Flashlights were calling dirty EVERY TICK so this just means they only call it when absoluetely necessary which saves a lot.
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
* Refactor battery/powercell assets and add new ones.
* committing before I fuck things up
* slot component doned I think
* dictionary update
* Fixes
* Moving flashlight to powerslotcomponent
* har har i am using the message tubes
* Better documentation comment
* Reverting this overengineered garbage.
* Off with ye I said
* Examine texts.
* Some minor fixes to IDE complaints
* slot size from yaml
* Ignored component + removing a useless typo entry
* Making stunbatons use this
* Handle the message and remove some unnecessary dirtiness
* actionblocker checks
* remove unused file
* remove updatevisual
* make these nullable
* make these nullable too
* Unrename sprite folder
* check itemcomponent on insertion
* Use SendMessage over Owner.SendMessage
* Add support for auto-recharging batteries, an auto-recharging cell, and make flashlight status update correctly if one is inserted in it.
* get rid of public fields which are Bad
* add a description for the stun baton while i'm in here
* one more public field
* Add the blinky animation to the atomic cell
* Fix the charge indicator being STUPID
* better comments
* this is a better function
* add pause for flashlight, remove unnecessary imports from battery
* potato battery copyright link
* WHO DID THAT
* mr clean has come
* Random pitch
* pausing
* round to nearest levels
* Draft PR, do not merge
* Lathe now uses animations. Timing is still wrong, code is very wet, repetitions and unused layers are there.
* Removed (unneeded?) PowerDeviceVisualizer from the lathe
Refactored & Renamed code and variables
Renamed animation names
* WIP protolathe animation
* Working protolathe animation.
I still don't like the solution though.
* Add power cell and weapon chargers
Functionality's similar to SS13. The cell charger won't show the discrete charging levels because effort to not make it spam appearance updates over the network.
There's some stuff I wasn't sure on:
1. Updating power? Particularly around fixing rounding
2. Duplicating the full and empty sprites as I couldn't figure out a way to not have AppearanceVisualizer throw if the state isn't found
3. I made a BaseCharger abstract class under the assumption that when a mech / borg charger is added it would also inherit from it.
4. GetText currently isn't localized
* Address PJB's feedback
Updated the BaseCharger
* Change nullref exception to invalidoperation
* If the user doesn't have hands it will just return instead
* Non-accessed local variable
* Merge cast and type checks.
* StringComparison.Ordinal added for better culture support
* Supposed code improvement in launcher. Remove unused code.
* Update ExplosionHelper.cs
Unintentional change.
* Optimized Import
* Add Robust.Shared.Utility import where it was deleted
* Other random suggestion
* Improve my comment
By PJBs suggestion. Cleaner to do this instead of repeatedly calling GetChild. Also changed ApcBoundUserInterface._window from an SS14Window to an ApcWindow to avoid extra type casting.
* CEV-Eris SMES sprite as RSI.
Has been modified so that the light overlay states use alpha blending.
* Add tiny glow to SMES display sprite.
* Appearances work v2
* More WiP
* RoundToLevels works correctly on even level counts now.
* SMES -> Smes because MS guidelines.
* CEV-Eris APC sprite.
* APC visuals.
* Reduce SMES scale again to normal levels.
* Update submodule