* Option for alt health alert and no overlay
* Fancy borg health indicator
* Borg damage examine localization
* EENENGHHHH ENNNGHHH
* Requested code changes
* Legal sound
* Revert "Legal sound"
This reverts commit 35715c88898aeb78dfe800319852c230395fdd7e.
I misunderstood what Sloth meant
* Annoying buzzer is back
* Add missing Dispose method to ForensicScannerBoundUserInterface.
* Remove old code from ForensicScanner.
* Prevent forensic scanner from being used on the floor and allow its window to stay open when active hand is swapped.
* Use more standardized UI code for ForensicScanner.
* Add a delay to ForensicScanner printing.
* Show name of what was scanned on ForensicScanner UI.
* Add a print sound for ForensicScanner.
* Add more error reporting for ForensicScanner.
* Centralize common logic in ForensicScannerSystem.
* Allow ForensicScanner blank printouts.
* Tweak ForensicScanner audio parameters.
* multi-node xeno artifacts
* refactor existing artifact effects
* more tweaks to generation
* more shit plus fix tests
* more generation stuff plus threat levels
* doink
* now make it build
* defer the artifact activation to not cause errors
also pricing
* some changes
* all of the yaml + ui stuff for artifact analyzer
* machine linking and starting to make the ui functional
* artifact analyzer display
* a shit ton of artifact analyzer stuff
* more changes; making destroy work properly; progress bar tweaks
* getting shit going!
ALL RIGHT
* small tweaks that didn't help much
* Komm susser todd: the end of analysis
* recipes and hints and ui, oh my!
* add some in-game sources
gotta prepare for day 1 launch
* node data + ditch random seed in place of id
* bunch of triggers
* finish off the last few triggers
* implement machine examine verb
* knock, flicker, blink, throw
* shatter, foam, shuffle, heat
* fix all the shit i broke
* *some* of these have to be good, no?
25 effects
* callin' it there for effects
* comments + reword some trigger hints
* don't mind this little commit here
* byref event
* fix brokey node entry
* fix low pressure trigger
* mirror review plus fixing 0x40's bug
also the throw artifact threw incorrectly
* randomize the event message a teeny bit
* Material
* good prototype
* Fix material storage
* You can insert biomass into the cloner
* ok, basic biomass subtraction works
* amogus
* ok chance works
* Alright, the biomass and genetic stuff works
* feedback for cloning
* more reclaimer polish
* ship it
* starting biomass + fix lathes
* I changed my mind on rat mass and these guys are definitely getting ground up
* Doafter
* clean up, sync the two
* fix naming, fix mass
* technology + construction
* additional logging, stop unanchoring when active
* fix event / logs
* dont gib dead salvage
* auto eject
* fix deconstruction behavior
* make warning message better, temporarily disable cancer scanner
* fix biomass stacks
* add easy mode CVAR
* stack cleanup, make biomass 2x as fast
* bugfix
* new sprite from hyenh
* fix tests
* hello? :smilethink:
* :smilethink:
* medical scanner gets antirotting
* fix cloner and medical scanner
Co-authored-by: Moony <moonheart08@users.noreply.github.com>
* Vending machine jingle much less intense
* SpeechSoundsPrototype has a built in variation parameter
* Sounds in your face are louder but roll off more aggressively so that distant talking sounds are less distracting
* Redo that
* Speech noise system now supports variation of pitch
* license stuff
* PAIs have speech sounds now. Made by altering the pAI sounds.
* Monkeys have sounds from goon now
* New Speech Sounds
* Oops
* Speech Sounds from Goonstation
* Added some speech sound prototypes for humans, mice, and vending machines. More to come later?
* Custom synthesized sound for a vending machine ad
* Gave mice and vending machines Speech Components on their base prototypes to make sounds
* Humans now talk using the 'Alto' voice. In the future this can be changed in customization screen
* New Prototype 'SpeechSounds' with three soundspecifiers for saying sound, asking sound, exclaiming sound.
* SharedSpeechComponent modified from being useless to being responsible for making speech noises.
* Initial creation of SpeechNoiseSystem for making Sounds when certain entities speak.
* whitespace fix
* License fix
* Remove leftover using from debugging
* Added a cooldown editable in yaml
* SharedSpeechComponent has the proper cooldown now. oops
* Prototype that's mostly borked rather than completely borked
* ECS inserting mats
* Partial ECS mostly done, needs cleanup and visualizer
* Replace timers
* Power visualizes at least
* First ""working"" version
* Clean up all lathes
* Colors
* Fix animation timing
* Fixes greyscale, adds a bunch of colors
* Give every (used) material a color
* Made most lathes take long enough you can at least see there's some sort of animation
* Insertion feedback popup
* Sound for circuit printer and uniform printer
* Fix queueing, optimize update
* Remove mono crash
* cleanup
* Fix test failure
* Techfab inserting sprite
* Cleanup and commenting
* Fix bug in CanProduce check
* Fix UI resolves
* Mirror review stuff
* Disease system first pass
* Renamed HealthChange
* First working version of diseases (wtf???)
* Fix the cursed yaml initialization
* Pop-Up effect
* Generic status effect
* Create copy of prototype
* CureDiseaseEffect
* Disease resistance
* Spaceacillin
* Nerf spaceacillin now that we know it works
* Sneezing, Coughing, Snoughing
* Fix queuing, prevent future issues
* Disease protection
* Disease outbreak event
* Disease Reagent Cure
* Chem cause disease effect
* Disease artifacts
* Try infect when interacting with diseased
* Diseases don't have to be infectious
* Talking without a mask does a snough
* Temperature cure
* Bedrest
* DiseaseAdjustReagent
* Tweak how disease statuses work to be a bit less shit
* A few more diseases
* Natural immunity (can't get the same disease twice)
* Polished up some diseases, touched up spaceacillin production
* Rebalanced transmission
* Edit a few diseases, make disease cures support a minimum value
* Nitrile gloves, more disease protection sources
* Health scanner shows diseased status
* Clean up disease system
* Traitor item
* Mouth swabs
* Disease diagnoser machine
* Support for clean samples
* Vaccines + fixes
* Pass on disease resistant clothes
* More work on non-infectious diseases & vaccines
* Handle dead bodies
* Added the relatively CBT visualizer
* Pass over diseases and their populators
* Comment stuff
* Readability cleanup
* Add printing sound to diagnoser, fix printing bug
* vaccinator sound, seal up some classes
* Make disease protection equip detection not shit (thanks whoever wrote addaccentcomponent)
* Mirror review
* More review stuff
* More mirror review stuff
* Refactor snoughing
* Redid report creator
* Fix snough messages, new vaccinator sound
* Mirror review naming
* Woops, forgot the artifact
* Add recipes and fills
* Rebalance space cold and robovirus
* Give lizarb disease interaction stuff
* Tweak some stuff and move things around
* Add diseases to mice (since animal vectors are interesting and can be used to make vaccines)
* Remove unused reagent
* commit skeleton reagent grinder component
* add reagentgrinder bounduserinterface, add suffix to grinder yml, add reagentgrinder sprites
* implement much more of the grinder ui functionality
* get more use out of hasbeaker bool
* complete wiring up most of the chamber/beaker UI controls
* remove whitelist prototype id. add grindable tag component
* add juiceable component
* rename boolparam to be clearer
* more juice
* add some juice reagents and apply them to their drink prototypes
* re add glassyellow
* implement juicing and results
* add time delay to grindjuice
* add reagent grinder visualizer, add reagent grinder sounds, fix some yaml errors too
* interface has clear indication of currennt operation, and busy status
* add ReagentGrinder to Client ignnored components
* Update Content.Client/GameObjects/Components/Kitchen/ReagentGrinderBoundUserInterface.cs
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Update Content.Client/GameObjects/Components/Kitchen/ReagentGrinderBoundUserInterface.cs
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Update Content.Shared/Kitchen/SharedReagentGrinderComponent.cs
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* implemennt sloth changes
* fix isbusy
* Disable grind/juice buttons if there's nothing to grind or juice, also some misc fixes
* unsubscribe from messages on remove + fix xmlcomment
* fix bounding box
* Add these to dictionary
* Add these to client ignore
* Whitespace and unneeded import fixes
* tommy's toes
* Where'd these newlines come from
* power
* improve bounding box
* Check power better & show contents when beaker is ejected
* check power here
* Disable eject buttons when running
* improve comments
* readwrite for viewvars on work time and capacity
* Address most of Sloth's reviews
* Make this cleaner
* add grindablecomponent to motherfucking everything
* Fix reviews
* some more null suppressions
* remove unused random field
Co-authored-by: scuffedjays <yetanotherscuffed@gmail.com>
Co-authored-by: namespace-Memory <66768086+namespace-Memory@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.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>
* Let there be (vending machine) light
Cut up vending machines to have unshaded layers.
I scripted the cutting up so there might need to be minor tweaks to some of them.
Added the eris vending machine sound (I liked it more than tg's, fight me).
* Tweak sound reduction
* Mark vending as abstract
Appearance is done on each vending based on what sprite states they have (at the moment) and the vendingmachine shouldn't be spawned on its own anyway.
* Add screen layer back in
* Unstuff what was stuffed
* Removed the Soviet and USA vending machines
* Added proper licensing
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: Swept <jamesurquhartwebb@gmail.com>
* 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>