Localizable craftmenu (#32339)

* Now the name of the target craft items is taken directly from the prototypes

* Deleting unnecessary fields

* Deleting unnecessary fields

* Added suffix field

* Added override via localization keys

* My favorite ItemList and TextureRect have been replaced with ListContainer and EntityPrototypeView

* Fix suffix

* Fix construction ghosts... maybe

* Remove suffix from UI

* Suffixes have been removed from prototypes

* Added a description for the secret door

* Fix search..?

* The Icon field of ConstructionPrototype has been removed

* StackPrototypes used in the construction menu have been localized

* TagConstructionGraphStep used in the construction menu have been localized

* The search bar has been localized

* Fix localization and prototypes

* Recipes are now only loaded when the crafting window is opened.

* Fix crooked merge grid of the crafting menu.

* Localization update

* Fix cyborg graph

* Revert "Recipes are now only loaded when the crafting window is opened."

This reverts commit 97749483542c2d6272bda16edf49612c69a0761a.

* Fix loc

* fix merge

* Fix upstream

* Some of the logic has been moved to Shared

* fix

* Small adjustments

* Very small change

---------

Co-authored-by: EmoGarbage404 <retron404@gmail.com>
This commit is contained in:
Ertanic
2025-05-01 17:21:16 +03:00
committed by GitHub
parent 8d01f90ad2
commit 81507b9d52
125 changed files with 1210 additions and 2476 deletions

View File

@@ -28,17 +28,17 @@ namespace Content.Shared.Construction
[DataField("transform")]
public IGraphTransform[] TransformLogic = Array.Empty<IGraphTransform>();
[DataField("entity", customTypeSerializer: typeof(GraphNodeEntitySerializer), serverOnly:true)]
[DataField("entity", customTypeSerializer: typeof(GraphNodeEntitySerializer))]
public IGraphNodeEntity Entity { get; private set; } = new NullNodeEntity();
/// <summary>
/// Ignore requests to change the entity if the entity's current prototype inherits from specified replacement
/// Ignore requests to change the entity if the entity's current prototype inherits from specified replacement
/// </summary>
/// <remarks>
/// When this bool is true and a construction node specifies that the current entity should be replaced with a new entity, if the
/// When this bool is true and a construction node specifies that the current entity should be replaced with a new entity, if the
/// current entity has an entity prototype which inherits from the replacement entity prototype, entity replacement will not occur.
/// E.g., if an entity with the 'AirlockCommand' prototype was to be replaced with a new entity that had the 'Airlock' prototype,
/// and 'DoNotReplaceInheritingEntities' was true, the entity would not be replaced because 'AirlockCommand' is derived from 'Airlock'
/// E.g., if an entity with the 'AirlockCommand' prototype was to be replaced with a new entity that had the 'Airlock' prototype,
/// and 'DoNotReplaceInheritingEntities' was true, the entity would not be replaced because 'AirlockCommand' is derived from 'Airlock'
/// This will largely be used for construction graphs which have removeable upgrades, such as hacking protections for airlocks,
/// so that the upgrades can be removed and you can return to the last primary construction step without replacing the entity
/// </remarks>