Commit Graph

59 Commits

Author SHA1 Message Date
DrSmugleaf
902aa128c2 Enable nullability in Content.Client (#3257)
* Enable nullability in Content.Client

* Remove #nullable enable

* Merge fixes

* Remove Debug.Assert

* Merge fixes

* Fix build

* Fix build
2021-03-10 14:48:29 +01:00
Paul Ritter
5c50b1f6ed Serialization v3 content PR (#3491)
* serv3 in shared pt 1

* beginning of deepclone api

* progress in implementing ideepclone & serv3 in content

* adds target

* its cant hurt you it cant hurt you

* more changes to content.server

* adds dataclasses

* almost there

* renamed & edited entry

* finishes refactoring content to use serv3

* gasmixture runtimes, next: reagentunit

* fucin hell that was an annoying one

* adds flags

* fixes some yaml errors

* removes comment

* fixes generic components for now

* removes todo
actually clones values my god paul
fixes bug involving resolving custom data classes from other proj
renames dataclass
fixes spritecomp
adds WithFormat.Constants support

* adds deepclone to ResistanceSet

* adds a bunch of deepclone implementations
adds a deepclone analyzer (TODO)
adds a deep clone fallback for classes & structs

* fixes a bunch of runtimes

* adds deepclone to entityuid

* adds generator to sln

* gets rid of warnings

* fixes

* argh

* componentdata refactors

* more deepclone impl

* heck me i reworked all of content deepclone

* renames custom dataclasstarget

* misc

* reworks prototypes

* deepclone nuke

* renamed customdataclass attribute

* fixes everything

* misc fixed

* the killcommit

* getting there

* changed yamlfieldattribute namespace

* adds back iselfserialize

* renames everything to data(field/definition)

* ouch

* Fix most errors on content

* Fix more errors in content

* Fix some components

* work on tests

* fixes some customdataclasses

* fuggin shit

* yes

* yeas

* Remove data classes

* Data field naming fixes

* arg

* Git resetti RobustToolbox

* Merge fixes

* General fixes

* Fix startup serialization errors

* Fix DamageContainerPrototype when supported classes or types are null

* Implement construction graph step type serializer

* Fix up construction serialization

* Fix up construction serialization part 2

* Fix null list in technology database component

* Fix body serialization

* Fix entity storage serialization

* Fix actions serialization

* Fix AI serialization

* Fix reaction serialization

* Fix body serialization

* Fix grid atmosphere serialization

* Rename IServ3Manager to ISerializationManager

* Convert every non generic serializer to the new format, general fixes

* Serialization and body system fix

* pushinheritance fix

* Update all prototypes to have a parent and have consistent id/parent properties

* Merge fixes

* smh my head

* cuddling slaps

* Content commit for engine PR

* stuff

* more fixes

* argh

* yes even you are fixed

* changelog fixes

* fixes seeds

* argh

* Test fixes

* Add writing for alert order prototype

* Fix alert order writing

* FIX

* its been alot ok

* Fix the rest of the visualizers

* Fix server alerts component tests

* Fix alert prototype tests not using the read value

* Fix alert prototype tests initializing serialization multiple times

* THIS IS AN AMERICAN CODEBASE GOD BLESS THE USA

* Add ImplicitDataDefinitionForInheritors to IMechanismBehavior
Fixes the behaviors not being found

* Fix NRE in strap component
Good night to the 1 buckle optimization

* Fix clothing component slot flags serialization tag

* Fix body component in all components test

* Merge fixes

* ffs

* Make construction graph prototype use serialization hooks

* human yaml linted

* a

* Do the thing for construction

* stuff

* a

* monke see yaml linter

* LINT HARDER

* Remove redundant todo

* yes

* Add skip hook argument to readers and copiers

* we gamin

* test/datafield fixes

* adds more verbose validation

* moves linter to action

* Improve construction graph step type serializer error message

* Fix ammo box component NRE

* gamin

* some updates to the linter

* yes

* removes that test

* misc fixes

* array fix
priority fix
misc fixes

* adds proper info the validation

* adds alwaysrelevant usa

* Make yaml linter take half as long to run (~50% less)

* Make yaml linter 5 times faster (~80% less execution time)

* based vera being based

* fixes mapsaving

* warning cleanup & moves surpressor

* removes old msbuild targets

* Revert "Make yaml linter 5 times faster (~80% less execution time)"

This reverts commit 3e6091359a26252c3e98828199553de668031c63.

* Add -nowarn to yaml linter run configuration

* Improve yaml linter message feedback

* Make dependencies an argument instead of a property on the serialization manager

* yamllinting slaps

* Clean up type serializers

* Move yaml linter code to its own method

* Fix yaml errors

* Change yaml linter action name and remove -nowarn

* yaml linter please shut

* Git resetti robust toolbox

Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
2021-03-05 01:08:38 +01:00
Acruid
ca4fd649fe Massive Namespace Cleanup (#3120)
* Engine namespace changes.

* Automated remove redundant using statements.

* Simplified Graphics namespace.

* Apparently the container system stores full type names in the map file.😞 This updates those names.

* API Changes to LocalizationManager.LoadCulture.

* Update submodule to v0.3.2
2021-02-11 01:13:03 -08:00
Paul
856b293d87 Merge branch 'master-upstream' into expl_int_analyzer
# Conflicts:
#	Content.Server/GameObjects/Components/Body/Part/BodyPartComponent.cs
#	Content.Server/GameObjects/Components/Botany/PlantHolderComponent.cs
#	Content.Server/GameObjects/Components/Chemistry/PillComponent.cs
#	Content.Server/GameObjects/Components/Interactable/TilePryingComponent.cs
#	Content.Server/GameObjects/Components/Items/FloorTileItemComponent.cs
#	Content.Server/GameObjects/Components/Items/RCD/RCDAmmoComponent.cs
#	Content.Server/GameObjects/Components/Items/RCD/RCDComponent.cs
#	Content.Server/GameObjects/Components/Medical/HealingComponent.cs
#	Content.Server/GameObjects/Components/Power/WirePlacerComponent.cs
#	Content.Shared/Chemistry/Solution.cs
2021-02-04 17:50:28 +01:00
Paul
d5cd82de60 explicit interface go brrrr 2021-02-04 17:44:49 +01:00
Remie Richards
d45835e863 Janitor trashbag upgrade + FANCY ANIMATIONS (#3058)
* Janitor trashbag upgrade + FANCY ANIMATIONS

* Review, Bug fixes and Sounds
- Fixed hand-pickup animation playing if the entity originated from inside a container (e.g. bag on the ground) or from inside ourselves (e.g. something in our own inventory)

* Fix/Change. Just log if AnimateEntityPickup is called with an entity that has no SpriteComponent.

* More explicit log message. Error log.

* Merge. Fix.
2021-02-03 23:07:13 +01:00
DrSmugleaf
026d96fd2d Replace MaybeNullWhen(false) with NotNullWhen(true) 2020-12-20 04:14:41 +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
DrSmugleaf
7905d93564 Fix adding then removing a hand causing an error (#2684) 2020-12-03 13:14:56 +11:00
DrSmugleaf
5c0cf1b1a0 Use 'new' expression in places where the type is evident for content (#2590)
* Content.Client

* Content.Benchmarks

* Content.IntegrationTests

* Content.Server

* Content.Server.Database

* Content.Shared

* Content.Tests

* Merge fixes

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2020-11-27 21:00:49 +11:00
DrSmugleaf
749cd11d33 Add readonly where it is missing and fix those field names according to their modifiers (#2589) 2020-11-22 00:02:00 +11:00
DTanxxx
69d709a28f Updated ContainerHelpers to use new extensions (#2530)
Co-authored-by: David Tan <>
2020-11-13 18:25:04 +11:00
Paul Ritter
1b3cbd4d3a Resolves that make you flinch (#2423)
* argh

* ouch

* zap

* adds default!

* adressed review
2020-10-30 11:13:35 +11:00
DrSmugleaf
f785ec4efb Add pulling taking up a hand (#2405)
* Add pulling taking up a hand

* Revert unnecessary refactor
2020-10-28 10:16:40 +01:00
DrSmugleaf
cdedaeb12e Refactor drag and drop to use a shared interface (#2012)
* WIP in progress hours

* Cleanup

* Fix bugle

* Fix nullable error

* Merge fixes

* Merge fixes

* Merge fixes
2020-10-14 15:24:07 +02:00
DrSmugleaf
74943a2770 Typo, redundant string interpolation, namespaces and imports cleanup (#2068)
* Readonly, typos and redundant string interpolations

* Namespaces

* Optimize imports

* Address reviews

* but actually

* Localize missing strings

* Remove redundant vars
2020-09-13 14:23:52 +02:00
DrSmugleaf
548ef3dedb Add HUD button that displays your SSS role and allies (#1895)
* Add button that displays your SSS role and allies

* Capitalize button name

* Add cases for 0, 1 and invalid number of allies

* Make the ally syncing system saner
2020-08-27 16:39:29 +02:00
nuke
a62935dab2 Handcuff system (#1831)
* Implemented most serverside logic

* All serverside cuff logic complete

* SFX, Clientside HUD stuff, Other logic.

* fffff

* Cuffs 1.0

* missing loc string

* Cuffs are stored in the balls now.

* Basic integrationtest

* Support stripping menu.

* rrr

* Fixes

* properties

* gun emoji

* fixes

* get rid of unused

* reeee

* Update Content.Shared/GameObjects/ContentNetIDs.cs

Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
2020-08-25 14:54:23 +02:00
DrSmugleaf
b9196d0a10 Add a test that puts all components on an entity and checks for no exceptions (#1815)
* Add test that puts all components on an entity and checks for no exceptions

Also fix all the exceptions that happened because of this

* Add comments to the test

* Fix nullable errors

* Fix more nullable errors

* More nullable error fixes

* Unignore basic actor component

* Fix more nullable errors

* NULLABLE ERROR

* Add string interpolation

* Merge if checks

* Remove redundant pragma warning disable 649

* Address reviews

* Remove null wrappers around TryGetComponent

* Merge conflict fixes

* APC battery component error fix

* Fix power test

* Fix atmos mapgrid usages
2020-08-22 22:29:20 +02:00
Pieter-Jan Briers
ed1a96e536 Nullability fixes. 2020-08-20 16:48:15 +02:00
Víctor Aguilera Puerto
c3df108b27 Stripping (#1668)
* Start work on stripping.

* more strippable work

* Stripping works

* Nullable

* MORE NULLABLE

* nullable moment

* life is pain

* Interaction check.

* Update Content.Client/GameObjects/Components/HUD/Inventory/StrippableBoundUserInterface.cs

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>

* Update Content.Client/GameObjects/Components/HUD/Inventory/StrippableBoundUserInterface.cs

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>

* Update Content.Server/GameObjects/Components/GUI/HandsComponent.cs

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>

* Update Content.Server/GameObjects/Components/GUI/HandsComponent.cs

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>

* Update Content.Server/GameObjects/Components/GUI/HandsComponent.cs

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>

* Update Content.Server/GameObjects/Components/GUI/StrippableComponent.cs

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>

* Update Content.Server/GameObjects/Components/GUI/StrippableComponent.cs

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>

* Update Content.Server/GameObjects/Components/GUI/HandsComponent.cs

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>

* Update Content.Server/GameObjects/Components/GUI/StrippableComponent.cs

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>

* Update Content.Server/GameObjects/Components/GUI/StrippableComponent.cs

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>

* Update Content.Shared/GameObjects/Components/GUI/SharedStrippableComponent.cs

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>

* Update Content.Server/GameObjects/Components/GUI/StrippableComponent.cs

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>

* Rename InventoryComponent and HandsComponent's OnChanged event to OnItemChanged

* Apply suggestions from code review

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>

* Apply suggestions from code review

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>

* Apply suggestions from code review

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>

* Use static EquipmentSlotDefines

* Do not expose ContainerSlot on Inventory or Hands.

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
2020-08-15 20:33:42 +02:00
DrSmugleaf
4a8ed41e3a Fix namespaces and optimize imports (#1651)
* Fix namespaces and optimize imports

* Cleanup fixes

* Merge conflict fixes

* Merge conflict fixes

* Merge conflict fixes
2020-08-13 14:40:27 +02:00
DrSmugleaf
bda5ce655f Add the trash man (#1367)
* Add disposal.rsi

* Rename disposal resource to disposal.rsi and create basic components

* Add disposal nets

* Add pushing entities along the disposal network

* Add disposal unit

* Unregister disposable component

* Add flush and selfinsert verbs to disposal unit

* Add gradual disposals movement

* Fix being able to walk through space for a while after exiting disposals

* Multiply disposals speed by 10

And fix early returns when moving an entity

* Rename Disposable component to InDisposals

* Remove DisposalNet and add on anchor events

* Remove anchored events, moved to interfaces

* Code cleanup

* Fix adjacent tubes' connections when a tube connects

* Fix jittery movement in disposals

* Remove Logger.Debug call

* Move disposals updates to InDisposalsComponent

* Fix adjacent connection valid directions check

* Disposal tubes now throw you out where they are facing

* Add disposal unit exit cooldown

* Set different disposal pipe sprite state depending on anchored value

* Add recycler

* Add recycler animation

* Add bloody texture to the recycler when grinding a living being

* Add PowerDevice component to the disposal unit

* Made the Recycler center on the grid

* Add disposal junction

* Add picking a random direction if junction is entered from the output side

* Add disposal flush and clang sounds

Taken from VGStation

* Move disposal flush and clang sound file names to exposedata

* Add disposalsmap.yml to test with

* Add summaries to DisposalUnit fields

* Add sideDegrees yaml property to disposal junctions

* Fix outdated usings

* Add conveyor resources

* Update RobustToolbox

* More merge fixes

Add conveyor collision masks

* Add ConveyorComponent

* Fix crash when reentering a body

* Merge branch 'master' into disposals-1147

* Reduce recycler bounds, set hard to false, add summary and expose "safe" to yaml

* Move IAnchored and IUnAnchored to AnchorableComponent

* Update power components and remove old disposals map

* Remove redundant sprite layers

* Add tile pry command

* Fix tilepry command

* Fix DisposalJunctionComponent missing a component reference

* Add anchor by radius command

* Add Y-Junctions

* Add disposal bend

* Add unanchor command

* Change DisposalJunction prototypes to specify their angles

* Fix disposal units being hidden below the floor

* Removed IAnhored and IUnAnchored interfaces

* Replace CanBeNull annotation with nullable reference types

* Update showwires command

* Add recycler recycling items

* Added angle and speed properties to ConveyorComponent

* Fix conveyort textures

* Add animation to the disposal unit

* Fix anchor and unanchor commands sometimes not finding any entities

* Fix not reading flush_time from disposal unit prototype

* Fix merge conflict wrong using

* Fix disposal, recycling and conveyor texture paths

Delete diverters

* Update visualizer names

* Add DisposableComponent, change drag and drop to work with multiple components

Ignoreinsideblocker client side for drag and drops, like on the server
Add more comments

* Add conveyor belts properly moving entities on top

* Anchorr wires

* Change conveyor bounds to 0.49

* Anchor catwalks, airlocks, gravity generators, low walls, wires and windows

* Add starting/stopping conveyors

* Add reversed conveyors

* Add conveyor switches

* Move InDisposalsComponent code to DisposableComponent

* Add ExitVector method to tubes

* Fix not updating tube references when disconnecting one

* Replace IoCManager call with dependency

* Add tubes disconnecting if they move too far apart from one another

* Move disposals action blocking to shared

* Add rotating and flipping pipes

* Make conveyor intersection calculations approximate

* Fix 1% chance of the server crashing when initializing the map

Happens when emergency lockers remove themselves

* Add disposal unit interface

* Make disposal units refuse items if not powered

* Make disposal tubes hide only when anchored

* Make disposal junction arrows visible to mere mortals

* Add disposal tubes breaking

* Add tubeconnections command

* Add missing verb attribute

* Add flipped disposal junction

* Add ids and linking to conveyors and switches

* Add conveyor switch prying and placing

* Add anchoring conveyor switches and refactor placing them

* Add missing serializable attributes from DisposableComponentState

* Make conveyor speed VV ReadWrite

* Change drawdepth of conveyors to FloorObjects

* Make conveyor anchored check consistent

* Remove anchoring interaction from switches

* Add conveyor switch id syncing and move switches slightly when pried

* Make entities in containers not able to be moved by conveyors

* Add conveyor and switches loose textures

* Merge conflict fixes

* Add disposal unit test

* Add flushing test to disposal unit test

* Add disposal unit flush fail test

* Add disposals to the saltern map

* Fix saltern disposal junctions

* Add power checks to the recycler

* Fix disposal unit placement in maintenance closet

* Remove disposal junctions from saltern

* Readd junctions to saltern

* Add the chemmaster to saltern at the request of Ike

* Move the chemistry disposal unit

* Fix casing of disposal flush sound

* More merge conflict fixes

* Fix a compiler warning.

* Remove popup invocation from buckle

* Remove showPopup parameter from InteractionChecks

* Remove unnecessary physics components

Fixes the physics system dying

* Replace PhysicsComponent usages with CollidableComponent

* Update existing code for the new controller system

* Change conveyors to use a VirtualController instead of teleporting the entity

* Remove visualizer 2d suffix and update physics code

* Transition code to new controller system

* Fix shuttles not moving

* Fix throwing

* Fix guns

* Change hands to use physics.Stop() and remove item fumble method

* Add syncing conveyor switches states

* Fix the recycler wanting to be a conveyor too hard

* Fix showwires > showsubfloor rename in mapping command

* Fix wifi air conveyors

* Fix test error

* Add showsubfloorforever command

Changes drawdepth of the relevant entities

* Disable opening the disposal unit interface while inside

* Add closing the disposal unit interface when getting inside

* Add closing the interface when the disposal unit component is removed

* Add removing entities on disposal unit component removal

* Delay disposal unit flush and fix serialization

* Implement pressure in disposal units

* Fix chain engaging a disposal unit

* Implement states to the disposal unit

* Fix missing imports from merge conflict

* Update Content.Server/GameObjects/Components/Conveyor/ConveyorComponent.cs

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

* Address some reviews

* Fix za buildo

* Use container helper to detach disposables

* Make conveyors use the construction system

* Make conveyor groups and syncing sane

* Make flip flip

brave

* Add activate interface to conveyor switches

* Fix not removing the switch from its group when it's deleted

* Fix not registering conveyors and switches on initialize

* Stop using 0 as null

* Disconnect conveyors and switches when disposing of a group

* Make disposal units not able to be exited when flushing

* Make disposal units flush after a configurable 30 seconds

* Add handle and light layers to the disposal unit

* Merge engaging and flushing

* Update saltern.yml

* I love using 0 as null

* Make disposal unit visual layers make sense

* Remove duplicate remove method in disposal units and update light

* Replace DisposableComponent with disposal holders

* Fix disposal holders deleting their contents on deletion

* Account for disposal unit pressure in tests and make a failed flush autoengage

* Rename disposable to holder

* Fix junction connections

* Disable self insert and flush verbs when inside a disposal unit

* Fix spamming the engage button making the animation reset

* Make the recycler take materials into account properly

Fix cablestack1 not existing

* Merge conflict fixes

* Fix pipes not being saved anchored

* Change conveyors and groups to not use an id

Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-07-30 23:45:28 +02:00
DrSmugleaf
00d5effcb8 Fix addhand command (#1519) 2020-07-28 15:38:23 +02:00
DrSmugleaf
c57b1c2914 Fix inhands not displaying (#1517) 2020-07-28 02:53:36 -07:00
DrSmugleaf
0a82aba88e Add pulling (#1409)
* Initial framework for pulling.

* Make it possible to pull items via (temporary) keybind Ctrl+Click, make items follow the player correctly.

* Make other objects pullable, implement functionality for moving an object being pulled, make only one object able to be pulled at a time.

* Make sure that MoveTo won't allow collisions with the player

* Update everything to work with the new physics engine

* Update Content.Server/GameObjects/EntitySystems/Click/InteractionSystem.cs

Co-authored-by: ComicIronic <comicironic@gmail.com>

* Physics update and convert to direct type casts

* Add notnull checks

* Add pull keybinds to the tutorial window

* Move PullController to shared

* Fix pulled items getting left behind

* Fix moving pulled objects into walls

* Remove flooring of coordinates when moving pulled objects

* Add missing null check in PutInHand

* Change pulling keybind to control and throwing to alt

* Change PhysicsComponent references to IPhysicsComponent

* Add trying to pull a pulled entity disabling the pull

* Add pulled status effect

* Fix merge conflicts

* Merge fixes

* Make players pullable

* Fix being able to pull yourself

* Change pull moving to use a velocity

* Update pulled and pulling icons to not be buckle

A tragedy

* Make pulled and pulling icons more consistent

* Remove empty not pulled and not pulling images

* Pulled icon update

* Pulled icon update

* Add clicking pulling status effect to stop the pull

* Fix spacewalking when pulling

* Merge conflict fixes

* Add a pull verb

* Fix nullable error

* Add pulling through the entity drop down menu

Co-authored-by: Jackson Lewis <inquisitivepenguin@protonmail.com>
Co-authored-by: ComicIronic <comicironic@gmail.com>
2020-07-27 00:54:32 +02:00
DrSmugleaf
4b4e83d2bf Add changing the amount of hands on the GUI depending on your body parts (#1406)
* Multiple hands in gui first pass

* Remove IHandsComponent interface

* Create hand class and more hand textures

* Refactor ServerHandsComponent to use a single list of hands

* Seal SharedHand

* Fix picked up items not showing on top of the hand buttons

* Remove HandsGui buttons and panels dictionaries

* Fix items in hands rendering

* Fix wrong hand container comparison

* Fix not updating the location of duplicate hands

* Change ClientHandsComponent to use a SortedList instead of a dictionary

* More merge conflict fixes

* Change SortedList to List

* Fix hand button order

* Add item tooltip for more than 2 hands and updating when removing hands

* Add add hand and remove hand command

* Merge conflict fixes

* Remove nullable reference type from ContainerSlot

* Fix texture errors

* Fix error when reaching 0 hands

* Fix error when swapping hands with no hands

* Merged remove hand methods

* Fix item panel texture errors

* Merge conflict fixes

* Fix addhand and removehand command descriptions

* Add properly displaying tooltips for 2 hands

* Make hand indexes and locations consistent across the client and server

* Add dropping held entity if a hand is removed

* Change hand location to be calculated by index

* Made different hand gui updates more consistent

* Remove human body yml testing changes

* Sanitize addhand and removehand commands

* Merge conflict fixes

* Remove testing changes

* Revert body system changes

* Add missing imports

* Remove obsolete hands parameter in yml files

* Fix broken import

* Fix startup error and adding and removing hands on the same tick

* Make hand container id use an uint

In case someone gets more than 2 billion hands

* Rename hand component files

* Make hands state use an array
2020-07-25 15:11:16 +02:00
DrSmugleaf
a8b3c99075 Add two-way serialization in ExposeData for some of the components that are missing it (#1451) 2020-07-23 01:46:09 +02:00
DrSmugleaf
202954efe2 Remove unused imports (#1431)
We don't support .Net Framework anymore.
2020-07-19 17:06:51 -07:00
Pieter-Jan Briers
023fd60054 Fix throwing in space. 2020-07-08 18:29:13 +02:00
chairbender
b35333d366 Click Drag Functionality + Refactor Interaction Interfaces (#1125)
Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
Co-authored-by: ComicIronic <comicironic@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2020-07-06 23:27:03 +02:00
Víctor Aguilera Puerto
5495f88583 HandComponents now have a default hand, fixes crash 2020-06-18 19:26:55 +02:00
zumorica
d3102dbf96 Remove server-side RefreshInHands, refresh them on component state update 2020-05-21 19:44:49 +02:00
zumorica
735ba70f4a Remove unused using statement 2020-05-14 16:08:35 +02:00
zumorica
2132ff41d4 In-hands are now refreshed when the prefix is changed 2020-05-14 15:44:05 +02:00
Pieter-Jan Briers
1fb9359d90 Fix HeldPrefix having different name on client. 2020-04-23 16:46:55 +02:00
Jackson Lewis
3c6cbecb12 Remove redundancy 2020-04-20 12:57:05 +01:00
Jackson Lewis
6a22f2629b Update content repo and RobustToolbox 2020-04-20 10:36:02 +01:00
Acruid
4ab7f1dcb3 Removed the StateType property from every component. This field was completely unused except for a debug assertion. 2020-01-24 14:10:36 -08:00
ShadowCommander
e0aaab56e3 Implement StorageButton on HandsGUI and click empty hand to swap… (#517)
Also moved duplicate sprite view code to ItemSlotManager
2020-01-18 03:41:47 +01:00
Pieter-Jan Briers
411c23c46e Item status! 2020-01-09 00:28:04 +01:00
ZelteHonor
b2e2aef78d Rider static analysis (#433)
* 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
2019-11-13 23:37:46 +01:00
Pieter-Jan Briers
ceb8cc8421 Use automatic component registration. 2019-07-31 15:07:54 +02:00
Pieter-Jan Briers
1fbb5915aa Better inventory window, inventory buttons on game HUD.
Part of #272
2019-07-23 23:24:47 +02:00
Silver
a18692bc46 Rename toolbox references from ss14 to robust 2019-04-15 21:11:38 -06:00
Acruid
b1c81ed6e6 Entity Interpolation (#197)
* Frame interpolation kinda works.

* Added null CurState check because it can be null now.

* Merge remote-tracking branch 'upstream/master' into dev-GameState
2019-04-13 09:46:27 +02:00
PrPleGoo
35f3cbe3f9 Engineer's helmet (#188)
* refacting some sprite things

* fix sprites

* Netcode for sending a new icon state to the ClientComponent

* Fixed broken torches.

* Fix dirty calls.

* ClothingComponentState now also includes EquippedPrefix

* Inherritance ClothingComponent : ItemComponent

* Added parameter to ItemComponentState constructor.

* Update RobustToolbox

* Revert "Update RobustToolbox"

This reverts commit 82c7e98ff3853b64698d5e80a45cd7a3758618e0.

Undo weird commit to toolbox?
2019-04-08 12:18:27 +02:00
Pieter-Jan Briers
7ca90d11b3 Gun stuff (#132)
* Guns can now be fully automatic.

Take that BYOND.

* Improve delay handling

* Bullet spread

* Fix firing guns on pickup
2018-12-13 14:49:57 +01:00
Pieter-Jan Briers
b0f212bad5 Verbs (#124)
Right click verbs work.
2018-11-21 20:58:11 +01:00
Pieter-Jan Briers
74541e23a4 Equipment & inhands. (#110)
* Equipment WiP

* Equipment's starting to work.

* Equipment works properly 100% now.

* Inhands work.

Also more clothes.
2018-09-19 18:54:04 +02:00