* Replaced uses of Dirty(Component) with Dirty(Uid, Component)
Modified some systems (notably pulling-related) to use uids.
* Missed a few
* Revert changes to pulling
* No
* Merge BreakOnWeightlessMove and BreakOnMove. Provide different theshold for weightless movement.
* Adjust WeightlessMovementThresholds. Put a thing I forgot to put in the doafterargs.
* Make DoAfterArgs only use OnMove to determine whether to check for
movement and MoveThreshold to determine the threshold regardless of
weightlessness. Gave DistanceThreshold a default value which will always
be checked now.
* Fix issue introduced by merge.
* Use interaction system for determining whether a distance is within range
* Fix incorrect doafter args introduced by previous merge.
Forgor to commit these.
* Exorcise ghost.
The execution system should have been deleted when I merged previously.
For a reason I cannot comprehend it came back, but only the execution
system.
* Exorcise ghost Pt. 2
* Allow for movement check to be overriden in zero g and adjust doafter args where needed.
You can now override checking for movement in zero g with the BreakOnWeightlessMove bool. By default it will check.
The following doafters were made to ignore the movement check in zero g:
- Healing yourself with healing items,
- Removing embedded projectiles,
- Using tools like welders and crowbars
* Adjust distance for cuffing/uncuffing to work. Make injections not break on weightless movement.
* Fix evil incorrect and uneeded comments
* Pulling rework
Fixing up the FOUR systems managing pulling, all the shitcode, and also making it nicer ingame.
* More pulling cleanup
* stats
* More cleanup
* First draft
* More pulling
* weh
* Fix puller
* Pulling working
* Fix merge
* Dunked
* Self-merge time
* Fix hotkey
* Fix container changes
* oop
* Fix multi-pulling
* Move alerts cleanup.
* pulling fixes
* Fix SCRAM implant not being usable while in cuffs. Also fix freedom implant from working while dead/crit as a side effect
* Move check up to apply to all actions and do thing I forgor to do before
* Change check into an ActionBlocker check that also checks whether the user is sleeping.
* Make checking for Consciousness the default for actions
Went through and chose what I believe to be sensible defaults for actions that had CheckCanInteract.
* Fix typos my beloved
I had an unbelievable skill issue
* Fix major skill issue
* Spray Paint (Draft)
* paint colors, paints in maints loot, cargo crate of paints.
* fix
* remove paint (sort of)
* moved paintcleaner into own system
* Moved paint to server (had to unfortunately)
* doafter now breaks when moving away.
* cant paint mobstatecomp
* loads of fixes
* fixes
* fixes
* nopaintshadercomp
* fixes
* fix
* use locale for paint remove string
* remove nopaintshadercomponent and use blacklist
* remove enabled.true from visualizer
* paint doafter event.
* add verbs for paint and remove paint and icon for paint verb.
* fixes
* no longer replaces shader when shader exists.
* replace forloop with foreach, check shader before adding and removing.
* paint doafter now separate so no copy paste code
* Entities in sprayed targets item slots are also now correctly sprayed.
* fix
* fix
* fix airlock psray painter now removes painted before painting door.
* spray paints now use openablecomponent.
* fix
* fix damn accesstypes.
* fix
* fix
Oops
In #26217 I re-organized the logic for the calculation. Part of that was moving the logic for GetFeltLowPressure and GetFeltHighPressure to be done before we actually check the hazard thresholds. What I didn't realize is that, with how our pressure protection is set up, these functions can return values so extreme they rebound into the other category.
For example, according to the math, when you're wearing a hardsuit in a low-pressure environment you have "felt" pressure of 1000 kPa. Yeah that's not right.
Now these functions clamp their result to OneAtmosphere, in the appropriate direction (101.3 kPa).
Fixes#26234
* move faction prototype to shared
* move faction exception and member stuff to shared
* fix breaking changes for random stuff
* move pettable friend stuff to shared
* mostly fix
* final fixy
* dragonops
* final fixy II
* use querys and fix warpspeed fish (probably)
* fixer
* Rrrr!
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
The math for our pressure damage (barotrauma) system is directly taken from TG. The constants are the same and the math is almost the same. However there are two errors.
1. Pressure damage started being applied within the WARNING bounds, rather than the HAZARD bounds. This means you started taking low pressure damage at 50 kPa instead of the intended 20 kPa, and also the HUD icon didn't show "danger" like it should even if you were already taking damage.
2. The calculations for high pressure damage were wrong. These are supposed to be linearly scaled, but the function was wrong so the scaling didn't actually work properly (especially when considering the fixed bounds above). This appears to be the case because the function was taken from an incorrect comment in the original source, rather than the real math.
Both of these issues are now fixed to match the TG behavior. Note that this somewhat nerfs pressure damage in non-extreme circumstances. e.g. a room at 40 kPa now gives NO pressure damage, whereas previously it would do full space damage.
The description of the pressure alerts is wrong for "low" severity, but I can't be arsed to fix that right now. Alerts don't have a way to change the description depending on severity...
* Added 18 new bounties + tags, couple of balance tweaks
* Oops, 2 corn tags.
* Fixed another duplicate from merge conflict
* Fixed all arbitrage issues
* Removed metamorphic glass/manly dorf bounty
* Removed manly dorf bounty
* Removed manly dorf bounty
* Removed manly dorf bounty
* Changed hiviz tag, removed commented out bounty
* Removed extra line
* Change HiViz tag
* Removed unused tag
* Removed LaceupShoes, changed HiViz
* Changed flavor text for fruit bounty
* Removed live mouse bounty
* Make radio jammer block suit sensors
* Fix stupid
Use CancellableEventArgs instead of doing what the hell I was doing before.
* Address Reviews.
Change the event from a CancellableEntityEventArgs to a ByRefEvent.
* Throttle people trying to connect to a full server.
To reduce spam/load on the server and connection logs table.
Players are forced to wait 30 seconds after getting denied for "server full", before they can try connecting again.
This code is an absolute nightmare mess. I tried to re-use the existing code for the redial timer but god everything here sucks so much.
Requires https://github.com/space-wizards/RobustToolbox/pull/4487
* Use new NetDisconnectMessage API instead.
* Add admin.bypass_max_players CVar.
Just something to help with debugging the player cap on dev, I don't expect this to ever be disabled on real servers.
* Added new Buy & Sell specific cargo pallets
* Remapped trading outpost with new pallets, tweaked texture
* Removed debug message
* Fixed/Compacted conditional checking to let old pallets still work for backwards compatability
* Update Content.Server/Cargo/Components/CargoPalletComponent.cs
Alright, updating all the references to it.
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Changed textures, changed to enum instead of string for pallet type check
* Few minor code tweaks/formatting fixes
* Missed the prototype change
* Update Content.Server/Cargo/Components/CargoPalletComponent.cs
* Update Content.Server/Cargo/Systems/CargoSystem.Shuttle.cs
---------
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Fix butcherable handling
* ItemSlots for clown shoes
* Return if handled
* Handle if popup
* Whitespace, spoons are metal
* Zero damage plastic utensils, blacklist by metal+melee
* Hmmm truthy
* Plastic knives are knives too, just use that
* Delete unused tag
* Always true if doAfter
* Raw rat meat should be sliceable too
* Fix rounds restarting in the next round
Doesn't fix them restarting in lobby I think but should fix most of it.
* delta india sierra charlie oscar romeo delta
* Add logs to things
* Make the message log be saved as msg because I forgor before.
* Log fails when getting an entity that doesn't exist
---------
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
* Security hud shows icon based on criminal record status
* Criminal status now linked to name instead of identity
* parole loc
* Test fix
* review changes
* Check station records instead of storing names on criminal record consoles.
* cleanup
* more cleanup
* review changes
* change outdated comments
* rename
* review changes
* remove event subscription
* replaced event with trycomp
* default value