, that could just not have distinctby now
* adds flavorprofile directly to food base instead for generic food taste
* FlavorProfileModificationEvent now passes a hashset of strings and not flavorprototypes
* flavorprofilesystem now broadcasts the flavor profile modification event
* adds more flavors to the flavor profile loc file
* skips a flavor, if the flavor string is null/empty
* adds some more flavors, adds generic medicine flavor to medicinal chemicals
* more food flavors, adds flavors to swallowing
* adds some cocktails to the set of flavor profiles
* regenerates flavor prototypes
* adds flavor type to all flavors, adds whitespace between variants
* adds more flavors, adds flavors to several chemicals and food items
this is the part that took the longest
* changes backup flavor message
* spelling mistake
* more flavors, and flavors on food
* readds all the type fields, whoops
* fixes localization strings for forcefeeding food/drink
* fixes multiple flavor profile
* adds flavor limit for flavors
* makes that fetch the cvardef instead
* Add examines for damage values
Even immersive sims still give you values.
We should also do this for armour so people don't have to yml dive and so the general public actually know the balance of things.
* Slightly better
* Cleanup
* threshold balancing, restores none mode on atmos alarm
dear lord, panic mode with unbalanced thresholds was a nightmare
* that was 10%, not 1%
* adds widenet mode for scrubbers
* adds the vents to wide filter as well
* adds a check for if a firelock is powered before auto-opening
* fixes issue where resets would not propagate properly
* adds cvar bound for fire alarm access (defaults to all access)
* shuffles devicelist to shared, adds an overlay for devicelist
* adds space property to overlay
* moves networkconfigurator to shared, makes devicelistsystem clientside check activedevicelist
* dirties components upon change, adds networkedcomponent to sharednetworkconfigurator
* state handlers for networked components
* whoops
* lots of shuffling, renaming, and access changes
* randomizes color for every new entity added to the overlay
* adds a client-side action to clear all network overlays if they're active
* clones action (oops)
* localization, adds a command for clearing network link overlays (in case the action disappears)
* moves the entity manager up into the bui fields
* makes that a dependency
* attempts to just directly get the color from the dict when drawing, now
* fixes up a few comments
* adds dirty on init to devicelistcomponent
* hacky solution related to mapping with a networkconfigurator
* more stricter bound on that hacky solution
* just checks if the life stage is initialized instead of if the entity was initialized
* moves getalldevices to shared
* readds linq import
* tries to ensure that the show button is toggled on if the device we're trying to configure is currently being tracked by the overlay
* some reorganization
* C# half of Outer Rim commit 5081906bd17e715ecae422dd7a003d9f103e6884 "autolink gaming."
Ported from Outer Rim with permission.
* YAML half of Outer Rim commit 5081906bd17e715ecae422dd7a003d9f103e6884 "autolink gaming."
Ported from Outer Rim with permission.
* commit fixed AL summary
Co-authored-by: Moony <moonheart08@users.noreply.github.com>
* NewLinkEvent.User & LinkAttemptEvent.User now nullable, fix possible AccessReaderSystem AutoLink bug
Co-authored-by: Moony <moonheart08@users.noreply.github.com>
Add a new InfoSystem that sends SharedInfo from the server to client
when requested. Currently, only the rule header and rule text is sent.
Previously, the rule header and rule text was bundled in the client,
which means that the client would only display rules that it was built
with, even if the server has different rules.
This allows servers all running the same build to send different rules.
This could be useful, for example, for servers running the official
builds to send different rulesets without a client rebuild.
* Material
* good prototype
* Fix material storage
* You can insert biomass into the cloner
* ok, basic biomass subtraction works
* amogus
* ok chance works
* Alright, the biomass and genetic stuff works
* feedback for cloning
* more reclaimer polish
* ship it
* starting biomass + fix lathes
* I changed my mind on rat mass and these guys are definitely getting ground up
* Doafter
* clean up, sync the two
* fix naming, fix mass
* technology + construction
* additional logging, stop unanchoring when active
* fix event / logs
* dont gib dead salvage
* auto eject
* fix deconstruction behavior
* make warning message better, temporarily disable cancer scanner
* fix biomass stacks
* add easy mode CVAR
* stack cleanup, make biomass 2x as fast
* bugfix
* new sprite from hyenh
* fix tests
* hello? :smilethink:
* :smilethink:
* medical scanner gets antirotting
* fix cloner and medical scanner
Co-authored-by: Moony <moonheart08@users.noreply.github.com>
* Fix a bunch of warnings
Also made ensnareable not broadcast as they're only used directed.
Mainly just Get<T> and AppearanceSystem
* buckle too
* fix tests
Co-authored-by: wrexbe <wrexbe@protonmail.com>
* Add pneumatic valves
Pneumatic valves permit bidirectional flow between the inlet and outlet
if the pressure at the control port is high enough.
* Add construction recipe
* give more info in examine for rotting
* remove line
* Update MiasmaSystem.cs
* Update MiasmaSystem.cs
Co-authored-by: wrexbe <81056464+wrexbe@users.noreply.github.com>
* changed the description of thieving gloves
* fixed the strip/place popups not being hidden
* moved the ev.Stealth check
* Revert "changed the description of thieving gloves"
This reverts commit e0d242ddb8902873fbcd095a58e49641588414f5.
* Refactor/format
Co-authored-by: wrexbe <wrexbe@protonmail.com>
* fix mouse now cant insert other mobs on disposal, but still can jump inside
* Apply suggestions from code review
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
* using popupSystem depedency and better fluent use
* change where the message You don't have hands are
* Caution popup
Co-authored-by: zero <ribeirolucasdev@gmail.com>
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
* Converted PlantHolderVisualizer to component and system.
* Cleaned up Botany folder.
* Converted initialization of HydroTrayVisualizer under PlantHolderVisualizerSystem to it's own GenericVisualizer.
* Cleaned up hydro_tray.yml.
* stuff i'll have to fix anyway when n2o gets merged
* everything except the finished reactions
* freon coolant reaction but with bad curve
* miasmic subsumation
* freon production
* nitrogen and diff temp scaling
* uhh meant to change that
* #
* hitting that frezon boof
* removed verbs open and unlock for mobs with no hands
* fix the file where check the hands
* fix now using HasComp looking for SharedHandsComponent
* remove blank line
* remove blank line
Co-authored-by: zero <ribeirolucasdev@gmail.com>
* Port medibot + bot spawners from nyano
* Make the injection thresholds constants
* Remove warning
* Check against const in system too
* resolving systems just isn't worth it
* only resolve entity manager once
* Reduceother resolves too
* fix post-merge
* woops
* Per-map parallax support
* Comments for future sloth
* c
* bet
* Fix exception
* VV support
* Fix parallax
* mem
* weightless sounds
* Gravity stuff
* placeholder coz im too lazy to stash don't @ me son
* decent clouds
* sky
* Fast parallax
* Imagine spelling
* Loicense
* perish
* Fix weightless status
Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
* Properly dirty changes when calling "SetInstrumentProgram" method
* Allow using swappable instrument verbs even while playing the instrument.
It's funnier this way
* Adds three new smites, headstand, locker stuff, and reptilian species swap.
* Localize all the smites.
* save work
* More smites...
* Final tweaks.
* oops
* !PLEH
* Adds disarm prone and improved hand removal options.
* fix chances.
* take out the trash.
* Add some admin TRICKS instead of more smites.
* oop
* Implements the admin test arena and associated trick.
* Tricks for granting/revoking access.
* e
* mfw
* Implement quick dialogs, for when you don't want to spend 20 minutes writing a simple dialog prompt.
* Forgot the rejuv icon.
* E
* docs
* augh
* Add rename/redescribe buttons.
* Adds objects menu, implements a couple tricks for stations.
* 1984
* Adds a trick for effectively infinite power.
* fixes some icon uggo.
* a
* HALT!
* Pause/unpause buttons.
* Forgor the textures.
* they broke every bone in their body.
* i added more
* more battery actions, touch up battery icon.
* Address reviews.
* Refactor traitor generation code.
* RandomTraitorAlive no longer crashes when 1 traitor. Also cleaner/faster
* Add Antag menu for admins, add Traitor to the list.
* Add zombie to admin-antag menu
* Pirates, lone op, make traitor consistent with the rest.
* Add name strings
* cleaned usings.
* Cleanup.
Co-authored-by: drakewill <drake@drakewill-crl>
Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>
* Change "CentComm" to "CentCom"
* Change "Centcomm" to "CentCom", skipping CVar and changelog
* Change "Centcom" to "CentCom", skipping lots of item IDs
* Change "centcomm" to "CentCom", skipping URLs, some var, IDs
* Change "centcom" to "CentCom", skipping IDs and alike
* Add AMIV disease stages
* remove unused import
* move stages to top for readability
* monkey immunity to amiv
* Update to use time instead of index
* Revert "Update to use time instead of index"
This reverts commit 6bc83b0d48c167fe30437fa94272a00ed1633c5d.
* add comments
* rerun test
* starter API
* network ID cards
* Port more stuff from old identity
* Re-implement identity representation + name updating
* move
* proper name returning for `IdentityName`
* move everything important to server, give in to temptation
* shared / server / client split sadly. move ensure to shared and spawn to server
* identity update queueing + identityblocker
* fixes
* and just like that it's usable for admins
* huge identity pass
* pass dos
* jesus christ
* figs :D
* fuck u
* fix bad merge.
Co-authored-by: Moony <moonheart08@users.noreply.github.com>
* Convert atmos plaque to generic visualizer
Use generic visualizer for atmos plaque. Also enables zumos plaque to
appear.
* Convert gas canister connecters
* Remove manual layer creation
* Remove gas canister visualizer
* Convert gas analyzers to generic visualizers
* Convert fire visualizer
* Fix layers on plasma and air canisters
* Remove commented out fire visualizer in barricades
* Add documentation for fire visuals component
* Remove redundant visualizer for milkalyzer
* Remove rogue item group
* Refactors the entirety of the AtmosphereSystem public-facing API to allow for multiple atmos backends.
* actually compiles
* Remove commented out code
* funny bracket
* Move archived moles, temperature from GasMixture to TileAtmosphere.
* WIP customizable map default mixture
still VERY buggy
* broken mess
aaaaaaaaaaaaa
* Fix lattice, etc not being considered space
* visualization for "IsSpace"
* help
* Update Content.Client/Atmos/Overlays/AtmosDebugOverlay.cs
Co-authored-by: Moony <moonheart08@users.noreply.github.com>
* Holy SHIT it compiles AGAIN
* Fix AtmosDeviceSystem crash at shutdown
* Fix immutable tiles on map blueprints not being fixed by fixgridatmos/revalidate.
* Use space instead of gasmixture immutable for heat capacity calculations
* Remove all LINDA-specific code from GasMixture, move it to TileAtmosphere/AtmosphereSystem instead.
* Fix roundstart tiles not processing
* Update Content.Server/Atmos/Commands/SetTemperatureCommand.cs
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Update Content.Server/Atmos/EntitySystems/AtmosphereSystem.API.cs
Changed Files tab is so large I can't commit both suggestions at once mfw
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Moony <moonheart08@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Add action to pull down mask
* Update based on review comments
* fix access
* cleanup
* Update based on review comments
* revert change to ToggleableClothingSystem
* switch to unequip
* Specify the unequip is for togglemaskevent only
* fix issue of activating mask in hands with something else in mask slot
* Update based on review comments
* switch to dependency for ActionSystem for consistency
* whoops other instance too
* review changes
* Adds Reach II
* Updated Reach II to work after refactor
* removing old map
* Adding the Central Command outpost
* Reachii isn't meant to be in here at all.
* updated possible error in .yml
* updating .yml
* Updated CentComm, fixed some issues like lighting.
* Imagine if we also docked at centcomm
* a
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Don't load cargo shuttle by default
Realistically only I am going to care and it wastes a few seconds per test / debugging locally.
* Make it a general cvar instead
* a
* cigars are marked as trash
* alt click added to trashbag disposals interaction
* request changes
* remove redundant check and auto refactor
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
There may be some situations to allow it but in actual combat if you have a big sprite like space dragon it's VERY easy to hit yourself and do sizeable damage.
* Add department-specific radio channels
This commit adds working department-specific radio channels, while
minimizing damage to the current codebase. It is expected that a future
refactor will clean this up a bit.
ChatSystem now has a RadioPrefix() method that recognizes
department-specific channels (e.g. ":e" and ":m") in addition to the
global channel (";"). It strips the prefix from the message and assigns
messages an integer representing the destination channel, if any.
IListen and IRadio now accept optional 'channel' arguments with this
channel in mind.
The ugly is that the integer channel number is hard-coded and also shows
up in chat.
Comms are not modeled at this time. You cannot break comms (yet).
All headsets have channels soldered into them. You cannot change
encryption keys to hop on new channels. Steal a headset instead.
* Remove debugging print
* Convert to prototypes
* Use prototype names in headset prototype
* Adjust list style
* Document prototype fields
* cringe
* some cleanup
* colours
* Remove alphas at least
* cc
Co-authored-by: Kevin Zheng <kevinz5000@gmail.com>
* Added the stages , time to implelement them
* adjusted the zombie code to fit within the new staged system
* because I forgot it starts at 0
* mmmm Mistaken
* Removed unused comp
* removed DiseaseBuildup comp from IgnoredComponents.cs
* Resolved review
* Delete IgnoredComponents.cs
* Resolved review
* resolved review
Co-authored-by: wrexbe <81056464+wrexbe@users.noreply.github.com>
Co-authored-by: wrexbe <wrexbe@protonmail.com>
* Show drink volume on examine
* Approximate measurement unless a beaker
* Changed percentage threshold and added subjectivity
* Update default switch case since it can never be 0 here
* Remove int cast from PercentFull method
* ECS containmentfieldgeneratorcomponent
* Fix tests and clean up one line
* check for anchored in a better way
* Fix dependency exception
I'm not really happy with this solution, it's not very good but I'm not
sure how to do it better without refactoring way more than I want to. Maybe
I'm missing something.
* review
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* lewd
* A
* Realtime
* Sleepy dork
* Draw radar position
* Accurate infiltrator
* experiments
* Better drawing
* Labels
* I need aan adult
* Cleanup
* Show toggles
* display I guess
* A
* fix
* fix
* cleanupsies
* Bit more polish
* Make sure mass scanners actually work
* Remove dummy state
* fren
* opposite
* aghost crash
* comment
* What's in a name
* woops
* Show docking ports
* Dock highlighting
* Drawing dock
* Shitty docks
* Lots of docking drawing
* Autodock working
* dork
* More graceful shutdown
* zoomies
* Lines and distance change
* revert
* Good enough
* cleanup
* Fix default range
* Dock UI and loc update
* Update on undock
* Loc fixes
Now it only plays when the round restarts *after* a regular roundend.
Meaning that if you spam the "restartroundnow" command, it won't play even if you have roundend sounds enabled in the options.
* Allow baton/battery to be inserted into recharger
* Revert "Allow baton/battery to be inserted into recharger"
This reverts commit ccf1f3d1827bf45c49bb6ca4f5c97990d1afba6e.
* Refactor stun batons to use internal batteries
* Implement DeviceList
Implement NetworkConfigurator
I sould really get into the habit of making smaller commits
* Remove ApcNetworkComponent from vents, scrubbers anf firelocks
* Change BeforeBroadcastAttemptEvent#Recepients to readonly IReadonlySet and add a ModifiedRecepients field
* Address revievs in NetworkConfigurationSystem
* Fix red and green button styles
* Change NetworkConfiguratorSystem#UpdateState to remove saved entites that don't exist anymore
* Add AtmosDevices device net id
* Add const strings for style classes
Fix wrong margin for NetworkConfiguratorConfigurationMenu
* Hello? Github?
* Add access check before opening the configuration ui
* Address reviews
* Fix call to access reader
* You shall not live again IgnoreComponent
* Fix interaction verb check
* Fix configuration window not closing when target gets deleted / out of range
* Change device is already saved message to say 'network device: ... is already saves'
* Apply suggestions from code review
Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
* Fix applied suggestion
Co-authored-by: wrexbe <81056464+wrexbe@users.noreply.github.com>
Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
* save changes
* naming rules
* changes
* changes
* last touches
* e
* use default
* better looping
* better prototype ig
* f
* c
* Revert "changes"
This reverts commit 111a7f36
* fuck i'm bad at git
* changes
* mfw
* e
* e
* Start implementing item pricing.
* Flesh out prices a bit, add the appraisal tool.
* Add prices to more things.
* YARRRRRRR
* gives pirates an appraisal tool in their pocket.
* Makes the various traitor objectives valuable. Also nerfs the price of a living person, so it's easier to bargain for them.
* Address reviews.
* Address reviews.
- Bojevic firerate dropped from 3 to 2
- Pellet damage from 13 to 8 (3 shotting players instead of 2 shot)
- Slightly more spread in line with the design doc. Slug spread I made as accurate as an SMG (so not quite full-screen mob hits but pretty close).
There's still some oddity around MobObserver / AdminObserver where if you move after suicide then aghost you return to your original body, but at least you won't spawn a billion AdminObservers anymore or crash if you controlmob one.
* weh
Multiplies the amount of power used by the battery guns, triple-ish for the laser cannon and a fuckton more for the xray
* Reduces nuke detonation time
* comment
* Update Content.Server/Nuke/NukeComponent.cs
Co-authored-by: wrexbe <81056464+wrexbe@users.noreply.github.com>
* adds prototype reload for AlertLevelSystem, reorganizes selectable alerts a bit
* makes alert levels not necessarily require localization
* oops
* sus
* does the same for announcements as well
* oh, that's not how that works at all
* ok, NOW it works
* fixes localization, adds event for when alerts are reloaded
* addresses review
* Check if the ghost spawn position is in inventory/default/null-space
* attach to grid instead of default spawn point
* Simply attach to grid first before entity is deleted
* cameras but i didn't feel like git stashing them
* Adds more functionality server-side for surveillance cameras
* rider moment
* Adds skeleton for SurveillanceCameraMonitorBoundUi on client
* whoops
* makes surveillance camera monitor UI more defined
* removes tree from SurveillanceCameraMonitorWindow
* surveillance camera active flag, other routing things
* actually sets how SurveillanceCameraMonitorSystem sends camera info to clients
* adds entity yaml, changes field
* adds the camera/monitor entities, makes the UI open
* SurveillanceCameraRouters (not implemented fully)
* subnets for cameras, server-side
* it works!
* fixes rotation in cameras
* whoops
restores surveillance cameras to ignored components
makes it so that switching cameras now lerps the other camera
* makes the UI work
* makes it so that cameras actually refresh now
* cleanup
* adds camera.rsi
* cleans up prototypes a bit
* adds camera subnet frequencies, cameras in subnets
* adds surveillance camera router subnets
* might fix testing errors
* adds the circuit board to the surveillance camera monitor
* fixes up the camera monitor (the detective will get his tv soon)
* adds heartbeat, ensures subnet data is passed into cameras to send
* fixes up a few things
* whoops
* changes to UI internals
* fixes subnet selection issue
* localized strings for UI
* changes 'test' id to 'camera' for cameras
* whoops
* missing s
* camera static!
* adds a delay to camera switching
* adjusts a few things in camera timing
* adds setup for cameras/routers, localization for frequency names
* adds setup ui for routers, makes subnet names in monitor window follow frequency name in prototype
* localization, some cleanup
* ui adjustments
* adds surveillance camera visuals
* fixes a bug when closing the UI for monitors
* adds disconnect message to UI
* adds construction graph to cameras
* adds the camera to the construction menu
* fixes network selection for setup, tweak to assembly
* adds surveillance camera router construction, fixes up surveillance camera wire cutting
* adds disconnect button to monitor UI
* switches around the status text
* tweaks monitor UI
* makes the address actually show
* might make tests pass
* UI adjustments, hard name limit
* ok, that didn't work
* adds wireless cameras
* makes the television work/look nicer
* adds tripod cameras in addition to mobile cameras
* makes wireless cameras constructable
* fixes up those prototypes
* reorganization in C#, small cleanup
* ensures that power changes deactivate some devices
* adds a component to the television, comments out a function
* actually, never mind, i forgot that wireless cameras existed/are creatable for a second
* tweaks to router construction, removes SubnetTest from prototypes
* removes it from frequencies too
* Apply suggestions from code review
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* type serializers into components
* setup window opens centered, enum is now byte
* replaces active monitor list with ActiveSurveillanceCameraMonitorComponent
* adds paused/deleted entity checks, changes how verbs are given
* removes EntitySystem.Get<T>() references
* fixes bug related to selecting network from setup, alphabet-orders network listing in setup
* rider moment
* adds minwidth to surveillance camera setup window
* addresses reviews
* should fix the issue with camera visuals not updating properly
* addresses some reviews
* addresses further review
* addresses reviews related to RSIs
* never needed a key there anyways
* changes a few things with routers to ensure that they're active
* whoops
* ensurecomp over addcomp
* whoops
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Add force mode for setting alert level
* Add console command for changing alert level
* Filename typo
* Return delta disableSelection property
* Make locked a component property
* Not lock green level after nuke disarm
* Adds seven new smites, moves the explosion smite to the verb category.
* adds even more smites.
* Even more smites, some messages for specific smites.
* Adds even more smites.
* Removes some junk, adds a smite that angers the pointing arrows.
* get rid of dumb component.
* Remove mistake from verb menu presentation.
* How did that happen?
* whoops
* c
* e
* fuck
* Loading...
* removes the BoM go away
* adds the funny kill sign. Fixes ghost smite.
* Move systems around.
* Adjust organ vomit.
* Adds a smite that turns people into an instrument, and one that removes their gravity.
* oops
* typo
Co-authored-by: Veritius <veritiusgaming@gmail.com>
* Extended access system
Allows jobs to specify "extended" access levels, which will be granted if the round-start crew count is below a certain threshold.
* Extended accesses for jobs
* Spook
* Make nukies usable
- Spawn points that work
- Radar default range bumped up
- Used the infiltrator instead
- Spawning works
I playtested it and it was working so anything new pops up then I'm gonna screm.
* a
* Partial work on StationSystem refactor.
* WIP station jobs API.
* forgor to fire off grid events.
* Partial implementation of StationSpawningSystem
* whoops infinite loop.
* Spawners should work now.
* it compiles.
* tfw
* Vestigial code cleanup.
* fix station deletion.
* attempt to make tests go brr
* add latejoin spawnpoints to test maps.
* make sure the station still exists while destructing spawners.
* forgot an exists check.
* destruction order check.
* hopefully fix final test.
* fail-safe radstorm.
* Deep-clean job code further. This is bugged!!!!!
* Fix job bug. (init order moment)
* whooo cleanup
* New job selection algorithm that tries to distribute fairly across stations.
* small nitpicks
* Give the heads their weights to replace the head field.
* make overflow assign take a station list.
* moment
* Fixes and test #1 of many.
* please fix nullspace
* AssignJobs should no longer even consider showing up on a trace.
* add comment.
* Introduce station configs, praying i didn't miss something.
* in one small change stations are now fully serializable.
* Further doc comments.
* whoops.
* Solve bug where assignjobs didn't account for roundstart.
* Fix spawning, improve the API.
Caught an oversight in stationsystem that should've broke everything but didn't, whoops.
* Goodbye JobController.
* minor fix..
* fix test fail, remove debug logs.
* quick serialization fixes.
* fixes..
* sus
* partialing
* Update Content.Server/Station/Systems/StationJobsSystem.Roundstart.cs
Co-authored-by: Kara <lunarautomaton6@gmail.com>
* Use dirtying to avoid rebuilding the list 2,100 times.
* add a bajillion more lines of docs (mostly in AssignJobs so i don't ever forget how it works)
* Update Content.IntegrationTests/Tests/Station/StationJobsTest.cs
Co-authored-by: Kara <lunarautomaton6@gmail.com>
* Add the Mysteriously Missing Captain Check.
* Put maprender back the way it belongs.
* I love addressing reviews.
* Update Content.Server/Station/Systems/StationJobsSystem.cs
Co-authored-by: Kara <lunarautomaton6@gmail.com>
* doc cleanup.
* Fix bureaucratic error, add job slot tests.
* zero cost abstractions when
* cri
* saner error.
* Fix spawning failing certain tests due to gameticker not handling falliability correctly.
Can't fix this until I refactor the rest of spawning code.
* submodule gaming
* Packedenger.
* Documentation consistency.
Co-authored-by: Kara <lunarautomaton6@gmail.com>
* Fixes LINDA and monstermos clashing over high pressure difference direction
* Fix space wind CVar not disabling space wind entirely.
* Change 1 (one) variable name
* Vending machine jingle much less intense
* SpeechSoundsPrototype has a built in variation parameter
* Sounds in your face are louder but roll off more aggressively so that distant talking sounds are less distracting
* Redo that
* Speech noise system now supports variation of pitch
* license stuff
* PAIs have speech sounds now. Made by altering the pAI sounds.
* Monkeys have sounds from goon now
* New Speech Sounds
* Oops
* door bolts now set if power is off and wire is pulsed, makes WiresSystem get a new random every time the round restarts
* ??? what's shuffle doing in the interface ???
* oops
* Speech Sounds from Goonstation
* Added some speech sound prototypes for humans, mice, and vending machines. More to come later?
* Custom synthesized sound for a vending machine ad
* Gave mice and vending machines Speech Components on their base prototypes to make sounds
* Humans now talk using the 'Alto' voice. In the future this can be changed in customization screen
* New Prototype 'SpeechSounds' with three soundspecifiers for saying sound, asking sound, exclaiming sound.
* SharedSpeechComponent modified from being useless to being responsible for making speech noises.
* Initial creation of SpeechNoiseSystem for making Sounds when certain entities speak.
* whitespace fix
* License fix
* Remove leftover using from debugging
* Added a cooldown editable in yaml
* SharedSpeechComponent has the proper cooldown now. oops
* Move radiation collector to ECS
* Damagable system
* Remove IRadiationAct
* Add small helper field
* Update Content.Server/Radiation/Systems/RadiationSystem.cs
Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
* Delete comment
* Fixed total rads
Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
* Deprecate suspicion spawn markers.
* Add suspicion loot table.
* Add suspicion item tag component.
* Suspicion rule now spawns items randomly around the station on start.
Also cleans them up when it ends.
* Fix build
huh, that API changed quickly--
* fixes critical issue
* alright, this might be the actual fix
* removes useless null checks
* couple more
* removes default functions from unary device data
* Remote Explosives
* Apparently we forgot to push the changed files. Dumb.
We Forgor.#
* Made Requested Changes.
* And more changes.
* Added requested changes and tweaked a few other things.
* Fixed RSI issue (hopefully.) Readded Ensurecomp.
* Prototype that's mostly borked rather than completely borked
* ECS inserting mats
* Partial ECS mostly done, needs cleanup and visualizer
* Replace timers
* Power visualizes at least
* First ""working"" version
* Clean up all lathes
* Colors
* Fix animation timing
* Fixes greyscale, adds a bunch of colors
* Give every (used) material a color
* Made most lathes take long enough you can at least see there's some sort of animation
* Insertion feedback popup
* Sound for circuit printer and uniform printer
* Fix queueing, optimize update
* Remove mono crash
* cleanup
* Fix test failure
* Techfab inserting sprite
* Cleanup and commenting
* Fix bug in CanProduce check
* Fix UI resolves
* Mirror review stuff
* Fixes Holoparasites from killing their hosts when suiciding
* Adds the CannotSuicide tag to the Guardian Parent
This way it effects all guardian types and not just holoparasites.
* Adds check, fixes whitespace
* Fixes the ghosting check
* Explosions
* fix yaml typo
and prevent silly UI inputs
* oop
* Use modified contains() checks
And remove IEnumerable
* Buff nuke, nerf meteors
* optimize the entity lookup stuff a bit
* fix tile (0,0) error
forgot to do an initial Enumerator.MoveNext(), so the first tile was always the "null" tile.
* remove celebration
* byte -> int
* remove diag edge tile dict
* fix one bug
but there is another
* fix the other bug
turns out dividing a ushort leads to rounding errors. Why TF is the grid tile size even a ushort in the first place.
* improve edge map
* fix minor bug
If the initial-explosion tile had an airtight entity on it, the tile was processed twice.
* some reviews (transform queries, eye.mapid, and tilesizes in overlays)
* Apply suggestions from code review
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* is map paused
* GetAllTiles ignores space by default
* WriteLine -> WriteError
* First -> FirstOrDefault()
* default prototype const string
* entity query
* misc review changes
* grid edge max distance
* fix fire texture defn
bad use of type serializer and ioc-resolves
* Remove ExplosionLaunched
And allow nukes to throw items towards the outer part of an explosion
* no hot-reload disclaimer
* replace prototype id string with int index
* optimise damage a tiiiiny bit.
* entity queries
* comments
* misc mirror comments
* cvars
* admin logs
* move intensity-per-state to prototype
* update tile event to ECS event
* git mv
* Tweak rpg & minibomb
also fix merge bug
* you don't exist anymore go away
* Fix build
Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Make flashlights, atmos hardsuit, and RGB use the new layer features
* avoid self-conflict
* fix rgb not updating on add
* cleanup
* Update Content.Client/Light/RgbLightControllerSystem.cs
Co-authored-by: mirrorcult <lunarautomaton6@gmail.com>
* cleanup diff
Co-authored-by: mirrorcult <lunarautomaton6@gmail.com>
* Adds support for a map rotation system.
It is now the default way of selecting a map, map votes have been disabled.
* whoops
* Randomize the map it starts off with, too.
(it'd pick bagel every time otherwise)
* Address review
* remove knight from rotation due to it being an unmaintained map.
* minor cleanup
* Disease system first pass
* Renamed HealthChange
* First working version of diseases (wtf???)
* Fix the cursed yaml initialization
* Pop-Up effect
* Generic status effect
* Create copy of prototype
* CureDiseaseEffect
* Disease resistance
* Spaceacillin
* Nerf spaceacillin now that we know it works
* Sneezing, Coughing, Snoughing
* Fix queuing, prevent future issues
* Disease protection
* Disease outbreak event
* Disease Reagent Cure
* Chem cause disease effect
* Disease artifacts
* Try infect when interacting with diseased
* Diseases don't have to be infectious
* Talking without a mask does a snough
* Temperature cure
* Bedrest
* DiseaseAdjustReagent
* Tweak how disease statuses work to be a bit less shit
* A few more diseases
* Natural immunity (can't get the same disease twice)
* Polished up some diseases, touched up spaceacillin production
* Rebalanced transmission
* Edit a few diseases, make disease cures support a minimum value
* Nitrile gloves, more disease protection sources
* Health scanner shows diseased status
* Clean up disease system
* Traitor item
* Mouth swabs
* Disease diagnoser machine
* Support for clean samples
* Vaccines + fixes
* Pass on disease resistant clothes
* More work on non-infectious diseases & vaccines
* Handle dead bodies
* Added the relatively CBT visualizer
* Pass over diseases and their populators
* Comment stuff
* Readability cleanup
* Add printing sound to diagnoser, fix printing bug
* vaccinator sound, seal up some classes
* Make disease protection equip detection not shit (thanks whoever wrote addaccentcomponent)
* Mirror review
* More review stuff
* More mirror review stuff
* Refactor snoughing
* Redid report creator
* Fix snough messages, new vaccinator sound
* Mirror review naming
* Woops, forgot the artifact
* Add recipes and fills
* Rebalance space cold and robovirus
* Give lizarb disease interaction stuff
* Tweak some stuff and move things around
* Add diseases to mice (since animal vectors are interesting and can be used to make vaccines)
* Remove unused reagent
* Chem master
* Drone support for handhelds
* Vending machines, scanners
* Cloners, R&D computers
* make research a little less sussy
* Unfuck wires
* PA control computer
* Unfuck merge
* Clean up git gore for good
* Disposals
* Microwaves
* paper
* Magic mirror
* More vendors for drones
* Solar computer whitelist
* EFR review updates
* Implement Intrinsic UIs, allowing the admin ghost to double as a computer.
* ignore moment
* remove debug statement, sort the actions.
* ffs
* didn't ever use this and don't need to, removed.
* rm dead code
* lil bit of commenting.
I have a feeling this might be the cause of the round restart bugs, so make sure the round hasn't ended in the spawned timer code and log every ghost spawned by this.
This makes SQLite DB ops properly asynchronous (instead of synchronously completing tasks). This makes them more consistent with postgres and means that any deadlock bugs introduced the next time somebody does .Result will be caught on SQLite too.
* Load Maps on Round Start, not Round Restart
* Fix admin log test.
It assumed maps/grids existed during pre-round, wihch is not a valid assumption anymore after this PR.
* Shutdown server if round fails to start 5 times.
* Fix bugs with round starting flag.
* Make StartRound not async, synchronously get new round ID from DB.
* Handle StationId.Invalid in PickBestAvailableJob
Instead of crashing, return null.
SpawnPlayer will handle this by making the player an observer or returning them to the lobby.
* Load Maps on Round Start, not Round Restart
* Fix admin log test.
It assumed maps/grids existed during pre-round, wihch is not a valid assumption anymore after this PR.
* Rejig Actions
* fix merge errors
* lambda-b-gon
* fix PAI, add innate actions
* Revert "fix PAI, add innate actions"
This reverts commit 4b501ac083e979e31ebd98d7b98077e0dbdd344b.
* Just fix by making nullable.
if only require: true actually did something somehow.
* Make AddActions() ensure an actions component
and misc comments
* misc cleanup
* Limit range even when not checking for obstructions
* remove old guardian code
* rename function and make EntityUid nullable
* fix magboot bug
* fix action search menu
* make targeting toggle all equivalent actions
* fix combat popups (enabling <-> disabling)
* fix networking
* Allow action locking
* prevent telepathy
* Implements bureaucratic error and random sentience.
* Adds the Vent Critters event.
* bug moment
* forgot ignores.
* undo something i included in the PR by mistake.
* address review
* Rejig Actions
* fix merge errors
* lambda-b-gon
* fix PAI, add innate actions
* Revert "fix PAI, add innate actions"
This reverts commit 4b501ac083e979e31ebd98d7b98077e0dbdd344b.
* Just fix by making nullable.
if only require: true actually did something somehow.
* Make AddActions() ensure an actions component
and misc comments
* misc cleanup
* Limit range even when not checking for obstructions
* remove old guardian code
* rename function and make EntityUid nullable
* fix magboot bug
* fix action search menu
* make targeting toggle all equivalent actions
* fix combat popups (enabling <-> disabling)
* * Fixed Reagent Tanks so they now dispense an amount according to the transfer amount of the bucket you use.
* Revert "* Fixed Reagent Tanks so they now dispense an amount according to the transfer amount of the bucket you use."
This reverts commit 3b565c0509e0a802b5aec63fc62007205ec330f1.
* Adds possums along with their sound effects and petting popup messages.
* Adds Morty my beloved
* Fixed a small error in InteractionPopupSystem that was causing an error: "[ERRO] root: Server tried to play audio file which does not exist."
* Added raccoons
* Adds Morticia the raccoon. Morticia my beloved! (Original character do not steal :P)
* Adds ferrets and their SFX
* Well excuuu-uuuuse ME, Princess!
* "It can't be THAT easy..." --Spider-man Noir
* It's that easy.
Thanks to julian figuring out IDesignTimeDbContextFactory exists in #6327.
All this DbContext configuration and options setup stuff is insane. Microsoft should be absolutely ashamed for coming up with this load of garbage.
* fuck
* oh boy
* Sorted every chem into guide groups
* WHY ARE YOU NOT ABSTRACT
* removes the target thing in favor of simply generating everything.
* eee
* Add group for med
* Update wiki JSON generation to use System.Text.Json
* Fix error on shutdown during wiki JSON generation
* First pass at automatic wiki workflow
* Add a temporary workaround while the build is continuing to give errors
* Update workflow to reference correct API url, track dependency.
* Compile wiki actions into one job rather than two
* Update page name to reference editable page
* Add other JSON file and parameterize root page path
* A few steps closer to using `System.Text.Json` to serialize properly
* Revert System.Text.Json and return to Newtonsoft.Json.
* Revert the revert. Return to System.Text.Json.
This reverts commit a5ea98dfdcfab3f605ac4d82d3b110f099324308.
* Add and register UniversalJsonConverter class.
* Narrow triggers for update-wiki GitHub action.
Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>
* Step 1 of porting; grabbed most of the files via patches.
* Add species field to the DB
* Appearance patches for slimes.
* Fix the db test.
* Add slime's biocompat.
* slimby
* Fixes, allow specifying if a species is playable or not.
* Update Content.Client/Preferences/UI/HumanoidProfileEditor.xaml.cs
Co-authored-by: Javier Guardia Fernández <DrSmugleaf@users.noreply.github.com>
* Update Content.Client/Preferences/UI/HumanoidProfileEditor.xaml.cs
Co-authored-by: Javier Guardia Fernández <DrSmugleaf@users.noreply.github.com>
* Update Content.Client/Preferences/UI/HumanoidProfileEditor.xaml.cs
Co-authored-by: Javier Guardia Fernández <DrSmugleaf@users.noreply.github.com>
* Address reviews.
* Address reviews.
* make an if-case.
* Fix a goof where species wouldn't get shown in the editor correctly (it'd always default to human)
Co-authored-by: Javier Guardia Fernández <DrSmugleaf@users.noreply.github.com>
* Enable lighting of Cigars with IsHotEvent
Subscribed to IsHotEvent in ThrusterSystem, added AfterInteractEvent to SmokingSystem.Cigar which will set SmokableState to Lit if IsHotEvent returns true
This should mean that cigs/Cigars should light on anything hot
* Revert "Enable lighting of Cigars with IsHotEvent"
This reverts commit db896e1f80940892a87d34aa7182b9c605fa53bc.
* Add the ability to kick your way out of welded or locked closets
Added a ResistLocker component/system that hooks into OnRelayMove to begin resisting out of lockers so that players aren't stuck in lockers forever
Also added check to EntityStorageComponent to not print out welded shut message if the entity attempting to open the locker is inside of it.
* Changes based on review
minor formatting changes
make components passed into AttemptResist nullable and resolve them inside of the function
Remove incorrectly named .ftl file
* Changes based on review
Ditched async DoAfter
Used PopupSystem over User.PopupMessage
Added Cancel token to ResistLockerComponent
Subscribed to EntRemovedFromContainer event to cancel DoAfter if the player is removed from a container
* I am in formatting hell, apparently
* Changes based on review
Added TryComp for the EntityStorageComponent instead of the event passed one
* Changes based on review
* Apply suggestions from code review
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
* Formatting changes based on review
* Shuffle functions around in LockSystem to properly trigger visualizer
Moved all the unlocking logic to a Lock method inside of LockSystem and TryUnlock calls this method if the user passes all of the access checks
* Formatting, replacing Resolve with TryComp and making AttemptResist arguments optional
Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
* Check if the player is inside THE container not A container
me no read good
* ok ok I give my code is bad
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
Co-authored-by: Paul <ritter.paul1@googlemail.com>
Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
Co-authored-by: E F R <602406+Efruit@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* XAML PlayerTab entries
* Move command execution to PlayerTab
* Move command logic to the AdminSystem
* Clean up
* Add examine and context menu keybind handling to PlayerTab
* Fix remote admin verbs
* Remove examine for now
* Add server verbs
* Fix requests of verb by non-admins
* Clean up AdminSystem.Menu
* some work
* equip: done
unequip: todo
* unequipping done & refactored events
* workin
* movin
* reee namespaces
* stun
* mobstate
* fixes
* some work on events
* removes serverside itemcomp & misc fixes
* work
* smol merge fix
* ports template to prototype & finishes ui
* moves relay & adds containerenumerator
* actions & cuffs
* my god what is actioncode
* more fixes
* im loosing my grasp on reality
* more fixes
* more work
* explosions
* yes
* more work
* more fixes
* merge master & misc fixed because i forgot to commit before merging master
* more fixes
* fixes
* moar
* more work
* moar fixes
* suffixmap
* more work on client
* motivation low
* no. no containers
* mirroring client to server
* fixes
* move serverinvcomp
* serverinventorycomponent is dead
* gaming
* only strippable & ai left...
* only ai and richtext left
* fixes ai
* fixes
* fixes sprite layers
* more fixes
* resolves optional
* yes
* stable™️
* fixes
* moar fixes
* moar
* fix some tests
* lmao
* no comment
* good to merge™️
* fixes build but for real
* adresses some reviews
* adresses some more reviews
* nullables, yo
* fixes lobbyscreen
* timid refactor to differentiate actor & target
* adresses more reviews
* more
* my god what a mess
* removed the rest of duplicates
* removed duplicate slotflags and renamed shoes to feet
* removes another unused one
* yes
* fixes lobby & makes tryunequip return unequipped item
* fixes
* some funny renames
* fixes
* misc improvements to attemptevents
* fixes
* merge fixes
Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
* Rework AdminSystem to keep players in the PlayerTab until round end
* Prevent sending PlayerStatus to deadminned admins
* Change _playerList to non-nullable
* Clean up unused usings
* Consolidate duplicate foreach loop code
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
* git mv
* Move Access Component & system.
- Name space changes
- Rename AccessReader to AccessReaderComponent
- Also need an abstract TryGetSlot function for SharedInventoryComponent
* better TryGetSlot
* Ah yes, tests exist.
* [ADD] changes to be able to identify living downed players
* [FIX] format of tryGetComponent, fixed string
* [CHANGE] PR mind component suggestions
* [CHANGE] trycomp based on qa feedback
* [CHANGE] Condensed mindcomponent as per feedback
Co-authored-by: fishfish458 <fishfish458>
* Adds Administration verb category and AHelp verb.
For more convenient adminin'.
* abbreviate verb category to Admin
* Add explosion verb to admin category
* lord save me
* UI/ChatBox: Use the new `defStyle` param for `RenderMarkup`
The previous iteration didn't work because `AddMessage` can't inherit
its color from the PushColor (since we're not doing actual tag stacks
anymore).
* rebase touchup
* Disable check
* vehicle test
* Make PAI stop instrument when turning off (player leaves/ejected)
* Give pAI an instrument component with a custom soundfont
* Add pAI synth program to custom ss14 soundfont
* Add new PAIMidi action that pAIs use to open their instruments
* Changed instrument component to allow its player to be the actor of its parent item
* Oops. Readds instrumentcomponent.
* ECS Changes
* Changed soundfont to ringtone
* Revert "Disable check"
This reverts commit 86001d8b5e94ee38d0c9504cb19826327b04fb16.
* Remove action parameters from ghost placeholder
* Revert "vehicle test"
This reverts commit 8a8ecf41083e0d5c8d4363ff02981bdab04bcd1c.
* Fixes to whitespace
* Even more fixes to whitespace
* Removed paiSynth sample from spacestation14.sf2
* Yet another indentation touchup
* Revert "Remove atmos archiving."
This reverts commit 7fa10bd17b.
* Explosive Depressurization now brings tiles down to TCMB.
* Tiles now specify heat capacity.
* Do not serialize archived gas mixture values.
* Remove bad idea
* dumb typo
* Space gas mixtures now have a harcoded heat capacity.
This is a bit of a hack, but rooms exposed to space now cool down properly when monstermos is disabled.
Huge thanks to @LemonInTheDark for helping me with this!
* Clean up heat capacity methods
* Better logging based on the original monstermos' logging
* Comment explosive depressurization hack better
* Completely refactor how job spawning works
* Remove remains of old system.
* Squash the final bug, cleanup.
* Attempt to fix tests
* Adjusts packed's round-start crew roster, re-enables a bunch of old roles.
Also adds the Central Command Official as a proper role.
* pretty up ui
* refactor StationSystem into the correct folder & namespace.
* remove a log, make sure the lobby gets updated if a new map is spontaneously added.
* re-add accidentally removed log
* We do a little logging
* we do a little resolving
* we do a little documenting
* Renamed OverflowJob to FallbackOverflowJob
Allows stations to configure their own roundstart overflow job list.
* narrator: it did not compile
* oops
* support having no overflow jobs
* filescope for consistency
* small fixes
* Bumps a few role counts for Packed, namely engis
* log moment
* E
* Update Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml
Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
* Update Content.Server/Maps/GameMapPrototype.cs
Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
* factored job logic, cleanup.
* e
* Address reviews
* Remove the concept of a "default" grid.
It has no future in our new multi-station world
* why was clickable using that in the first place
* fix bad evil bug that almost slipped through
also adds chemist
* rms obsolete things from chemist
* Adds a sanity fallback
* address reviews
* adds ability to set name
* fuck
* cleanup joingame
* Sending a mob out of a disposals unit shouldn't push them into a wall anymore.
* Something something resolves vs. OnRemove fighting it out
* Disposals yeet reduction: Address reviews and other oddities
* Refactor slip dropping to use throwing
* Update Content.Server/Fluids/EntitySystems/SpillableSystem.cs
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Uncringe
* Update Content.Server/Fluids/EntitySystems/SpillableSystem.cs
Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
* Transfer most Instrument UI logic to a new component, ActivatableUIComponent
* Move more ActivatableUIComponent stuff to ECS
* ActivatableUI component ignore on client
* ActivatableUI: Get rid of component interfaces where possible
* Add in adminOnly attribute for activatable UIs
This is so that porting #4926 to this will be easier
* Transition Solar Control Computer to ActivatableUI
* Move communications console to ActivatableUI
* Move cargo console to ActivatableUI
* Move ID card console to ActivatableUI
* ActivatableUI: Make things more amiable to entity tests adding components weirdly
* ActivatableUI: Use handling or lack thereof of events properly
* ActivatableUI: component dependency issue resolution stuffs
* ActivatableUISystem: Fix#5258
* More fixes because master did stuffo
* Check for HandDeselectedEvent again because otherwise active-hand check doesn't work
* Move just a bit more code into the system, introduce a workaround for #5258
* Purge the player status detection stuff
* Oh and some obsolete stuff too
* Add a way to disable voting for maximum authoritarianism
* Allow disabling specific vote types via cvars
* Migrate standard-vote-to-cvar dictionary to being static
* add sprite and basic entity, no reagent or testing
* actually implement epinephrine and add it to the box
* allow creating it
* add it to nanomed
* fig
* Add admin logging, models, migrations
* Add logging damage changes
* Add Log admin flag, LogFilter, Logs admin menu tab, message
Refactor admin logging API
* Change admin log get method names
* Fix the name again
* Minute amount of reorganization
* Reset Postgres db snapshot
* Reset Sqlite db snapshot
* Make AdminLog have a composite primary key of round, id
* Minute cleanup
* Change admin system to do a type check instead of index check
* Make admin logs use C# 10 interpolated string handlers
* Implement UI on its own window
Custom controls
Searching
Add admin log converters
* Implement limits into the query
* Change logs to be put into an OutputPanel instead for text wrapping
* Add log <-> player m2m relationship back
* UI improvements, make text wrap, add separators
* Remove entity prefix from damaged log
* Add explicit m2m model, fix any players filter
* Add debug command to test bulk adding logs
* Admin logs now just kinda go
* Add histogram for database update time
* Make admin log system update run every 5 seconds
* Add a cap to the log queue and a metric for how many times it has been reached
* Add metric for logs sent in a round
* Make cvars out of admin logs queue send delay and cap
* Merge fixes
* Reset some changes
* Add test for adding and getting a single log
* Add tests for bulk adding logs
* Add test for querying logs
* Add CallerArgumentExpression to LogStringHandler methods and test
* Improve UI, fix SQLite, add searching by round
* Add entities to admin logs
* Move distinct after orderby
* Add migrations
* ef core eat my ass
* Add cvar for client logs batch size
* Sort logs from newest to oldest by default
* Merge fixes
* Reorganize tests and add one for date ordering
* Add note to log types to not change their numeric values
* Add impacts to logs, better UI filtering
* Make log add callable from shared for convenience
* Get current round id directly from game ticker
* Revert namespace change for DamageableSystem
* Food and Utensil to ECS, Made utensil less restrictive, no more soup eating with a knife...
* AltVerb "can eat" check
* removed HasFlag calls
* AltActionVerb -> InteractionVerb
* "required utensil" filed
* pass 1
* a little more reagent effect for breakfast
* move lots of stuff around
* implements all medicines
* implement all cleaning & elements
* implement toxins/pyrotechnic
* p
* linter fixies
* fixes + narcotic balancing
* fix and standardize
* reviews
* things
* Makes map vote and roundstart smart about player count.
No more Saltern with 30 players, or Knight Ship with 50.
* a typo
* Address reviews.
* Localized.
* Make fires do less damage
* Severely nerf fires and severely buff temperature protection
* fuck it, i'll nerf it so hard and we can buff it later if we decide
* new scaling func
* fix
* unused
* reviews + balance metabolism heat + reduce atmos air temp transfer efficiency
* little more balance
* just a wee bit more
* slight adjustment
* Rewrite solar panel update scheduling
* Use predicate to filter out non-anchored entities from solar raytrace
* Remove unused dependency
* Cache physics system
Co-authored-by: Tomeno <tomeno@lulzsec.co.uk>
* Ghost roles now get new Minds
* Some round start/end button stuff
* Mind tracking for better round end reports
* Make traitor kill objectives use mind CharacterName rather than actual occupied entity ("kill brain" prevention)
* Transition over to EntityUid for mind stuff because that's the only way to do it
* BrainSystem fix for PR rebase
* Doors no longer permanently glow orange + logic tweak
* Fix server-side order of operations for deny animation timer
* Delay between deny >= deny length to allow animation to reset
* Fix airlock assets to use the correct deny animation name
Co-authored-by: T <tomeno@lulzsec.co.uk>
* Convert StomachBehavior to a component/system + rejig body namespaces
* test
* slightly more namespace changes
* remove
* Hello?????
* fuck you github test runner
* reviews
* oobsy!
Co-authored-by: E F R <602406+Efruit@users.noreply.github.com>
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
Co-authored-by: ike709 <ike709@github.com>
* Soft player cap that lets in only admins.
* Update Content.Server/Connection/ConnectionManager.cs
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Update Content.Server/Connection/ConnectionManager.cs
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* basic system + convert all plantmetabolism
* stragglers
* convert all old metabolisms over
* fix YAML errors + dumb serialization issue
* remove unused thingy
* reimplement
* add organ type condition
* organtype condition but real
* cleanups + test fix
* metabolismtype -> metabolizertype
* solution resilience
* fixes
* serializer + use entityuid + hashset
* this is apparently an entirely different thing
* turns out it just works
* oops
* Remove IHandsComponent and ISharedHandsComponent
* Copy the documentation from the interfaces
* Revert "Copy the documentation from the interfaces"
This reverts commit 7638a2d4817743d487c7b255ba3e56add77dca86.
* Perform a minute amount of cleanup
* Pulling: Piano door stuck prevention (pulling angle-snap) and getting rid of a condition causing oddities with pull-to-location
* Pulling: Implement Newton's Third Law in regards to puller/pullee physics
Weightless condition was determined not to be necessary
* Fix pull-to-position on actively rotating/moving grids + fixes for rebase
* Add test pooling
* WIP test pooling changes
* Fix Destructible tests
* Don't pool unpooled or dummy ticker instances
* Change ServerPathfindingDebugSystem to replace existing entries
* Fix SaveLoadSaveTest comment
* Don't pool StartTest
* Comment out global setup
* Fix puddle tests
* Move SolarPanelComponent initialize to PowerSolarSystem OnMapInit
* Update RobustToolbox
* Finish fixing tests, make test threads background threads
* Bring back pooling
* Fix nullable
* Update RobustToolbox
* Set cvars on server return
* Un-pool tests with custom cvars
* Update RobustToolbox
* Update RobustToolbox
* Change where the main tile coordinates are
* Remove DisposalUnitTest grid check
* Fix test pooling being a fickle bitch
* Fix EntitySystemExtensionsTest
* Update RobustToolbox
* Update RobustToolbox
* Make nullable pool settings true
* Update RobustToolbox
* Wait other way around
* We are unitystation now
* Update RobustToolbox
* Create global setup
* Pool some more tests
* Fix not properly disconnecting clients before restarting the round
* Give more info on ran tests
* Standardize default test cvars
* Update RobustToolbox
* Update RobustToolbox
* Pool clients
* Fix test order issue
* Fix cvars in character creation test not being set properly
* Update RobustToolbox
* Update RobustToolbox
* Rider shut
* Update RobustToolbox
* Format tests ran better
* Update RobustToolbox
* Reset RobustToolbox
* Reset RobustToolbox harder
* Fix one instance of test order causing destructible tests to fail
* Stop pAIs from being able to wipe each other/do other odd things they shouldn't
* pAI: device changes name to indicate owner
* Make PAIComponent networked (just in case)
It'll be needed in future anyway
* Add pinpointer sprites
* Start working on pinpointer
* Updated pinpointer
* Working on visuals
* Working on a pinpointer and eye rotation
* Add client/server pinpointers systems
* Minor cleanup
* Add distance support
* Add nuke tag
* Remove redundant flag and add pinpointer to caps locker
* Disable rotation of pinpointer
* Fixed distance
Co-authored-by: Alexander Evgrashin <evgrashin.adl@gmail.com>
* basics & visuals
* pneumatic cannon works perf
* loc + popups
* gas tank does stuff + queue changes
* updates
* b
* forcefeeding
* inhand
* crafting!
* pie cannon now is a pneumatic cannon
* oopy
* fix for entman + verbs
* pie
* change for tools
* actual
* combat mode + better sounds
* reviews
* door drawdepth toggle
* git mv
* dooooors
* drawdepth adjustments
* fix door and missed projectiles
* firelock depth tweak
* Get sprite only when needed
* single letter typo
* forgot to include closing in _activeDoors.
* Make humans move based on their last grid's angle
* Fix ghost movement, fix weightless grid parenting
* Make sure to init the last grid angle without needing to move
* Adds a UI for gas filters
* Address reviews
* Update Content.Client/Atmos/UI/GasFilterBoundUserInterface.cs
* Update Content.Server/Atmos/Piping/Trinary/EntitySystems/GasFilterSystem.cs
* Fix build
Co-authored-by: ike709 <ike709@github.com>
Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
Co-authored-by: Vera Aguilera Puerto <gradientvera@outlook.com>
The latter is very useful for any special machine cleanup that needs to happen when a machine is deconstructed.
The former will be useful for so many things!
* AMEPartComponent: Switch to ToolSystem.HasQuality because this bugs me.
* Multitool can read power when you examine a cable with the multitool held.
* Multitool power reading: Condense storage information
* power-sensing multitool: Fix ToolSystem ref.
* Power-reading multitools: Fix misuse of GetComponent
* Move entity solution entity systems to shared
* Move SolutionComponents to Server
* Fix namespaces
* Remove Networked Component.
* Fixes
* Add components to ignore list
* drain all batteries / drain battery command for saner eventing
* Reverts the part of the previous commit where drainallbatteries skips items, despite my better judgement
* setbatterypercent now takes the place of battery drainage commands
A more forall-oriented approach
* Uplink menu has icons now
* Add item icons
* Add few descriptions
* Better withdraw window
* Finished with withdraw window
* Refactored withdraw ui and fix some bugs
* Basic withdraw
* Quick fixes
* Removed uplink listing for TCs
* Move slider to separate control
* Final touches
* A bit more
* Not again...
* Fixed names
* Address review
* Fixed robust
* Non necessary check
* Some sanity checks on disposals movement, fix the interpolator
* Technically fix disposal routing, but I'm not done here yet
* Remove disposals reliance on implicit direction sensing entirely.
* XAML verb menu
* fix ghost FOV
* spacing
* rename missed "ContextMenu"->"EntityMenu" instances
* move visibility checks to verb system
* update comment
* Remove CanSeeContainerCheck
* use ScrollContainer measure option
* MaxWidth / texxt line wrapping
* verb category default
Now when you click on a verb category, it should default to running the first member of that category.
This makes it much more convenient to eject/insert when there is only a single option
* only apply style to first verb category entry
* Use new visibility flags
* FoV -> Fov
* Revert "only apply style to first verb category entry"
This reverts commit 9a6a17dba600e3ae0421caed59fcab145c260c99.
* make all entity menu visibility checks clientside
* Fix empty unbuckle category
* fix merge
* Brrrr ECS
* Create lit on powered system
* Light bulb ECS
* Finishing porting to ECS
* Minor touches
* Removed events
* Removed old comments
* Fixed test
* To popup system
- Completely rewrited the `ConstructionComponent` logic to be ECS, *without* looking too much at the original implementation.
- The original implementation was dirty and unmaintainable, whereas this new implementation is much cleaner, well-organized and maintainable. I've made sure to leave many comments around, explaining what everything does.
- Construction now has a framework for handling events other than `InteractUsing`.
- This means that you can now have CGL steps for things other than inserting items, using tools...
- Construction no longer uses `async` everywhere for `DoAfter`s. Instead it uses events.
- Construction event handling occurs in the `ConstructionSystem` update tick, instead of on event handlers.
- This ensures we can delete/modify entities without worrying about "collection modified while enumerating" exceptions.
- This also means the construction update tick is where all the fun happens, meaning it'll show up on our metrics and give us an idea of how expensive it is/how much tick time is spent in construction.
- `IGraphCondition` and `IGraphAction` have been refactored to take in `EntityUid`, `IEntityManager`, and to not be async.
- Removes nested steps, as they made maintainability significantly worse, and nothing used them yet.
- This fixes#4892 and fixes#4857
Please note, this leaves many things unchanged, as my idea is to split this into multiple PRs. Some unchanged things:
- Initial construction code is the same. In the future, it'll probably use dummy entities.
- Client-side guided steps are the same. In the future, the server will generate the guided steps and send them to clients as needed, caching these in both the server and client to save cycles and bandwidth.
- No new construction graph steps... Yet! 👀
* Rotate DefaultGrid on round start
Not ideal long-term but good for bugspotting short-term.
* Fix buckle test
Because gridtraversal was being triggered the pos was being fucked when moving back
* Fix buckle
* Buckle offset
Adds a "sturdy" tile flag, that in the future could be used by construction/etc to figure out if it's safe to build on a tile. (For example water isn't space, but it's not a sturdy building surface!)
* Remove WireNet node group from cables
Implement extension cable components and system
Remove connection over distance logic from ApcPower... components
* Add extension cable components to prototypes
* Implement ApcNetwork
Implement ApcNetSwitch
* Fix ignoredComponents.cs
* Add friend attribute to new components
* Add construction graph for a light switch
* Address reviews
* Fix broken test
* Move ConnectionType enum to DeviceNetworkComponent
Change netId data definition to use the ConnectionType enum values
Co-authored-by: Julian Giebel <j.giebel@netrocks.info>
* ForAll command!
Implements "Bad Query Language", which has a few specifiers you can use for badminning, namely:
named <regex>
prototyped <prototype name>
with <component name>
tagged <tag name>
parented_to <parent entity uid>
For example: forall prototyped MobHuman parented_to 855 do explode $WX $WY 1 1 1 1; addcomp $ID Item
* oops
* fix a silent parsing bug, make parser louder.
* cleanup
* rename shit
* Moved access to ecs
* Fixed tests
* Moved test to integration
* Better IoC
* Moved preset ID card
* Moved id card to ECS
* Moved access component to ECS
* Fixed pda access
* Final touches
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Added debug bottle of meth as well as a damage increase on a Reagent Threshold
* fix for metabolism getting funked when there is a failed reaction condition
* removed max, raised minimum to 10
* reduced regular meth damage, increased overdose damage
Turns out the final position calculations were wrong, so I copied/pasted
from the equivalent parts of the Hands components.
Unfortunately, this means that picking up trash with a trash bag no
longer causes said trash to rapidly zoom to 0,0.
* Moves HumanoidCharacterAppearance to ECS
* Makes HumanoidAppearanceSystem work over networks
* Makes HumanoidAppearanceSystem more efficient
* Cleans up the files
* Updates privacy on a couple of functions
* Fixes a few using references, renames a file
* Makes HumanoidAppearanceSystem more cleaner
* Fixes Magic Mirror
* Cleanup
* HumanoidAppearanceComponent now has a friend
SharedHumanoidAppearanceSystem is only allowed to act on this, now
* Fixes the Body-HumanoidAppearance ECS scaffolding
* a little cleanup never hurt anybody
* quick fix for magic mirror appearance access
* Replaces a networked event with a local one
This one was... causing bugs
* Oops! All Changes In One Commit
* try desperately to fix prediction issues and fail
* oops
* test
* actually fixes prediction issues
* port jittering to status effect
* default merge behavior + alert cooldown stuff
* silly test issue
* zabloing
* address reviews
* testing decription textlabel
* Move uplink listing to a new menu
* Add search bar
* Added description
* Added radio uplink
* Added preset uplinks
* Minor fix
* Fixed comma
One of these was going to have to be folded into the other for it to work.
I am starting to really hate this refactor.
Note that this might still leave smokable tampering broken if it was already broken, but it shouldn't break it if it wasn't.
TESTED: Grown apples, carrots, something I forgot, bananas, *client crash due to slipping*
* Work on DeviceNetworkSystem
* Implement device networking as ecs
Remove mailing unit code for now
Remove device network metadata
* Implement integration tests for device networking
* Remove manual updating DeviceNetworkSystem and use WaitRunTicks
* Fix wrong component name in ignored components
* Apply suggestions from code review
Co-authored-by: mirrorcult <notzombiedude@gmail.com>
* Rename NetworkUtils to DeviceNetworkConstants
Change connection type constants to enum
Remove create function from network payload class
* Change broken nodegroup check in wirenet to grid check
* Change ComponentManager to entity manager in DeviceNetworkSystem
* Fix smaller mistakes
* Wtf random test fail pls run them again smh
* Fix DataField in DeviceNetworkComponent
* Fix yaml in DeviceNetworkTest
* Fix DeviceNetworkComponent DeviceNetId property
Co-authored-by: Julian Giebel <j.giebel@netrocks.info>
Co-authored-by: mirrorcult <notzombiedude@gmail.com>
* Graft from https://github.com/space-wizards/space-station-14/pull/3049
* 'openahelp' command
* Add AHelp into escape menu
* Add a way to ahelp a player from the kick window
* bwoink: XAMLify, bugfix, etc.
* Rename the kick/bwoink window the Player Actions Panel
* Add the bwoink sound y'all know and love
adminhelp.ogg taken from d775e1ac80/sound/effects/adminhelp.ogg
(available in master, therefore see master license: "All assets including icons and sound are under a Creative Commons 3.0 BY-SA license unless otherwise indicated.")
"Changed the adminhelpsound to some creative commons sound I pinched. Until somebody can get a better one. I'm sick of MAAAAAAAAOOOOOOW."
Actual source is https://freesound.org/people/martian/sounds/19261/ (CC0)
The sound had been reversed and the volume altered.
* Actually play the bwoink sound on receiving an ahelp that you didn't send
* Migrate lots of pulling logic out of the components and clean it up
* It's buggy, but move more code out of the pullable component
* Pulling system now throws less errors than it did before the refactor
* Finally finish the big parts of refactoring pullability
* Pulling: Handle disconnect properly if the pull joint has been removed by physics shutdown
* Port 2b68449328 to this branch
* Changes as per PR reviews
* Port e801ffac45 (SharedJointSystem) and fix issues encountered during testing
SharedJointSystem.
Also, MinLength and Stiffness appear to have suddenly gained enough meaning that pulling is broken unless they're set.
* Update UI when the AME node group is changed (fixes core count indicator being wrong)
* Fix connection issues between AME controller and cores
* Fix#4365 by properly propagating and clearing AME core injection state
* Fixes#4364
* temp
* #3898 some progress on DrinkCanVisualizer
* Fixed implementation
* Moved drink can sprite layer definition to abstract parent
* Added open drink can sprites
* #3898 - fixes for drink cans' sprite field after merge + moved UpdateAppeareance from DrinkComponent to DrinkSystem
* Update Content.Server/Nutrition/EntitySystems/DrinkSystem.cs
* #3898 removed obsolete comment
Co-authored-by: Javier Guardia Fernández <DrSmugleaf@users.noreply.github.com>
* Moved pen slot to separate component
* Moved it all to more generic item slot class
* Add sounds
* Item slots now supports many slots
* Some clean-up
* Refactored slots a bit
* Moving ID card out
* Moving pda to system
* Moving PDA owner to ECS
* Moved PDA flashlight to separate component
* Toggle lights work through events
* Fixing UI
* Moving uplink to separate component
* Continue moving uplink to separate component
* More cleaning
* Removing pda shared
* Nuked shared pda component
* Fixed flashlight
* Pen slot now showed in UI
* Light toggle now shows correctly in UI
* Small refactoring of item slots
* Added contained entity
* Fixed tests
* Finished with PDA
* Moving PDA uplink to separate window
* Adding-removing uplink should show new button
* Working on a better debug
* Debug command to add uplink
* Uplink send state to UI
* Almost working UI
* Uplink correcty updates when you buy-sell items
* Ups
* Moved localization to separate file
* Minor fixes
* Removed item slots methods events
* Removed PDA owner name
* Removed one uplink event
* Deleted all uplink events
* Removed flashlight events
* Update Content.Shared/Traitor/Uplink/UplinkVisuals.cs
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Update Content.Server/Containers/ItemSlot/ItemSlotsSystem.cs
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Update Content.Server/Containers/ItemSlot/ItemSlotsSystem.cs
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Update Content.Server/GameTicking/Presets/PresetTraitorDeathMatch.cs
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Item slots system review
* Flashlight review
* PDA to XAML
* Move UplinkMenu to seperate class, fix WeightedColors methods
* Move UI to XAML
* Moved events to entity id
* Address review
* Removed uplink extensions
* Minor fix
* Moved item slots to shared
* My bad Robust...
* Fixed pda sound
* Fixed pda tests
* Fixed pda test again
Co-authored-by: Alexander Evgrashin <evgrashin.adl@gmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Visne <vincefvanwijk@gmail.com>
* Transform the Cloning Pod visualizer into a generic enum visualizer for simple cases like it
...I find it helpful at times like these to remind myself that our true enemy is
code. Code is what makes our programs run and generally is required for all of
these machinations to function in any way at all...
* Give the kitchen/meat spike a visualizer
* GenericEnumVisualizer: Byteify enums, switch to TryGetComponent for sprite
* Migrate cuffing to an uncuff attempt event and allow self-uncuff again
* Uncuff attempt event: Use more SubscribeLocalEvent and Dependency attributes
* Fix syringe message stating you're attempting to draw from yourself when you aren't
* Fix various missing capabilities (syringes, beakers, drinks)
* And fix mug inject/dispense/etc, too!
* Injectors can now refill things, and switch over drinks and cups thereof to be refillable rather than injectable
- This prevented people from spawning as clown, etc if they had set the skirt option.
- Adds some custom type serializers to StartingGear for YAML linter support.
* Optimise emergency lights a bit
* Fixes
* Delete the failing test, sinple
* Revert "Delete the failing test, sinple"
This reverts commit 7d9e3a3bb6975c15add2987e39e0d3ba85d88be3.
* Start server and fix test
It just werks
* Remove IRelayMoveInput
This interface gets called every time a movement key is pressed so it gets called a lot.
* Remove RelayMovementEntityMessage
Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
* Disallow construction of construction ghosts from inside a container
* Move IsInContainer check to before doing container ensuring
* Move IsInContainer check to HandleStartStructureConstruction to allow building items but not construct structures when inside a cozy locker
* Update Resources/Locale/en-US/construction/construction-system.ftl
Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
* wielding kinda works
* rough out all the edges, wielding works nicely
* popups + loc
* increase damage & extra damage against whitelist
* small fixes
* forgot to actually do that
* reviews
* reviews + thing
* use resistances and not extradamageagainstwhitelist
* slashy
* make increasedamageonwield and melee hit events work with modifiersets
* Silly individual
* ECS and damage Data
* Comments and newlines
* Added Comments
* Make TryChangeDamageEvent immutable
* Remove SetAllDamage event
Use public SetAllDamage function instead
* Undo destructible mistakes
That was some shit code.
* Rename DamageData to DamageSpecifier
And misc small edits
misc
* Cache trigger prototypes.
* Renaming destructible classes & functions
* Revert "Cache trigger prototypes."
This reverts commit 86bae15ba6616884dba75f552dfdfbe2d1fb6586.
* Replace prototypes with prototype IDs.
* Split damage.yml into individual files
* move get/handle component state to system
* Update HealthChange doc
* Make godmode call Dirty() on damageable component
* Add Initialize() to fix damage test
* Make non-static
* uncache resistance set prototype and trim DamageableComponentState
* Remove unnecessary Dirty() calls during initialization
* RemoveTryChangeDamageEvent
* revert Dirty()
* Fix MobState relying on DamageableComponent.Dirty()
* Fix DisposalUnit Tests.
These were previously failing, but because the async was not await-ed, this never raised the exception.
After I fixed MobState component, this exception stopped happening and instead the assertions started being tested & failing
* Disposal test 2: electric boogaloo
* Fix typos/mistakes
also add comments and fix spacing.
* Use Uids instead of IEntity
* fix merge
* Comments, a merge issue, and making some damage ignore resistances
* Extend DamageSpecifier and use it for DamageableComponent
* fix master merge
* Fix Disposal unit test. Again.
Snapgrids were removed in master
* Execute Exectute
* Add draggable tabletop component
* Use EntityCoordinates instead
* Don't send coordinates every frame
* Add chessboard + verb WIP
* Add documentation, verb networking works now
* Work so far
Need PVS refactor before being able to continue
Current code is broken
* viewsubscriber magic
* yes
* Fix map creation
* Add chess pieces, attempt prediction
* Add chess sprites and yml
* Clamping + other stuff
* fix
* stuff
* StopDragging() StartDragging()
* add piece grabbing
* Refactor dragging player to seperate event
* 🤣 Who did this 🤣💯👌
* 📮 sussy 📮
* Update chessboard sprite, scale piece while dragging
* yes
* ye
* y
* Close tabletop window when player dies
* Make interaction check more sane
* Fix funny behaviour when stunned
* Add icon
* Fix rsi
* Make time passed check more accurate
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Use EyeManager.PixelsPerMeter
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Add missing import
* Move viewport properties to XAML
* Make shared system and component abstract
* Use built in EntityManager
* Use RaiseNetworkEvent instead of SendSystemNetworkMessage
* Cache ViewSubscriberSystem
* Move unnecessary code to prototype
* Delete map on component shutdown instead of round restart
* Make documentation match rest of codebase
* Use ComponentManager instead of TryGetComponent
* Use TryGetComponent instead of GetComponent
* Add nullspace check to ClampPositionToViewport()
* Set world pos instead of local pos
* Improve server side verification
* Use visualizer
* Add netsync: false to sprites using visualizer
* Close window when chessboard is picked up
* Update to master
* Fix bug when opening window while another is opened
* Use ComponentManager
* Use TryGetValue
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Refactors flashes to ECS, sunglasses protect you from being flashed.
* VV ReadWrite for FlashImmunity Enabled.
* Use cached IEntityLookup.
* Consistent formatting.
* Fix flashbang duration.
Flash duration is a mess.
* Small area flash code cleanup.
* Flashable state is only sent to attached player.
* Ambient sound system
Client-side system that plays audio from nearby objects that are randomly sampled.
* Decent
* Tweaks
* Tweaks
* Comment this out for now
* reduce VM sound
* Fix rolloff
* Fixes
* Volume tweak
* Rename SolutionContainerCaps -> Capability
* Move IExamine event to Chemistry System.
* ECS the ISolutionChange into SolutionChangeEvent
* Unify SolutionContainer into a single shared component
* Replace ISolutionInteraction with SolutionContainerComponent
* Move all methods from SolutionContainer to ChemistrySystem
* Refactor EntitySystem calls to Dependencies
* Refactor SolutionContainer to SolutionManager
* Fix yamls
* Fix test fails
* Fix post merge issues
* Fix various issues with SolutionManager
* More fixes
* Fix more components
* Fix events not being directed
* Fixes for Hypospray
* Separate removal and iteration on Metabolism
* Fix creampie problems
* Address some of sloth's issues
* Refactors for Systems
* Refactored solution location
* Fix tests
* Address more sloth issues
* Fix dependency
* Fix merge conflicts
* Add xmldocs for Capabilities components
* Remove HasSolution/TryGetDefaultSolution and Add/Remove Drainable/Refillable
* Replace Grindable/Juiceable with Extractable
* Refactor field names
* Fix Drainable
* Fix some issues with spillable and injector
* Fix issues with Grinder
* Fix Beaker having duplicate solutions
* Fix foaming
* Address some MGS issues
* Fix Uid issues
* Fix errors in solution Tranfer
* Fixed some extra values constant values
* Cola is drinkable now
* PoweredLight uses PointLights for appearance
Previously this just set PointLightComponent data via the visualizer which lead to desyncs in the data between client and server. If the server pointlight was dirtied at any point then the pointlight data set via appearance visualizers was bulldozed.
* Address review
* Moved ghost boo to ecs
* Fixed small light exception
* No need to inject EM
* Moved cooldown and time to fields
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* started work
* some more work, ui working (somewhat)
* stuff
* reorganization
* some more reorg
* conveyors
* conveyors working
* finalized (dis)connection
added linkattempt
added feedback text
work on conveyors
* removed command
add rangecheck
* fixed inrange check
* handling
* ui no longer kanser, ship it
* adresses reviews
* reformats file
* reformats file
Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
* Add DamageType And DamageGroup Prototypes
* Remove DamageTypePrototype Field "name" as its redundant
* Change I/DamageableComponent to use prototypes
* Update DamageContainer, ReisistanceSet and DamageChangeData
* Change Barotrauma Component to use DamageType from DamageSystem
* Update AsteroidRockComponent
* update some more components
* update some more components
* Fix m o r e c o m p o n e n t s and their damageType
* all thats left is bug/missing node hunting then verification.
* push changes
* update submodule
* Merge fixes
* push DGP for example
* update damagecomponent across shared and server
* fix a few bugs
* Fix Merge issues
* Refactor damageablecomponent update (#4406)
* Fixing merge.
I messed up part of the merge. this should fix it?
* Barotrauma now uses prototypeManager
As System.Runtime.CompilerServices also has a [Dependency], I think I had to use the full path [Robust.Shared.IoC.Dependency]
* FlammableComponent now uses prototypeManager
* SuicideCommands now use prototypeManager
* Changed many files to use prototypeManager to resolve damaege prototypes
Yeah.... prototype references would be very nice. maybe this was all a waste of time.
* Grouping prototypeManager.Index with datafield definitions
This will make it easier to eventually add prototype references
* removed unused variable
* Moved lines around.
Lines now consistent with other TODO PROTOTYPE blocks
* Grouping more prototypeManager.Index with datafield definitions
* Removed unnecessary code
* Added more prototypeManager indexing
These ones weren't pointed out by DrSmug. But I think this is all of them? That or my regex is shit.
* Remove redundant _damage field
* Remove redundant _currentTemperature
* Moved variables down
* Added prototypeManager indexing to TemperatureComponent
* WeaponComponent/System now use ProtptypeManager
And as far as I can tell damageType is required, and therefore should never have been null anyway?
* Make ranged weapon clumsy fire effects datafields
And yes, the order in which the clumsy effects occur is very important.
* Made damage on vital body part loss a datafield
* Renamed several damageGroup variables to group
* Capitalised DamageListToDamageGroup
* Make radiation and explosion damage types datafields
* Renamed _supportedDamageGroupIDs and _supportedDamageTypeIDs
* Fixed mistakes
Frogot to remove prototypeManager index DamageTypeTrigger, and wrong variable visibility in TemperatureComponent
* Added necessary code
Is something tragically wrong?
* MeleeWeapon damageType is not actually required
* Fixing someone else's mistakes
A search comes up with nothing in the yaml files, and its not a required field. So no one uses it? Hopefully?
* Changed and renamed damageTypeToDamageGroup
Previously would incorrectly return the total container damage for each group, not the total in the group
* renaming varitables
* Renamed variable DamageClasses
* Added dictionary converting functions
* Added ID-keyed dictionaries
* Making MedicalScanner use ID dictionaries, instead of prototype dictionaries
Oh oh no. I've been able to avoid UI & networking up until now. I have no Idea what I am doing.
* Fix Medical Scanner
* Summary (required)
The joke here is that this fixes the empty summary.
* Removed DamageableComponent.GetDamageGroup/Type
* Renamed "damage classes" to groups.
* Update ChangeDamage description
* Replaced Heal() with SettAllDamage()
Heal() was just a confusing name,
* More Class -> Group renaming
* Replace Class with Group in yaml files
DamageClassTrigger does not appear in any yaml? only in testing?
DamageTypeTrigger appears only in human.yaml?
HealthChangeMetabolism is Mostly in medicine.yml and one in soad.yaml
Why the hell is Cola metabolizable by plants? Who is pouring cola on their plants!?!?
* Fix _prototypeManager being null errors.
* Changing comments
Where are the prototype references
* MetabolismComponent doesn't give free heals anymore.
* Changes HungerComponent healing.
Previously I think it would actually damage you. Only did this as I though it was causing the fast healing. Turns out that was just BREATHING.
* Generalised a function in DamageableComponent and moved it to DamageGroupPrototype
previously DamageTypesDictToDamageGroupDict was private to DamageableComponent, but was also quite general (nearly a static function). As this sort of function may be needed by other components using DamageGroupPrototypes in the future, I moved it there as a static function instead.
* modified DamageableComponent.ChangeDamage()
ignoreResistances was renamed to ignoreDamageResistances to make it clearer that it had no effect on healing.
Now uses default argument for ignoreDamageResistances, so when healing you are not forced to specify an argument that does nothing.
Also made some general changes to ignoreResistances()
* Changed class->group and added missing damage type functionality to DamageContainerPrototypes
* Added Comments to damage.yml
* Misc Changes to DamageableComponent
* Differentiated between group support and group applicability
So far, every damage type is a member of one, and only one, damage group. So this change has no real effect so far.
* Added proposed alternative to ChangeDamage()
* fixed error in DamageGroupPrototype
* Changes to DamageableComponent
Lots of changes to comments.
Some variables renamed in IDamageableComponent and DamageableComponent (also required renaming in other files)
Some minor logic changes, mostly for incorrect descirptions of boolean return values.
Also further differentiating between ApplicableGroups and SupportedGroups... if that will ever even matter
* Generalised MedicalScannerComponent
If needed, can print miscellaneous damage types now
* Fixed HealthChangeMetabolism bug
* Changing Comments around
* More questions
* Made Barotrauma default to blunt
* Fix RejuvenateTest.cs
* Comments
* Coments and variable names
* fix some master-merge issues
* Removed redundant fields
* Misc changes for readbility of PR diff
* Consistent naming
* Fixed atmos damage bug
* Removed Ranting
* Fixed Hunger after I broke it
* Fixing Bugs
* Removed stupid question
* Removed more stupid questions
* Fix potential null errors.
* Made boolean return values consistent
Also renamed several functions, to make it clear they return a bool. Docs were also updated.
* Removed IoCManager.InjectDependencies()
* Removed unnecessary 'suffocation' prefix
* Fixed Spelling
Also removed accidentally left in logger call
* Fixed Medical Scanner
* Apply suggestions from code review
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
* Changing comments and whitespaces
* Made damage thresholds trigger datafields required
* So many typos
* Changes to DamageableComponents
Changed documentation in IDamageableComponent
Made testing code more readable.
Relabelled groups as 'Applicable' either 'Fully Supported'
* Removed function and degeneralised
* Update DamageableComponent.cs
Removed unused parameters
Fixed Networking
* Added IoCManager.Resolve
* Now using alternative TryChangeDamage()
* Removed function from DamageGroupPrototype
* Removing comments
* Remove bad if statement?
* Fix damageChanged ordering
* Fix hurt server command
* Changed //TODO PROTOTYPE blocks
Now use PrototypeManager differently. Wherever possible, only retrieve the prototype once.
Also added default damage types to some more datafields
* Update Content.Shared/Damage/Container/DamageContainerPrototype.cs
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
* renamed _accumulatedHealth -> _accumulatedDamage and added TODOs
* Another class-> group
* Fix bug in generalisation of damage container prototypes
* Addes Tests to make sure I dont keep adding bugs to my own code.
* Changed Return values when setting
* Removed unused class
* Added more tests, split tests into three files
* Made damage types public and VV read-write-able
* Minor changes to DamageableComponent
Replaced internal use of GetDamagePerType with _damageDict and removed some unnecessary fields
* Fix Suicide, by adding IoC Resolve()
* Fix DamageGroupTrigger bug
* Fix typos in tests
* Change comments./docstrings & spacing
* Merge tests, use test prototypes
Co-authored-by: Leon Friedrich <60421075+leonsfriedrich@users.noreply.github.com>
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
* Fix merge issues
Co-authored-by: Silver <Silvertorch5@gmail.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
Co-authored-by: Leon Friedrich <60421075+leonsfriedrich@users.noreply.github.com>
* fixes some bugs with the shuttleconsole
* Update Content.Server/Shuttles/ShuttleConsoleSystem.cs
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
* Add DamageType And DamageGroup Prototypes
* Remove DamageTypePrototype Field "name" as its redundant
* Change I/DamageableComponent to use prototypes
* Update DamageContainer, ReisistanceSet and DamageChangeData
* Change Barotrauma Component to use DamageType from DamageSystem
* Update AsteroidRockComponent
* update some more components
* update some more components
* Fix m o r e c o m p o n e n t s and their damageType
* all thats left is bug/missing node hunting then verification.
* push changes
* update submodule
* Merge fixes
* Revert "#3935 implemented suggestions from PR"
This reverts commit a9b1c7b96333ca570067d6a9df1954481005892a.
* #4219 revert of single sound removal in EmitSoundSystem
* #4219 single sounds in EmitSoundSystem should work now
* #4219 some small project tweaks
* push DGP for example
* update damagecomponent across shared and server
* fix a few bugs
* #4219 upgraded EmitSoundSystem to use SoundSpecifier
* replacing sound (collection) names with SoundSpecifier - part 1
* #4219 pr tweaks
* #4219 pr tweak
(cherry picked from commit 00b80cb1df2434259ab5df45188e176be57603af)
* emitsoundsystem tweak
* first windoor commit
* finished yaml
* windoors work #Dab
* sound + locked prototypes
* Inserted SoundSpecifier where appropiate
* added comment
* removed TryGetSound + made some SoundSpecifier datafields required
* changed some prototypes' sound paths
* test fixes
* Fix Merge issues
* Made plasma grindable (#4334)
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
Co-authored-by: Swept <sweptwastaken@protonmail.com>
* Automatic changelog update
* Fixes invalid yaml line (#4408)
* Fix potential timer exception
* SetTile during extensions test (#4409)
Mainly so it can actually account for accurate grid bounds when doing the test
Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
* Update submodule
* GasFilter appearance, EnabledAtmosDeviceVisualizer improvements.
* Add Enabled property to SubFloorHideComponent, make it networked. (#4404)
* Refactor IDoorCheck into entity events (#4366)
* IDoorCheck refactored to events
# Conflicts:
# Content.Server/Atmos/TileAtmosphere.cs
# Content.Server/Doors/Components/AirlockComponent.cs
# Content.Server/Doors/Components/FirelockComponent.cs
# Content.Server/Doors/Components/ServerDoorComponent.cs
# Content.Server/Doors/IDoorCheck.cs
* namespaces
* Fix mapinit bug with refreshautoclose
* ok i guess these just didnt feel like staging today
* Automatic changelog update
* AtmosDevices can optionally process in space. (#4405)
Refactors some misc atmos things, too.
* Fix gravity generator yeeting
* Enables nullables for atmos internals
* Meth (#4186)
* adds an overdose metabolism with sensible default settings
* adds the compoenents for the run fast part of meth
* not sure what I changed here but I trust my past self to not fuck up for once
* adds basic meth recipe
* correctly names comething
* I really should've checked my spelling before making this pr
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* adds suggestion from the maintaner, who managed to get to this pr suprisingly fast
* Revert "adds suggestion from the maintaner, who managed to get to this pr suprisingly fast"
This reverts commit 9b0f07402e35ed5890b3af805691b690671b950c.
* tweak
* tweak
* git's gitting on my nerves
* some small tweaks
* don't need these anymore
* makes some stuff required
* changes the meth recipe to arbitary bullshit to get the yaml thingy to leave me alone goddamnit
* extremely minor change
* removes overdose, because however it's gonna be done, it's definitely not my way
* i should really double check every key I press
* hm
* sigh, I should be more thorough with looking at error messages.
* beenus
* gay sex is gay
* this one goes out to bingo
* reviews
* not sure why status lifetime description wasn't being commited
* Update MovespeedModifierMetabolism.cs
Co-authored-by: mirrorcult <notzombiedude@gmail.com>
* adds VV to component variables
* rebalances meth, and makes the completely unrealistic recipe properly work now
* meth effects should go away now or something do you think I test these changes before pushing??
* ah yes, orginization
* adds proper recipe and prequisite chemicals
* fixes linter hopefully
* Update chemicals.yml
* a
* starts working on prediction
* thing
* predmiction??
* changes thing
* does it properly
* uses timespan instead of timer
* uses dif timers and adds a system
* updates robust and tweaks a small thing
* Fixes
* "Fix" prediction
* starts changing the timer to timespans to avoid icky on timer end
* okay fixes the check thing but now meth is broken and I don't know why
* fixes predicition (partially)
* Delete ContentNetIDs.cs
whoops
* some changes advised by sloth
* certified scalycode fix right here
* moves resettimer to the metabolism to make it less oop stinky
* moves resettimer to the metabolism to make it less oop stinky
* gamin
* when the is
* updates mth colour to be accurate because I forgot
* abc hard ok
* everything should be up to date now
* makes MovespeedModifierMetabolism ECS and cleans up some other stuff
* does a fixy wixy
* fix thing
* Revert "Merge branch 'master' of https://github.com/space-wizards/space-station-14 into meth"
This reverts commit 62886561098be02f9adb6352f4e858a8269d5bd5, reversing
changes made to ca34fffb5b7a40f19aec7b9e4bc37bdeab914bc1.
* Revert "Revert "Merge branch 'master' of https://github.com/space-wizards/space-station-14 into meth""
This reverts commit 4f550da19656abfd0be05f818fc6b7100252d5b8.
* fix hopefully
* updates metabolism to works with mirror's fancy new system
* updates yaml + tweaks
* bruh
* yaml moment
* :yaml moment
* Revert " :yaml moment"
This reverts commit 8cb51573c64db76d989de22acdbb9c50b2c6d052.
* 99th commit yay, also I need to not do this
* removes something that I don't need
* makes system work with this and gets rid of unnesescary check
* make the update only work on active components
* oops
* Cleanup
* alphabetise this shit
* Touchup
* Woops stupid alloc by me
* Nerf nyoom for now
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: mirrorcult <notzombiedude@gmail.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Automatic changelog update
* Random offset for DefaultGrid every round (#4411)
* Random offset for DefaultGrid every round
This is useful to make coders aware of entitycoordinates and mapcoordinates being different and to help spot problems early. It also puts the onus of fixing positioning bugs back onto the original coder rather than someone else if they happen to spot it.
* Fix clickable test
* Fix entitysystemextensions
* Automatic changelog update
* Document a few atmos classes.
* Update submodule
We do a little bit of debugging
* Make pulling feel less crap (#4414)
Something something pulling refactor someday
* Automatic changelog update
* Comment joint prediction
* Add CVar for random grid offset, disable it by default.
* Fixes not taking pressure damage in space.
Fixes#4415
* Automatic changelog update
* Adds an alternate jumpsuit for botany (#4419)
* Adds an alternate botanists jumpsuit
* Updated license information
* Automatic changelog update
* Added two new small areas to maintenence (#4359)
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
* Automatic changelog update
* Updated meta.json to standard
* Update meta.json to standard
* a
* Revert "Update meta.json to standard"
This reverts commit 4c6702f17b.
* Revert "Updated meta.json to standard"
This reverts commit 8ea7a3ad1f.
* fix rsi
* proper sprites + visualizes nicely
* Removes broken new-line markers from a few desc.
* Fixes a localization error with solution container descriptions
* construction
* reviews + test
* remove SetLayerVisibility, doesnt work for some reason
* swept moment
* leftover
* Automatic changelog update
* Fix can't return to body bug (#4424)
* Automatic changelog update
* Update submodule
* Fix gas tile overlays on shuttles
* Offset station on roundstart again
* Fix PlaceableSurface incorrect coordinate usage.
It set world position to entity coordinate positions...
* Automatic changelog update
* Fix pickup animation incorrect coordinate usage.
Animation finalPosition was world position, while initialPosition was local position.
* Automatic changelog update
* Pointing coordinate fixes.
* Automatic changelog update
* Further pickup animation improvements.
* Adds Science Windoors (#4433)
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
* Gave CMO a Hardsuit (#4434)
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
* Automatic changelog update
* Fixed station engineer table spawn (#4436)
* Maps in windoors (#4432)
* Automatic changelog update
* Losing a head doesn't mean you lose your eyes #3956#4061 (#4225)
Co-authored-by: Michael Will <will_m@outlook.de>
* Automatic changelog update
* Adds windoors for security and the brig. (#4441)
* Automatic changelog update
* Remaps Chemistry and Security, and some Mapping Fixes (#4442)
* Automatic changelog update
* Made the cloning pod and medical scanner constructible (#4439)
* Made the cloning machine pod constructable
* Added everything like I did but with the Medical Scanner
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
* Automatic changelog update
* Fix fixed-point format specifier in PowerCellComponent
* Update submodule
* Actually update submodule
The last one was a test to check if you were paying attention.
* Update maps for grid collisions (#4450)
* Update submodule
* Fixes the windoor in science. (#4444)
* Automatic changelog update
* Remove IActionBlocker.CanMove (#4449)
* Remove IActionBlocker.CanMove
Ported the remainders over to using MovementAttemptEvent which should also help make mob movement a bit faster.
* Make that check faster
* Added restrictions for what can be inserted into most belts (#4367)
* Belts now restrict what can be inserted into them
* Bandolier now only holds shotgun shells
* Tiny typo
* Another tiny typo
* Automatic changelog update
* Fix indentation
* Fix stuff
* Fix gas canister
* Organize gas canister prototype
* Fix audio occlusion
This was previously being done on every SoundComponent.
* Call SoundSystem instead
* Parents crowbar-red and merges RSIs
* Deletes old crowbar_red.rsi
* Abstracts BasePlushie and ReagentContainerBase
* Adds missing suffixes to debug items and tags them all
* Crematorium now makes a noise on start and during cremation (#4459)
* Automatic changelog update
* Refactor disposals to ECS (#4418)
* ECS up disposals
Also significantly reduced its CPU usage.
* Make update significantly less S L O W
* Start units pressurised
* Client-side flush lerping
* Fix powered not toggling UI
* Fix flush button
* InteractUsing
* Minor optimisations
* Fix collisions
* Make visual state ECS
* Almost done with shared
* Most stuff moved
* Optimise item sleeping
* Automatic changelog update
* Fix door sound dampening (#4453)
* Completely fix NPC pathfinding
Through rigorous investigation and hard work.
* Implement Entity List Display and rework StorageComponent window (#4140)
* Create EntityListDisplay
* Rework ClientStorage window
* Add styling
* Remove unnecessary colors
* Rename list
* Make scrollbar push content
* Change children update a bit
* Add old index
* Localize ClientStorageComponent
* Add size return
* Remove spaces
* Fix usings
* Fix tool sounds.
Fixes#4465
* Automatic changelog update
* Fix missing sounds (#4466)
* Fix missing sounds
* Make SoundHitSpecies fallback to SoundHit
* Fix crayon YAML
* Update PlaySoundBehavior YAML
* Fix required
* Update README.md
* Fix taser physics (#4470)
* Increase MoverController performance (#4448)
Should be a decent amount; rest will come from removing IActionBlocker.
* Remove throwing fixture error
* Update submodule
* Fix sound crash when making foam (#4476)
* Automatic changelog update
* Centers some sprites
* Fix showatmos
* Fix tests.
Flashlight RSI state names had been changed, and some places weren't updated properly
* Remove pillcomponent (#4469)
* Remove PillComponent
* Make food without any solution left delete and create trash
* Replace PillComponent references with a Pill tag
* Clean up
* Add swallow message to food
* Change to eatMessage override
* Change FoodComponent transferAmount to nullable
* Change properties to private
* ItemCabinetVisualizer uses layers (#4445)
* ItemCabinetVisualizer uses layers
* Reviews applied
* Fixes the fireaxe cabinet as well
* I'm dumb
* Fixes bedsheets being unpickupable (#4479)
* Automatic changelog update
* Adds inhands for crayons and the crayon box (#4481)
* Automatic changelog update
* Fixes cigarette animations and matches now have lit/unlit inhand sprites (#4480)
* Automatic changelog update
* Adds plant clippers and changes hydro tool sprites to be more consistent (#4482)
* Adds plant clippers
* Updates sycthe, hoe and spade sprites
* Adds inhands for radio/walkietalkie (#4483)
* Adds inhands for radio/walkietalkie and separates layers
* License thingy
* Fixes test
* Can now equip fireaxe, claymore, spear and baseball back on your back (#4484)
* Can equip spears and claymores on your back now
* Adds fireaxe and baseball bat back equip
* Automatic changelog update
* Makes Match[sticks/box] ECS, Makes Matchsticks ignite plasma
* am big dumdum pls no shed
* Owner Transform to Owner in SoundSystem calls (#4460)
* Owner Transform to Owner
* Owner Transform to Owner minor fixes
* Improve hand pickup code
This way I can break EntityCoordinates' API without breaking content.
BWAHAHAHAHAH!
* Update submodule
* Version v0.5.11 does not exist
* Update submodule
We don't talk about v0.5.12 either.
* Update submodule
For the last time
* Adds duck-related content and a seclite (#4489)
* Added rubber ducky
* Adds ducky slippers
* Adds seclite
* Update Resources/Textures/Objects/Tools/seclite.rsi/meta.json
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Update Resources/Textures/Objects/Fun/ducky.rsi/meta.json
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* The duck slippers now quack as you walk
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Automatic changelog update
* Adds the ability to assign equip sounds in ClothingComponent (#4485)
* Initial
* Works (Kinda)
* Polish
* Reviews
* Removes vending inventory desc and adds missing vending machine descriptions (#4493)
* Removes inventory descriptions
* Adds missing vending machine descriptions using inventory descriptions
* Woops missed a file
* Automatic changelog update
* Adds a ton more inhands (#4488)
* Removed useless loc and added inhands for some lamps
* Adds a ton of inhands to the game
* Actually adds the pill inhand
* Update Resources/Textures/Objects/Misc/utensils.rsi/meta.json
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Update Resources/Textures/Objects/Tools/rcd.rsi/meta.json
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Added open/close/stacklayers for Matchbox and inhands (#4496)
* Added open/close/stacklayers for Matchbox
* Added inhands for matchbox
* What am I a clown not gonna leave no indent spaces
* Adds sound to fire extinguisher safety (#4494)
* Automatic changelog update
* Adds a 6pack of Cola (#4499)
* Adds a 6pack of Cola
* Revert "Adds a 6pack of Cola"
This reverts commit 99f024b94ab3c684ce62e28018bd0fe2f26a2e09.
* Revert "Revert "Adds a 6pack of Cola""
This reverts commit 9e3d31e41c8ea61a962ad7d4d3c0ea7124e82653.
* Automatic changelog update
* Fix H-pulling? (#4425)
In retrospect the answer is easy, but man this took a while.
* Automatic changelog update
* Makes DiceComponent ECS
* Makes PlaceableSurface ECS
* Added classic announcement sound to announcements (#4504)
* Automatic changelog update
* Refactors throw events, makes cream pies ECS (#4500)
* Automatic changelog update
* Port the tumbler from Box2D (#4486)
* Subscribe TransformComponent events by-ref (#4478)
* Refactor damageablecomponent update (#4406)
* Fixing merge.
I messed up part of the merge. this should fix it?
* Barotrauma now uses prototypeManager
As System.Runtime.CompilerServices also has a [Dependency], I think I had to use the full path [Robust.Shared.IoC.Dependency]
* FlammableComponent now uses prototypeManager
* SuicideCommands now use prototypeManager
* Changed many files to use prototypeManager to resolve damaege prototypes
Yeah.... prototype references would be very nice. maybe this was all a waste of time.
* Grouping prototypeManager.Index with datafield definitions
This will make it easier to eventually add prototype references
* removed unused variable
* Moved lines around.
Lines now consistent with other TODO PROTOTYPE blocks
* Grouping more prototypeManager.Index with datafield definitions
* Removed unnecessary code
* Added more prototypeManager indexing
These ones weren't pointed out by DrSmug. But I think this is all of them? That or my regex is shit.
* Remove redundant _damage field
* Remove redundant _currentTemperature
* Moved variables down
* Added prototypeManager indexing to TemperatureComponent
* WeaponComponent/System now use ProtptypeManager
And as far as I can tell damageType is required, and therefore should never have been null anyway?
* Make ranged weapon clumsy fire effects datafields
And yes, the order in which the clumsy effects occur is very important.
* Made damage on vital body part loss a datafield
* Renamed several damageGroup variables to group
* Capitalised DamageListToDamageGroup
* Make radiation and explosion damage types datafields
* Renamed _supportedDamageGroupIDs and _supportedDamageTypeIDs
* Fixed mistakes
Frogot to remove prototypeManager index DamageTypeTrigger, and wrong variable visibility in TemperatureComponent
* Added necessary code
Is something tragically wrong?
* MeleeWeapon damageType is not actually required
* Fixing someone else's mistakes
A search comes up with nothing in the yaml files, and its not a required field. So no one uses it? Hopefully?
* Changed and renamed damageTypeToDamageGroup
Previously would incorrectly return the total container damage for each group, not the total in the group
* renaming varitables
* Renamed variable DamageClasses
* Added dictionary converting functions
* Added ID-keyed dictionaries
* Making MedicalScanner use ID dictionaries, instead of prototype dictionaries
Oh oh no. I've been able to avoid UI & networking up until now. I have no Idea what I am doing.
* Fix Medical Scanner
* Summary (required)
The joke here is that this fixes the empty summary.
* Removed DamageableComponent.GetDamageGroup/Type
* Renamed "damage classes" to groups.
* Update ChangeDamage description
* Replaced Heal() with SettAllDamage()
Heal() was just a confusing name,
* More Class -> Group renaming
* Replace Class with Group in yaml files
DamageClassTrigger does not appear in any yaml? only in testing?
DamageTypeTrigger appears only in human.yaml?
HealthChangeMetabolism is Mostly in medicine.yml and one in soad.yaml
Why the hell is Cola metabolizable by plants? Who is pouring cola on their plants!?!?
* Fix _prototypeManager being null errors.
* Changing comments
Where are the prototype references
* MetabolismComponent doesn't give free heals anymore.
* Changes HungerComponent healing.
Previously I think it would actually damage you. Only did this as I though it was causing the fast healing. Turns out that was just BREATHING.
* Generalised a function in DamageableComponent and moved it to DamageGroupPrototype
previously DamageTypesDictToDamageGroupDict was private to DamageableComponent, but was also quite general (nearly a static function). As this sort of function may be needed by other components using DamageGroupPrototypes in the future, I moved it there as a static function instead.
* modified DamageableComponent.ChangeDamage()
ignoreResistances was renamed to ignoreDamageResistances to make it clearer that it had no effect on healing.
Now uses default argument for ignoreDamageResistances, so when healing you are not forced to specify an argument that does nothing.
Also made some general changes to ignoreResistances()
* Changed class->group and added missing damage type functionality to DamageContainerPrototypes
* Added Comments to damage.yml
* Misc Changes to DamageableComponent
* Differentiated between group support and group applicability
So far, every damage type is a member of one, and only one, damage group. So this change has no real effect so far.
* Added proposed alternative to ChangeDamage()
* fixed error in DamageGroupPrototype
* Changes to DamageableComponent
Lots of changes to comments.
Some variables renamed in IDamageableComponent and DamageableComponent (also required renaming in other files)
Some minor logic changes, mostly for incorrect descirptions of boolean return values.
Also further differentiating between ApplicableGroups and SupportedGroups... if that will ever even matter
* Generalised MedicalScannerComponent
If needed, can print miscellaneous damage types now
* Fixed HealthChangeMetabolism bug
* Changing Comments around
* More questions
* Made Barotrauma default to blunt
* Fix RejuvenateTest.cs
* Comments
* Coments and variable names
* fix some master-merge issues
* Removed redundant fields
* Misc changes for readbility of PR diff
* Consistent naming
* Fixed atmos damage bug
* Removed Ranting
* Fixed Hunger after I broke it
* Fixing Bugs
* Removed stupid question
* Removed more stupid questions
* Fix potential null errors.
* Made boolean return values consistent
Also renamed several functions, to make it clear they return a bool. Docs were also updated.
* Removed IoCManager.InjectDependencies()
* Removed unnecessary 'suffocation' prefix
* Fixed Spelling
Also removed accidentally left in logger call
* Fixed Medical Scanner
* Apply suggestions from code review
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
* Changing comments and whitespaces
* Made damage thresholds trigger datafields required
* So many typos
* Changes to DamageableComponents
Changed documentation in IDamageableComponent
Made testing code more readable.
Relabelled groups as 'Applicable' either 'Fully Supported'
* Removed function and degeneralised
* Update DamageableComponent.cs
Removed unused parameters
Fixed Networking
* Added IoCManager.Resolve
* Now using alternative TryChangeDamage()
* Removed function from DamageGroupPrototype
* Removing comments
* Remove bad if statement?
* Fix damageChanged ordering
* Fix hurt server command
* Changed //TODO PROTOTYPE blocks
Now use PrototypeManager differently. Wherever possible, only retrieve the prototype once.
Also added default damage types to some more datafields
* Update Content.Shared/Damage/Container/DamageContainerPrototype.cs
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
* renamed _accumulatedHealth -> _accumulatedDamage and added TODOs
* Another class-> group
* Fix bug in generalisation of damage container prototypes
* Addes Tests to make sure I dont keep adding bugs to my own code.
* Changed Return values when setting
* Removed unused class
* Added more tests, split tests into three files
* Made damage types public and VV read-write-able
* Minor changes to DamageableComponent
Replaced internal use of GetDamagePerType with _damageDict and removed some unnecessary fields
* Fix Suicide, by adding IoC Resolve()
* Fix DamageGroupTrigger bug
* Fix typos in tests
* Change comments./docstrings & spacing
* Merge tests, use test prototypes
Co-authored-by: Leon Friedrich <60421075+leonsfriedrich@users.noreply.github.com>
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
* Add Alt-click functionality (#4497)
* Fix ItemSlot Bug
* Add Alt-use Key
* Fix TransferAmount window bug
* Alt-click functionality
* Added AltInteract verbs
* Add new verbs
* verb icons
* Changed Comments
* Change Comments
* Fix disposal verbs
* Changed Get...() to Get...OrNull()
* Changed alt-interact combat behaviour
* Update verb icons
* Inventory interact event
* Add Alt+E secondary binding
* Add alt-z keybinding
* Rename AltUse -> AltActivateItemInWorld
* Automatic changelog update
* Fixes chocolate/energy bar (#4503)
* Bring refactor-damageablecomponent branch up-to-date with master (#4510)
* Revert "#3935 implemented suggestions from PR"
This reverts commit a9b1c7b96333ca570067d6a9df1954481005892a.
* #4219 revert of single sound removal in EmitSoundSystem
* #4219 single sounds in EmitSoundSystem should work now
* #4219 some small project tweaks
* #4219 upgraded EmitSoundSystem to use SoundSpecifier
* replacing sound (collection) names with SoundSpecifier - part 1
* #4219 pr tweaks
* #4219 pr tweak
(cherry picked from commit 00b80cb1df2434259ab5df45188e176be57603af)
* emitsoundsystem tweak
* first windoor commit
* finished yaml
* windoors work #Dab
* sound + locked prototypes
* Inserted SoundSpecifier where appropiate
* added comment
* removed TryGetSound + made some SoundSpecifier datafields required
* changed some prototypes' sound paths
* test fixes
* Made plasma grindable (#4334)
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
Co-authored-by: Swept <sweptwastaken@protonmail.com>
* Automatic changelog update
* Fixes invalid yaml line (#4408)
* Fix potential timer exception
* SetTile during extensions test (#4409)
Mainly so it can actually account for accurate grid bounds when doing the test
Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
* Update submodule
* GasFilter appearance, EnabledAtmosDeviceVisualizer improvements.
* Add Enabled property to SubFloorHideComponent, make it networked. (#4404)
* Refactor IDoorCheck into entity events (#4366)
* IDoorCheck refactored to events
# Conflicts:
# Content.Server/Atmos/TileAtmosphere.cs
# Content.Server/Doors/Components/AirlockComponent.cs
# Content.Server/Doors/Components/FirelockComponent.cs
# Content.Server/Doors/Components/ServerDoorComponent.cs
# Content.Server/Doors/IDoorCheck.cs
* namespaces
* Fix mapinit bug with refreshautoclose
* ok i guess these just didnt feel like staging today
* Automatic changelog update
* AtmosDevices can optionally process in space. (#4405)
Refactors some misc atmos things, too.
* Fix gravity generator yeeting
* Enables nullables for atmos internals
* Meth (#4186)
* adds an overdose metabolism with sensible default settings
* adds the compoenents for the run fast part of meth
* not sure what I changed here but I trust my past self to not fuck up for once
* adds basic meth recipe
* correctly names comething
* I really should've checked my spelling before making this pr
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* adds suggestion from the maintaner, who managed to get to this pr suprisingly fast
* Revert "adds suggestion from the maintaner, who managed to get to this pr suprisingly fast"
This reverts commit 9b0f07402e35ed5890b3af805691b690671b950c.
* tweak
* tweak
* git's gitting on my nerves
* some small tweaks
* don't need these anymore
* makes some stuff required
* changes the meth recipe to arbitary bullshit to get the yaml thingy to leave me alone goddamnit
* extremely minor change
* removes overdose, because however it's gonna be done, it's definitely not my way
* i should really double check every key I press
* hm
* sigh, I should be more thorough with looking at error messages.
* beenus
* gay sex is gay
* this one goes out to bingo
* reviews
* not sure why status lifetime description wasn't being commited
* Update MovespeedModifierMetabolism.cs
Co-authored-by: mirrorcult <notzombiedude@gmail.com>
* adds VV to component variables
* rebalances meth, and makes the completely unrealistic recipe properly work now
* meth effects should go away now or something do you think I test these changes before pushing??
* ah yes, orginization
* adds proper recipe and prequisite chemicals
* fixes linter hopefully
* Update chemicals.yml
* a
* starts working on prediction
* thing
* predmiction??
* changes thing
* does it properly
* uses timespan instead of timer
* uses dif timers and adds a system
* updates robust and tweaks a small thing
* Fixes
* "Fix" prediction
* starts changing the timer to timespans to avoid icky on timer end
* okay fixes the check thing but now meth is broken and I don't know why
* fixes predicition (partially)
* Delete ContentNetIDs.cs
whoops
* some changes advised by sloth
* certified scalycode fix right here
* moves resettimer to the metabolism to make it less oop stinky
* moves resettimer to the metabolism to make it less oop stinky
* gamin
* when the is
* updates mth colour to be accurate because I forgot
* abc hard ok
* everything should be up to date now
* makes MovespeedModifierMetabolism ECS and cleans up some other stuff
* does a fixy wixy
* fix thing
* Revert "Merge branch 'master' of https://github.com/space-wizards/space-station-14 into meth"
This reverts commit 62886561098be02f9adb6352f4e858a8269d5bd5, reversing
changes made to ca34fffb5b7a40f19aec7b9e4bc37bdeab914bc1.
* Revert "Revert "Merge branch 'master' of https://github.com/space-wizards/space-station-14 into meth""
This reverts commit 4f550da19656abfd0be05f818fc6b7100252d5b8.
* fix hopefully
* updates metabolism to works with mirror's fancy new system
* updates yaml + tweaks
* bruh
* yaml moment
* :yaml moment
* Revert " :yaml moment"
This reverts commit 8cb51573c64db76d989de22acdbb9c50b2c6d052.
* 99th commit yay, also I need to not do this
* removes something that I don't need
* makes system work with this and gets rid of unnesescary check
* make the update only work on active components
* oops
* Cleanup
* alphabetise this shit
* Touchup
* Woops stupid alloc by me
* Nerf nyoom for now
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: mirrorcult <notzombiedude@gmail.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Automatic changelog update
* Random offset for DefaultGrid every round (#4411)
* Random offset for DefaultGrid every round
This is useful to make coders aware of entitycoordinates and mapcoordinates being different and to help spot problems early. It also puts the onus of fixing positioning bugs back onto the original coder rather than someone else if they happen to spot it.
* Fix clickable test
* Fix entitysystemextensions
* Automatic changelog update
* Document a few atmos classes.
* Update submodule
We do a little bit of debugging
* Make pulling feel less crap (#4414)
Something something pulling refactor someday
* Automatic changelog update
* Comment joint prediction
* Add CVar for random grid offset, disable it by default.
* Fixes not taking pressure damage in space.
Fixes#4415
* Automatic changelog update
* Adds an alternate jumpsuit for botany (#4419)
* Adds an alternate botanists jumpsuit
* Updated license information
* Automatic changelog update
* Added two new small areas to maintenence (#4359)
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
* Automatic changelog update
* Updated meta.json to standard
* Update meta.json to standard
* a
* Revert "Update meta.json to standard"
This reverts commit 4c6702f17b.
* Revert "Updated meta.json to standard"
This reverts commit 8ea7a3ad1f.
* fix rsi
* proper sprites + visualizes nicely
* Removes broken new-line markers from a few desc.
* Fixes a localization error with solution container descriptions
* construction
* reviews + test
* remove SetLayerVisibility, doesnt work for some reason
* swept moment
* leftover
* Automatic changelog update
* Fix can't return to body bug (#4424)
* Automatic changelog update
* Update submodule
* Fix gas tile overlays on shuttles
* Offset station on roundstart again
* Fix PlaceableSurface incorrect coordinate usage.
It set world position to entity coordinate positions...
* Automatic changelog update
* Fix pickup animation incorrect coordinate usage.
Animation finalPosition was world position, while initialPosition was local position.
* Automatic changelog update
* Pointing coordinate fixes.
* Automatic changelog update
* Further pickup animation improvements.
* Adds Science Windoors (#4433)
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
* Gave CMO a Hardsuit (#4434)
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
* Automatic changelog update
* Fixed station engineer table spawn (#4436)
* Maps in windoors (#4432)
* Automatic changelog update
* Losing a head doesn't mean you lose your eyes #3956#4061 (#4225)
Co-authored-by: Michael Will <will_m@outlook.de>
* Automatic changelog update
* Adds windoors for security and the brig. (#4441)
* Automatic changelog update
* Remaps Chemistry and Security, and some Mapping Fixes (#4442)
* Automatic changelog update
* Made the cloning pod and medical scanner constructible (#4439)
* Made the cloning machine pod constructable
* Added everything like I did but with the Medical Scanner
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
* Automatic changelog update
* Fix fixed-point format specifier in PowerCellComponent
* Update submodule
* Actually update submodule
The last one was a test to check if you were paying attention.
* Update maps for grid collisions (#4450)
* Update submodule
* Fixes the windoor in science. (#4444)
* Automatic changelog update
* Remove IActionBlocker.CanMove (#4449)
* Remove IActionBlocker.CanMove
Ported the remainders over to using MovementAttemptEvent which should also help make mob movement a bit faster.
* Make that check faster
* Added restrictions for what can be inserted into most belts (#4367)
* Belts now restrict what can be inserted into them
* Bandolier now only holds shotgun shells
* Tiny typo
* Another tiny typo
* Automatic changelog update
* Fix indentation
* Fix stuff
* Fix gas canister
* Organize gas canister prototype
* Fix audio occlusion
This was previously being done on every SoundComponent.
* Call SoundSystem instead
* Parents crowbar-red and merges RSIs
* Deletes old crowbar_red.rsi
* Abstracts BasePlushie and ReagentContainerBase
* Adds missing suffixes to debug items and tags them all
* Crematorium now makes a noise on start and during cremation (#4459)
* Automatic changelog update
* Refactor disposals to ECS (#4418)
* ECS up disposals
Also significantly reduced its CPU usage.
* Make update significantly less S L O W
* Start units pressurised
* Client-side flush lerping
* Fix powered not toggling UI
* Fix flush button
* InteractUsing
* Minor optimisations
* Fix collisions
* Make visual state ECS
* Almost done with shared
* Most stuff moved
* Optimise item sleeping
* Automatic changelog update
* Fix door sound dampening (#4453)
* Completely fix NPC pathfinding
Through rigorous investigation and hard work.
* Implement Entity List Display and rework StorageComponent window (#4140)
* Create EntityListDisplay
* Rework ClientStorage window
* Add styling
* Remove unnecessary colors
* Rename list
* Make scrollbar push content
* Change children update a bit
* Add old index
* Localize ClientStorageComponent
* Add size return
* Remove spaces
* Fix usings
* Fix tool sounds.
Fixes#4465
* Automatic changelog update
* Fix missing sounds (#4466)
* Fix missing sounds
* Make SoundHitSpecies fallback to SoundHit
* Fix crayon YAML
* Update PlaySoundBehavior YAML
* Fix required
* Update README.md
* Fix taser physics (#4470)
* Increase MoverController performance (#4448)
Should be a decent amount; rest will come from removing IActionBlocker.
* Remove throwing fixture error
* Update submodule
* Fix sound crash when making foam (#4476)
* Automatic changelog update
* Centers some sprites
* Fix showatmos
* Fix tests.
Flashlight RSI state names had been changed, and some places weren't updated properly
* Remove pillcomponent (#4469)
* Remove PillComponent
* Make food without any solution left delete and create trash
* Replace PillComponent references with a Pill tag
* Clean up
* Add swallow message to food
* Change to eatMessage override
* Change FoodComponent transferAmount to nullable
* Change properties to private
* ItemCabinetVisualizer uses layers (#4445)
* ItemCabinetVisualizer uses layers
* Reviews applied
* Fixes the fireaxe cabinet as well
* I'm dumb
* Fixes bedsheets being unpickupable (#4479)
* Automatic changelog update
* Adds inhands for crayons and the crayon box (#4481)
* Automatic changelog update
* Fixes cigarette animations and matches now have lit/unlit inhand sprites (#4480)
* Automatic changelog update
* Adds plant clippers and changes hydro tool sprites to be more consistent (#4482)
* Adds plant clippers
* Updates sycthe, hoe and spade sprites
* Adds inhands for radio/walkietalkie (#4483)
* Adds inhands for radio/walkietalkie and separates layers
* License thingy
* Fixes test
* Can now equip fireaxe, claymore, spear and baseball back on your back (#4484)
* Can equip spears and claymores on your back now
* Adds fireaxe and baseball bat back equip
* Automatic changelog update
* Makes Match[sticks/box] ECS, Makes Matchsticks ignite plasma
* am big dumdum pls no shed
* Owner Transform to Owner in SoundSystem calls (#4460)
* Owner Transform to Owner
* Owner Transform to Owner minor fixes
* Improve hand pickup code
This way I can break EntityCoordinates' API without breaking content.
BWAHAHAHAHAH!
* Update submodule
* Version v0.5.11 does not exist
* Update submodule
We don't talk about v0.5.12 either.
* Update submodule
For the last time
* Adds duck-related content and a seclite (#4489)
* Added rubber ducky
* Adds ducky slippers
* Adds seclite
* Update Resources/Textures/Objects/Tools/seclite.rsi/meta.json
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Update Resources/Textures/Objects/Fun/ducky.rsi/meta.json
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* The duck slippers now quack as you walk
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Automatic changelog update
* Adds the ability to assign equip sounds in ClothingComponent (#4485)
* Initial
* Works (Kinda)
* Polish
* Reviews
* Removes vending inventory desc and adds missing vending machine descriptions (#4493)
* Removes inventory descriptions
* Adds missing vending machine descriptions using inventory descriptions
* Woops missed a file
* Automatic changelog update
* Adds a ton more inhands (#4488)
* Removed useless loc and added inhands for some lamps
* Adds a ton of inhands to the game
* Actually adds the pill inhand
* Update Resources/Textures/Objects/Misc/utensils.rsi/meta.json
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Update Resources/Textures/Objects/Tools/rcd.rsi/meta.json
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Added open/close/stacklayers for Matchbox and inhands (#4496)
* Added open/close/stacklayers for Matchbox
* Added inhands for matchbox
* What am I a clown not gonna leave no indent spaces
* Adds sound to fire extinguisher safety (#4494)
* Automatic changelog update
* Adds a 6pack of Cola (#4499)
* Adds a 6pack of Cola
* Revert "Adds a 6pack of Cola"
This reverts commit 99f024b94ab3c684ce62e28018bd0fe2f26a2e09.
* Revert "Revert "Adds a 6pack of Cola""
This reverts commit 9e3d31e41c8ea61a962ad7d4d3c0ea7124e82653.
* Automatic changelog update
* Fix H-pulling? (#4425)
In retrospect the answer is easy, but man this took a while.
* Automatic changelog update
* Makes DiceComponent ECS
* Makes PlaceableSurface ECS
* Added classic announcement sound to announcements (#4504)
* Automatic changelog update
* Refactors throw events, makes cream pies ECS (#4500)
* Automatic changelog update
* Port the tumbler from Box2D (#4486)
* Subscribe TransformComponent events by-ref (#4478)
* Add Alt-click functionality (#4497)
* Fix ItemSlot Bug
* Add Alt-use Key
* Fix TransferAmount window bug
* Alt-click functionality
* Added AltInteract verbs
* Add new verbs
* verb icons
* Changed Comments
* Change Comments
* Fix disposal verbs
* Changed Get...() to Get...OrNull()
* Changed alt-interact combat behaviour
* Update verb icons
* Inventory interact event
* Add Alt+E secondary binding
* Add alt-z keybinding
* Rename AltUse -> AltActivateItemInWorld
* Automatic changelog update
* Fixes chocolate/energy bar (#4503)
* Fix merge issues
Co-authored-by: Galactic Chimp <GalacticChimpanzee@gmail.com>
Co-authored-by: Kara Dinyes <lunarautomaton6@gmail.com>
Co-authored-by: SethLafuente <84478872+SethLafuente@users.noreply.github.com>
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
Co-authored-by: Swept <sweptwastaken@protonmail.com>
Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com>
Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Vera Aguilera Puerto <gradientvera@outlook.com>
Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
Co-authored-by: ScalyChimp <72841710+scaly-chimp@users.noreply.github.com>
Co-authored-by: mirrorcult <notzombiedude@gmail.com>
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
Co-authored-by: Jaskanbe <86671825+Jaskanbe@users.noreply.github.com>
Co-authored-by: scrato <Mickaello2003@gmx.de>
Co-authored-by: Michael Will <will_m@outlook.de>
Co-authored-by: TimrodDX <timrod@gmail.com>
Co-authored-by: Leon Friedrich <60421075+leonsfriedrich@users.noreply.github.com>
Co-authored-by: Ygg01 <y.laughing.man.y@gmail.com>
Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
Co-authored-by: ColdAutumnRain <73938872+ColdAutumnRain@users.noreply.github.com>
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Singularity fixes (#4383)
* Singularity fixes
* Fix the rest
* Woops
* ahh
* Nerf singulo for now
* Final touchups for now
* Review
* Automatic changelog update
* Fix PA construction crash, make it clear that PA construction needs LV cables (#4506)
* Automatic changelog update
* Add security barriers (#4458)
* Add sprites
* Lock system now raises lock toggle events
* Add prototype and barrier system
* Toggle lock on click
* Barrier blocks bullets (like a real wall)
* Barrier now destroyable
* Fancy visualzer and lighting. Also unlock by default
* Deleted comma
* Ignored components?
* Update Resources/Prototypes/Entities/Objects/Specific/Security/barrier.yml
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Update Resources/Prototypes/Entities/Objects/Specific/Security/barrier.yml
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Toggle Lock no longer handled
* Made it much easier to move through airlocks
Co-authored-by: Swept <sweptwastaken@protonmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Automatic changelog update
* Updates name of LV cable coil
* Admin ghosts can now interact with stuff (#4178)
* Ghosts now have a bool for interacting with stuff
* Wrong ghost
* Simping for Swept
* Merge cleanup
* IT'S ODNE
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Automatic changelog update
* Added Basic Parts Technology (#4440)
* Added parts Technology
* is something they're something
bad grammar
* Update Parts.yml
* Update technologies.yml
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
Co-authored-by: Swept <sweptwastaken@protonmail.com>
* Add basic meteor swarm (#4420)
* Add basic meteor swarm
* Map fixes
* Dependency cache
* Fix projectile crash
* Last of the reviews
* Automatic changelog update
* Update content for PhysicsMapComponent (#4462)
* Update content for PhysicsMapComponent
* Fix command
* Cache broadphasesystem
* Update submodule
* Update SS14 for grid contraction (#4452)
* Update SS14 for grid contraction
* Remove more dummy chunks
* Update submodule
* ratio's rects
* Add DamageType And DamageGroup Prototypes
* Remove DamageTypePrototype Field "name" as its redundant
* Change I/DamageableComponent to use prototypes
* Update DamageContainer, ReisistanceSet and DamageChangeData
* Change Barotrauma Component to use DamageType from DamageSystem
* Update AsteroidRockComponent
* update some more components
* update some more components
* Fix m o r e c o m p o n e n t s and their damageType
* all thats left is bug/missing node hunting then verification.
* push changes
* update submodule
* Merge fixes
* push DGP for example
* update damagecomponent across shared and server
* fix a few bugs
* Fix Merge issues
* Refactor damageablecomponent update (#4406)
* Fixing merge.
I messed up part of the merge. this should fix it?
* Barotrauma now uses prototypeManager
As System.Runtime.CompilerServices also has a [Dependency], I think I had to use the full path [Robust.Shared.IoC.Dependency]
* FlammableComponent now uses prototypeManager
* SuicideCommands now use prototypeManager
* Changed many files to use prototypeManager to resolve damaege prototypes
Yeah.... prototype references would be very nice. maybe this was all a waste of time.
* Grouping prototypeManager.Index with datafield definitions
This will make it easier to eventually add prototype references
* removed unused variable
* Moved lines around.
Lines now consistent with other TODO PROTOTYPE blocks
* Grouping more prototypeManager.Index with datafield definitions
* Removed unnecessary code
* Added more prototypeManager indexing
These ones weren't pointed out by DrSmug. But I think this is all of them? That or my regex is shit.
* Remove redundant _damage field
* Remove redundant _currentTemperature
* Moved variables down
* Added prototypeManager indexing to TemperatureComponent
* WeaponComponent/System now use ProtptypeManager
And as far as I can tell damageType is required, and therefore should never have been null anyway?
* Make ranged weapon clumsy fire effects datafields
And yes, the order in which the clumsy effects occur is very important.
* Made damage on vital body part loss a datafield
* Renamed several damageGroup variables to group
* Capitalised DamageListToDamageGroup
* Make radiation and explosion damage types datafields
* Renamed _supportedDamageGroupIDs and _supportedDamageTypeIDs
* Fixed mistakes
Frogot to remove prototypeManager index DamageTypeTrigger, and wrong variable visibility in TemperatureComponent
* Added necessary code
Is something tragically wrong?
* MeleeWeapon damageType is not actually required
* Fixing someone else's mistakes
A search comes up with nothing in the yaml files, and its not a required field. So no one uses it? Hopefully?
* Changed and renamed damageTypeToDamageGroup
Previously would incorrectly return the total container damage for each group, not the total in the group
* renaming varitables
* Renamed variable DamageClasses
* Added dictionary converting functions
* Added ID-keyed dictionaries
* Making MedicalScanner use ID dictionaries, instead of prototype dictionaries
Oh oh no. I've been able to avoid UI & networking up until now. I have no Idea what I am doing.
* Fix Medical Scanner
* Summary (required)
The joke here is that this fixes the empty summary.
* Removed DamageableComponent.GetDamageGroup/Type
* Renamed "damage classes" to groups.
* Update ChangeDamage description
* Replaced Heal() with SettAllDamage()
Heal() was just a confusing name,
* More Class -> Group renaming
* Replace Class with Group in yaml files
DamageClassTrigger does not appear in any yaml? only in testing?
DamageTypeTrigger appears only in human.yaml?
HealthChangeMetabolism is Mostly in medicine.yml and one in soad.yaml
Why the hell is Cola metabolizable by plants? Who is pouring cola on their plants!?!?
* Fix _prototypeManager being null errors.
* Changing comments
Where are the prototype references
* MetabolismComponent doesn't give free heals anymore.
* Changes HungerComponent healing.
Previously I think it would actually damage you. Only did this as I though it was causing the fast healing. Turns out that was just BREATHING.
* Generalised a function in DamageableComponent and moved it to DamageGroupPrototype
previously DamageTypesDictToDamageGroupDict was private to DamageableComponent, but was also quite general (nearly a static function). As this sort of function may be needed by other components using DamageGroupPrototypes in the future, I moved it there as a static function instead.
* modified DamageableComponent.ChangeDamage()
ignoreResistances was renamed to ignoreDamageResistances to make it clearer that it had no effect on healing.
Now uses default argument for ignoreDamageResistances, so when healing you are not forced to specify an argument that does nothing.
Also made some general changes to ignoreResistances()
* Changed class->group and added missing damage type functionality to DamageContainerPrototypes
* Added Comments to damage.yml
* Misc Changes to DamageableComponent
* Differentiated between group support and group applicability
So far, every damage type is a member of one, and only one, damage group. So this change has no real effect so far.
* Added proposed alternative to ChangeDamage()
* fixed error in DamageGroupPrototype
* Changes to DamageableComponent
Lots of changes to comments.
Some variables renamed in IDamageableComponent and DamageableComponent (also required renaming in other files)
Some minor logic changes, mostly for incorrect descirptions of boolean return values.
Also further differentiating between ApplicableGroups and SupportedGroups... if that will ever even matter
* Generalised MedicalScannerComponent
If needed, can print miscellaneous damage types now
* Fixed HealthChangeMetabolism bug
* Changing Comments around
* More questions
* Made Barotrauma default to blunt
* Fix RejuvenateTest.cs
* Comments
* Coments and variable names
* fix some master-merge issues
* Removed redundant fields
* Misc changes for readbility of PR diff
* Consistent naming
* Fixed atmos damage bug
* Removed Ranting
* Fixed Hunger after I broke it
* Fixing Bugs
* Removed stupid question
* Removed more stupid questions
* Fix potential null errors.
* Made boolean return values consistent
Also renamed several functions, to make it clear they return a bool. Docs were also updated.
* Removed IoCManager.InjectDependencies()
* Removed unnecessary 'suffocation' prefix
* Fixed Spelling
Also removed accidentally left in logger call
* Fixed Medical Scanner
* Apply suggestions from code review
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
* Changing comments and whitespaces
* Made damage thresholds trigger datafields required
* So many typos
* Changes to DamageableComponents
Changed documentation in IDamageableComponent
Made testing code more readable.
Relabelled groups as 'Applicable' either 'Fully Supported'
* Removed function and degeneralised
* Update DamageableComponent.cs
Removed unused parameters
Fixed Networking
* Added IoCManager.Resolve
* Now using alternative TryChangeDamage()
* Removed function from DamageGroupPrototype
* Removing comments
* Remove bad if statement?
* Fix damageChanged ordering
* Fix hurt server command
* Changed //TODO PROTOTYPE blocks
Now use PrototypeManager differently. Wherever possible, only retrieve the prototype once.
Also added default damage types to some more datafields
* Update Content.Shared/Damage/Container/DamageContainerPrototype.cs
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
* renamed _accumulatedHealth -> _accumulatedDamage and added TODOs
* Another class-> group
* Fix bug in generalisation of damage container prototypes
* Addes Tests to make sure I dont keep adding bugs to my own code.
* Changed Return values when setting
* Removed unused class
* Added more tests, split tests into three files
* Made damage types public and VV read-write-able
* Minor changes to DamageableComponent
Replaced internal use of GetDamagePerType with _damageDict and removed some unnecessary fields
* Fix Suicide, by adding IoC Resolve()
* Fix DamageGroupTrigger bug
* Fix typos in tests
* Change comments./docstrings & spacing
* Merge tests, use test prototypes
Co-authored-by: Leon Friedrich <60421075+leonsfriedrich@users.noreply.github.com>
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
* Bring refactor-damageablecomponent branch up-to-date with master (#4510)
* Revert "#3935 implemented suggestions from PR"
This reverts commit a9b1c7b96333ca570067d6a9df1954481005892a.
* #4219 revert of single sound removal in EmitSoundSystem
* #4219 single sounds in EmitSoundSystem should work now
* #4219 some small project tweaks
* #4219 upgraded EmitSoundSystem to use SoundSpecifier
* replacing sound (collection) names with SoundSpecifier - part 1
* #4219 pr tweaks
* #4219 pr tweak
(cherry picked from commit 00b80cb1df2434259ab5df45188e176be57603af)
* emitsoundsystem tweak
* first windoor commit
* finished yaml
* windoors work #Dab
* sound + locked prototypes
* Inserted SoundSpecifier where appropiate
* added comment
* removed TryGetSound + made some SoundSpecifier datafields required
* changed some prototypes' sound paths
* test fixes
* Made plasma grindable (#4334)
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
Co-authored-by: Swept <sweptwastaken@protonmail.com>
* Automatic changelog update
* Fixes invalid yaml line (#4408)
* Fix potential timer exception
* SetTile during extensions test (#4409)
Mainly so it can actually account for accurate grid bounds when doing the test
Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
* Update submodule
* GasFilter appearance, EnabledAtmosDeviceVisualizer improvements.
* Add Enabled property to SubFloorHideComponent, make it networked. (#4404)
* Refactor IDoorCheck into entity events (#4366)
* IDoorCheck refactored to events
# Conflicts:
# Content.Server/Atmos/TileAtmosphere.cs
# Content.Server/Doors/Components/AirlockComponent.cs
# Content.Server/Doors/Components/FirelockComponent.cs
# Content.Server/Doors/Components/ServerDoorComponent.cs
# Content.Server/Doors/IDoorCheck.cs
* namespaces
* Fix mapinit bug with refreshautoclose
* ok i guess these just didnt feel like staging today
* Automatic changelog update
* AtmosDevices can optionally process in space. (#4405)
Refactors some misc atmos things, too.
* Fix gravity generator yeeting
* Enables nullables for atmos internals
* Meth (#4186)
* adds an overdose metabolism with sensible default settings
* adds the compoenents for the run fast part of meth
* not sure what I changed here but I trust my past self to not fuck up for once
* adds basic meth recipe
* correctly names comething
* I really should've checked my spelling before making this pr
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* adds suggestion from the maintaner, who managed to get to this pr suprisingly fast
* Revert "adds suggestion from the maintaner, who managed to get to this pr suprisingly fast"
This reverts commit 9b0f07402e35ed5890b3af805691b690671b950c.
* tweak
* tweak
* git's gitting on my nerves
* some small tweaks
* don't need these anymore
* makes some stuff required
* changes the meth recipe to arbitary bullshit to get the yaml thingy to leave me alone goddamnit
* extremely minor change
* removes overdose, because however it's gonna be done, it's definitely not my way
* i should really double check every key I press
* hm
* sigh, I should be more thorough with looking at error messages.
* beenus
* gay sex is gay
* this one goes out to bingo
* reviews
* not sure why status lifetime description wasn't being commited
* Update MovespeedModifierMetabolism.cs
Co-authored-by: mirrorcult <notzombiedude@gmail.com>
* adds VV to component variables
* rebalances meth, and makes the completely unrealistic recipe properly work now
* meth effects should go away now or something do you think I test these changes before pushing??
* ah yes, orginization
* adds proper recipe and prequisite chemicals
* fixes linter hopefully
* Update chemicals.yml
* a
* starts working on prediction
* thing
* predmiction??
* changes thing
* does it properly
* uses timespan instead of timer
* uses dif timers and adds a system
* updates robust and tweaks a small thing
* Fixes
* "Fix" prediction
* starts changing the timer to timespans to avoid icky on timer end
* okay fixes the check thing but now meth is broken and I don't know why
* fixes predicition (partially)
* Delete ContentNetIDs.cs
whoops
* some changes advised by sloth
* certified scalycode fix right here
* moves resettimer to the metabolism to make it less oop stinky
* moves resettimer to the metabolism to make it less oop stinky
* gamin
* when the is
* updates mth colour to be accurate because I forgot
* abc hard ok
* everything should be up to date now
* makes MovespeedModifierMetabolism ECS and cleans up some other stuff
* does a fixy wixy
* fix thing
* Revert "Merge branch 'master' of https://github.com/space-wizards/space-station-14 into meth"
This reverts commit 62886561098be02f9adb6352f4e858a8269d5bd5, reversing
changes made to ca34fffb5b7a40f19aec7b9e4bc37bdeab914bc1.
* Revert "Revert "Merge branch 'master' of https://github.com/space-wizards/space-station-14 into meth""
This reverts commit 4f550da19656abfd0be05f818fc6b7100252d5b8.
* fix hopefully
* updates metabolism to works with mirror's fancy new system
* updates yaml + tweaks
* bruh
* yaml moment
* :yaml moment
* Revert " :yaml moment"
This reverts commit 8cb51573c64db76d989de22acdbb9c50b2c6d052.
* 99th commit yay, also I need to not do this
* removes something that I don't need
* makes system work with this and gets rid of unnesescary check
* make the update only work on active components
* oops
* Cleanup
* alphabetise this shit
* Touchup
* Woops stupid alloc by me
* Nerf nyoom for now
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: mirrorcult <notzombiedude@gmail.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Automatic changelog update
* Random offset for DefaultGrid every round (#4411)
* Random offset for DefaultGrid every round
This is useful to make coders aware of entitycoordinates and mapcoordinates being different and to help spot problems early. It also puts the onus of fixing positioning bugs back onto the original coder rather than someone else if they happen to spot it.
* Fix clickable test
* Fix entitysystemextensions
* Automatic changelog update
* Document a few atmos classes.
* Update submodule
We do a little bit of debugging
* Make pulling feel less crap (#4414)
Something something pulling refactor someday
* Automatic changelog update
* Comment joint prediction
* Add CVar for random grid offset, disable it by default.
* Fixes not taking pressure damage in space.
Fixes#4415
* Automatic changelog update
* Adds an alternate jumpsuit for botany (#4419)
* Adds an alternate botanists jumpsuit
* Updated license information
* Automatic changelog update
* Added two new small areas to maintenence (#4359)
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
* Automatic changelog update
* Updated meta.json to standard
* Update meta.json to standard
* a
* Revert "Update meta.json to standard"
This reverts commit 4c6702f17b.
* Revert "Updated meta.json to standard"
This reverts commit 8ea7a3ad1f.
* fix rsi
* proper sprites + visualizes nicely
* Removes broken new-line markers from a few desc.
* Fixes a localization error with solution container descriptions
* construction
* reviews + test
* remove SetLayerVisibility, doesnt work for some reason
* swept moment
* leftover
* Automatic changelog update
* Fix can't return to body bug (#4424)
* Automatic changelog update
* Update submodule
* Fix gas tile overlays on shuttles
* Offset station on roundstart again
* Fix PlaceableSurface incorrect coordinate usage.
It set world position to entity coordinate positions...
* Automatic changelog update
* Fix pickup animation incorrect coordinate usage.
Animation finalPosition was world position, while initialPosition was local position.
* Automatic changelog update
* Pointing coordinate fixes.
* Automatic changelog update
* Further pickup animation improvements.
* Adds Science Windoors (#4433)
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
* Gave CMO a Hardsuit (#4434)
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
* Automatic changelog update
* Fixed station engineer table spawn (#4436)
* Maps in windoors (#4432)
* Automatic changelog update
* Losing a head doesn't mean you lose your eyes #3956#4061 (#4225)
Co-authored-by: Michael Will <will_m@outlook.de>
* Automatic changelog update
* Adds windoors for security and the brig. (#4441)
* Automatic changelog update
* Remaps Chemistry and Security, and some Mapping Fixes (#4442)
* Automatic changelog update
* Made the cloning pod and medical scanner constructible (#4439)
* Made the cloning machine pod constructable
* Added everything like I did but with the Medical Scanner
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
* Automatic changelog update
* Fix fixed-point format specifier in PowerCellComponent
* Update submodule
* Actually update submodule
The last one was a test to check if you were paying attention.
* Update maps for grid collisions (#4450)
* Update submodule
* Fixes the windoor in science. (#4444)
* Automatic changelog update
* Remove IActionBlocker.CanMove (#4449)
* Remove IActionBlocker.CanMove
Ported the remainders over to using MovementAttemptEvent which should also help make mob movement a bit faster.
* Make that check faster
* Added restrictions for what can be inserted into most belts (#4367)
* Belts now restrict what can be inserted into them
* Bandolier now only holds shotgun shells
* Tiny typo
* Another tiny typo
* Automatic changelog update
* Fix indentation
* Fix stuff
* Fix gas canister
* Organize gas canister prototype
* Fix audio occlusion
This was previously being done on every SoundComponent.
* Call SoundSystem instead
* Parents crowbar-red and merges RSIs
* Deletes old crowbar_red.rsi
* Abstracts BasePlushie and ReagentContainerBase
* Adds missing suffixes to debug items and tags them all
* Crematorium now makes a noise on start and during cremation (#4459)
* Automatic changelog update
* Refactor disposals to ECS (#4418)
* ECS up disposals
Also significantly reduced its CPU usage.
* Make update significantly less S L O W
* Start units pressurised
* Client-side flush lerping
* Fix powered not toggling UI
* Fix flush button
* InteractUsing
* Minor optimisations
* Fix collisions
* Make visual state ECS
* Almost done with shared
* Most stuff moved
* Optimise item sleeping
* Automatic changelog update
* Fix door sound dampening (#4453)
* Completely fix NPC pathfinding
Through rigorous investigation and hard work.
* Implement Entity List Display and rework StorageComponent window (#4140)
* Create EntityListDisplay
* Rework ClientStorage window
* Add styling
* Remove unnecessary colors
* Rename list
* Make scrollbar push content
* Change children update a bit
* Add old index
* Localize ClientStorageComponent
* Add size return
* Remove spaces
* Fix usings
* Fix tool sounds.
Fixes#4465
* Automatic changelog update
* Fix missing sounds (#4466)
* Fix missing sounds
* Make SoundHitSpecies fallback to SoundHit
* Fix crayon YAML
* Update PlaySoundBehavior YAML
* Fix required
* Update README.md
* Fix taser physics (#4470)
* Increase MoverController performance (#4448)
Should be a decent amount; rest will come from removing IActionBlocker.
* Remove throwing fixture error
* Update submodule
* Fix sound crash when making foam (#4476)
* Automatic changelog update
* Centers some sprites
* Fix showatmos
* Fix tests.
Flashlight RSI state names had been changed, and some places weren't updated properly
* Remove pillcomponent (#4469)
* Remove PillComponent
* Make food without any solution left delete and create trash
* Replace PillComponent references with a Pill tag
* Clean up
* Add swallow message to food
* Change to eatMessage override
* Change FoodComponent transferAmount to nullable
* Change properties to private
* ItemCabinetVisualizer uses layers (#4445)
* ItemCabinetVisualizer uses layers
* Reviews applied
* Fixes the fireaxe cabinet as well
* I'm dumb
* Fixes bedsheets being unpickupable (#4479)
* Automatic changelog update
* Adds inhands for crayons and the crayon box (#4481)
* Automatic changelog update
* Fixes cigarette animations and matches now have lit/unlit inhand sprites (#4480)
* Automatic changelog update
* Adds plant clippers and changes hydro tool sprites to be more consistent (#4482)
* Adds plant clippers
* Updates sycthe, hoe and spade sprites
* Adds inhands for radio/walkietalkie (#4483)
* Adds inhands for radio/walkietalkie and separates layers
* License thingy
* Fixes test
* Can now equip fireaxe, claymore, spear and baseball back on your back (#4484)
* Can equip spears and claymores on your back now
* Adds fireaxe and baseball bat back equip
* Automatic changelog update
* Makes Match[sticks/box] ECS, Makes Matchsticks ignite plasma
* am big dumdum pls no shed
* Owner Transform to Owner in SoundSystem calls (#4460)
* Owner Transform to Owner
* Owner Transform to Owner minor fixes
* Improve hand pickup code
This way I can break EntityCoordinates' API without breaking content.
BWAHAHAHAHAH!
* Update submodule
* Version v0.5.11 does not exist
* Update submodule
We don't talk about v0.5.12 either.
* Update submodule
For the last time
* Adds duck-related content and a seclite (#4489)
* Added rubber ducky
* Adds ducky slippers
* Adds seclite
* Update Resources/Textures/Objects/Tools/seclite.rsi/meta.json
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Update Resources/Textures/Objects/Fun/ducky.rsi/meta.json
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* The duck slippers now quack as you walk
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Automatic changelog update
* Adds the ability to assign equip sounds in ClothingComponent (#4485)
* Initial
* Works (Kinda)
* Polish
* Reviews
* Removes vending inventory desc and adds missing vending machine descriptions (#4493)
* Removes inventory descriptions
* Adds missing vending machine descriptions using inventory descriptions
* Woops missed a file
* Automatic changelog update
* Adds a ton more inhands (#4488)
* Removed useless loc and added inhands for some lamps
* Adds a ton of inhands to the game
* Actually adds the pill inhand
* Update Resources/Textures/Objects/Misc/utensils.rsi/meta.json
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Update Resources/Textures/Objects/Tools/rcd.rsi/meta.json
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Added open/close/stacklayers for Matchbox and inhands (#4496)
* Added open/close/stacklayers for Matchbox
* Added inhands for matchbox
* What am I a clown not gonna leave no indent spaces
* Adds sound to fire extinguisher safety (#4494)
* Automatic changelog update
* Adds a 6pack of Cola (#4499)
* Adds a 6pack of Cola
* Revert "Adds a 6pack of Cola"
This reverts commit 99f024b94ab3c684ce62e28018bd0fe2f26a2e09.
* Revert "Revert "Adds a 6pack of Cola""
This reverts commit 9e3d31e41c8ea61a962ad7d4d3c0ea7124e82653.
* Automatic changelog update
* Fix H-pulling? (#4425)
In retrospect the answer is easy, but man this took a while.
* Automatic changelog update
* Makes DiceComponent ECS
* Makes PlaceableSurface ECS
* Added classic announcement sound to announcements (#4504)
* Automatic changelog update
* Refactors throw events, makes cream pies ECS (#4500)
* Automatic changelog update
* Port the tumbler from Box2D (#4486)
* Subscribe TransformComponent events by-ref (#4478)
* Add Alt-click functionality (#4497)
* Fix ItemSlot Bug
* Add Alt-use Key
* Fix TransferAmount window bug
* Alt-click functionality
* Added AltInteract verbs
* Add new verbs
* verb icons
* Changed Comments
* Change Comments
* Fix disposal verbs
* Changed Get...() to Get...OrNull()
* Changed alt-interact combat behaviour
* Update verb icons
* Inventory interact event
* Add Alt+E secondary binding
* Add alt-z keybinding
* Rename AltUse -> AltActivateItemInWorld
* Automatic changelog update
* Fixes chocolate/energy bar (#4503)
* Fix merge issues
Co-authored-by: Galactic Chimp <GalacticChimpanzee@gmail.com>
Co-authored-by: Kara Dinyes <lunarautomaton6@gmail.com>
Co-authored-by: SethLafuente <84478872+SethLafuente@users.noreply.github.com>
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
Co-authored-by: Swept <sweptwastaken@protonmail.com>
Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com>
Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Vera Aguilera Puerto <gradientvera@outlook.com>
Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
Co-authored-by: ScalyChimp <72841710+scaly-chimp@users.noreply.github.com>
Co-authored-by: mirrorcult <notzombiedude@gmail.com>
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
Co-authored-by: Jaskanbe <86671825+Jaskanbe@users.noreply.github.com>
Co-authored-by: scrato <Mickaello2003@gmx.de>
Co-authored-by: Michael Will <will_m@outlook.de>
Co-authored-by: TimrodDX <timrod@gmail.com>
Co-authored-by: Leon Friedrich <60421075+leonsfriedrich@users.noreply.github.com>
Co-authored-by: Ygg01 <y.laughing.man.y@gmail.com>
Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
Co-authored-by: ColdAutumnRain <73938872+ColdAutumnRain@users.noreply.github.com>
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
Co-authored-by: Galactic Chimp <GalacticChimpanzee@gmail.com>
Co-authored-by: Kara Dinyes <lunarautomaton6@gmail.com>
Co-authored-by: Leon Friedrich <leonsfriedrich@gmail.com>
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
Co-authored-by: SethLafuente <84478872+SethLafuente@users.noreply.github.com>
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
Co-authored-by: Swept <sweptwastaken@protonmail.com>
Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com>
Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Vera Aguilera Puerto <gradientvera@outlook.com>
Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
Co-authored-by: ScalyChimp <72841710+scaly-chimp@users.noreply.github.com>
Co-authored-by: mirrorcult <notzombiedude@gmail.com>
Co-authored-by: Jaskanbe <86671825+Jaskanbe@users.noreply.github.com>
Co-authored-by: scrato <Mickaello2003@gmx.de>
Co-authored-by: Michael Will <will_m@outlook.de>
Co-authored-by: TimrodDX <timrod@gmail.com>
Co-authored-by: Leon Friedrich <60421075+leonsfriedrich@users.noreply.github.com>
Co-authored-by: Ygg01 <y.laughing.man.y@gmail.com>
Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
Co-authored-by: ColdAutumnRain <73938872+ColdAutumnRain@users.noreply.github.com>
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
Co-authored-by: 20kdc <asdd2808@gmail.com>
Co-authored-by: Alex Evgrashin <aevgrashin@yandex.ru>
* Add sprites
* Lock system now raises lock toggle events
* Add prototype and barrier system
* Toggle lock on click
* Barrier blocks bullets (like a real wall)
* Barrier now destroyable
* Fancy visualzer and lighting. Also unlock by default
* Deleted comma
* Ignored components?
* Update Resources/Prototypes/Entities/Objects/Specific/Security/barrier.yml
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Update Resources/Prototypes/Entities/Objects/Specific/Security/barrier.yml
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Toggle Lock no longer handled
* Made it much easier to move through airlocks
Co-authored-by: Swept <sweptwastaken@protonmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Removed useless loc and added inhands for some lamps
* Adds a ton of inhands to the game
* Actually adds the pill inhand
* Update Resources/Textures/Objects/Misc/utensils.rsi/meta.json
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Update Resources/Textures/Objects/Tools/rcd.rsi/meta.json
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Added rubber ducky
* Adds ducky slippers
* Adds seclite
* Update Resources/Textures/Objects/Tools/seclite.rsi/meta.json
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Update Resources/Textures/Objects/Fun/ducky.rsi/meta.json
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* The duck slippers now quack as you walk
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Remove PillComponent
* Make food without any solution left delete and create trash
* Replace PillComponent references with a Pill tag
* Clean up
* Add swallow message to food
* Change to eatMessage override
* Change FoodComponent transferAmount to nullable
* Change properties to private
* ECS up disposals
Also significantly reduced its CPU usage.
* Make update significantly less S L O W
* Start units pressurised
* Client-side flush lerping
* Fix powered not toggling UI
* Fix flush button
* InteractUsing
* Minor optimisations
* Fix collisions
* Make visual state ECS
* Almost done with shared
* Most stuff moved
* Optimise item sleeping
* Remove IActionBlocker.CanMove
Ported the remainders over to using MovementAttemptEvent which should also help make mob movement a bit faster.
* Make that check faster
* Random offset for DefaultGrid every round
This is useful to make coders aware of entitycoordinates and mapcoordinates being different and to help spot problems early. It also puts the onus of fixing positioning bugs back onto the original coder rather than someone else if they happen to spot it.
* Fix clickable test
* Fix entitysystemextensions
* adds an overdose metabolism with sensible default settings
* adds the compoenents for the run fast part of meth
* not sure what I changed here but I trust my past self to not fuck up for once
* adds basic meth recipe
* correctly names comething
* I really should've checked my spelling before making this pr
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* adds suggestion from the maintaner, who managed to get to this pr suprisingly fast
* Revert "adds suggestion from the maintaner, who managed to get to this pr suprisingly fast"
This reverts commit 9b0f07402e35ed5890b3af805691b690671b950c.
* tweak
* tweak
* git's gitting on my nerves
* some small tweaks
* don't need these anymore
* makes some stuff required
* changes the meth recipe to arbitary bullshit to get the yaml thingy to leave me alone goddamnit
* extremely minor change
* removes overdose, because however it's gonna be done, it's definitely not my way
* i should really double check every key I press
* hm
* sigh, I should be more thorough with looking at error messages.
* beenus
* gay sex is gay
* this one goes out to bingo
* reviews
* not sure why status lifetime description wasn't being commited
* Update MovespeedModifierMetabolism.cs
Co-authored-by: mirrorcult <notzombiedude@gmail.com>
* adds VV to component variables
* rebalances meth, and makes the completely unrealistic recipe properly work now
* meth effects should go away now or something do you think I test these changes before pushing??
* ah yes, orginization
* adds proper recipe and prequisite chemicals
* fixes linter hopefully
* Update chemicals.yml
* a
* starts working on prediction
* thing
* predmiction??
* changes thing
* does it properly
* uses timespan instead of timer
* uses dif timers and adds a system
* updates robust and tweaks a small thing
* Fixes
* "Fix" prediction
* starts changing the timer to timespans to avoid icky on timer end
* okay fixes the check thing but now meth is broken and I don't know why
* fixes predicition (partially)
* Delete ContentNetIDs.cs
whoops
* some changes advised by sloth
* certified scalycode fix right here
* moves resettimer to the metabolism to make it less oop stinky
* moves resettimer to the metabolism to make it less oop stinky
* gamin
* when the is
* updates mth colour to be accurate because I forgot
* abc hard ok
* everything should be up to date now
* makes MovespeedModifierMetabolism ECS and cleans up some other stuff
* does a fixy wixy
* fix thing
* Revert "Merge branch 'master' of https://github.com/space-wizards/space-station-14 into meth"
This reverts commit 62886561098be02f9adb6352f4e858a8269d5bd5, reversing
changes made to ca34fffb5b7a40f19aec7b9e4bc37bdeab914bc1.
* Revert "Revert "Merge branch 'master' of https://github.com/space-wizards/space-station-14 into meth""
This reverts commit 4f550da19656abfd0be05f818fc6b7100252d5b8.
* fix hopefully
* updates metabolism to works with mirror's fancy new system
* updates yaml + tweaks
* bruh
* yaml moment
* :yaml moment
* Revert " :yaml moment"
This reverts commit 8cb51573c64db76d989de22acdbb9c50b2c6d052.
* 99th commit yay, also I need to not do this
* removes something that I don't need
* makes system work with this and gets rid of unnesescary check
* make the update only work on active components
* oops
* Cleanup
* alphabetise this shit
* Touchup
* Woops stupid alloc by me
* Nerf nyoom for now
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: mirrorcult <notzombiedude@gmail.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* metabolism -> respirator, add reageanteffect and reagenteffectcondition, start on metabolizercomp/system
* move LiverBehavior metabolism logic to Metabolizer
* minor tweaks and update all YAML
* how about actually taking conditions into account
* off by one
* removals
* reviews
* HealthChangeMetabolism now scales with ticktime and metabolism rate
Both Food and Drink metabolisms scale with ticktime, Now HealthChangeMetabolism also does so.
Additionally, 'healthChange' now correctly scales with the metabolism rate, so it's description is now correct.
* LiverBehaviour now uses correct frameTime
Previously, the liver only metabolised reagants once every second, but incorrectly passes the current frameTime to the metabilism function, not 1 second.
* Stomach now only transfers non-empty solutions.
Makes debugging bloodstream bugs easier if the stomach is not constantly adding empty solution to it.
* Fixed StomachBehaviour using wrong SolutionContainerComponent
Stomach was using the first SolutionContainerComponent in the owner of the body, instead of the container in the owner of the mechanism (stomach). As a result, it used to use the BloodStreamComponent.Solution as a "Stomach".
* Update StomachBehavior.cs
Somach now checks if it still contains a reagant, before transferring it.
* Added argument to IMetabolizable.Metabolize()
Added availableReagent argument to IMetabolizable.Metabolize(), This ensures that this function does not over-metabolize a reagant, which can happen if tickTime*metabolismRate is larger than the available reagant
* Revert "Stomach now only transfers non-empty solutions."
This reverts commit 2a51e2d87e6e17ab76b48e5316ce501ec05ac061.
* Renamed _updateInterval to _updateIntervalSeconds
Also modified doc comment specifying units
* Fix spelling of healthChangeAmount
Changed from healthChangeAmmount to healthChangeAmount
* Fixed comment
comment used to mention _updateInterval, which has been renamed _updateIntervalSeconds
* Fixed typo in comment
* fixed typos: reagant -> reagent
Most typos were just in comments.
* Make metabolizable classes inherit from DefaultMetabolizable
Also involved changing around IMetabolizable
* Renamed variables
metabolismAmount -> amountMetabolized
* Updated Comments in DefaultMetabolizable
Makes it clearer why DefaultMetabolizable works as it does, and that other classes depend on it.
* #4420 moved sound components to a better spot in the project
* MWF-4420 - ported SecureEntityStorageComponent to new ECS system, as a LockComponent
* MWF-4420 - removed unused usings
* #4420 removed dumb ToggleLockVerb override workaround
* #4420 added SoundSpecifier to LockComponent
* Revert "#3935 implemented suggestions from PR"
This reverts commit a9b1c7b96333ca570067d6a9df1954481005892a.
* #4219 revert of single sound removal in EmitSoundSystem
* #4219 single sounds in EmitSoundSystem should work now
* #4219 some small project tweaks
* #4219 upgraded EmitSoundSystem to use SoundSpecifier
* #4219 pr tweaks
* #4219 pr tweak
* #4219 missing bike horn .yaml change
* basic eui and window
* finish EUI, update defaults
* unnecessary usings
* convert to bounduserinterface
* merge me up
merge me up inside
* Fix repeated define for component in prototype
* impl swept UI suggestion
* apply discord reviews
* small changes
* Added mapped storage for things like crayon belts and tools
* Attempt to get StorageFillEvent to work
* Managed to get it working with Visualizer logi
* Improved PR and did some light refactoring of components
* Update Content.Client/Storage/Visualizers/MappedItemVisualizer.cs
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Removed event, went with stateful ApperanceData
* Removed ids in favor of whitelist
* Refactor YAML, Moved functionality to Shared and renamed it.
* Changed so insert/remove always send full state.
* Move logic to component
* Fix some issues on MappedVisualizer and few nitpicks
- Fix mapped visualizer only doing init or update layers
- Fixed naming of systems
- Fixed sort of crayons
* Forgot to apply Vera's suggestion
* Fix the data to be more strict and to avoid unnecessary clearing
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Added doc comments to server side voting API.
There is now a 4 minute delay between creating votes of the same type.
Shuffled some code around.
Made a StandardVoteType enum instead of string IDs.
* Broadphase refactor (content)
* Shuttle jank
* Fixes
* Testing jank
* Features and things
* Balance stuffsies
* AHHHHHHHHHHHHHHHH
* Mass and stuff working
* Fix drops
* Another balance pass
* Balance AGEN
* Add in stuff for rotating shuttles for debugging
* Nothing to see here
* Testbed stuffsies
* Fix some tests
* Fixen test
* Try fixing map
* Shuttle movement balance pass
* lasaggne
* Basic Helmsman console working
* Slight docking cleanup
* Helmsman requires power
* Basic shuttle test
* Stuff
* Fix computations
* Add shuttle console to saltern
* Rename helmsman to shuttleconsole
* Final stretch
* More tweaks
* Fix piloting prediction for now.
* Moves all atmos logic from TileAtmosphere to AtmosphereSystem.
* Atmos uses grid anchoring to check for firelocks instead of grid tile lookups.
* CVar for space wind sound
* CVar for explosive depressurization
* UI is an abbreviation, in XAML.
* Chat improvements.
Changing the "selected" channel on the chat box is now only done via the tab cycle or clicking the button.
Prefix chars like [ will temporarily replace the active chat channel. This is based 100% on message box contents so there's no input eating garbage or anything.
Pressing specific channel focusing keys inserts the correct prefix character, potentially replacing an existing one. Existing chat contents are left in place just fine and selected so you can easily delete them (but are not forced to).
Channel focusing keys now match the QWERTY key codes.
Deadchat works now.
Console can no longer be selected as a chat channel, but you can still use it with the / prefix.
Refactored the connection between chat manager and chat box so that it's event based, reducing tons of spaghetti everywhere.
Main chat box control uses XAML now.
General cleanup.
Added focus hotkeys for deadchat/console. Also added prefix for deadchat.
Local chat is mapped to deadchat when a ghost.
Probably more stuff I can't think of right now.
* Add preferred channel system to chat box to automatically select local.
I can't actually test this works because the non-lobby chat box code is complete disastrous spaghetti and i need to refactor it.
* Move chatbox resizing and all that to a subclass.
Refine preferred channel & deadchat mapping code further.
* Don't do prefixes for channels you don't have access to.
* Change format on channel select popup.
* Clean up code with console handling somewhat.
* Remove the unnecessary NetID property from ComponentState.
* Remove Component.NetworkSynchronizeExistence.
* Removed Component.NetID.
* Adds component netID automatic generation.
* Removed NetIdAttribute from serverside components with no corresponding clientside registration.
* Completely remove static NetIds.
* Renamed NetIDAttribute to NetworkedComponentAttribute.
* Add GenerateNetIds calls to client and server entry points.
Add test to make sure auto generated NetIds are identical.
* Component changes when rebasing that I am too lazy to rewrite into the branch.
Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
* Kills PipeNode ConnectToContainedEntities and EnvironmentalAir with fire.
* Reaction IGasMixtureHolder is nullable.
* Reworks canisters
* Adds PortablePipeNode and PortPipeNode, which connect to each other.
* Adds SoundSpecifier and a type serializer.
* DiceComponent makes use of SoundSpecifier.
* When rider autorefactoring decices to add field:
* Remove SoundEmptySpecifier, use nullable everywhere
* Refactor standing to be ECS
E C S B A B Y
* DONE
* FIX IT FIX IT FIX IT
* IsDown event
* Change to methods
* Fixes
* Address some reviews
* Last of the Mohicans
* Final fixes
* Fix tests
* Remove IClientSingularityInstance
* In and out 5 minute refactor
* Component states for singularity distortion
* Fix distortion states
* Address reviews
* HandsGuiState
* Gui state setting methods
* code cleanup
* Removes TryGetHands
* ClientHand
* Gui Hands
* Refactor WIP 1
* Hand index
* refactors 2
* wip 3
* wip 4
* wiip 4
* wip 5
* wip 6
* wip 7
* wip 8
* wip 9
* wip 11
* Hand ui mostly looks fine
* hands gui cleanup 1
* cleanup 2
* wip 13
* hand enabled
* stuff
* Hands gui gap fix
* onpressed test
* hand gui buttons events work
* bag activation works
* fix item use
* todo comment
* hands activate fix
* Moves Client Hands back to using strings to identify active hand
* fixes action hand highlighting
* diff fix
* serverhand
* SharedHand
* SharedHand, IReadOnlyHand
* Client Hands only stores SharedHand
* cleanup server hands
* server hand container shutdown
* misc renames, refactors of serverhand
* stuff 1
* stuff 3
* server hand refactor 1
* Undo API changes to remove massive diff
* More API name fixes
* server hands cleanup 2
* cleanup 3
* dropping cleanup
* Cleanup 4
* MoveItemFromHand
* Stuff
* region sorting
* Hand Putter methods cleanup
* stuff 2
* Merges all of serverhand and clienthand into sharedhand
* Other hands systems, hack to make inhands update (gui state set every frame, visualzier updated every frame)
* GetFinalDropCoordinates cleanup
* SwapHands cleanup
* Moves server hands code to shared hands
* Fixed hand selected and deselected
* Naming fixes
* Server hands system cleanup
* Hands privacy fixes
* Client hand updates when containers are modified
* HeldItemVisualizer
* Fixes hand gui item status panel
* method name fix
* Swap hands prediction
* Dropping prediction
* Fixes pickup entity animation
* Fixes HeldItemsVisualizer
* moves item pickup to shared
* PR cleanup
* fixes hand enabling/disabling
* build fix
* Conflict fixes
* Fixes pickup animation
* Uses component directed message subscriptions
* event unsubscriptions in hand system
* unsubscribe fix
* CanInsertEntityIntoHand checks if hand is enabled
* Moving items from one hand to another checks if the hands can pick up and drop
* Fixes stop pulling not re-enabling hand
* Fixes pickup animation for entities containers on the floor
* Fixes using held items
* Fixes multiple hands guis appearing
* test fix
* removes obsolete system sunsubscribes
* Checks IsFirstTimePredicted before playing drop animation
* fixes hand item deleted crash
* Uses Get to get other system
* Replaces AppearanceComponent with SharedAppearanceComponent
* Replaces EnsureComponent with TryGetComponent
* Improves event class names
* Moves property up to top of class
* Moves code for determining the hand visualizer rsi state into the visualizer instead of being determined on hand component
* Eventbus todo comment
* Yaml fix for changed visualizer name
* Makes HandsVisuals a byte
* Removes state from HandsVisualizer
* Fixes hand using interaction method name
* Namespace changes fixes
* Fix for changed hand interaction method
* missing }
* conflict build fix
* Moves cleint HandsSystem to correct folder
* Moved namespace fix for interaction test
* Moves Handsvisualizer ot correct folder
* Moves SharedHandsSystem to correct folder
* Fixes errors from moving namespace of hand systems
* Fixes PDA component changes
* Fixes ActionsComponent diff
* Fixes inventory component diff
* fixes null ref
* Replaces obsolete Loc.GetString usage with fluent translations
* Fluent for hands disarming
* SwapHands and Drop user input specify to the server which hand
* Pickup animation WorldPosiiton todo
* Cleans up hands gui subscription handling
* Fixes change in ActionBlockerSystem access
* Namespace references fixes
* HandsComponent PlayerAttached/Detached messages are handled through eventbus
* Fixes GasCanisterSystem drop method usage
* Fix gameticker equipping method at new location
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* GameTicker turned into an EntitySystem
* Turns ClientGameTicker into an EntitySystem, turn NetMessages into events
* Change event names to be more consistent with the rest.
* YAML linter uses the dummy gameticker CVar override.
* Fix game ticker initialization order
* Dummy ticker won't spawn players.
* Fix character creation test
* Converted all SnapGridPositionChangedEvent subscriptions to AnchorStateChangedEvent.
* Fixes power tests with new anchored requirements.
* Moved AnchorableComponent into construction.
AnchorableComponent now uses Transform.Anchored.
* Fixed bug with nodes, power works again.
* Adds lifetime stages to Component.
* Update Engine to v0.4.70.
* Initial
* Cleanup a bunch of things
* some changes dunno
* RequireAnchored
* a
* stuff
* more work
* Lots of progress
* delete pipe visualizer
* a
* b
* pipenet and pipenode cleanup
* Fixes
* Adds GasValve
* Adds GasMiner
* Fix stuff, maybe?
* More fixes
* Ignored components on the client
* Adds thermomachine behavior, change a bunch of stuff
* Remove Anchored
* some work, but it's shitcode
* significantly more ECS
* ECS AtmosDevices
* Cleanup
* fix appearance
* when the pipe direction is sus
* Gas tanks and canisters
* pipe anchoring and stuff
* coding is my passion
* Unsafe pipes take longer to unanchor
* turns out we're no longer using eris canisters
* Gas canister inserted tank appearance, improvements
* Work on a bunch of appearances
* Scrubber appearance
* Reorganize AtmosphereSystem.Piping into a bunch of different systems
* Appearance for vent/scrubber/pump turns off when leaving atmosphere
* ThermoMachine appearance
* Cleanup gas tanks
* Remove passive gate unused imports
* remove old canister UI functionality
* PipeNode environment air, make everything use AssumeAir instead of merging manually
* a
* Reorganize atmos to follow new structure
* ?????
* Canister UI, restructure client
* Restructure shared
* Fix build tho
* listen, at least the canister UI works entirely...
* fix build : )
* Atmos device prototypes have names and descriptions
* gas canister ui slider doesn't jitter
* trinary prototypes
* sprite for miners
* ignore components
* fix YAML
* Fix port system doing useless thing
* Fix build
* fix thinking moment
* fix build again because
* canister direction
* pipenode is a word
* GasTank Air will throw on invalid states
* fix build....
* Unhardcode volume pump thresholds
* Volume pump and filter take time into account
* Rename Join/Leave atmosphere events to AtmosDeviceEnabled/Disabled Event
* Gas tank node volume is set by initial mixtuer
* I love node container
* Deprecate IActionBlocker in favour of cancellable events
* Bring back old speech/emoting component restrictions
* Rename action blocker listener methods
* Use Entity System public methods instead of extension methods
Co-authored-by: Vera Aguilera Puerto <gradientvera@outlook.com>
* Make ghost component ECS
* Remove players and locations properties from ghost component
* Address reviews
* One more doc
* Fix client ghost component state method error
* Refactor/fix client-side of solar control computer (introduce ComputerBoundUserInterface & fix bugs)
* Refactor server side of solar control computer (introduce BaseComputerUserInterfaceComponent)
* If you can't interact, then messages to computers are blocked.
* Add 'not powered' messages, migrate activation logic partially to an EntitySystem
* Move solar control console to a XAML UI
* Remove useless comment on UserInterfaceKey
* BaseComputerUserInterfaceComponent: Remove EnsureComponent<PowerReceiver>, it's not necessary
* Fix solar panel occlusion check direction
* Solar Control Console refactors/etc. : Handle namespace renames
* #3846 - fix for ControlMobVerb not working for ghosts
* #3846 - small improvents from CR
* #3846 incorpated suggested changes
* #3846 simplified visiting entity check in mind.cs
* i probably shouldnt have done this in one commit
* map nonsense
* fix example code
* unnecessary
* test
* reviews
* little fix for open datafield
* add soul
* mindcomp loc, kitchenspike loc fixes, climbable loc fixes
* add fluent functions for words that change on pronoun, add grammarcomponent to humans
* fix the()
* cleanup
* cleanup
* reviews
* holla holla get dolla
* Rename and clean up interaction events
* Fix hand equip events
* Refactor duplicate client input validation
* Rename Use handler
* Move unneeded InRangeUnobstructed methods to extensions only
* Clean up UseInteractions
* Clean up ActivateItemInWorld
* Replace explicit range check with InRangeUnobstructed
Remove TransformComponent check, since transform is guaranteed now.
* Revert transform check removal
* More cleanup
* Reorder interaction checks
* Rename attack eventargs to interact
* Test V1
* Add interaction test
* Fix interaction test
* Fix container interaction test
* Rename interaction methods
* Rename player to user and attacked to target
* Clean up InteractAfter
* Clean up InRangeUnobstructed usages
* Rename attack to interact and weapon to used
* Changed can't reach message to only play when holding something
Cleaned up bracket formatting
* Fix Airtight validation check
* Remove extra words in comments
* Fix FaceClick rotation
* Move duplicate map check and face to method
* Fix test
* Make dead bodies use CollisionWake
* Disable CanCollide fuckery
* Update Content.Shared/GameObjects/Components/Mobs/State/SharedDeadMobState.cs
Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
* adds damage metabolism
* tweaks words
* metabolism is kinda weird
* adds some simple chemicals
* renames DamageMetabolism to HealthChangeMetabolism
* tweaks like one chemical because it was annoying
* did some changes that the sloth told me to
* adds summary comments for those foolish enough to try and understand my code
* rewrites the component so that is uses a more elegant solution, and handles decimals
* Updates with suggestions from review
* changes stuff idk:
* git cringe
* changes one tiny lil thing
* Apply YAML suggestions
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
* Hopefully make singularity shader warping resolution-invariant
This may or may not fix intensity issues
* Fix singularity 'zero velocity' check
It got stuck in a corner. Twice. I really thought I'd fixed that.
* Make it easier to move around various power stuff by shrinking their AABBs a little and making singulo generator a circle
* Changes to some machine prototypes to reduce duplication of collision changes (#1)
* Changes to some machine prototypes to reduce duplication of collision changes
* BaseMachine.BaseMachineUnpowered -> BaseMachine.BaseMachinePowered
* Fix merge conflicts with #4078
Check if the requested cargo order amount exceeds the maximum capacity
Check if the maximum order capacity would be exceeded given current capcity and order amount when approved
Cap maximum cargo request amount on client-side
Play an error sound if a cargo order could not be added or approved
* Add back error sound
* Cargo orders over the maximum amount do not close the order UI
Handled in an ECS way by PreventCollideEvent.
The disposals one doesn't work anyway and would've required a larger refactor of disposals to fix so out of scope.
* Add GNU Octave script for tuning singularity engine. startsingularityengine is now properly tuned & sets up radiation collectors. FTLize RadiationCollectorComponent.
* Fix bugs with radiation collectors producing infinite power.
* Ensure singularities don't instantly annihilate other singularities (causing new singularities to instantly dissolve)
Technically found by a "bug" where a singularity generator would make multiple singularities, but this renders that bug harmless.
* Tune singularity shield emitters to hopefully randomly fail less, and add an Octave script for looking into that
* Fix singularity shader
* Map in an unfinished PA into Saltern
* Correct PA particles being counted twice by singularity calculations, add singulo food component
* Hopefully stop "level 1 singulo stuck in a corner" issues by freezing it when it goes to level 1 from any other level
* Apply suggestions on 'jazz' PR
* Make barstools, PA components, and radiation collectors rotatable.
Making barstools rotatable is so that people can spin on the barstool. (RP moment.)
The other two are more "functional" changes for assembling a PA.
* Allow rotating a rotate-while-anchored object if you're buckled to it.
Barstool spinny
* Fix bug with rotation of an object that someone is buckled to
* BuckleSystem: Efficiency improvements with directed events
* Don't need to unsubscribe anymore from events, so in BuckleSystem, just don't
* Bring singularity back from the brink of "particles don't even hit anything"
* Remove force-disable-hard from singularity code so it doesn't just ignore containment
Shouldn't this be the prototype's job if they want that so much?
This might have some sorta downside, but this brings singulo back into being containable
* Apply ShadowCommander's suggested layers/masks for particles
Tested, singulo properly spawns and develops with this mask
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
* Various Paper adjustments
+ can now have prefilled text
+ cleaned up paper sprite layering a bit,
+ adds an AME manual as a test but doesn't put it anywhere
+ Paper cannot write arbitrary Examine markup
* Paper component doesn't show text on examine anymore
This does not fix the actual functionality, it just checks whether the click location is not space. This needs to be fixed in the future to work in space.
* Removed SnapGridOffset, there is only center now.
* SnapGridComponent methods are now static.
* Removed SnapGridComponent.OnPositionChanged.
* Refactored static functions off SnapGridComponent to MapGrid.
Refactored away usages of SnapGridComponent.Position.
* Added Transform.Anchored for checking if an entity is a tile entity.
More refactoring for static MapGrid functions.
* Static snapgrid methods on MapGrid are no longer static.
* Add setter to ITransformComponent.Anchored.
Removed direct references to SnapGridComponent from content.
* Grid functions now deal with EntityUids instead of SnapGridComponents.
Began renaming public API functions from SnapGrid to Anchor.
* Remove the SnapGridComponent 'Offset' field from all yaml files. This was removed in code previously, so the yaml linter was upset.
* Update engine submodule to v0.4.46.
* Removes code that checks if collision item is a person, allowing IDs and PDAs to open doors when thrown
* Failed a test, so I torched that test. Combustible lemons.
Test returned a fail if a random body could open an all access door, which is sorta what this whole thing does
* Revert "Failed a test, so I torched that test. Combustible lemons."
This reverts commit d2d8a6c49bab397cc8d5c1024d257ff51f3a4f7d.
* Removed the one part that failed instead of trashing the whole thing
* Crate and Locker welded sprite now appears
* Address requested changes
* UpdateAppearance method
* Make all appearance updates common
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Refactor body component to use slots instead of an army of dictionaries
* Update vox
* Replace static method call with extension
* Add setpart method, replace dispose with shutdown
* Fix tests, fix not listening to slot events when setting a part
* Add back pull moving
* Make pull moving event-based, use map coordinates, slow down moving when getting closer and stop moving when very close, add max range and add compensation for overshooting
* Remove compensation
* Prevent pull move from pulling you
* acruid did this
* Add unsubscriptions to shutdown
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>