* remove styleclass from playertab 'button' lines
* cvar, fix button-style header alignment
* Fix requested changes
And also the extra cvar things I was meant to remove in the upstream merge
* Tiny tweaks
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Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com>
* grass touch protocol - Rebases to latest master to fix conflicts
* aight local tests are passing lets see if our golf works
* It is 5 am and our ass COMPLETELY overcomplicated this lmaooo
* Addresses feedback - Clarifies comments, swaps internal var names for grasstouchless and selfdestructive, makes the third tier a little less demanding, and fixes 1 hours
* Addresses review - conflict fix
* This too
* Axes playtime exclusion for ghosts
* Use switch expression
code style nit
* Refactor/cleanup
Use IGameTiming.RealTime to track time instead of DateTime. Use nullable instead of magic values.
Expose the current day value through a property that is always up to date, instead of making the API to read the CVar that updates at inconsistent times. This also makes it trivial to debug with VV.
Other minor cleanup like using string interp, code style fixes, comments, etc.
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Co-authored-by: PJB3005 <pieterjan.briers+git@gmail.com>
* i'm just gonna put this here.
* I'm just gonna do it.
* Update ShowHTNCommand.cs
* I feel dumb.
* may as well with this too.
* this does in fact not work
* :/
* Add the instrument to the MIDI channel selector
* Reviews
Adds support for chained masters
Makes the channel UI update on its own when the midi changes (Works with bands too!)
* add to admin logs and limit track count
* Limit track names by length too
* remove left over comment
* Requested changes
* Reviews
* make hover and info use construction proto name, not entity name
* recipeButtons uses IDs as keys, not names
* return making item green when selected
* Split codewords into its own system
* Fix admin log
* Nuke unused code
* Fix formatting errors
* Fix tests
* Make the codeword system add itself if called when not active
* Put comment in right place.
* Review: Rename prototypes
* Review: Make codewords serializable
* Fix build
* Reviews: Change the system to not be a gamerule.
* Fix YAML Linter
* Fix test fail
* Remove unused import
* - Combine enum keys `ToggleableLightVisuals` and `ToggleVisuals` into `ToggleableVisuals`
- Rename `ToggleableLightVisualsComponent` to `ToggleableVisualsComponent` and `ToggleableLightVisualsSystem` to `ToggleableVisualsSystem`
- (The `SpriteLayer` field on the component is now required because the old default of `light` doesn't make sense anymore)
- Make it so that `ToggleableVisualsComponent` works even when there's not a light attached to the entity
- (Amazingly this seems to have only applied to Headphones, but I can only imagine there are many other things people would like to do with simple toggleable visuals)
- Explicitly make `ItemTogglePointLightComponent`'s purpose to make `ToggleVisualsComponent` apply to `PointLightComponent`s on the same entity.
- Add field `ToggleableVisualsColorModulatesLights`, which makes the `Color` appearance value of `ToggleableVisuals` modulate the color of lights on the same entity
- Lots of prototype updates to uptake the above
* fix bad merge
* unbork robust
* blindly letting rider reformat stuff
* I guess I never cleaned up these imports at all
* Add the chameleon controller implant
* address the issues (Git please dont kill me)
* Address the review and fix some merge conflicts!
* Cleanup
* Add use delay
* Silly mistakes
* Making a PR at 2 am: Gone wrong
* Predict use delay and disable the buttons until you can choose another
* First phase custom clothing
* Better system, now relays to agent id and mindshield. Chameleon loadouts are a lot better to work with as well
* Address the review! No more evil goto
* Slams way is better I should have read more closely xD
* Some of the jobs
* Add to Cargo, CentComm, Service, Passenger, Ninja, Cluwne, Wizard + Minor changes to existing; Add chameleon to bandanas, medals, jugsuits and HUDs
* Add everything else
* Fix test
* Job name
* This looks better
* Add department organization
* Minor cleanup
* Added some mindshields
* Remove redudent comment and change funcion name to be clearer
* Fix cluwne outfit
* fix merge conflicts
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Co-authored-by: SlamBamActionman <slambamactionman@gmail.com>
* Disable parallax texture preloading
Many parallax layers are specific to a single map and will likely never be loaded for the duration of the game. Save VRAM by not loading them always.
Requires engine master
* Put generated parallax identifier in texture name
Makes it show up properly in debugging tools
* Don't load generated parallaxes multiple times
Many parallax prototypes re-use the same generated parallax configs. These generated parallaxes were being loaded multiple times at once, which was a massive waste of VRAM.
We now move these into a separate cache for deduplication. I had to write a lot of logic to handle loading cancellation and ref counting. Yay.
Also fixes some spaghetti with the previous parallax loading system: cancellation didn't work properly, give proper names to generated texture names, etc.
This saves like 100+ MB of VRAM.
* Optimise storage a quadrillion times
* How sweaty can we get
* Add fast angle checks
* Fix chunk indices
* Optimise the refresh method
Helps on client a lot as the clientside is suboptimal atm.
* Better name
* wawawewa
* Add single-angle path
* Okay FINE rider
* Fixes and adds many localization keys from #34343
Open
* Fix comment, that is not how that works.
* Update Resources/Locale/en-US/components/screen-component.ftl
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Fixes cmd-parse-failure-int -> cmd-parse-failure-integer in OptionsUIController.cs, removes cmd-parse-failure-int from options-menu.ftl
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Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>