* Removed obsolete EntitySystemMessage, now everything uses the base EntityEventArgs or the derived HandledEntityEventArgs.
Setup InteractionSystem to use new directed events.
* Update Submodule.
* 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>
* 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>
* 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
* 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)
* Moves ContainsReagent from SolutionContainer to Solution
GetMajorReagentId from SOlutionContainer to Solution
Makes capability checks use HasFlag
Moves Solution Color calculation from SolutionContainer to Solution
Replaces SolutionContainerCaps.NoExamine with CanExamine
Misc SolutionContainer.Capabilities yaml cleanup
* Moves IReactionEffect from server to shared
* Moves ReactionPrototype from server to shared
* Moves SolutionValidReaction from SolutionContainer to ChemicalReactionSystem
* Moves PerformReaction from SolutionContainer to ChemicalReactionSystem
* Moves CheckForReaction from SolutionContainer to ChemicalReactionSystem
* Removes unused SolutionContainer methods
* Removes now-unused GetMajorReagentId from SOlutionContainer
* ChemicalReactionSystem comments
* Replaces usage of SolutionContainer.ContainsReagent and replaces it with SolutionContainer.Solution.ContainsReagent
* ChemicalReactionSystem ProcessReactions
* Moves ExplosionReactionEffect to shared, comments out server code, TODO: figure out how to let ReactionEffects in shared do server stuff
* Fixes SolutionContainer.CheckForReaction infinite recursion
* Moves IReactionEffect and ExplosionReactionEffect back to server
* Moves ChemicalReactionSystem and ReactionPrototype back to server
* Uncomments out Explosion code
* namespace fixes
* Moves ReactionPrototype and IReactionEffect from Server to Shared
* Moves ChemicalReactionSystem from Server to Shared
* ChemicalReaction code partial rewrite
* Moves CanReact and PerformReaction to Solution
* Revert "Moves CanReact and PerformReaction to Solution"
This reverts commit bab791c3ebd0ff39d22f2610e27ca04f0d46d6b8.
* Moves ChemistrySystem from Server to Shared
* diff fix
* TODO warning
Co-authored-by: py01 <pyronetics01@gmail.com>
* 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>
* plants and seeds go brrrr
* update plants
* P L A N T
* brrrr
* Hydroponics actually work! How about that?
* Reuse resource path in visualizer
* They lied to us.
* Several stuffs
* more werk
* Add a bunch of plants
* Logs go brr.
* Brrr moment.
* Remove unused method
* Important comment.
* Seed inventory, yo!
* tomato moment
* Balance consumption
* Makes hydroponics pourable
* Adds plant metabolism effect for sugar, the same as glucose.
* Eggplant moment
* Apple moment
* Corn moment
* Chanterelle mushroom moment
* prototype tweaks
* Seed extractor moment
* typo
* IPlantMetabolizable doc improvement
* I should trust my gut instinct more often.
* egg-plant.....
* localization
* Make WaterLevel and NutritionLevel setters private
* Less code repetition! Wooo!
* Adds new different reaction types.
- Adds touch, injection and ingestion reactions for entities.
- Adds tile reactions.
- Removes GasSprayerComponent in favor of SprayComponent.
- Gives fire extinguishers a safety.
- Gives spray puffs a sprite.
- Improved spray and fire extinguisher in general.
- Fire extinguisher now ACTUALLY puts out fires. Amazing, eh?
- Fire extinguisher sprays three 'clouds' at once.
- Spraying flammable chemicals at fire makes them worse. Whoops!
- Gives spray and fire extinguisher their classic sounds.
- Most chemicals now don't make puddles. Too bad!
- Space lube now makes a very slippery puddle. Honk.
- Spraying water (or using a fire extinguisher) on existing puddles makes them bigger.
* Fix solution tests
* food base now has solution container with noexamine caps
* Work on refactoring radiation.
* mmmm grayons
* fixes
* Now you can specify whether the pulse will decay or not
* whoops
* Move IRadiationAct to shared, make DamageableComponent implement it instead and add metallic resistances to walls
* General improvements, send draw and decay with state. Rename DPS to RadsPerSecond
* E N T I T Y C O O R D I N A T E S
* Entity coordinates goood
* Remove unused using statements
* resistances: metallicResistances
* - type: Breakable moment
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
* Make IInteractUsing async, make tools use DoAfter.
* Disable warning 1998 in Content.Server
* Update Content.Server/GameObjects/Components/AnchorableComponent.cs
* 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>
* Flash component, overlay and shader
Add BeginDraw method to Overlay.cs
* Add flash icons, sounds
* Progress
* Multiple overlays without enums
* This is probably the worst way to do this IDK
* Remove nullable reference type
* Add AttackEventArgs as parameter to OnHitEntities
MeleeWeaponComponent.Attack now continues when OnHitEntities returns true (it hit something)
Add OverlayType enum so client and server can agree on overlay ids
Move IConfigurable to its own file
Add AoE flash with shorter duration
Flashing someone slows them down
* Add arc to flash
Set item size to something reasonable
Remove chat log message when flash burns out
* Remove unused interface
* Fix exception in ReagentPrototype
Due to client trying to access concrete implementations of IMetabolizable that are in Content.Server. This fix checks to see if the prototype is being loaded by the client through reflection. I don't want to move the prototype completely into Content.Server since it's useful for the client to view descriptions and values of reagents without needing to send that data from the server.
* Make fix slightly more explicit
Now it will only load the metabolizable when in Robust.Server, instead of it being anything that's not Robust.Client.
* Add IModuleManager and ModuleManager
Provide simple way to check if shared code is being run by the server or the client
* Change ModuleManager implementations to not require assembly name comparison
Now just has ClientModuleManager registered to client, and ServerModuleManager registered to server.
* Change IModuleManager functions to properties
* Fix failing tests.
This was failing because the tests weren't initializing IoC. Simply using RobustUnitTest wasn't enough because that doesn't initialize content either. I did some cleaning up so now content IoC is registered via ContentUnitTest.
* Move chemical reaction effects into Chemistry/ReactionEffects/ subfolder
* Replace hardcoded StomachComponent metabolism with IMetabolizable
The benefits of this approach are that reagent metabolism effects are not hardcoded into StomachComponent, and metabolism effects can be more easily chained together in yaml prototypes, and reagents can have different metabolism rates. One problem with this approach is that getting metabolism rates slower than 1u / second is impossible. Implementing #377 should resolve that problem.
* Fix DefaultFood and DefaultDrink so they remove reagent regardless of Hunger/ThirstComponent presence
Previously if neither of those were present the reagents wouldn't be removed from the stomach. This fixes that.
* Additional comment on function
* Make metabolizer interface implementations explicit
Also removed some unused using statements
* Make StomachComponent._reagentDeltas readonly
* Fix misleading variable names and docs for metabolizables
Changes one of the arguments for `IMetabolizable.Metabolize()` to be called `tickTime` instead of `frameTime` to more accurately reflect it's purpose. It's not really the frametime, but the time since the last metabolism tick. Also updated and expanded the docs to reflect this and to be more clear.