* AvoidCollision if collided entity is the one that the character is buckled to
* Attempt to PreventCollision after the player is unbuckled but still colliding with StrapComponent
* Moved PreventCollide to the Shared script.
* Add WakeBody to keep updating the physics collision while being on a collidable strap component.
* Addressed some of metalgearsloth's suggestions:
- Made EntityBuckledTo,IsOnStrapEntityThisFrame and DontCollide not virtual
-Made EntityBuckledTo nullable
-Don't call update on Paused BuckleComponents
-Removed EntityBuckledTo variable declaration in BuckleComponent because it's not needed anymore
-Call TryUnbuckle if (!IsOnStrapEntityThisFrame && DontCollide) to set BuckledTo entity to null.
* Formatting
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
* Formatting
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
* Formatting again :P
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
* Formatting
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
* Formatting
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
* Renamed variable EntityBuckledTo to LastEntityBuckledTo
* As per DrSmugLeaf suggestion: Added [ComponentDependency] to the Body variable.
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
* 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
* 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>
* 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>
* Singularity Testing Map: Add a command to auto-config the singularity engine
* Singularity Testing Map: Add the singularity testing map
A derivative of 20kdcstation.
* #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
* 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
* 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>
* 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>
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>
* Remove redundant null checks for atmos
* Remove unnecessary nullability parameter from AtmosphereSystem.GetGridAtmosphere
* Remove more nullability markers
* Bring back null checks for gas tanks
* Remove null checks from GasMixture.Merge and TileAtmosphere.AssumeAir
Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
* Remove the unused light bulb crate that explicitly says it needs to be removed
* Crates/Cargo: Add antimatter reactor crates
* Fix AME crate issues
* Descriptions and prices for AME crates.
* More Construction Pieces: Default construction targets
* More Construction Pieces: Unfinished particle accelerator will tell you how to finish it
* More Construction Pieces: Construction system actually pathfinds any-to-any
* More Construction Pieces: Verb to begin deconstruction of an object
* Make damage work through messages and events, make destructible not inherit ruinable or reference damageable
* Copy sound logic to destructible component for now
* Fix typo
* Fix prototype error
* Remove breakable component damageable reference
* Remove breakable construction reference
* Remove ruinable component
* Move thresholds to individual components and away from damageable
* Add threshold property to damageable component code
* Add thresholds to destructible component, add states to damageable, remove damage container, fix up mob states
* Being alive isn't normal
* Fix not reading the id
* Merge fixes
* YAML fixes
* Grammar moment
* Remove unnecessary dependency
* Update thresholds doc
* Change naming of thresholds to states in MobStateComponent
* Being alive is once again normal
* Make DamageState a byte
* Bring out classes structs and enums from DestructibleComponent
* Add test for destructible thresholds
* Merge fixes
* More merge fixes and fix rejuvenate test
* Remove IMobState.IsConscious
* More merge fixes someone please god review this shit already
* Fix rejuvenate test
* Update outdated destructible in YAML
* Fix repeatedly entering the current state
* Fix repeatedly entering the current state, add Threshold.TriggersOnce and expand test
* Update saltern
* Start work on upgradeable machines.
* Upgradeable machines work
* Component requirements for upgradeable machines
* Better container handling
* Remember to not push submodule updates in your PRs, kids!
* Refresh parts after building a machine.
* NetSync false
* Address some reviews, fix some bugs
* Nullable stackhelpers dependencies
* Use container helper method to delete all entities in containers
* Nullable string in AddContainer
* Better examine for machine frame and construction in general
* Machine breakage
* Nullable node
* nullable GraphPrototype
* Re-save saltern for autolathe parts
* Fix SaveLoadSave
* basic implementation
* minor fixes
* objectives temp commit
* proper onstart bind
* changes all conditions to be bound to a mind-instance
* oops
* oops v2
* adds possiblity to enable duplicate assignment of objective
equal objectives are unable to be added
* minor fixes, adds greentext
* refactors incompatability to be defined by requirements
* fixes a wrong whitespace
* minor fix
* addressed reviews v1
* address reviews v2
Co-authored-by: Exp <theexp111@gmail.com>
* final sweep
* adds/refactors traitor&sss cvars
* Update Content.Server/Mobs/Mind.cs
* never trust github web
* adds datasets & makes codewords use them
* addresses exp's reviews
* addressed zumos reviews
Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
Co-authored-by: Exp <theexp111@gmail.com>
* BlockGamePlayerAction are only executed if _running is true, added italian localization file for blockgame UI
* Added localization functions and files for BlockGame arcade. Removed unused public variable added in the previous commit.
* Added new line to end of file blockgame.yml
* Update Content.Client/Arcade/BlockGameMenu.cs
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
* Moved EndLeft,EndRight and SoftdropEnd actions out of the condition as per suggestion by Paul.
* Added Loc.GetString() to "Nanotrasen" and "Nanotrasen Block Game" to enable transliteration of the name in other alphabets as per suggestion of Remie.
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>