Commit Graph

133 Commits

Author SHA1 Message Date
Vera Aguilera Puerto
d86623eed7 Improves AirtightComponent.
- Atmos now nulls air in fully airblocked tiles ONLY if one of the airtight entities in it has NoAirWhenFullyAirBlocked to true.
- Fixes edge firelocks atmos airtight direction
- Fixes atmos debug overlay not accounting for angle 0 being south.
2021-03-08 14:57:05 +01:00
metalgearsloth
4d064abcd7 Physics (#3485)
* 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>
2021-03-08 04:09:59 +11:00
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
Pieter-Jan Briers
1eb0fbd8d0 Revert "Physics (#3452)"
This reverts commit 3e64fd56a1.
2021-02-28 18:49:48 +01:00
metalgearsloth
3e64fd56a1 Physics (#3452)
* 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>
2021-03-01 03:11:29 +11:00
collinlunn
9cefe6b3f3 PipeHeaterComponent (#3443)
* PipeHeaterComponent

Heater rsi

Heater prototype

* Client ignore
2021-02-28 22:05:10 +11:00
Pieter-Jan Briers
73fec4c638 Gas tanks: properly localized. 2021-02-23 22:10:07 +01:00
DrSmugleaf
1477cd4d0a Make component states dependant on the player getting them (#3280)
* Make component states dependant on the player getting them

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>

* Updated submodule to v0.3.7.

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: Acruid <shatter66@gmail.com>
2021-02-18 00:09:07 -08:00
tmtmtl30
258fdc10ea Airlock / firelock code refactor, pseudo-prediction implementation (#3037)
* splits off airlocks, firelocks

* adds airlock prediction. anims broken though

* fixes animation weirdness

* removes opacity prediction because it looked odd

* Now firelocks don't visually start open. Argh.

* Fixes firelock weirdness, saneifies _state var.

* Documentation changes, code shuffle.

* Lets firelocks crush people.

* Stops open-hand opening/closing firelocks.

* updates serializable, netserializable attributes

* Addresses reviews... hopefully.

* updates submodule?

* nullability

* fuck fuck fuck fuck

* fucking finally
2021-02-12 16:02:14 +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
Vera Aguilera Puerto
9b1142973e Renames phoron to plasma everywhere in the codebase and replaces sprites. (#3110) 2021-02-09 19:05:19 +01:00
Pieter-Jan Briers
c4fe0c904c Merge branch 'master' into expl_int_analyzer 2021-02-08 22:46:28 +01:00
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
20kdc
b9aa789bc4 Pressure & volume pumps can be toggled on/off now. (#3046)
This tidbit might or might not be suitable for a separate component.
Tell me in PR comments I guess.
2021-02-04 20:47:04 +11:00
Pieter-Jan Briers
c40ac26ced A big hecking chemistry-related refactor. (#3055)
* 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.
2021-02-04 00:05:31 +11:00
py01
4bf61770e1 Piping nullability (#3048)
Co-authored-by: py01 <pyronetics01@gmail.com>
2021-01-29 13:20:13 +11:00
py01
72b5ae9468 GasGeneratorComponent (#3029)
* GasGeneratorComponent

* gas generator sprite

* component comment

* replace the other typeof with nameof

* Update Resources/Textures/Constructible/Atmos/gasgenerator.rsi/meta.json

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Update Resources/Prototypes/Entities/Constructible/Ground/gasgenerator.yml

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Update Content.Server/GameObjects/Components/Atmos/Piping/GasGeneratorComponent.cs

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* Update Content.Server/GameObjects/Components/Atmos/Piping/GasGeneratorComponent.cs

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* specifies physics component

* comments

Co-authored-by: py01 <pyronetics01@gmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
2021-01-24 19:42:33 +11:00
py01
e759a8aec9 Filter sprites & visualizer (#3008)
Co-authored-by: py01 <pyronetics01@gmail.com>
2021-01-17 16:10:22 +01:00
py01
1f18dd568a GasFilterComponent (#2935)
* GasFilterComponent

* Client ignore component

* Diff fixes

* diff fix 2

Co-authored-by: py01 <pyronetics01@gmail.com>
2021-01-13 23:15:53 +01:00
py01
b46b890618 Removes half-implemented ConduitLayer from piping (#2957)
Co-authored-by: py01 <pyronetics01@gmail.com>
2021-01-09 10:05:29 +11:00
py01
8fa8de36ed PipeNetDeviceComponent refactor (#2912)
* Removes inheritance of PipeNetDeviceComponent

* Enables nullable in piping

* Piping error messages report the prototype

* Moves PipeNetDevice updating to ComponentMessage

* Build fix

* Review fixes

* review fix 2

Co-authored-by: py01 <pyronetics01@gmail.com>
2021-01-07 17:37:17 +11:00
py01
1032576a20 Replaces AnchoredChanged C# event with ComponentMessage (#2905)
* Replaces AnchoredChanged C# event with ComponentMessage

* Removes unneeded fields

Co-authored-by: py01 <pyronetics01@gmail.com>
2021-01-05 15:32:59 +11:00
Swept
cd9e5a590b Fixes remaining renamed chems (#2889) 2021-01-02 18:05:32 +11:00
Vera Aguilera Puerto
f52984553b Fix airblocked space tiles venting air
Fixes part of #2780
2020-12-20 23:05:23 +01:00
DrSmugleaf
fcd52fa90c Add ActionBlockerExtensions 2020-12-20 04:26:21 +01:00
DrSmugleaf
026d96fd2d Replace MaybeNullWhen(false) with NotNullWhen(true) 2020-12-20 04:14:41 +01:00
DmitriyRubetskoy
9c26e0c5ba Async Interface IAfterInteract() (#2735)
* 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>
2020-12-17 18:45:04 +11:00
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
20kdc
58af9003e7 Canisters [ Continuation of clement-or #2544 ] (#2628)
* 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>
2020-12-08 20:45:24 +01:00
Vera Aguilera Puerto
2b6964746c Adds Invalidate method to TileAtmosphere, clean up a bunch of tile invalidations 2020-12-08 17:36:59 +01:00
DrSmugleaf
074db878bb Remove redundant null checks for atmos (#2703)
* 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>
2020-12-08 12:17:13 +01:00
20kdc
684b942445 FlammableComponent: Fix bug where if an AI ends up on fire an exception occurs because it tries to update status (#2714) 2020-12-06 21:10:56 +01:00
Vera Aguilera Puerto
2b59159363 Actually fix NRE in atmos. 2020-12-05 20:09:22 +01:00
Vera Aguilera Puerto
74e1deba2f Better nullability for GridAtmosphereComponent 2020-12-05 19:10:07 +01:00
Vera Aguilera Puerto
da39d18637 Fix rare NRE in atmos 2020-12-05 18:57:04 +01:00
DrSmugleaf
1b1d050ee7 Update components to use EnsureWarn (#2676)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2020-12-04 13:26:54 +01:00
DrSmugleaf
de0975c228 Add InvalidateTileAir Transform extension method (#2687)
* Add InvalidateTileAir Transform extension method

* Add extension method for EntityCoordinates as well
2020-12-04 12:21:57 +01:00
ColdAutumnRain
216a47dddc Updated serializer data fields (#2702) 2020-12-04 11:06:53 +01:00
Víctor Aguilera Puerto
6bb1e9fa5d CVars for atmos (#2633)
* Monstermos is a word!

* Atmos CVars

* Cache CVars in AtmosphereSystem.

Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2020-11-27 16:49:12 +01:00
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
Víctor Aguilera Puerto
b18ee3ec49 SIMD-accelerated gas mixtures. (SIMD atmos) (#2479)
* SIMD atmos

* Moles will always be a multiple of four.

* Component dependencies for grid atmos.

* Let's optimize allocations while we're at it!

* Inline this

* A bunch of atmos optimizations

* Fix crimes against atmos

* Microsoft moment

* Remove nuget.config

* do not reference Robust.UnitTests in Content.Benchmarks as it's unneeded.

* Revert "Remove nuget.config"

This reverts commit 872604ae6a51365af4075bb23687bd005befd8ac.

* Gas overlay optimization and fixes

* Lattice is now spess

* minor atmos tweaks
2020-11-25 10:48:49 +01:00
DrSmugleaf
eb97168e30 Make godmode able to be disabled and more accessible to the rest of the code (#2560)
* Make Godmode able to be disabled and more accessible

* You got a license for that exclamation mark?

* Move restore logic to the entity system

* Make MovedByPressureComponent able to be disabled

* Add extension that gives you the moved by pressure component

* Fix not disabling moved by pressure
2020-11-22 14:45:15 +11:00
Git-Nivrak
6d2882c7cf (Smaller) Construction PR - (IC Construction) (#2575)
* Disable Pulling When Buckling an entity

* Projectile Improvements

If you shoot at a person that is critted now it will only hit if you aim at that person otherwise go "above" him and hit other targets.
- Dead people are still unhitable

* Update Content.Server/GameObjects/Components/Buckle/BuckleComponent.cs

Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>

* Firelock In Progress

* Revert "Projectile Improvements"

This reverts commit 5821afc798e49e530d4086d7a9ddbe097805fdc4.

* Firelock Graph

* Revert "Merge branch 'master' into test2"

This reverts commit c69661cc7d9dcdc6d8c0dd45770f9eb94b231463, reversing
changes made to 5f1de8b8d24cd52190addb3df5617cb1012fd52c.

* Bunch of stuff

- Metal Rods
- Reinforced Glass
- SetStackCount Condition
- Tables
- Lattice

* Output2 to FloorTileItemComponent

* Plating, Underplating and Tiles (+FloorTile Improvements)

* Turf Fixes

+ APC Electronics

* Reinforced Glass In-hand textures

* All the fixes

* Final Changes

* (Hopefully) Last commit

* Update Resources/Prototypes/Entities/Constructible/Doors/firelock_frame.yml

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* Update Content.Server/GameObjects/Components/Atmos/FirelockComponent.cs

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* A Few more things

* Edit FirelockComponent.cs

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2020-11-20 15:58:06 +01:00
ColdAutumnRain
f5dc62b533 Removed EntityManager member variable from Components and EntitySystems (#2502)
* Removed EntityManager member variable from Components and EntitySystems

* Removed EntityManager with minor corecctions

* Update PathfindingSystem.cs

* Update InteractionSystem.cs

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

Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>

* Update Content.Client/GameObjects/Components/Suspicion/SuspicionRoleComponent.cs

Co-authored-by: Clyybber <darkmine956@gmail.com>

* Update Content.Client/GameObjects/Components/Suspicion/TraitorOverlay.cs

Co-authored-by: Clyybber <darkmine956@gmail.com>

* Update Content.Server/GameObjects/Components/Buckle/BuckleComponent.cs

Co-authored-by: Clyybber <darkmine956@gmail.com>

* Update Content.Server/GameObjects/Components/Buckle/BuckleComponent.cs

Co-authored-by: Clyybber <darkmine956@gmail.com>

* Update Content.Server/GameObjects/Components/PDA/PDAComponent.cs

Co-authored-by: Clyybber <darkmine956@gmail.com>

* Update Content.Server/GameObjects/Components/Singularity/SingularityComponent.cs

Co-authored-by: Clyybber <darkmine956@gmail.com>

* Update Content.Server/GameObjects/Components/Singularity/SingularityComponent.cs

Co-authored-by: Clyybber <darkmine956@gmail.com>

* Update Content.Server/GameObjects/EntitySystems/AI/Pathfinding/PathfindingSystem.cs

Co-authored-by: Clyybber <darkmine956@gmail.com>

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

Co-authored-by: Clyybber <darkmine956@gmail.com>

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

Co-authored-by: Clyybber <darkmine956@gmail.com>

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

Co-authored-by: Clyybber <darkmine956@gmail.com>

* Update Content.Server/GameObjects/Components/Stack/StackComponent.cs

Co-authored-by: Clyybber <darkmine956@gmail.com>

Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
Co-authored-by: Clyybber <darkmine956@gmail.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
2020-11-18 15:45:53 +01:00
DTanxxx
69d709a28f Updated ContainerHelpers to use new extensions (#2530)
Co-authored-by: David Tan <>
2020-11-13 18:25:04 +11:00
Pieter-Jan Briers
9e36ef2202 Fix compiler warnings. 2020-11-11 01:48:54 +01:00
chairbender
5f788c3318 Alerts System and UI (#2529)
* #272 add bordered panel for effects bar

* #272 avoid mouse overlapping tooltip when near edges,
change tooltip colors to match mockups

* #272 WIP defining status effect states as YML and
sending them as encoded integers

* #272 refactor to use new alert system

* #272 refactor to use new alert system

* #272 fix various bugs with new alert system and update
alerts to have color

* #272 WIP

* #272 rename status effects to alerts

* #272 WIP reworking alert internals to avoid code dup
and eliminate enum

* #272 refactor alerts to use
categories and fix various bugs

* #272 more alert bugfixes

* #272 alert ordering

* #272 callback-based approach for alert clicks

* #272 add debug commands for alerts

* #272 utilize new GridContainer capabilities for sizing of alerts tab

* #272 scale alerts height based on
window size

* #272 fix tooltip flicker

* #272 transparent alert panel

* #272 adjust styles to match injazz mockups more, add cooldown info in tooltip

* #272 adjust styles to match injazz mockups more, add cooldown info in tooltip

* #272 alert prototype tests

* #272 alert manager tests

* #272 alert order tests

* #272 simple unit test for alerts component

* #272 integration test for alerts

* #272 rework alerts to use enums instead
of id / category

* #272 various cleanups for PR

* #272 use byte for more compact alert messages

* #272 rename StatusEffects folder to Alerts,
add missing NetSerializable
2020-11-10 15:22:19 +11:00
Víctor Aguilera Puerto
50f03a5b17 Fix firelock occlusion. 2020-11-07 23:58:33 +01:00
DrSmugleaf
37e97ca89f Change components to use timer component (#2426)
* Change components to use timer component

* Fix old usages of tokens
2020-10-30 15:02:49 +11:00