Commit Graph

9869 Commits

Author SHA1 Message Date
Swept
efbdeada23 Prunes weapon descriptions (#2765) 2020-12-18 12:18:29 +01:00
Swept
740fe65a39 Fixes ID card sprites (#2764) 2020-12-18 11:09:53 +01:00
daniel-cr
a679e691c2 Conveyor Belt appearance when power is off (#2762)
* Conveyor Belt appearance when power is off

If the conveyor belt is running and the power turns off the belt stops pushing things but the animation continues. This changes it so the animation stops if there is no power and resumes when it returns.

* Change from using Initialize, to OnAdd and OnRemove
2020-12-18 18:31:58 +11:00
Pieter-Jan Briers
dc07718a7c Fix click detection of sprite-rotated entities. 2020-12-18 01:36:15 +01:00
Paul
76fba70db1 things 2020-12-18 01:00:04 +01:00
Paul
c6021c4b05 constructionmenu but not shit 2020-12-18 00:50:49 +01:00
Paul
2befb88872 adds targets for xamlui codebehind 2020-12-18 00:50:34 +01:00
DrSmugleaf
12088ee111 Fix MobStateChangedMessage not reaching AISystem (#2760) 2020-12-18 10:38:43 +11:00
Paul
0738f62ed0 things 2020-12-17 23:30:48 +01:00
Pieter-Jan Briers
05a8f43ebb Did somebody order engine versioning? 2020-12-17 15:28:57 +01:00
DrSmugleaf
4e0f52bbaf Add do after to surgery (#2756)
* Cleanup surgery classes

* Add DoAfter to surgery

* Consolidate doafter, break on user and target move

* Ignore biological surgery data component on the client

* Apply suggestions from code review

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Use a stringbuilder  for surgery descriptions

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2020-12-18 00:21:43 +11:00
Swept
a1d9248613 Replaces Xeno sprite. (#2718)
* Initial

* Adjusted the bounding box to be sensible
2020-12-17 13:13:23 +01:00
DrSmugleaf
3d60965fd9 Fix casing in Show BB button 2020-12-17 13:08:20 +01:00
20kdc
fe71789dd7 Saltern: Add antimatter and singularity engine rooms (#2757)
* Saltern: Add antimatter engine (north-east of engineering) and singularity engine (south of gravgen) areas.

* Saltern: Add a spare emitter and some AME fuel to the room that looks like it's for spare parts

* Reapplied firelock PR

map merge driver when

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2020-12-17 19:25:48 +11:00
20kdc
6299578f35 Saltern: Fix double-airlock at disposals and missing firelock in column of 3 (#2751) 2020-12-17 19:01:36 +11:00
DmitriyRubetskoy
9c26e0c5ba Async Interface IAfterInteract() (#2735)
* Async Interface

* Update Content.Server/GameObjects/Components/Fluids/MopComponent.cs

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* Changed the glassbeaker

* Update Content.Shared/Interfaces/GameObjects/Components/Interaction/IAfterInteract.cs

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* Update Content.Shared/Interfaces/GameObjects/Components/Interaction/IAfterInteract.cs

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* Interaction system fix

* Removed I from the interface

* Changed all implementations of the interface I could find

* all public void implementation fixed

* All built, no errors should remain

* Update Resources/Prototypes/Entities/Objects/Specific/chemistry.yml

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Update Content.Server/GameObjects/Components/Portal/TeleporterComponent.cs

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Update Content.Server/GameObjects/Components/ActionBlocking/HandcuffComponent.cs

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Commit based off Sloth's commentary

* Removed the Rag file from the PR

* Reverted sloth's commentary changes on the publcity of the function

* Injector component properly implemented interface

* Update Content.Server/GameObjects/Components/Fluids/MopComponent.cs

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Update Content.Server/GameObjects/Components/Fluids/SprayComponent.cs

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

Co-authored-by: BlueberryShortcake <rubetskoy234@mail.ru>
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2020-12-17 18:45:04 +11:00
20kdc
d870a13445 Singularity testing map & "startsingularityengine" admin command (#2752)
* Singularity Testing Map: Add a command to auto-config the singularity engine

* Singularity Testing Map: Add the singularity testing map

A derivative of 20kdcstation.
2020-12-17 18:20:57 +11:00
Pieter-Jan Briers
c707fad909 Update submodule 2020-12-16 18:19:04 +01:00
Vera Aguilera Puerto
022e6d4401 Fix girder not having correct physics layers, add TileNotBlocked construction condition 2020-12-16 18:18:27 +01:00
20kdc
d614e282b4 Add reinforced walls back to Saltern's gravity generator room. (#2750)
Fixes #2646
2020-12-16 14:35:13 +01:00
Vera Aguilera Puerto
09ab14a3e6 Prevents a bunch of constructions from being built inside impassables
Fixes #2747
2020-12-16 14:32:04 +01:00
20kdc
91f2f4f599 Fix Antimatter engine maths and overplacing (#2736)
* Antimatter engine parts can't be placed overlapping

* Antimatter engine stability maths fixed

* Antimatter engine: Clean up some unused stuff
2020-12-17 00:31:47 +11:00
chairbender
27d5019df0 Fix server NRE on clicking alerts with no OnClick (#2748)
* #2744 fix NRE on clicking alerts with no OnClick, and don't send the click
message unless the alert has an onclick

* #2744 fix NRE on clicking alerts with no OnClick, and don't send the click
message unless the alert has an onclick
2020-12-16 12:13:57 +01:00
DrSmugleaf
49e6db2b87 Fix nullability for ReadyProfiles in GamePreset 2020-12-16 10:00:10 +01:00
py01
c770c6b37e ChemicalAmmoComponent (#2739)
* ChemicalAmmoComponent

* Moves BarrelFiredMessage to FireProjectiles

Co-authored-by: py01 <pyronetics01@gmail.com>
2020-12-16 00:38:41 +11:00
Vera Aguilera Puerto
0a50f608c6 Fixes uplink account creation failing if you have any non-antag role.
Fixes #2740
2020-12-15 11:29:11 +01:00
DrSmugleaf
a9481bc05f Fix GamePreset newline characters so Rider can sleep easy today 2020-12-14 16:46:56 +01:00
DrSmugleaf
bb4bbbb8a8 Make ReconnectTest async behavior consistent (#2728)
* Try to fix reconnect test

* Use RunTicksSync in ReconnectTest

* Change the top part as well

* Await the other post

* Update RobustToolbox

* Merge branch 'master' of https://github.com/space-wizards/space-station-14 into fix-reconnect-test-maybe

* Reset RobustToolbox

* Update RobustToolbox

* Merge branch 'master' of https://github.com/space-wizards/space-station-14 into fix-reconnect-test-maybe

* Update RobustToolbox
2020-12-14 18:49:33 +11:00
DrSmugleaf
d5eb68ac61 Add test for puddle evaporation when paused and unpaused (#2741) 2020-12-14 16:18:37 +11:00
DrSmugleaf
1520acdf5a Fix the mapping command not pausing the created map (#2742) 2020-12-14 16:16:40 +11:00
Pieter-Jan Briers
196c0a121a Update submodule 2020-12-13 23:30:32 +01:00
chairbender
7a3c281f60 Actions System + UI (#2710)
Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
2020-12-13 23:28:20 +01:00
20kdc
fd0df9a00a Traitor Deathmatch (#2719)
* Traitor Deathmatch: Add the preset [Rebase onto factors line]

* Traitor Deathmatch: Being a human head or other not-quite-fully-animate object counts as dead. [ROFL]

* Traitor Deathmatch: Add redemption machine (but it doesn't work) [ROFL]

* Traitor Deathmatch: Map in redemption machines [ROFL]

* Traitor Deathmatch: Make the rounds end properly [ROFL]

* Traitor Deathmatch: PDA redemption works [ROFL]

* Traitor Deathmatch: New redemption machine sprite ( @Tomeno )

* Traitor Deathmatch: Get rid of redundant using

* Traitor Deathmatch: Change scoring, prevent redeeming your own PDA, fix bug where PDAs are not tagged with their owner names

* Traitor Deathmatch: Better messages, change cvar name, don't count ghosts for spawnpoint selection
2020-12-13 16:00:49 +01:00
R. Neuser
4ea18f2449 UI Scaling Fixes for do_after and PopupMessage (#2737)
* Fixes do_after bar placement when using UI scaling

* Add Scaled Screen Position debug overlay to DebugCoordsPanel
Fix PopupMessage being in the wrong location when using UI scaling

* Fix warning
2020-12-13 15:24:16 +11:00
Pieter-Jan Briers
450e30fbda Update submodule, NuGet natives 2020-12-13 01:14:29 +01:00
20kdc
31b39823ad Player post-spawn hook and player ghosting controlled by preset (#2734)
* GamePreset: Add a hook to catch all player spawns for modification.

Unless someone makes the entire job system unpluggable, this is what you get...

* GamePreset: Is now in control of voluntary ghosting

* Clean up ghost code to only rely on a player's Mind
2020-12-11 12:10:55 +11:00
DrSmugleaf
adc972f9d3 Fix healing damage classes and damageable serialization and add test (#2727)
* Fix healing damage classes and damageable serialization and add test

* The fall of an empire

* Fix healPerType being -1 instead of 1
2020-12-11 12:09:43 +11:00
Exp
bb905c9628 Fixes Paper throwing when you insert invalid tags (#2732) 2020-12-10 23:19:55 +01:00
Vera Aguilera Puerto
dd4183cbe0 Update submodule 2020-12-10 23:19:15 +01:00
Pieter-Jan Briers
f2253b1bba Fix nullable errors in TileAtmosphere.cs 2020-12-10 15:30:28 +01:00
Swept
85550827b2 Initial (#2729) 2020-12-09 19:32:27 +01:00
metalgearsloth
abed6fc15d More nullas as errors (#2611)
* More nullas as errors

* I thought I'd tried this but maybe I'm a dumbo

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-12-09 23:28:24 +11:00
20kdc
58af9003e7 Canisters [ Continuation of clement-or #2544 ] (#2628)
* Added atmos sprites from CEV-Eris

* Moved canister sprites to appropriate dir

* Removed unnecessary sprites, edited canisters prototype

* Created Gas Canister UI and release pressure buttons

* Changed GasMixture's pressure calculation (convert liters to cube meters)

* Added relabeling Canisters

* Reverted changes on GasMixture

* Changed my name in the credits

* Added valve opening on canisters

* Change canister visual state when connected to a port

* Added nullable to SharedGasCanisterComponent

* Replaced nullable contexts

* Changed again nullable annotation context

* Moved name in the credits to correct alphabetical order

* Canisters: Fix the most blatant issues with this PR (the added project interdependencies for no reason whatsoever)

* Canisters: Stop crashes when canisters leave atmosphere

* Canisters: Gas released into no atmosphere gets transferred "into space" (deleted)

* Atmos: Nullability annotations on TileAtmosphere, explaination of the states of TileAtmosphere.Air

* Canisters: If in an airblocked tile, do NOT release gas

* Scrubbers: Fix typo leading to them not connecting properly.

* Revert manual changes to credits file (sorry!) (1/2)

This reverts commit 94f3b0e5df8d9c2fa189866a17a231920f99bdaf.

* Revert manual changes to credits file (sorry!) (2/2)

This reverts commit 1986fb094dfaa44060f08d280f36b755258d17a6.

* Canisters: Apply @Zumorica 's reviews

* Canisters: Add missing localization as suggested by PJB

Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>

* Canisters: Pressure lights!

* Canisters: Light is now unshaded.

* Canisters: Now using IActivate

* Gas canisters (& air canister), now with their numbers properly calibrated (hopefully)

* Canisters: Refactor how their layers are added to be more like ApcVisualizer

* Canisters: Clean up of the tile invalidation/air release logic

* Canisters: Some gas canister window improvements

* Canisters: Clean up release pressure change button label code

Co-authored-by: Clement-O <topy72.mine@gmail.com>
Co-authored-by: Clément <clement.orlandini@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-12-08 20:45:24 +01:00
Vera Aguilera Puerto
2b6964746c Adds Invalidate method to TileAtmosphere, clean up a bunch of tile invalidations 2020-12-08 17:36:59 +01:00
py01
656eb7dc2e ChemicalInjectionProjectileComponent (#2657)
Co-authored-by: py01 <pyronetics01@gmail.com>
2020-12-08 23:19:01 +11:00
py01
cc26218060 MeleeChemicalInjectorComponent (#2645)
* MeleeWeaponComponent OnHittingEntities event

* MeleeChemicalInjectorComponent

* Moves melee onhit action to EventBus

* serialization fix

* prototype fix

* redid chem transfer logic

* MeleeChemicalinjector uses ComponentMessages

* divide by 0 fix

* Update Resources/Prototypes/Entities/Objects/Weapons/Melee/spear.yml

Co-authored-by: py01 <pyronetics01@gmail.com>
Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
2020-12-08 12:57:47 +01:00
DrSmugleaf
89e853d8e2 Make disposal units also flush air (#2686)
* Make disposal units also flush air

* Make disposals use tile.AssumeAir instead of tile.Air.Merge

Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
2020-12-08 12:54:34 +01:00
metalgearsloth
fe93f2ac30 Fix thrown throwing (#2723)
Technically some stuff could be dependent upon the entity regardless if it's deleted but this is how ICollideBehavior does it (not by my design) so I figured we'd make it consistent.

If someone really needs the functionality even if it's deleted then they can refactor it.

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-12-08 12:21:12 +01:00
Paul Ritter
5b561ae3e7 Rotatable Firelocks (#2429)
Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
2020-12-08 12:19:16 +01:00
Vera Aguilera Puerto
54c70fbb95 Update submodule 2020-12-08 12:18:52 +01:00