* Content side new physics structure
* BroadPhase outline done
* But we need to fix WorldAABB
* Fix static pvs AABB
* Fix import
* Rando fixes
* B is for balloon
* Change human mob hitbox to circle
* Decent movement
* Start adding friction to player controller
I think it's the best way to go about it to keep other objects somewhat consistent for physics.
* This baby can fit so many physics bugs in it.
* Slight mob mover optimisations.
* Player mover kinda works okay.
* Beginnings of testbed
* More testbed
* Circlestack bed
* Namespaces
* BB fixes
* Pull WorldAABB
* Joint pulling
* Semi-decent movement I guess.
* Pulling better
* Bullet controller + old movement
* im too dumb for this shit
* Use kinematic mob controller again
It's probably for the best TBH
* Stashed shitcode
* Remove SlipController
* In which movement code is entirely refactored
* Singularity fix
* Fix ApplyLinearImpulse
* MoveRelay fix
* Fix door collisions
* Disable subfloor collisions
Saves on broadphase a fair bit
* Re-implement ClimbController
* Zumzum's pressure
* Laggy item throwing
* Minor atmos change
* Some caching
* Optimise controllers
* Optimise CollideWith to hell and back
* Re-do throwing and tile friction
* Landing too
* Optimise controllers
* Move CCVars and other stuff swept is beautiful
* Cleanup a bunch of controllers
* Fix shooting and high pressure movement controller
* Flashing improvements
* Stuff and things
* Combat collisions
* Combat mode collisions
* Pulling distance joint again
* Cleanup physics interfaces
* More like scuffedularity
* Shit's fucked
* Haha tests go green
* Bigmoneycrab
* Fix dupe pulling
* Zumzum's based fix
* Don't run tile friction for non-predicted bodies
* Experimental pulling improvement
* Everything's a poly now
* Optimise AI region debugging a bit
Could still be better but should improve default performance a LOT
* Mover no updater
* Crazy kinematic body idea
* Good collisions
* KinematicController
* Fix aghost
* Throwing refactor
* Pushing cleanup
* Fix throwing and footstep sounds
* Frametime in ICollideBehavior
* Fix stuff
* Actually fix weightlessness
* Optimise collision behaviors a lot
* Make open lockers still collide with walls
* powwweeerrrrr
* Merge master proper
* AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
* AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
* AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
* Ch ch ch changesss
* SHIP IT
* Fix #if DEBUG
* Fix vaulting and item locker collision
* Fix throwing
* Editing yaml by hand what can go wrong
* on
* Last yaml fixes
* Okay now it's fixed
* Linter
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: Vera Aguilera Puerto <zddm@outlook.es>
* 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>
* Namespace changes for containers.
Moved ContainerSlot from content to engine.
* Merged client/server ContainerManagerComponents into a single shared version.
* Mapfile and nullability fixes.
* Upgrades map.
* Update engine.
* Content side new physics structure
* BroadPhase outline done
* But we need to fix WorldAABB
* Fix static pvs AABB
* Fix import
* Rando fixes
* B is for balloon
* Change human mob hitbox to circle
* Decent movement
* Start adding friction to player controller
I think it's the best way to go about it to keep other objects somewhat consistent for physics.
* This baby can fit so many physics bugs in it.
* Slight mob mover optimisations.
* Player mover kinda works okay.
* Beginnings of testbed
* More testbed
* Circlestack bed
* Namespaces
* BB fixes
* Pull WorldAABB
* Joint pulling
* Semi-decent movement I guess.
* Pulling better
* Bullet controller + old movement
* im too dumb for this shit
* Use kinematic mob controller again
It's probably for the best TBH
* Stashed shitcode
* Remove SlipController
* In which movement code is entirely refactored
* Singularity fix
* Fix ApplyLinearImpulse
* MoveRelay fix
* Fix door collisions
* Disable subfloor collisions
Saves on broadphase a fair bit
* Re-implement ClimbController
* Zumzum's pressure
* Laggy item throwing
* Minor atmos change
* Some caching
* Optimise controllers
* Optimise CollideWith to hell and back
* Re-do throwing and tile friction
* Landing too
* Optimise controllers
* Move CCVars and other stuff swept is beautiful
* Cleanup a bunch of controllers
* Fix shooting and high pressure movement controller
* Flashing improvements
* Stuff and things
* Combat collisions
* Combat mode collisions
* Pulling distance joint again
* Cleanup physics interfaces
* More like scuffedularity
* Shit's fucked
* Haha tests go green
* Bigmoneycrab
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
* 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
* Revert "Make handheld explosives affect tiles (#2806)"
This reverts commit 005e142949.
* Fixes tiles being destroyed under walls by an explosion
* Extra imports removed
* Handles explosion in space and different grids
This handle explosions across different grids, and tiles are still protected if there is an entity airtight and currently blocking air on top of them that survived the explosion.
* Some bug fixes
- The way tiles were being protected was silly.
- Big explosions cause a lot of objects to trigger multiple events and at the same time they are destroyed.
- Explosions spawning inside containers like closets work now.
* Range bug fixes
* Explosive
The explosion works even if the entity exploding is inside multiple 'layers' of containers like.
bomb -> survival box -> tool box -> closet
* Explosions are different now
Explosion can't jump over walls now.
Explosions work like rays now, if an explosion breaks a wall it can scatter inside the room.
If entities are behind impassable entities that survive the blast they are left unscathed.
* Little fix
* Remove the extra lookup of tiles
* Another small change
* Restore the second lookup
I thought this was extra, but this protects the tile under it if there is an Impassable entity on top. None wants anchored girders on top of lattice/space
* Changing order of conditions
IsBlockedTurf is cheaper to run than InRangeUnobstructed.
* Yep
* Align storage welders with door welders
* Spamming the button doesn't punish you.
* Requires lit welder to start
*
* Nulla-builda-buddy
* A certain smug in a bucket
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
* Body bags!
* Morgue Trays and the Crematorium!
Reorganised body bags to be under Morgue, not Medical
* Fix. Things outside of EntityStorageComponents now use the Try*Storage() not just *Storage() methods - Allows mobs to be trapped in a morgue/crematorium whose tray can't open.
* Fix tests. Modernise component dependency and nullability.
* Update Content.Server/GameObjects/Components/Morgue/MorgueTrayComponent.cs
Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
* Rename usages of collidable to physics
* high tier PANIQUE
* aaaaaaaaAAAAAa
* cursed commit dont research
* Fix urist and items being anchored
* Fix the rest
* Early commit
* Early commit 2
* merging master broke my git
* does anyone even read these
* life is fleeting
* it just works
* this time passing integration tests
* Remove hashset yaml serialization for now
* You got a license for those nullables?
* No examine, no context menu, part and mechanism parenting and visibility
* Fix wrong brain sprite state
* Removing layers was a mistake
* just tear body system a new one and see if it still breathes
* Remove redundant code
* Add that comment back
* Separate damage and body, component states, stomach rework
* Add containers for body parts
* Bring layers back pls
* Fix parts magically changing color
* Reimplement sprite layer visibility
* Fix tests
* Add leg test
* Active legs is gone
Crab rave
* Merge fixes, rename DamageState to CurrentState
* Remove IShowContextMenu and ICanExamine
* Make IInteractUsing async, make tools use DoAfter.
* Disable warning 1998 in Content.Server
* Update Content.Server/GameObjects/Components/AnchorableComponent.cs
* Things and stuff with grids, unfinished w/ code debug changes.
* Updated submodule and also lost some progress cause I fucked it up xd
* First unfinished draft of the BodySystem. Doesn't compile.
* More changes to make it compile, but still just a framework. Doesn't do anything at the moment.
* Many cleanup changes.
* Revert "Merge branch 'master' of https://github.com/GlassEclipse/space-station-14 into body_system"
This reverts commit ddd4aebbc76cf2a0b7b102f72b93d55a0816c88c, reversing
changes made to 12d0dd752706bdda8879393bd8191a1199a0c978.
* Commit human.yml
* Updated a lot of things to be more classy, more progress overall, etc. etc.
* Latest update with many changes
* Minor changes
* Fixed Travis build bug
* Adds first draft of Body Scanner console, apparently I also forgot to tie Mechanisms into body parts so now a heart just sits in the Torso like a good boy :)
* Commit rest of stuff
* Latest changes
* Latest changes again
* 14 naked cowboys
* Yay!
* Latest changes (probably doesnt compile)
* Surgery!!!!!!!!!~1116y
* Cleaned some stuff up
* More cleanup
* Refactoring of code. Basic surgery path now done.
* Removed readme, has been added to HackMD
* Fixes typo (and thus test errors)
* WIP changes, committing so I can pull latest master changes
* Still working on that god awful merge
* Latest changes
* Latest changes!!
* Beginning of refactor to BoundUserInterface
* Surgery!
* Latest changes - fixes pr change requests and random fixes
* oops
* Fixes bodypart recursion
* Beginning of work on revamping the damage system.
* More latest changes
* Latest changes
* Finished merge
* Commit before removing old healthcode
* Almost done with removing speciescomponent...
* It compiles!!!
* yahoo more work
* Fixes to make it work
* Merge conflict fixes
* Deleting species visualizer was a mistake
* IDE warnings are VERBOTEN
* makes the server not kill itself on startup, some cleanup (#1)
* Namespaces, comments and exception fixes
* Fix conveyor and conveyor switch serialization
SS14 in reactive when
* Move damage, acts and body to shared
Damage cleanup
Comment cleanup
* Rename SpeciesComponent to RotationComponent and cleanup
Damage cleanup
Comment cleanup
* Fix nullable warnings
* Address old reviews
Fix off welder suicide damage type, deathmatch and suspicion
* Fix new test fail with units being able to accept items when unpowered
* Remove RotationComponent, change references to IBodyManagerComponent
* Add a bloodstream to humans
* More cleanups
* Add body conduits, connections, connectors substances and valves
* Revert "Add body conduits, connections, connectors substances and valves"
This reverts commit 9ab0b50e6b15fe98852d7b0836c0cdbf4bd76d20.
* Implement the heart mechanism behavior with the circulatory network
* Added network property to mechanism behaviors
* Changed human organ sprites and added missing ones
* Fix tests
* Add individual body part sprite rendering
* Fix error where dropped mechanisms are not initialized
* Implement client/server body damage
* Make DamageContainer take care of raising events
* Reimplement medical scanner with the new body system
* Improve the medical scanner ui
* Merge conflict fixes
* Fix crash when colliding with something
* Fix microwave suicides and eyes sprite rendering
* Fix nullable reference error
* Fix up surgery client side
* Fix missing using from merge conflict
* Add breathing
*inhale
* Merge conflict fixes
* Fix accumulatedframetime being reset to 0 instead of decreased by the threshold
https://github.com/space-wizards/space-station-14/pull/1617
* Use and add to the new AtmosHelpers
* Fix feet
* Add proper coloring to dropped body parts
* Fix Urist's lungs being too strong
* Merge conflict fixes
* Merge conflict fixes
* Merge conflict fixes
Co-authored-by: GlassEclipse <tsymall5@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com>
* 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
* Add CanInteract check to 18 verbs
* Add more caninteract checks to verbs without it
Storage toggle open, ammo box dump, bolt open and close, revolver spin and magazine open and close