* 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>
* Add nullable to some Content.Shared files.
* Use [NotNullWhen(true)]
* Undo adding now redundant !'s
* Forgot one
* Add a ton more nullable
* You can guess
* Fix some issues
* It actually compiles now
* Auto stash before merge of "null2" and "origin/master"
* I lied
* enable annotations -> enable
* Revert ActionBlockerSystem.cs to original
* Fix ActionBlockerSystem.cs
* More nullable
* Undo some added exclamation marks
* Fix issues
* Update Content.Shared/Maps/ContentTileDefinition.cs
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Resolve some issues
* Remove unused method
* Fix more issues
* Fix more issues
* Fix more issues
* Fix more issues
* Fix issue, rollback SharedGhostComponent.cs
* Update submodule
* Fix issue, invert some if-statements to reduce nesting
* Revert RobustToolbox
* FIx things broken by merge
* Some fixes
- Replaced with string.Empty
- Remove some exclamation marks
- Revert file
* Some fixes
* Trivial #nullable enable
* Fix null ables
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
* RSIs are now banging
* Sheets
* Hotfix
* Last before PR
* Ready
* Quick
* E
* Updates everything to new stack PR
* Finished off ore, set max stack size to 30 from 50.
* Most materials done
* Donezo
* Adds hides and custom sprited a corgi hide
* Should be good
* suffix
* Bugs
* Giff woodplank
* Profit?
* Light now use visualizer
* Added ghost actions
* Add hotkey input for ghosts
* no message
* Testing blinking animation
* Better animation
* Better customization
* No abuse
* Reversed sln
* No fun for ghosts
* No fun for ghosts x2
* Cooldown for lights
* Moved to component deps
* This tollist is unnecessary
* Enums to byte
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Some lights can ignore ghosts now
Co-authored-by: Alex Evgrashin <evgrashin.adl@gmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Refactor stacks to use prototypes
* Fix not assigned warning
* Add names to stacks
* Make machine baords and material constructions use the name as well
* Remove defaulting stacks to prototype id
* Fix tests
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* My first contribution in a while.Change AddAccent command to be case insensitive (#3112)
* got rid of the bottle of nothingness. thought it was an empty bottle.
* new correction
* Delete SpaceStation14.sln
I honestly don't know what happened here. I didn't code those lines.
* Revert "Delete SpaceStation14.sln"
This reverts commit 68876841dce9c6e2ce9d21996e4caef3512b1385.
* new attempt at fixing
* Revert "new attempt at fixing"
This reverts commit 780f66fda3d66b6d4d086871d0b2ea2f6d4ee004.
* Revert "My first contribution in a while.Change AddAccent command to be case insensitive (#3112)"
This reverts commit 08041a30365331b82309aedaf2136d7631459887.
* Revert "Revert "My first contribution in a while.Change AddAccent command to be case insensitive (#3112)""
This reverts commit b2dc76a6683e8df88188d37a836f9ab9a54287b5.
* Revert "Revert "Revert "My first contribution in a while.Change AddAccent command to be case insensitive (#3112)"""
This reverts commit 478d2bfe5daf6098d2f5665249ce0f161704dd73.
* Revert "Revert "Revert "Revert "My first contribution in a while.Change AddAccent command to be case insensitive (#3112)""""
This reverts commit 23c195143e1e3d05cb5f344329c01754432684a9.
* Revert "Revert "Revert "Revert "My first contribution in a while.Change AddAccent command to be case insensitive (#3112)""""
This reverts commit 23c195143e1e3d05cb5f344329c01754432684a9.
* still having figured what happened with the sln file
* please work
* -Added wood as a material.
-Made a few changes in the material requirements for some of the recipes.
* ok. added a small correction for wood at material_stacks.yml
* ok added another correction for misc.yml because for some reason a : just disappeared.
* -added plastic as a material, complete with a png (credits: tgstation)
-replaced glass with plastic for material requirements for some of the latherecipes
* for some reason the shovel was duplicate, being in both botany.yml and in tools.yml. deleted it from tools
* ok. one last try. noticed that the sprite path for shovel was weird even though it already has its own sprite at Objects/Tools/shovel.rsi . so I decided to fix the path then move the shovel back to tools.yml while deleting it from botany.yml. maybe that was the problem?
* corrected the extra space on the type: material for plastic discovered by Peptide90.
* noticed that wood also had a bad icon path.
* another attempt
* weird. I don't remember messing with the flashlight requirements.
* added plastic in the SharedStakedComponent and the meta.json from materials.rsi is back to how it was
* hopefully this icon is valid.
* small corrections concerning double space.
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
* Add Stack Visualizer
* Add cigarette pack resources
Adds transparent layers for visualizing cigarettes
* Add Bag Open/Close Visualizer
So storage opened in inventory can have different icons when opened
or closed.
* Create a component that only enumerates single item
Used for creating stuff like matchbox, or cigarettes. As a bonus.
It will only update stack visualizer for that particullar item.
* Refactoring stuff
* Fix other usage of stack in Resources
* Add docs
* Apply suggestions from code review
Apply metalgearsloth suggestions
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Applied suggestions from metalgearsloth
* Changed SingleItemStorageComponent to StorageCounterComponent
Difference. New component doesn't spawn items, merely counts them.
* Refactored StackVisualizer
* Fix breakage with master
* Update Resources/Prototypes/Entities/Objects/Consumable/fancy.yml
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Update with MGS suggestions
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Add files for Ghost Roles.
* Work on Ghost Roles
* Improvements
* GHOST ROLES IS DONE
* mmm yes
* auto-update when setting rolename/roledescription
* well
* command graceful error
* Makes UI have a scrollbar when it has too many entries
* fix command fuckup
* Apply suggestions from code review
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.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
* Cuff enhancements
* Cuffs now have an OnClick for the alert to remove them
* nullables
* Use default interaction range so highlights are accurate
* Cuffing fails more gracely
* Make shared abstract and add component references to client / server
* Don't cache AudioSystem and HandsComponent given cuffs are rarely used
* Fix test
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
* Add Speech and Emoting components.
* makesentient gives you speech and emoting abilities.
* Ghosts do *not* need a SpeechComponent.
* I hate you all, and I hate shared code as well.
* Move TagComponent to shared
* Fix test
* Not a web edited commit
No sir
* Update Content.Shared/GameObjects/Components/Tag/TagComponentState.cs
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* 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.
* A big hecking chemistry-related refactor.
Changed SolutionContainerCaps. It now describes "stock" behavior for interacting with solutions that is pre-implemented by SolutionContainerComponent. As such things like syringes do not check it anymore (on themselves) to see "can we remove reagent from ourselves". That's assumed by it... being a syringe.
SolutionContainerCaps now has different flags more accurately describing possible reagent interaction behaviors.
ISolutionInteractionsComponent is the interface that describes the common behaviors like "what happens when injected with a syringe". This is implemented by SolutionContainerComponent but could be implemented by other classes. One notable example that drove me to making this interface was the /vg/station circuit imprinter which splits reagent poured in into its two reservoir beakers. Having this interface allows us to do this "proxying" behavior hack-free. (the hacks in /vg/ code were somewhat dirty...).
PourableComponent has been replaced SolutionTransferComponent. It now describes both give-and-take behavior for the common reagent containers. This is in line with /vg/'s /obj/item/weapon/reagent_containers architecture. "Taking" in this context is ONLY from reagent tanks like fuel tanks.
Oh, should I mention that fuel tanks and such have a proper component now? They do.
Because of this behavioral change, reagent tanks DO NOT have Pourable anymore. Removing from reagent tanks is now in the hands of the item used on them. Welders and fire extinguishers now have code for removing from them. This sounds bad at first but remember that all have quite unique behavior related to this: Welders cause explosions if lit and can ONLY be fueled at fuel tanks. Extinguishers can be filled at any tank, etc... The code for this is also simpler due to ISolutionInteractionsComponent now so...
IAfterInteract now works like IInteractUsing with the Priority levels and "return true to block further handlers" behavior. This was necessary to make extinguishers prioritize taking from tanks over spraying.
Explicitly coded interactions like welders refueling also means they refuse instantly to full now, which they didn't before. And it plays the sound. Etc...
Probably more stuff I'm forgetting.
* Review improvements.
* Get rid of the OverlayEffectsComponent stuff because it just ended up creating workarounds for it's bugs, without removing any functionality
* Flashes and Flashbangs use the same code now (the Flashable path because it's better)
* Ported sprites from eris
* Added yml
* lid open/close logic
* interactivity
* Working on new secret stash component
* Object will drop on destruction
* Can get item and examine message
* Reagent container and some cleaning
* Moved potted plant to stash
* New base prefab
* Now you can deconstruct toilet
* Small fixes
* Fixed unknown components errors
* Fixed grammar errors
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Now use prob
* More grammar
* Update Content.Server/Construction/Conditions/ToiletLidClosed.cs
Aaaaaaaa
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* No delays
* Amazing sound design
* Moved sound to mono
* Toilet viz
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Code is ready but item now spawning
* Prototype of SeveralExplosive component
* Remaked to FlashExplosiveComponent using
* Done. But i feel myself retarted
* Remaked. Looks good
* Full loaded prototype added
* Throwing in progress. Fatal error is here
* I forgot about shared
* Sloth refactor
* Delayed spawning and fix crashes
* Full clusterbang code.
* Removed useless variable and tuned delay
* Delete wrong in CreamPiedComponent
* Now yaml is code quality followed
* Reworked to GetLevel with bugs
* Never forget resources, guys
* RoundToLevels added. Now it works.
* New textures and sloth refactor is returned
* Now it's TryGetComponent
* Visualizer maximum fix and look fix
* Logging and no max and min check
* Removed max grenades sending
* vizualizer is better now
* GrenadesMax removed
* grammar, checks, NextFloat and no more try catch
* Unused using removed
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>