* 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 BloodstreamComponent and BloodstreamSystem
New component for metabolizing reagents that other organs like the stomach pass their input reagents to.
* Change StomachComponent to put ingested reagents in bloodstream after delay
Now StomachComponent does not metabolize any reagents. Instead, it tracks how long each reagent has been inside it, and once they pass "digestionDelay" they'll be put inside the bloodstream, where the bloodstream will handle metabolism of the reagent.
* Add reagent injectors
Injects reagents straight into the bloodstream when used on mobs with bloodstreams. Also allows draw/inject from beakers. Does not support drawing blood/reagents from the bloodstream yet.
* Address code review
Make use of `Loc` static class instead of using `ILocalizationManager`. Localize InjectorToggleMode enum properly.
* Fix crash in CameraRecoilComponent from NaN values
Doesn't proceed with camera shake if either component of recoil is NaN.
* Log NaN recoil value in CameraRecoilComponent
* Fix ExplosionHelper passing NaN recoil values when exploding from hand
With other commits CameraRecoilComponent now won't crash from NaN recoil values. Still want to fix this so explosions shake the camera. Just sets a value slightly greater than 0.0 for distance if it is (0.0, 0.0)
* Implemented random character creation
* Pick from a list and apply a bit of randomness instead
* Rename SetInitialData, unselect list entries properly
* added Character Setup
* whoops
* reverted unrelated changes
* Made everything work post-rebase
* Removed unused PreferencesChanged event
* nope, don't need this
* HumanoidProfileEditorPanel -> HumanoidProfileEditor
* Set initial data for hair pickers
* Fixed nullable warning
* Renamed LooksComponent -> HumanoidAppearanceComponent
* Renamed LooksComponentState -> HumanoidAppearanceComponentState
* Final renaming maybe
* Use a human-like dummy instead of a real human
* Change preferences structs back to classes
* Create ItemSlotButton
* Refactor inventory buttons
Refactor so that KeyBind handling of inventory and hands are the same.
* Refactor InventoryInterfaceController to call ItemSlotManager with entities
This change allows HandsGUI and InventoryInterfaceController to just call ItemSlotManager.OnButtonPressed with an entity instead of a slot.
* Add CooldownCircle to ItemSlotButton
This allows Hands and Inventory to have cooldown circles on their ItemSlots.
* Refactor HandsGUI to use ItemSlots
This allows functionality and GUI to be the same between Inventory and Hands.
Added clicking empty hand to switch ActiveHand to clicked hand.
* Implement CooldownCircle in ItemSlotManager
Reorganize files
1. made the magic mirror actually reflect your current hair state when you open it.
2. Made magic mirror one window.
3. Use color sliders for magic mirror.
* Instrument test.
* Midi stuff
* Some more work
* This actually works now!
* update
* Midi Audio works!
* Lots of stuff, and cool interfaces for items
* Update
* Fix a few things
* It just works
* Move textures to another folder, remove placeholder description from instruments
* Fix warning
* Use renderer enum
* Instruments now use DisposeRenderer method, and send MidiEvents as they receive them. Deletes InstrumentSystem whoo.
* Fix incorrect sprite paths
* Instruments take midi file size check into account when enabling/disabling midi playback buttons
* Fix crash when pressing drop on empty hand.
* Use new renderer return values for midi/input
* Xylophones are no longer handheld instruments, fix their sprites.
* Use new API
* Remove nfluidsynth from solution
* Timing information
* Use IGameTiming.CurTime for timestamps instead
Should fix#460. I'm unable to reproduce it myself, but the stack trace shows the crash occurring on the edited line, likely because `prop` is null. This fixes that by adding a null check before using `prop`.
* Implement Cargo Console
Add to CargoConsoleComponent GalacticBank information for syncing Bank Account Balance.
Implement CargoOrderDatabase on the server side and a list of orders in the CargoOrderDatabaseComponent on the client side. This makes it easier to change data on the server side but also utilize the state syncing between components.
Implement GalacticMarketComponent.
Only productIds get sent. Both client and server create their lists from YAML.
Implement basic spawning of items from approved orders in CargoOrderDatabase.
* Finish Cargo Console
Add validation to make sure Order Amount is one or more.
Implement approve and cancel buttons to CargoConsoleMenu orders list row.
Add price to CargoConsoleMenu product list row.
Implement CargoOrderDataManager to consolidate CargoOrder lists.
Refactor CargoOrderDatabaseComponent to use CargoOrderDataManager instead of storing duplicate lists.
Implement canceling orders.
Implement approving orders.
Fix sprite links.
Implement Cargo Request Console.
* 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
* Add hunger and thirst
Based on the SS13 systems.
Food (Nutriment) / Drink -> Stomach -> Hunger / Thirst
* Cleanup rebase
* Cleanup stuff that was prototyped
* Address feedback
Still need to add a statuseffects system in a separate branch
* More cleanup on nutrition
Fix Remie's feedback and also damage tick.
* Re-implement nutrition with master
* Updated to use the StatusEffectsUI update
* Removed all clientside components as they only receive the UI updates now
* Implemented PR feedback
* Had to make a slight adjustment to the chemistry SolutionComponent given it doesn't have an Owner, same with Solution
Still TODO:
* Metabolisation effects
* Change drink contents to alcohol / wine etc.
* Add items to the dispensers
* For transparent containers use RecalculateColor
Could probably genericise DrinkFoodContainer as well to be a temporary item dispenser
* Fix broken bottle parent