Commit Graph

5379 Commits

Author SHA1 Message Date
Leon Friedrich f46bb301fb
Fix lathe arbitrage test (#34449)
* Fix lathe arbitrage test

* Add refinables

* nullable

* nullable2

* Fix merge

* Ignore failures
2025-04-17 21:07:51 +10:00
beck-thompson 28b4fd9763
Fix trash bag visuals (#32386)
* First commit

* Dont even look what I did at first I'm silly

* more negative diff!!
2025-04-17 20:36:23 +10:00
Nemanja cc7df12996
Fix artifact point extraction going into negatives (#36642) 2025-04-16 23:14:17 -04:00
Ed 5a69877fe7
storedOffset bugfix (#33606)
* Update ItemGridPiece.cs

* Update SharedItemSystem.cs

* Update ItemGridPiece.cs

* EmoGarbage Review

---------

Co-authored-by: EmoGarbage404 <retron404@gmail.com>
2025-04-16 20:42:22 -04:00
Tayrtahn aec8e7f8d9
Add self message variants for starting/finishing vending machine restocking (#36633)
* Add self message variants for starting/finishing restock

* Identity
2025-04-16 23:33:02 +02:00
Ciarán Walsh a16097fa33
Fix duplicate suit signals (#35918)
* Include the suit owner’s UID in suit sensor status updates.

* Show a single monitoring entry per crew member

* Rewrite sensor collection using a dictionary
2025-04-16 23:14:05 +02:00
metalgearsloth 468d1424ec
Vending machine popup prediction (#36622)
Title.
2025-04-16 15:39:14 -04:00
pathetic meowmeow 5d38ae56de
Add chatty lathes (#34959) 2025-04-16 21:29:25 +02:00
UpAndLeaves 1c7e6592e9
Zombification resistance rework (#36485)
* initial commit

* Commit cuz beck said so 👍

* Implement balance changes, and revert some stuff

* fix yaml test real

* Added full stop, ensured display of infection chance, buffed biosuit speed

* Maint reviews, I commit

* Review completed, winter coats nerfed, CMO bio suit removed for future PR

* Final-final commit-REAL (2)-COPY
2025-04-16 14:21:45 -04:00
Errant fb388d2265
Role subtypes (#35359) 2025-04-16 19:04:48 +02:00
metalgearsloth a436032963
Fix tippy speech time (#36616) 2025-04-16 08:23:40 -04:00
SlamBamActionman 0da8984431
Fix certain foldable items not being possible to store in crates/lockers (#36625)
Remove OnStoreThisAttempt
2025-04-16 13:54:42 +02:00
J b1c08582d5
Various system spring cleaning (#36206)
* Various systems warnings cleanup

* Last changes before submitting PR

* Add guard for transform component, fix failing test

* Small corrections

* Audio params to specifiers datafields

* Using audio params on components and configs
2025-04-16 13:08:22 +02:00
J 2a80540b70
Construction spring cleaning (#36163)
* Construction warnings cleanup

* More construction warnings cleanup

* Fix failing ITests - Remove unnecessary casts and dodgy anchroing implementation.

* Checking anchor status before setting

* Reusing shared system call

* inlining anchor setting
2025-04-16 13:02:41 +02:00
metalgearsloth 0a750fd6db
Blindness networking (#36623)
* Blindness networking

Nothing actually sets this.

* Update Content.Shared/Traits/Assorted/PermanentBlindnessComponent.cs

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
2025-04-16 12:27:25 +02:00
metalgearsloth 7e3f3a7ca3
Combat mode prediction thing (#36620)
Was written before predicted popups prolly
2025-04-16 12:27:10 +02:00
Flareguy 92b0f62500
New Experimental Science T3: Desynchronizer (#35752)
* desynchronizer real

* yaml stuff from slarti branch

* C# stuff

* oops

* review

* improve

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
2025-04-16 11:33:39 +10:00
Nemanja 83c2fdb619
Restore Artifexium Effect (#36595)
* Restore Artifexium

* popup

* small tweaks
2025-04-16 00:49:58 +02:00
Nemanja bbc0a09493
XenoArch Rebalancing (#36604)
* Miscellaneous XenoArch Rebalancing

* Miscellaneous XenoArch Rebalancing

* 1 durability anomaly node

* better version
2025-04-16 00:38:26 +02:00
Nemanja 22468b4d40
Sentient Artifacts Can Self-Activate Again (#36598)
Sentient Artifacts
2025-04-16 08:24:58 +10:00
Fildrance d38042a0c0
3mo xeno archeology (first phase) (#33370)
* DAG Adjacency Matrix & Tests

* Fix sandbox type errors

* First pass on procgen

* Procgen adjustments

* Networking

* Cruft and god and beauty and analysis console

* convert to data types that dont make me want to kill myself

* starting work on console UI

* drawing nodes n shit

* damn that ui FUCKS

* XAT

* Add a bunch of basic triggers

* Fix trigger gen

* Add node info into the analysis console UI

* Add node unlocking

* more trigger cuz thats pretty cool

* final triggers + incorporate gnostic faith

* some ui changes, mostly

* Fix orphaned procgen segments

* its not random dipshit

* yeah... this one will make pjb happy....

* we call it a day for the UI

* imagine... shared power code...

* extraction WIP but we gotta sidequest momentarily

* oh hey would you look at that its the actual functionality

* distrotrased

* Small departure for randomness.

* ok yep yep indeed that is an effect very cool.

* thanos snap oldcode

* fuck it we ball

* feat: node scanner now displays triggered nodes. Removed unused old artifact systems and related code (most of it). xml-doc and minor fixups.

* refactor: most of preparations, cleanup and groundwork. also segment-related tests

* feature: all basic effects returning

* feat: finished effects lits, created weight lists for struct and handheld artifacts, fixed throw trigger and music ApplyComponent artifact effects not working

* feat: prevent non-first-time-predicted calls in shared artifact effect systems

* fix: remove gun effect from artifact effects - as it interferes with 'activate artefact' action

* fix: foam reagent selection, neat ApplyComponents art effect scenarios, handheld art is RadiationReceiver again

* fix: moved spawn/ pry&throw effect systems back to server part of code - entity duplication bugs were not quite fun

* refactor: fix protos

* refactor: fix linter

* fix: fix old artifact component names in yml

* fix: no more throwing error on artifact spawn with empty XAEFoamComponent.Reagents

* fix: removed old component usage in maps

* fix: remove more deleted components from map

* fix: ContainerContainer is now part of initial artifact entity, it won't be affecting UninitializedSaveTest

* refactor: fix tests, add loc description to toolshed commands

* Changed node scanner to tell the whole story about current artifact state

* refactor: remove excessive get of EntityCoordinates in XAE systems, removed Value access in NodeScannerDisplay

* fix: turned off TriggerInteraction, removed XAESpawn usage and system, EmpSystem now can use EntityCoordinates,

* fix: moved SharedXenoArtifactSystem.CancelUnlockingOnGraphStructureChange into RebuildXenoArtifactMetaData to lessen code coupling

* fix: XenoArtifactEffectJunkSpawn moved invalid rolls declaration

* refactor: set default value for XenoArtifactComponent.EffectsTable for tests

* fix: now explosions XAE can be activated for effect

* refactor: added some usedelay so artifactuse would'nt be spammed

* refactor: artifact-related hints improvements

* fix: artifact no longer spawns fauna into itself

* refactor: xml-doc and minor refactoring

* refactor: xml-doc for Xeno Artifact systems, renaming of questionable XAT systems

* map for playtest, TODO REVERT THIS

* fix: magboots trigger art from a mile

* refactor: bind artifact animation to unlocking state

* feat: radiation dmg now have reference to source (and artifacts won't irradiate themselves)

* fix: random artifact node durability now is rolled for max and not current value

* refactor: gas effects are more rare, hand-held artifact effects are filtered properly now, rad dmg trigger now requires only 20 dmg for activation

* feat: animations and sound effects for artifact force-use and failed finish of unlocking phase

* use only 1 file with art use animation

* refactor: minor artifact dmg triggers tuning

* feat: now nodes that CAN be unlocked are displayed with specific color in console.

* feat: now unlocking stage time is dynamic and it depends on amount of triggers player activated correctly. Failed one stops incrementing

* feat: now non-active unlocked nodes return more points if durability was not wasted

* feat: now puddle/foam effects change description of node

* fix: fix test failure

* refactor: renamed phasing effect, fixed failing test for elkridge

* minor balance changes

* refactor: split rare materials into separate effects

* feat: unlocked nodes without successor wont listen to unlocks, node unlock is not activating node

* fix: removed OnIrradiatedEvent duplicate c-tor

* revert changes of reach for playtest

* revert last row empty line removal on reach.yml

* fix: fix PVS bug, born from attempt to relay event to art nodes that were not synced yet to the client

* fix: fix elkridge for tests (again)

* refactor: xml-doc, more stuff predicted, allocation optimization in XAE/XAT systems

* refactor: naming

* refactor: extract variable refactor for XAEApplyComponentsSystem.OnActivated insides

* fix: duplicate xeno artifact unlocking sound fixed

* feat: CreatePuddle xeno artifact effect now can have min and max borders for chamicals to be drafted, minor XAECreatePuddleSystem refactor

* feat: networking for shared XAE components + xml-doc leftovers

* refactor: more xml-doc, fix XAEApplyComponentsComponent.Components not being serializable but trying to be

* refactor: xml-docs and XAEThrowThingsAroundSystem now uses circle and not box for prying tiles

* refactor: xml-docs, minor refactors

* revert XenoArtifactCommand.ArtifactPrototype being PrototId

* refactor: simplify the way ExtractionResearchLabel works

---------

Co-authored-by: EmoGarbage404 <retron404@gmail.com>
Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
2025-04-15 10:34:53 +10:00
Nemanja ed3e4c7d4e
Fix station income instantly accumulating roundstart (#36572)
Fix station money accumulating roundstart
2025-04-15 01:00:34 +02:00
Token ace3682de3
Item HeldPrefix and Clothing EquippedPrefix toggler (#33054)
* Item and clothes prefix toggler
Handles Item.HeldPrefix and ClothingComponent.EquippedPrefix respectively

* stunbaton and magboots sprites activations to Toggler yml

* review

---------

Co-authored-by: Milon <milonpl.git@proton.me>
2025-04-14 15:50:21 -07:00
MilenVolf fc12739df0
Fix the ability to kill clumsy mobs by force climbing (#33844)
* Make clumsy work only when dragged by owner entity & Check for reclaimer comp

* Revert "Make clumsy work only when dragged by owner entity & Check for reclaimer comp"

This reverts commit 7ff984bbc2e53f7070580a4cc4b1b43f8f0461d0.

* Remove check that passes if somebody forces us to climb
2025-04-15 00:04:56 +02:00
ArtisticRoomba 6c2c5935ed
fix RangeNumberSelector to actually be inclusive (#36155)
* fix RangeNumberSelector to actually be inclusive

* Convert all random number stuff to randomint and prune unused code

* another heisentest???

* another heisentest after a heisentest. im going to lose it.
2025-04-14 17:02:49 -04:00
metalgearsloth 9d03081fda
Predict DamagePopup (#36547)
* Predict DamagePopup

Pretty easy one.

* cleanup and localize

* oops

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
2025-04-14 21:10:09 +02:00
Tayrtahn 110ed2736f
Convert spam letters to a LocalizedDataset (#36393)
* Convert spam letters to a LocalizedDataset

* Error -> warning

* Comments

* Add migrations for old spam mail entities
2025-04-14 19:38:21 +02:00
Ben b01ca8e57e
fix #31963: Stopped climbing movent while in containers (#32033)
* hack to resolve offset issues while in locker

* moved movment cancel from lerp to init

* Added DoAfter canceling for buckling and stowing

* changed container event & removed inventory check from climb initation

* resolved integration test fail

* style

---------

Co-authored-by: Milon <milonpl.git@proton.me>
2025-04-14 17:56:14 +02:00
BramvanZijp cf14cb3eb5
The long overdue downfall of stun meta - Stamina resists on Nukie & ERT Suits. (#35580)
* Add stamina damage resistance

* Probably starting a civil war within the community.

* Tweak some values, my chart was outdated.

* Tone down the values

* Allow a way to bypass the resistances, which forks downstream can use.

* Apply suggestions from code review

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Comment out the changes to non-deathsquad suits.

* minor text fix e

* review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
Co-authored-by: SlamBamActionman <slambamactionman@gmail.com>
Co-authored-by: Milon <milonpl.git@proton.me>
2025-04-14 17:27:26 +02:00
Alfred Baumann 5e74afc72c
Fix IDs without station records not being able to have nonstandard contents (#34921)
* fix ID console resetting to passenger

* review

* whoopsie! whitespace

---------

Co-authored-by: Milon <milonpl.git@proton.me>
2025-04-14 17:02:27 +02:00
Pieter-Jan Briers 843d79be5f
Fire extinguishers can now extinguish items, including when held/worn (#36267)
* Fire extinguishers now put out candles

This did not actually require any changes to flammable or extinguishers directly, the only necessary changes were to make the collision actually work.

Vapor entities (also used for fire extinguishers) now have a collision layer, so they can hit items.

Added a new FlammableSetCollisionWake component to actually enable collision on candles while they are lit, because otherwise CollisionWake on entities gets in the way too.

* Extinguishing items is now relayed to held/worn items

This means held candles get extinguished too.

Involved moving the core logic of ExtinguishReaction into an event so that it can be relayed via the existing hand/inventory relay logic.

* Add helper functions for subscribing to relayed events.

Use these in FlammableSystem

* Make extinguishers work on cigarettes too

A bunch of renaming to make the rest of my code work with SmokableComponent

---------

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2025-04-14 19:00:47 +10:00
Leon Friedrich 4f8f2de561
Remove invalid error logging in HideLayerClothingSystem (#36529) 2025-04-14 14:56:37 +10:00
Leon Friedrich 6af4a4d9b8
Fix user interface interaction validation (#36480) 2025-04-14 02:09:56 +10:00
ArchRBX d2bfa2fdda
Examining now shows Coords on Handheld GPS, Coord readout update frequency increased (#31814)
* initial commit

* fixed LoadSaveTicksSaveBagel failure

* fixes issues raised in beck's review, yay!

* remove redundant variable

* removed delay on coordinate update, removed system update loop

* changed delay from 0.2s to 0.5s as travelling at high speeds would make it kinda illegible

* 0.35s seems to be the sweet-spot

* fixes merge conflicts

* remove unused dependencies

* review

---------

Co-authored-by: archrbx <punk.gear5260@fastmail.com>
Co-authored-by: Milon <milonpl.git@proton.me>
2025-04-13 11:29:13 -04:00
Verm 8084f48328
Fix sometimes still not dropping pulls after crit/death (#31637) 2025-04-13 16:52:25 +02:00
Nemanja 12b75beeab
Departmental Economy (#36445)
* Cargo Accounts, Request Consoles, and lock boxes

* Funding Allocation Computer

* final changes

* test fix

* remove dumb code

* ScarKy0 review

* first cour

* second cour

* Update machines.yml

* review

---------

Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
Co-authored-by: Milon <milonpl.git@proton.me>
2025-04-13 15:22:36 +02:00
ruddygreat f61bbebb7f
Fixes hitscan weapons not respecting reflectTypes (#34203)
* removes otherwise unused events that broke reflectType

* that last one broke everything. this actually fixes it

* minor cleanup

* move some stuff around for optimisation

---------

Co-authored-by: Ruddygreat <ruddygreat1@gmail.com>
2025-04-13 21:42:03 +10:00
Quantum-cross 4d41e720bb
Fix for anomaly double explosion sound and sprite scaling flicker before removal (#36489)
* Fix anomaly supercrit explosion sound playing twice.

* Fix so that the supercritical anomaly doesn't scale back to normal visually before removal.
2025-04-13 01:27:00 +02:00
UpAndLeaves fa09c540a2
Dehardcode zombie damage values (#36494)
* Quick, send it!

* no spaces, no fun

* Noooo I have to adhere to good code standards
2025-04-12 13:43:31 -07:00
Errant 0c6e21dec2
PlayerPanel Follow button (#36466)
* Follow button

* remove event stuff
2025-04-12 22:00:46 +02:00
Tayrtahn 76e72893c9
Add warnings when TagSystem methods are called with string literals (#36281)
Apply ForbidLiteralAttribute to all appropriate TagSystem methods
2025-04-12 16:18:31 +02:00
Milon 3a6441932e
Directional BoundUserInterfaceMessageAttempt content edition (#36320) 2025-04-12 01:33:32 +10:00
Nemanja 1540880eb2
Predict Labels (#36406)
* Predict Labels

* nitpicks
2025-04-10 22:19:48 -07:00
slarticodefast f6bfce38da
remove mind roles from EntityWhitelist (#36089)
* remove mind roles from EntityWhitelist

* remove redundant dependency
2025-04-10 20:45:12 +10:00
beck-thompson 149c42f385
Predict inflatable barriers verb (#32420)
* First commit

* evil

* Made it not do weird things

* address review!
2025-04-10 20:39:13 +10:00
beck-thompson 3135b2ab3e
Fix matchstick prediction issues (#31418)
* First commit

* Minor fixes please ymal error begone

* If this fixes it

* Last chance

* How

* Forgot

* First fixes

* Added correct component tags

* Minor cleanup

* Address review!

* Namespace change

* Fix yaml yelling

* Changes

* Update namespace

* Removed the unneeded files
2025-04-08 23:00:57 +02:00
slarticodefast b276524468
fix rmobjective command and add completion options (#36396)
fix rmobjective command
2025-04-08 16:54:13 +02:00
Quantum-cross 716c0ef51f
Allow sound to play at the start of anomaly supercritical animation (#36260)
* Add datafield to AnomalyComponent to play a sound when an anomaly enters supercriticality

* use Entity<T> pattern

* use implicit default for nullable

* don't forget to resolve the AnomalyComponent...

* Add comment for StartSupercriticalEvent "ent" parameter

* use implicit casts from Entity<T> to EntityUid

* StartSupercriticalEvent requires AnomalyComponent to resolve
2025-04-08 19:11:32 +10:00
slarticodefast 50bbb1c101
predict IgnitionSourceComponent (#36310)
* PREDICTION

* comment

* don't overwrite event args

* totally not a web edit

* intn't
2025-04-06 17:54:47 -07:00
ArtisticRoomba 9b86624d30
Fix blocked UI interaction on unpowered devices (#36319)
init
2025-04-05 23:05:42 +02:00