Commit Graph

60 Commits

Author SHA1 Message Date
Leon Friedrich
c95516e5b2 Revert "Explosion refactor TEST MERG (#6995)" (#7005) 2022-03-06 04:02:34 +11:00
Moony
4a466f4927 Explosion refactor TEST MERG (#6995)
* Explosions

* fix yaml typo

and prevent silly UI inputs

* oop

Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
2022-03-04 13:48:01 -06:00
mirrorcult
ec4d4688c7 Seal/abstract/virtual everything (#6739) 2022-02-16 18:23:23 +11:00
Leon Friedrich
0da74b1bfb misc optimization (#6436) 2022-02-02 22:40:22 -07:00
wrexbe
17db0775c8 Auto comp (#6416) 2022-02-02 14:35:40 +11:00
Leon Friedrich
d40bcc9168 Fix some mispredict reconciliation issues. (#6319)
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2022-01-31 03:34:48 +11:00
Alex Evgrashin
2a68023143 Move WindowComponent to ECS (#6267)
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2022-01-29 16:21:38 +11:00
Sam Weaver
adddd2fac6 FIXED: Chemistry JSON dump tool and companion GitHub Action (#6222)
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>
2022-01-18 14:44:22 -07:00
Moony
5fd45fc82a Revert "Chemistry JSON dump tool and companion GitHub Action (#6134)" (#6217)
This reverts commit 40e2e78e0f.
2022-01-17 16:06:19 -06:00
Sam Weaver
40e2e78e0f Chemistry JSON dump tool and companion GitHub Action (#6134)
* fuck

* oh boy

* Sorted every chem into guide groups

* WHY ARE YOU NOT ABSTRACT

* removes the target thing in favor of simply generating everything.

* eee

* Add group for med

* Update wiki JSON generation to use System.Text.Json

* Fix error on shutdown during wiki JSON generation

* First pass at automatic wiki workflow

* Add a temporary workaround while the build is continuing to give errors

* Update workflow to reference correct API url, track dependency.

* Compile wiki actions into one job rather than two

* Update page name to reference editable page

* Add other JSON file and parameterize root page path

* A few steps closer to using `System.Text.Json` to serialize properly

* Revert System.Text.Json and return to Newtonsoft.Json.

* Revert the revert. Return to System.Text.Json.

This reverts commit a5ea98dfdcfab3f605ac4d82d3b110f099324308.

* Add and register UniversalJsonConverter class.

* Narrow triggers for update-wiki GitHub action.

Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>
2022-01-17 13:50:02 -06:00
Leon Friedrich
013edcc545 Prevent inventory events from being relayed to pockets (#6074)
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
2022-01-10 15:37:20 +11:00
Vera Aguilera Puerto
3f79e3754f Merge branch 'master' into 2021-12-03-remove-IEntity-komm-süsser-todd
# Conflicts:
#	Content.Client/Crayon/CrayonDecalVisualizer.cs
#	Content.Client/Tabletop/TabletopSystem.cs
#	Content.IntegrationTests/Tests/InventoryHelpersTest.cs
#	Content.Server/AI/EntitySystems/AiSystem.cs
#	Content.Server/AI/Utility/AiLogic/UtilityAI.cs
#	Content.Server/AME/AMENodeGroup.cs
#	Content.Server/Administration/AdminVerbSystem.cs
#	Content.Server/Body/Systems/RespiratorSystem.cs
#	Content.Server/Chemistry/Components/InjectorComponent.cs
#	Content.Server/Chemistry/TileReactions/CleanTileReaction.cs
#	Content.Server/Chemistry/TileReactions/SpillTileReaction.cs
#	Content.Server/Crayon/CrayonComponent.cs
#	Content.Server/Doors/Components/ServerDoorComponent.cs
#	Content.Server/Explosion/EntitySystems/TriggerSystem.cs
#	Content.Server/Fluids/Components/MopComponent.cs
#	Content.Server/Fluids/Components/SpillExtensions.cs
#	Content.Server/Fluids/EntitySystems/PuddleSystem.cs
#	Content.Server/Instruments/InstrumentSystem.cs
#	Content.Server/Nutrition/EntitySystems/DrinkSystem.cs
#	Content.Server/Nutrition/EntitySystems/FoodSystem.cs
#	Content.Server/PneumaticCannon/PneumaticCannonSystem.cs
#	Content.Server/Storage/Components/EntityStorageComponent.cs
#	Content.Server/Storage/Components/StorageFillComponent.cs
#	Content.Server/Stunnable/StunbatonSystem.cs
#	Content.Server/Throwing/ThrowHelper.cs
#	Content.Server/Weapon/Ranged/Barrels/BarrelSystem.cs
#	Content.Server/Weapon/Ranged/Barrels/Components/ServerBatteryBarrelComponent.cs
#	Content.Server/Weapon/Ranged/ServerRangedWeaponComponent.cs
#	Content.Shared/Containers/ItemSlot/ItemSlotsSystem.cs
#	Content.Shared/Damage/Components/DamageableComponent.cs
#	Content.Shared/Damage/Systems/DamageableSystem.cs
#	Content.Shared/MobState/Components/MobStateComponent.cs
#	Content.Shared/Slippery/SharedSlipperySystem.cs
2021-12-07 17:48:49 +01:00
metalgearsloth
8af335097f More (IComponent) shenanigans and also some contaminated IoCManager.Resolve<IEntityManager>() very long yes calls 2021-12-07 22:22:34 +11:00
metalgearsloth
373b5988d7 Remove redundant IComponent casts 2021-12-07 21:54:00 +11:00
DrSmugleaf
af4eb3c7cd Fix more errors, client and server now build 2021-12-06 14:00:39 +01:00
Leon Friedrich
ae65418c52 Remove radiation & explosion damage logs. Add better explosion-trigger logs (#5689) 2021-12-05 13:34:32 +11:00
Vera Aguilera Puerto
f386b57148 Inline OwnerUid 2021-12-03 16:30:34 +01:00
wrexbe
eab5c8c2ad Don't log empty radiation/explosion damage (#5610) 2021-11-28 23:26:10 -07:00
Pieter-Jan Briers
64861ff034 Add Content.Shared.Database (#5588) 2021-11-28 14:56:53 +01:00
Leon Friedrich
0de4b7bc9f Modify damage logging. (#5579) 2021-11-28 14:34:44 +01:00
Acruid
fa0ec5cbd9 AppearanceComponent API Changes (#5446) 2021-11-23 18:22:59 +11:00
20kdc
1e061094ca Direct pressure and asphyxiation damage do not interrupt DoAfters anymore (#5459) 2021-11-22 17:34:56 -07:00
DrSmugleaf
d12fa22ce1 Make damage logs distinguish between damage and healing 2021-11-22 19:45:08 +01:00
DrSmugleaf
c3fe5909ad THE RETURN OF THE KING
This reverts commit c18d07538a.
2021-11-22 19:08:27 +01:00
DrSmugleaf
c18d07538a Revert "Admin logs (#5419)"
This reverts commit 319aec109d.
2021-11-22 18:55:17 +01:00
Javier Guardia Fernández
319aec109d Admin logs (#5419)
* Add admin logging, models, migrations

* Add logging damage changes

* Add Log admin flag, LogFilter, Logs admin menu tab, message
Refactor admin logging API

* Change admin log get method names

* Fix the name again

* Minute amount of reorganization

* Reset Postgres db snapshot

* Reset Sqlite db snapshot

* Make AdminLog have a composite primary key of round, id

* Minute cleanup

* Change admin system to do a type check instead of index check

* Make admin logs use C# 10 interpolated string handlers

* Implement UI on its own window
Custom controls
Searching
Add admin log converters

* Implement limits into the query

* Change logs to be put into an OutputPanel instead for text wrapping

* Add log <-> player m2m relationship back

* UI improvements, make text wrap, add separators

* Remove entity prefix from damaged log

* Add explicit m2m model, fix any players filter

* Add debug command to test bulk adding logs

* Admin logs now just kinda go

* Add histogram for database update time

* Make admin log system update run every 5 seconds

* Add a cap to the log queue and a metric for how many times it has been reached

* Add metric for logs sent in a round

* Make cvars out of admin logs queue send delay and cap

* Merge fixes

* Reset some changes

* Add test for adding and getting a single log

* Add tests for bulk adding logs

* Add test for querying logs

* Add CallerArgumentExpression to LogStringHandler methods and test

* Improve UI, fix SQLite, add searching by round

* Add entities to admin logs

* Move distinct after orderby

* Add migrations

* ef core eat my ass

* Add cvar for client logs batch size

* Sort logs from newest to oldest by default

* Merge fixes

* Reorganize tests and add one for date ordering

* Add note to log types to not change their numeric values

* Add impacts to logs, better UI filtering

* Make log add callable from shared for convenience

* Get current round id directly from game ticker

* Revert namespace change for DamageableSystem
2021-11-22 18:49:26 +01:00
mirrorcult
5ba9529414 Damage movespeed (#5244) 2021-11-10 11:06:27 +01:00
Vera Aguilera Puerto
b6337ffe7a Makes many things use OwnerUid instead of Owner.Uid 2021-11-09 15:05:49 +01:00
mirrorcult
3ab4a30a0f Generalize ReagentUnit into FixedPoint2 and use it for damage calculations (#5151)
* Damage units

* sum ext method
2021-11-03 16:48:03 -07:00
Flipp Syder
91b4ce6f24 Adds generic damage visualizer to the game (#4893) 2021-10-29 10:04:24 +02:00
mirrorcult
636a04eccd Armor (#4934)
* Armor

* radiation tweaks

* asphyxiation ignore resistances
2021-10-18 16:24:37 -07:00
Leon Friedrich
4d7a1f8092 whoops (#4732) 2021-10-01 18:47:52 -07:00
Vera Aguilera Puerto
0be5ff829b Gets rid of all ComponentManager usages. (#4707) 2021-09-28 13:35:29 +02:00
mirrorcult
62f6c8dd8e Wieldable/two-handed weapons (#4554)
* wielding kinda works

* rough out all the edges, wielding works nicely

* popups + loc

* increase damage & extra damage against whitelist

* small fixes

* forgot to actually do that

* reviews

* reviews + thing

* use resistances and not extradamageagainstwhitelist

* slashy

* make increasedamageonwield and melee hit events work with modifiersets

* Silly individual
2021-09-17 07:16:11 -07:00
mirrorcult
cc52ebb9b5 Generalize ResistanceSets into DamageModifierSets (#4619)
* generalize ResistanceSets into DamageModifierSets

* remove unneeded test prototype
2021-09-15 15:51:13 -07:00
Leon Friedrich
df584ad446 ECS damageable (#4529)
* ECS and damage Data

* Comments and newlines

* Added Comments

* Make TryChangeDamageEvent immutable

* Remove SetAllDamage event

Use public SetAllDamage function instead

* Undo destructible mistakes

That was some shit code.

* Rename DamageData to DamageSpecifier

And misc small edits

misc

* Cache trigger prototypes.

* Renaming destructible classes & functions

* Revert "Cache trigger prototypes."

This reverts commit 86bae15ba6616884dba75f552dfdfbe2d1fb6586.

* Replace prototypes with prototype IDs.

* Split damage.yml into individual files

* move get/handle component state to system

* Update HealthChange doc

* Make godmode call Dirty() on damageable component

* Add Initialize() to fix damage test

* Make non-static

* uncache resistance set prototype and trim DamageableComponentState

* Remove unnecessary Dirty() calls during initialization

* RemoveTryChangeDamageEvent

* revert Dirty()

* Fix MobState relying on DamageableComponent.Dirty()

* Fix DisposalUnit Tests.

These were previously failing, but because the async was not await-ed, this never raised the exception.

After I fixed MobState component, this exception stopped happening and instead the assertions started being tested & failing

* Disposal test 2: electric boogaloo

* Fix typos/mistakes

also add comments and fix spacing.

* Use Uids instead of IEntity

* fix merge

* Comments, a merge issue, and making some damage ignore resistances

* Extend DamageSpecifier and use it for DamageableComponent

* fix master merge

* Fix Disposal unit test. Again.

Snapgrids were removed in master

* Execute Exectute
2021-09-14 10:07:37 -07:00
Leon Friedrich
32d99eaba9 Damageable Refactor 3: Revenge of the Instamerge (#4524)
* Add DamageType And DamageGroup Prototypes

* Remove DamageTypePrototype Field "name" as its redundant

* Change I/DamageableComponent to use prototypes

* Update DamageContainer, ReisistanceSet and DamageChangeData

* Change Barotrauma Component to use DamageType from DamageSystem

* Update AsteroidRockComponent

* update some more components

* update some more components

* Fix m o r e c o m p o n e n t s and their damageType

* all thats left is bug/missing node hunting then verification.

* push changes

* update submodule

* Merge fixes

* push DGP for example

* update damagecomponent across shared and server

* fix a few bugs

* Fix Merge issues

* Refactor damageablecomponent update (#4406)

* Fixing merge.

I messed up part of the merge. this should fix it?

* Barotrauma now uses prototypeManager

As System.Runtime.CompilerServices also has a [Dependency], I think I had to use the full path [Robust.Shared.IoC.Dependency]

* FlammableComponent now uses prototypeManager

* SuicideCommands now use prototypeManager

* Changed  many files to use prototypeManager to resolve damaege prototypes

Yeah.... prototype references would be very nice. maybe this was all a waste of time.

* Grouping prototypeManager.Index with datafield definitions

This will make it easier to eventually add prototype references

* removed unused variable

* Moved lines around.

Lines now consistent with other TODO PROTOTYPE blocks

* Grouping more prototypeManager.Index with datafield definitions

* Removed unnecessary code

* Added more prototypeManager indexing

These ones weren't pointed out by DrSmug. But I think this is all of them? That or my regex is shit.

* Remove redundant _damage field

* Remove redundant _currentTemperature

* Moved variables down

* Added prototypeManager indexing to TemperatureComponent

* WeaponComponent/System now use ProtptypeManager

And as far as I can tell damageType is required, and therefore should never have been null anyway?

* Make ranged weapon clumsy fire effects datafields

And yes, the order in which the clumsy effects occur is very important.

* Made damage on vital body part loss a datafield

* Renamed several damageGroup variables to group

* Capitalised DamageListToDamageGroup

* Make radiation and explosion damage types datafields

* Renamed _supportedDamageGroupIDs and _supportedDamageTypeIDs

* Fixed mistakes

Frogot to remove prototypeManager index DamageTypeTrigger, and wrong variable visibility in TemperatureComponent

* Added necessary code

Is something tragically wrong?

* MeleeWeapon damageType is not actually required

* Fixing someone else's mistakes

A search comes up with nothing in the yaml files, and its not a required field. So no one uses it? Hopefully?

* Changed and renamed damageTypeToDamageGroup

Previously would incorrectly return the total container damage for each group, not the total in the group

* renaming varitables

* Renamed variable DamageClasses

* Added dictionary converting functions

* Added ID-keyed dictionaries

* Making MedicalScanner use ID dictionaries, instead of prototype dictionaries

Oh oh no. I've been able to avoid UI & networking up until now. I have no Idea what I am doing.

* Fix Medical Scanner

* Summary (required)

The joke here is that this fixes the empty summary.

* Removed DamageableComponent.GetDamageGroup/Type

* Renamed "damage classes" to groups.

* Update ChangeDamage description

* Replaced Heal() with SettAllDamage()

Heal() was just a confusing name,

* More Class -> Group renaming

* Replace Class with Group in yaml files

DamageClassTrigger does not appear in any yaml? only in testing?
DamageTypeTrigger appears only in human.yaml?
HealthChangeMetabolism is Mostly in medicine.yml and one in soad.yaml

Why the hell is Cola metabolizable by plants? Who is pouring cola on their plants!?!?

* Fix _prototypeManager being null errors.

* Changing comments

Where are the prototype references

* MetabolismComponent doesn't give free heals anymore.

* Changes HungerComponent healing.

Previously I think it would actually damage you.  Only did this as I though it was causing the fast healing. Turns out that was just BREATHING.

* Generalised a function in DamageableComponent and moved it to DamageGroupPrototype

previously DamageTypesDictToDamageGroupDict was private to DamageableComponent, but was also quite general (nearly a static function). As this sort of function may be needed by other components using DamageGroupPrototypes in the future, I moved it there as a static function instead.

* modified DamageableComponent.ChangeDamage()

ignoreResistances was renamed to ignoreDamageResistances to make it clearer that it had no effect on healing.

Now uses default argument for ignoreDamageResistances, so when healing you are not forced to specify an argument that does nothing.

Also made some general changes to ignoreResistances()

* Changed class->group and added missing damage type functionality to DamageContainerPrototypes

* Added Comments to damage.yml

* Misc Changes to DamageableComponent

* Differentiated between group support and group applicability

So far, every damage type is a member of one, and only one, damage group. So this change has no real effect so far.

* Added proposed alternative to ChangeDamage()

* fixed error in DamageGroupPrototype

* Changes to DamageableComponent

Lots of changes to comments.
Some variables renamed in IDamageableComponent and DamageableComponent (also required renaming in other files)

Some minor logic changes, mostly for incorrect descirptions of boolean return values.

Also further differentiating between ApplicableGroups and SupportedGroups... if that will ever even matter

* Generalised MedicalScannerComponent

If needed, can print miscellaneous damage types now

* Fixed HealthChangeMetabolism bug

* Changing Comments around

* More questions

* Made Barotrauma default to blunt

* Fix RejuvenateTest.cs

* Comments

* Coments and variable names

* fix some master-merge issues

* Removed redundant fields

* Misc changes for readbility of PR diff

* Consistent naming

* Fixed atmos damage bug

* Removed Ranting

* Fixed Hunger after I broke it

* Fixing Bugs

* Removed stupid question

* Removed more stupid questions

* Fix potential null errors.

* Made boolean return values consistent

Also renamed several functions, to make it clear they return a bool. Docs were also updated.

* Removed IoCManager.InjectDependencies()

* Removed unnecessary 'suffocation' prefix

* Fixed Spelling

Also removed accidentally left in logger call

* Fixed Medical Scanner

* Apply suggestions from code review

Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>

* Changing comments and whitespaces

* Made damage thresholds trigger  datafields required

* So many typos

* Changes to DamageableComponents

Changed documentation in IDamageableComponent

Made testing code more readable.

Relabelled groups as 'Applicable' either 'Fully Supported'

* Removed function and degeneralised

* Update DamageableComponent.cs

Removed unused parameters
Fixed Networking

* Added IoCManager.Resolve

* Now using alternative TryChangeDamage()

* Removed function from DamageGroupPrototype

* Removing comments

* Remove bad if statement?

* Fix damageChanged ordering

* Fix hurt server command

* Changed //TODO PROTOTYPE blocks

Now use PrototypeManager differently. Wherever possible, only retrieve the prototype once.

Also added default damage types to some more datafields

* Update Content.Shared/Damage/Container/DamageContainerPrototype.cs

Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>

* renamed _accumulatedHealth -> _accumulatedDamage and added TODOs

* Another class-> group

* Fix bug in generalisation of damage container prototypes

* Addes Tests to make sure I dont keep adding bugs to my own code.

* Changed Return values when setting

* Removed unused class

* Added more tests, split tests into three files

* Made damage types public and VV read-write-able

* Minor changes to DamageableComponent

Replaced internal use of GetDamagePerType with _damageDict and removed some unnecessary fields

* Fix Suicide, by adding IoC Resolve()

* Fix DamageGroupTrigger bug

* Fix typos in tests

* Change comments./docstrings & spacing

* Merge tests, use test prototypes

Co-authored-by: Leon Friedrich <60421075+leonsfriedrich@users.noreply.github.com>
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>

* Fix merge issues

Co-authored-by: Silver <Silvertorch5@gmail.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
Co-authored-by: Leon Friedrich <60421075+leonsfriedrich@users.noreply.github.com>
2021-08-24 11:06:27 -06:00
Silver
e708091518 Revert "Refactor Damage to use Protoypes (#4262)"
This reverts commit 20bf5739a9.
2021-08-24 01:06:32 -06:00
Silver
20bf5739a9 Refactor Damage to use Protoypes (#4262)
* Add DamageType And DamageGroup Prototypes

* Remove DamageTypePrototype Field "name" as its redundant

* Change I/DamageableComponent to use prototypes

* Update DamageContainer, ReisistanceSet and DamageChangeData

* Change Barotrauma Component to use DamageType from DamageSystem

* Update AsteroidRockComponent

* update some more components

* update some more components

* Fix m o r e c o m p o n e n t s and their damageType

* all thats left is bug/missing node hunting then verification.

* push changes

* update submodule

* Merge fixes

* Revert "#3935 implemented suggestions from PR"

This reverts commit a9b1c7b96333ca570067d6a9df1954481005892a.

* #4219 revert of single sound removal in EmitSoundSystem

* #4219 single sounds in EmitSoundSystem should work now

* #4219 some small project tweaks

* push DGP for example

* update damagecomponent across shared and server

* fix a few bugs

* #4219 upgraded EmitSoundSystem to use SoundSpecifier

* replacing sound (collection) names with SoundSpecifier - part 1

* #4219 pr tweaks

* #4219 pr tweak

(cherry picked from commit 00b80cb1df2434259ab5df45188e176be57603af)

* emitsoundsystem tweak

* first windoor commit

* finished yaml

* windoors work #Dab

* sound + locked prototypes

* Inserted SoundSpecifier where appropiate

* added comment

* removed TryGetSound + made some SoundSpecifier datafields required

* changed some prototypes' sound paths

* test fixes

* Fix Merge issues

* Made plasma grindable (#4334)

Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
Co-authored-by: Swept <sweptwastaken@protonmail.com>

* Automatic changelog update

* Fixes invalid yaml line (#4408)

* Fix potential timer exception

* SetTile during extensions test (#4409)

Mainly so it can actually account for accurate grid bounds when doing the test

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

* Update submodule

* GasFilter appearance, EnabledAtmosDeviceVisualizer improvements.

* Add Enabled property to SubFloorHideComponent, make it networked. (#4404)

* Refactor IDoorCheck into entity events (#4366)

* IDoorCheck refactored to events

# Conflicts:
#	Content.Server/Atmos/TileAtmosphere.cs
#	Content.Server/Doors/Components/AirlockComponent.cs
#	Content.Server/Doors/Components/FirelockComponent.cs
#	Content.Server/Doors/Components/ServerDoorComponent.cs
#	Content.Server/Doors/IDoorCheck.cs

* namespaces

* Fix mapinit bug with refreshautoclose

* ok i guess these just didnt feel like staging today

* Automatic changelog update

* AtmosDevices can optionally process in space. (#4405)

Refactors some misc atmos things, too.

* Fix gravity generator yeeting

* Enables nullables for atmos internals

* Meth (#4186)

* adds an overdose metabolism with sensible default settings

* adds the compoenents for the run fast part of meth

* not sure what I changed here but I trust my past self to not fuck up for once

* adds basic meth recipe

* correctly names comething

* I really should've checked my spelling before making this pr

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

* adds suggestion from the maintaner, who managed to get to this pr suprisingly fast

* Revert "adds suggestion from the maintaner, who managed to get to this pr suprisingly fast"

This reverts commit 9b0f07402e35ed5890b3af805691b690671b950c.

* tweak

* tweak

* git's gitting on my nerves

* some small tweaks

* don't need these anymore

* makes some stuff required

* changes the meth recipe to arbitary bullshit to get the yaml thingy to leave me alone goddamnit

* extremely minor change

* removes overdose, because however it's gonna be done, it's definitely not my way

* i should really double check every key I press

* hm

* sigh, I should be more thorough with looking at error messages.

* beenus

* gay sex is gay

* this one goes out to bingo

* reviews

* not sure why status lifetime description wasn't being commited

* Update MovespeedModifierMetabolism.cs

Co-authored-by: mirrorcult <notzombiedude@gmail.com>

* adds VV to component variables

* rebalances meth, and makes the completely unrealistic recipe properly work now

* meth effects should go away now or something do you think I test these changes before pushing??

* ah yes, orginization

* adds proper recipe and prequisite chemicals

* fixes linter hopefully

* Update chemicals.yml

* a

* starts working on prediction

* thing

* predmiction??

* changes thing

* does it properly

* uses timespan instead of timer

* uses dif timers and adds a system

* updates robust and tweaks a small thing

* Fixes

* "Fix" prediction

* starts changing the timer to timespans to avoid icky on timer end

* okay fixes the check thing but now meth is broken and I don't know why

* fixes predicition (partially)

* Delete ContentNetIDs.cs

whoops

* some changes advised by sloth

* certified scalycode fix right here

* moves resettimer to the metabolism to make it less oop stinky

* moves resettimer to the metabolism to make it less oop stinky

* gamin

* when the  is

* updates mth colour to be accurate because I forgot

* abc hard ok

* everything should be up to date now

* makes MovespeedModifierMetabolism ECS and cleans up some other stuff

* does a fixy wixy

* fix thing

* Revert "Merge branch 'master' of https://github.com/space-wizards/space-station-14 into meth"

This reverts commit 62886561098be02f9adb6352f4e858a8269d5bd5, reversing
changes made to ca34fffb5b7a40f19aec7b9e4bc37bdeab914bc1.

* Revert "Revert "Merge branch 'master' of https://github.com/space-wizards/space-station-14 into meth""

This reverts commit 4f550da19656abfd0be05f818fc6b7100252d5b8.

* fix hopefully

* updates metabolism to works with mirror's fancy new system

* updates yaml + tweaks

* bruh

* yaml moment

* :yaml moment

* Revert " :yaml moment"

This reverts commit 8cb51573c64db76d989de22acdbb9c50b2c6d052.

* 99th commit yay, also I need to not do this

* removes something that I don't need

* makes system work with this and gets rid of unnesescary check

* make the update only work on active components

* oops

* Cleanup

* alphabetise this shit

* Touchup

* Woops stupid alloc by me

* Nerf nyoom for now

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: mirrorcult <notzombiedude@gmail.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>

* Automatic changelog update

* Random offset for DefaultGrid every round (#4411)

* Random offset for DefaultGrid every round

This is useful to make coders aware of entitycoordinates and mapcoordinates being different and to help spot problems early. It also puts the onus of fixing positioning bugs back onto the original coder rather than someone else if they happen to spot it.

* Fix clickable test

* Fix entitysystemextensions

* Automatic changelog update

* Document a few atmos classes.

* Update submodule

We do a little bit of debugging

* Make pulling feel less crap (#4414)

Something something pulling refactor someday

* Automatic changelog update

* Comment joint prediction

* Add CVar for random grid offset, disable it by default.

* Fixes not taking pressure damage in space.
Fixes #4415

* Automatic changelog update

* Adds an alternate jumpsuit for botany (#4419)

* Adds an alternate botanists jumpsuit

* Updated license information

* Automatic changelog update

* Added two new small areas to maintenence (#4359)

Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>

* Automatic changelog update

* Updated meta.json to standard

* Update meta.json to standard

* a

* Revert "Update meta.json to standard"

This reverts commit 4c6702f17b.

* Revert "Updated meta.json to standard"

This reverts commit 8ea7a3ad1f.

* fix rsi

* proper sprites + visualizes nicely

* Removes broken new-line markers from a few desc.

* Fixes a localization error with solution container descriptions

* construction

* reviews + test

* remove SetLayerVisibility, doesnt work for some reason

* swept moment

* leftover

* Automatic changelog update

* Fix can't return to body bug (#4424)

* Automatic changelog update

* Update submodule

* Fix gas tile overlays on shuttles

* Offset station on roundstart again

* Fix PlaceableSurface incorrect coordinate usage.
It set world position to entity coordinate positions...

* Automatic changelog update

* Fix pickup animation incorrect coordinate usage.
Animation finalPosition was world position, while initialPosition was local position.

* Automatic changelog update

* Pointing coordinate fixes.

* Automatic changelog update

* Further pickup animation improvements.

* Adds Science Windoors (#4433)

Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>

* Gave CMO a Hardsuit (#4434)

Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>

* Automatic changelog update

* Fixed station engineer table spawn (#4436)

* Maps in windoors (#4432)

* Automatic changelog update

* Losing a head doesn't mean you lose your eyes #3956 #4061 (#4225)

Co-authored-by: Michael Will <will_m@outlook.de>

* Automatic changelog update

* Adds windoors for security and the brig. (#4441)

* Automatic changelog update

* Remaps Chemistry and Security, and some Mapping Fixes (#4442)

* Automatic changelog update

* Made the cloning pod and medical scanner constructible (#4439)

* Made the cloning machine pod constructable

* Added everything like I did but with the Medical Scanner

Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>

* Automatic changelog update

* Fix fixed-point format specifier in PowerCellComponent

* Update submodule

* Actually update submodule

The last one was a test to check if you were paying attention.

* Update maps for grid collisions (#4450)

* Update submodule

* Fixes the windoor in science. (#4444)

* Automatic changelog update

* Remove IActionBlocker.CanMove (#4449)

* Remove IActionBlocker.CanMove

Ported the remainders over to using MovementAttemptEvent which should also help make mob movement a bit faster.

* Make that check faster

* Added restrictions for what can be inserted into most belts (#4367)

* Belts now restrict what can be inserted into them

* Bandolier now only holds shotgun shells

* Tiny typo

* Another tiny typo

* Automatic changelog update

* Fix indentation

* Fix stuff

* Fix gas canister

* Organize gas canister prototype

* Fix audio occlusion

This was previously being done on every SoundComponent.

* Call SoundSystem instead

* Parents crowbar-red and merges RSIs

* Deletes old crowbar_red.rsi

* Abstracts BasePlushie and ReagentContainerBase

* Adds missing suffixes to debug items and tags them all

* Crematorium now makes a noise on start and during cremation (#4459)

* Automatic changelog update

* Refactor disposals to ECS (#4418)

* ECS up disposals

Also significantly reduced its CPU usage.

* Make update significantly less S L O W

* Start units pressurised

* Client-side flush lerping

* Fix powered not toggling UI

* Fix flush button

* InteractUsing

* Minor optimisations

* Fix collisions

* Make visual state ECS

* Almost done with shared

* Most stuff moved

* Optimise item sleeping

* Automatic changelog update

* Fix door sound dampening (#4453)

* Completely fix NPC pathfinding

Through rigorous investigation and hard work.

* Implement Entity List Display and rework StorageComponent window (#4140)

* Create EntityListDisplay

* Rework ClientStorage window

* Add styling

* Remove unnecessary colors

* Rename list

* Make scrollbar push content

* Change children update a bit

* Add old index

* Localize ClientStorageComponent

* Add size return

* Remove spaces

* Fix usings

* Fix tool sounds.
Fixes #4465

* Automatic changelog update

* Fix missing sounds (#4466)

* Fix missing sounds

* Make SoundHitSpecies fallback to SoundHit

* Fix crayon YAML

* Update PlaySoundBehavior YAML

* Fix required

* Update README.md

* Fix taser physics (#4470)

* Increase MoverController performance (#4448)

Should be a decent amount; rest will come from removing IActionBlocker.

* Remove throwing fixture error

* Update submodule

* Fix sound crash when making foam (#4476)

* Automatic changelog update

* Centers some sprites

* Fix showatmos

* Fix tests.
Flashlight RSI state names had been changed, and some places weren't updated properly

* Remove pillcomponent (#4469)

* Remove PillComponent

* Make food without any solution left delete and create trash

* Replace PillComponent references with a Pill tag

* Clean up

* Add swallow message to food

* Change to eatMessage override

* Change FoodComponent transferAmount to nullable

* Change properties to private

* ItemCabinetVisualizer uses layers (#4445)

* ItemCabinetVisualizer uses layers

* Reviews applied

* Fixes the fireaxe cabinet as well

* I'm dumb

* Fixes bedsheets being unpickupable (#4479)

* Automatic changelog update

* Adds inhands for crayons and the crayon box (#4481)

* Automatic changelog update

* Fixes cigarette animations and matches now have lit/unlit inhand sprites (#4480)

* Automatic changelog update

* Adds plant clippers and changes hydro tool sprites to be more consistent (#4482)

* Adds plant clippers

* Updates sycthe, hoe and spade sprites

* Adds inhands for radio/walkietalkie (#4483)

* Adds inhands for radio/walkietalkie and separates layers

* License thingy

* Fixes test

* Can now equip fireaxe, claymore, spear and baseball back on your back (#4484)

* Can equip spears and claymores on your back now

* Adds fireaxe and baseball bat back equip

* Automatic changelog update

* Makes Match[sticks/box] ECS, Makes Matchsticks ignite plasma

* am big dumdum pls no shed

* Owner Transform to Owner in SoundSystem calls (#4460)

* Owner Transform to Owner

* Owner Transform to Owner minor fixes

* Improve hand pickup code
This way I can break EntityCoordinates' API without breaking content.
BWAHAHAHAHAH!

* Update submodule

* Version v0.5.11 does not exist

* Update submodule

We don't talk about v0.5.12 either.

* Update submodule

For the last time

* Adds duck-related content and a seclite (#4489)

* Added rubber ducky

* Adds ducky slippers

* Adds seclite

* Update Resources/Textures/Objects/Tools/seclite.rsi/meta.json

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

* Update Resources/Textures/Objects/Fun/ducky.rsi/meta.json

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

* The duck slippers now quack as you walk

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

* Automatic changelog update

* Adds the ability to assign equip sounds in ClothingComponent (#4485)

* Initial

* Works (Kinda)

* Polish

* Reviews

* Removes vending inventory desc and adds missing vending machine descriptions (#4493)

* Removes inventory descriptions

* Adds missing vending machine descriptions using inventory descriptions

* Woops missed a file

* Automatic changelog update

* Adds a ton more inhands (#4488)

* Removed useless loc and added inhands for some lamps

* Adds a ton of inhands to the game

* Actually adds the pill inhand

* Update Resources/Textures/Objects/Misc/utensils.rsi/meta.json

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

* Update Resources/Textures/Objects/Tools/rcd.rsi/meta.json

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

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

* Added open/close/stacklayers for Matchbox and inhands (#4496)

* Added open/close/stacklayers for Matchbox

* Added inhands for matchbox

* What am I a clown not gonna leave no indent spaces

* Adds sound to fire extinguisher safety (#4494)

* Automatic changelog update

* Adds a 6pack of Cola (#4499)

* Adds a 6pack of Cola

* Revert "Adds a 6pack of Cola"

This reverts commit 99f024b94ab3c684ce62e28018bd0fe2f26a2e09.

* Revert "Revert "Adds a 6pack of Cola""

This reverts commit 9e3d31e41c8ea61a962ad7d4d3c0ea7124e82653.

* Automatic changelog update

* Fix H-pulling? (#4425)

In retrospect the answer is easy, but man this took a while.

* Automatic changelog update

* Makes DiceComponent ECS

* Makes PlaceableSurface ECS

* Added classic announcement sound to announcements (#4504)

* Automatic changelog update

* Refactors throw events, makes cream pies ECS (#4500)

* Automatic changelog update

* Port the tumbler from Box2D (#4486)

* Subscribe TransformComponent events by-ref (#4478)

* Refactor damageablecomponent update (#4406)

* Fixing merge.

I messed up part of the merge. this should fix it?

* Barotrauma now uses prototypeManager

As System.Runtime.CompilerServices also has a [Dependency], I think I had to use the full path [Robust.Shared.IoC.Dependency]

* FlammableComponent now uses prototypeManager

* SuicideCommands now use prototypeManager

* Changed  many files to use prototypeManager to resolve damaege prototypes

Yeah.... prototype references would be very nice. maybe this was all a waste of time.

* Grouping prototypeManager.Index with datafield definitions

This will make it easier to eventually add prototype references

* removed unused variable

* Moved lines around.

Lines now consistent with other TODO PROTOTYPE blocks

* Grouping more prototypeManager.Index with datafield definitions

* Removed unnecessary code

* Added more prototypeManager indexing

These ones weren't pointed out by DrSmug. But I think this is all of them? That or my regex is shit.

* Remove redundant _damage field

* Remove redundant _currentTemperature

* Moved variables down

* Added prototypeManager indexing to TemperatureComponent

* WeaponComponent/System now use ProtptypeManager

And as far as I can tell damageType is required, and therefore should never have been null anyway?

* Make ranged weapon clumsy fire effects datafields

And yes, the order in which the clumsy effects occur is very important.

* Made damage on vital body part loss a datafield

* Renamed several damageGroup variables to group

* Capitalised DamageListToDamageGroup

* Make radiation and explosion damage types datafields

* Renamed _supportedDamageGroupIDs and _supportedDamageTypeIDs

* Fixed mistakes

Frogot to remove prototypeManager index DamageTypeTrigger, and wrong variable visibility in TemperatureComponent

* Added necessary code

Is something tragically wrong?

* MeleeWeapon damageType is not actually required

* Fixing someone else's mistakes

A search comes up with nothing in the yaml files, and its not a required field. So no one uses it? Hopefully?

* Changed and renamed damageTypeToDamageGroup

Previously would incorrectly return the total container damage for each group, not the total in the group

* renaming varitables

* Renamed variable DamageClasses

* Added dictionary converting functions

* Added ID-keyed dictionaries

* Making MedicalScanner use ID dictionaries, instead of prototype dictionaries

Oh oh no. I've been able to avoid UI & networking up until now. I have no Idea what I am doing.

* Fix Medical Scanner

* Summary (required)

The joke here is that this fixes the empty summary.

* Removed DamageableComponent.GetDamageGroup/Type

* Renamed "damage classes" to groups.

* Update ChangeDamage description

* Replaced Heal() with SettAllDamage()

Heal() was just a confusing name,

* More Class -> Group renaming

* Replace Class with Group in yaml files

DamageClassTrigger does not appear in any yaml? only in testing?
DamageTypeTrigger appears only in human.yaml?
HealthChangeMetabolism is Mostly in medicine.yml and one in soad.yaml

Why the hell is Cola metabolizable by plants? Who is pouring cola on their plants!?!?

* Fix _prototypeManager being null errors.

* Changing comments

Where are the prototype references

* MetabolismComponent doesn't give free heals anymore.

* Changes HungerComponent healing.

Previously I think it would actually damage you.  Only did this as I though it was causing the fast healing. Turns out that was just BREATHING.

* Generalised a function in DamageableComponent and moved it to DamageGroupPrototype

previously DamageTypesDictToDamageGroupDict was private to DamageableComponent, but was also quite general (nearly a static function). As this sort of function may be needed by other components using DamageGroupPrototypes in the future, I moved it there as a static function instead.

* modified DamageableComponent.ChangeDamage()

ignoreResistances was renamed to ignoreDamageResistances to make it clearer that it had no effect on healing.

Now uses default argument for ignoreDamageResistances, so when healing you are not forced to specify an argument that does nothing.

Also made some general changes to ignoreResistances()

* Changed class->group and added missing damage type functionality to DamageContainerPrototypes

* Added Comments to damage.yml

* Misc Changes to DamageableComponent

* Differentiated between group support and group applicability

So far, every damage type is a member of one, and only one, damage group. So this change has no real effect so far.

* Added proposed alternative to ChangeDamage()

* fixed error in DamageGroupPrototype

* Changes to DamageableComponent

Lots of changes to comments.
Some variables renamed in IDamageableComponent and DamageableComponent (also required renaming in other files)

Some minor logic changes, mostly for incorrect descirptions of boolean return values.

Also further differentiating between ApplicableGroups and SupportedGroups... if that will ever even matter

* Generalised MedicalScannerComponent

If needed, can print miscellaneous damage types now

* Fixed HealthChangeMetabolism bug

* Changing Comments around

* More questions

* Made Barotrauma default to blunt

* Fix RejuvenateTest.cs

* Comments

* Coments and variable names

* fix some master-merge issues

* Removed redundant fields

* Misc changes for readbility of PR diff

* Consistent naming

* Fixed atmos damage bug

* Removed Ranting

* Fixed Hunger after I broke it

* Fixing Bugs

* Removed stupid question

* Removed more stupid questions

* Fix potential null errors.

* Made boolean return values consistent

Also renamed several functions, to make it clear they return a bool. Docs were also updated.

* Removed IoCManager.InjectDependencies()

* Removed unnecessary 'suffocation' prefix

* Fixed Spelling

Also removed accidentally left in logger call

* Fixed Medical Scanner

* Apply suggestions from code review

Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>

* Changing comments and whitespaces

* Made damage thresholds trigger  datafields required

* So many typos

* Changes to DamageableComponents

Changed documentation in IDamageableComponent

Made testing code more readable.

Relabelled groups as 'Applicable' either 'Fully Supported'

* Removed function and degeneralised

* Update DamageableComponent.cs

Removed unused parameters
Fixed Networking

* Added IoCManager.Resolve

* Now using alternative TryChangeDamage()

* Removed function from DamageGroupPrototype

* Removing comments

* Remove bad if statement?

* Fix damageChanged ordering

* Fix hurt server command

* Changed //TODO PROTOTYPE blocks

Now use PrototypeManager differently. Wherever possible, only retrieve the prototype once.

Also added default damage types to some more datafields

* Update Content.Shared/Damage/Container/DamageContainerPrototype.cs

Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>

* renamed _accumulatedHealth -> _accumulatedDamage and added TODOs

* Another class-> group

* Fix bug in generalisation of damage container prototypes

* Addes Tests to make sure I dont keep adding bugs to my own code.

* Changed Return values when setting

* Removed unused class

* Added more tests, split tests into three files

* Made damage types public and VV read-write-able

* Minor changes to DamageableComponent

Replaced internal use of GetDamagePerType with _damageDict and removed some unnecessary fields

* Fix Suicide, by adding IoC Resolve()

* Fix DamageGroupTrigger bug

* Fix typos in tests

* Change comments./docstrings & spacing

* Merge tests, use test prototypes

Co-authored-by: Leon Friedrich <60421075+leonsfriedrich@users.noreply.github.com>
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>

* Add Alt-click functionality (#4497)

* Fix ItemSlot Bug

* Add Alt-use Key

* Fix TransferAmount window bug

* Alt-click functionality

* Added AltInteract verbs

* Add new verbs

* verb icons

* Changed Comments

* Change Comments

* Fix disposal verbs

* Changed Get...() to Get...OrNull()

* Changed alt-interact combat behaviour

* Update verb icons

* Inventory interact event

* Add Alt+E secondary binding

* Add alt-z keybinding

* Rename AltUse -> AltActivateItemInWorld

* Automatic changelog update

* Fixes chocolate/energy bar (#4503)

* Bring refactor-damageablecomponent branch up-to-date with master (#4510)

* Revert "#3935 implemented suggestions from PR"

This reverts commit a9b1c7b96333ca570067d6a9df1954481005892a.

* #4219 revert of single sound removal in EmitSoundSystem

* #4219 single sounds in EmitSoundSystem should work now

* #4219 some small project tweaks

* #4219 upgraded EmitSoundSystem to use SoundSpecifier

* replacing sound (collection) names with SoundSpecifier - part 1

* #4219 pr tweaks

* #4219 pr tweak

(cherry picked from commit 00b80cb1df2434259ab5df45188e176be57603af)

* emitsoundsystem tweak

* first windoor commit

* finished yaml

* windoors work #Dab

* sound + locked prototypes

* Inserted SoundSpecifier where appropiate

* added comment

* removed TryGetSound + made some SoundSpecifier datafields required

* changed some prototypes' sound paths

* test fixes

* Made plasma grindable (#4334)

Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
Co-authored-by: Swept <sweptwastaken@protonmail.com>

* Automatic changelog update

* Fixes invalid yaml line (#4408)

* Fix potential timer exception

* SetTile during extensions test (#4409)

Mainly so it can actually account for accurate grid bounds when doing the test

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

* Update submodule

* GasFilter appearance, EnabledAtmosDeviceVisualizer improvements.

* Add Enabled property to SubFloorHideComponent, make it networked. (#4404)

* Refactor IDoorCheck into entity events (#4366)

* IDoorCheck refactored to events

# Conflicts:
#	Content.Server/Atmos/TileAtmosphere.cs
#	Content.Server/Doors/Components/AirlockComponent.cs
#	Content.Server/Doors/Components/FirelockComponent.cs
#	Content.Server/Doors/Components/ServerDoorComponent.cs
#	Content.Server/Doors/IDoorCheck.cs

* namespaces

* Fix mapinit bug with refreshautoclose

* ok i guess these just didnt feel like staging today

* Automatic changelog update

* AtmosDevices can optionally process in space. (#4405)

Refactors some misc atmos things, too.

* Fix gravity generator yeeting

* Enables nullables for atmos internals

* Meth (#4186)

* adds an overdose metabolism with sensible default settings

* adds the compoenents for the run fast part of meth

* not sure what I changed here but I trust my past self to not fuck up for once

* adds basic meth recipe

* correctly names comething

* I really should've checked my spelling before making this pr

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

* adds suggestion from the maintaner, who managed to get to this pr suprisingly fast

* Revert "adds suggestion from the maintaner, who managed to get to this pr suprisingly fast"

This reverts commit 9b0f07402e35ed5890b3af805691b690671b950c.

* tweak

* tweak

* git's gitting on my nerves

* some small tweaks

* don't need these anymore

* makes some stuff required

* changes the meth recipe to arbitary bullshit to get the yaml thingy to leave me alone goddamnit

* extremely minor change

* removes overdose, because however it's gonna be done, it's definitely not my way

* i should really double check every key I press

* hm

* sigh, I should be more thorough with looking at error messages.

* beenus

* gay sex is gay

* this one goes out to bingo

* reviews

* not sure why status lifetime description wasn't being commited

* Update MovespeedModifierMetabolism.cs

Co-authored-by: mirrorcult <notzombiedude@gmail.com>

* adds VV to component variables

* rebalances meth, and makes the completely unrealistic recipe properly work now

* meth effects should go away now or something do you think I test these changes before pushing??

* ah yes, orginization

* adds proper recipe and prequisite chemicals

* fixes linter hopefully

* Update chemicals.yml

* a

* starts working on prediction

* thing

* predmiction??

* changes thing

* does it properly

* uses timespan instead of timer

* uses dif timers and adds a system

* updates robust and tweaks a small thing

* Fixes

* "Fix" prediction

* starts changing the timer to timespans to avoid icky on timer end

* okay fixes the check thing but now meth is broken and I don't know why

* fixes predicition (partially)

* Delete ContentNetIDs.cs

whoops

* some changes advised by sloth

* certified scalycode fix right here

* moves resettimer to the metabolism to make it less oop stinky

* moves resettimer to the metabolism to make it less oop stinky

* gamin

* when the  is

* updates mth colour to be accurate because I forgot

* abc hard ok

* everything should be up to date now

* makes MovespeedModifierMetabolism ECS and cleans up some other stuff

* does a fixy wixy

* fix thing

* Revert "Merge branch 'master' of https://github.com/space-wizards/space-station-14 into meth"

This reverts commit 62886561098be02f9adb6352f4e858a8269d5bd5, reversing
changes made to ca34fffb5b7a40f19aec7b9e4bc37bdeab914bc1.

* Revert "Revert "Merge branch 'master' of https://github.com/space-wizards/space-station-14 into meth""

This reverts commit 4f550da19656abfd0be05f818fc6b7100252d5b8.

* fix hopefully

* updates metabolism to works with mirror's fancy new system

* updates yaml + tweaks

* bruh

* yaml moment

* :yaml moment

* Revert " :yaml moment"

This reverts commit 8cb51573c64db76d989de22acdbb9c50b2c6d052.

* 99th commit yay, also I need to not do this

* removes something that I don't need

* makes system work with this and gets rid of unnesescary check

* make the update only work on active components

* oops

* Cleanup

* alphabetise this shit

* Touchup

* Woops stupid alloc by me

* Nerf nyoom for now

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: mirrorcult <notzombiedude@gmail.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>

* Automatic changelog update

* Random offset for DefaultGrid every round (#4411)

* Random offset for DefaultGrid every round

This is useful to make coders aware of entitycoordinates and mapcoordinates being different and to help spot problems early. It also puts the onus of fixing positioning bugs back onto the original coder rather than someone else if they happen to spot it.

* Fix clickable test

* Fix entitysystemextensions

* Automatic changelog update

* Document a few atmos classes.

* Update submodule

We do a little bit of debugging

* Make pulling feel less crap (#4414)

Something something pulling refactor someday

* Automatic changelog update

* Comment joint prediction

* Add CVar for random grid offset, disable it by default.

* Fixes not taking pressure damage in space.
Fixes #4415

* Automatic changelog update

* Adds an alternate jumpsuit for botany (#4419)

* Adds an alternate botanists jumpsuit

* Updated license information

* Automatic changelog update

* Added two new small areas to maintenence (#4359)

Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>

* Automatic changelog update

* Updated meta.json to standard

* Update meta.json to standard

* a

* Revert "Update meta.json to standard"

This reverts commit 4c6702f17b.

* Revert "Updated meta.json to standard"

This reverts commit 8ea7a3ad1f.

* fix rsi

* proper sprites + visualizes nicely

* Removes broken new-line markers from a few desc.

* Fixes a localization error with solution container descriptions

* construction

* reviews + test

* remove SetLayerVisibility, doesnt work for some reason

* swept moment

* leftover

* Automatic changelog update

* Fix can't return to body bug (#4424)

* Automatic changelog update

* Update submodule

* Fix gas tile overlays on shuttles

* Offset station on roundstart again

* Fix PlaceableSurface incorrect coordinate usage.
It set world position to entity coordinate positions...

* Automatic changelog update

* Fix pickup animation incorrect coordinate usage.
Animation finalPosition was world position, while initialPosition was local position.

* Automatic changelog update

* Pointing coordinate fixes.

* Automatic changelog update

* Further pickup animation improvements.

* Adds Science Windoors (#4433)

Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>

* Gave CMO a Hardsuit (#4434)

Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>

* Automatic changelog update

* Fixed station engineer table spawn (#4436)

* Maps in windoors (#4432)

* Automatic changelog update

* Losing a head doesn't mean you lose your eyes #3956 #4061 (#4225)

Co-authored-by: Michael Will <will_m@outlook.de>

* Automatic changelog update

* Adds windoors for security and the brig. (#4441)

* Automatic changelog update

* Remaps Chemistry and Security, and some Mapping Fixes (#4442)

* Automatic changelog update

* Made the cloning pod and medical scanner constructible (#4439)

* Made the cloning machine pod constructable

* Added everything like I did but with the Medical Scanner

Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>

* Automatic changelog update

* Fix fixed-point format specifier in PowerCellComponent

* Update submodule

* Actually update submodule

The last one was a test to check if you were paying attention.

* Update maps for grid collisions (#4450)

* Update submodule

* Fixes the windoor in science. (#4444)

* Automatic changelog update

* Remove IActionBlocker.CanMove (#4449)

* Remove IActionBlocker.CanMove

Ported the remainders over to using MovementAttemptEvent which should also help make mob movement a bit faster.

* Make that check faster

* Added restrictions for what can be inserted into most belts (#4367)

* Belts now restrict what can be inserted into them

* Bandolier now only holds shotgun shells

* Tiny typo

* Another tiny typo

* Automatic changelog update

* Fix indentation

* Fix stuff

* Fix gas canister

* Organize gas canister prototype

* Fix audio occlusion

This was previously being done on every SoundComponent.

* Call SoundSystem instead

* Parents crowbar-red and merges RSIs

* Deletes old crowbar_red.rsi

* Abstracts BasePlushie and ReagentContainerBase

* Adds missing suffixes to debug items and tags them all

* Crematorium now makes a noise on start and during cremation (#4459)

* Automatic changelog update

* Refactor disposals to ECS (#4418)

* ECS up disposals

Also significantly reduced its CPU usage.

* Make update significantly less S L O W

* Start units pressurised

* Client-side flush lerping

* Fix powered not toggling UI

* Fix flush button

* InteractUsing

* Minor optimisations

* Fix collisions

* Make visual state ECS

* Almost done with shared

* Most stuff moved

* Optimise item sleeping

* Automatic changelog update

* Fix door sound dampening (#4453)

* Completely fix NPC pathfinding

Through rigorous investigation and hard work.

* Implement Entity List Display and rework StorageComponent window (#4140)

* Create EntityListDisplay

* Rework ClientStorage window

* Add styling

* Remove unnecessary colors

* Rename list

* Make scrollbar push content

* Change children update a bit

* Add old index

* Localize ClientStorageComponent

* Add size return

* Remove spaces

* Fix usings

* Fix tool sounds.
Fixes #4465

* Automatic changelog update

* Fix missing sounds (#4466)

* Fix missing sounds

* Make SoundHitSpecies fallback to SoundHit

* Fix crayon YAML

* Update PlaySoundBehavior YAML

* Fix required

* Update README.md

* Fix taser physics (#4470)

* Increase MoverController performance (#4448)

Should be a decent amount; rest will come from removing IActionBlocker.

* Remove throwing fixture error

* Update submodule

* Fix sound crash when making foam (#4476)

* Automatic changelog update

* Centers some sprites

* Fix showatmos

* Fix tests.
Flashlight RSI state names had been changed, and some places weren't updated properly

* Remove pillcomponent (#4469)

* Remove PillComponent

* Make food without any solution left delete and create trash

* Replace PillComponent references with a Pill tag

* Clean up

* Add swallow message to food

* Change to eatMessage override

* Change FoodComponent transferAmount to nullable

* Change properties to private

* ItemCabinetVisualizer uses layers (#4445)

* ItemCabinetVisualizer uses layers

* Reviews applied

* Fixes the fireaxe cabinet as well

* I'm dumb

* Fixes bedsheets being unpickupable (#4479)

* Automatic changelog update

* Adds inhands for crayons and the crayon box (#4481)

* Automatic changelog update

* Fixes cigarette animations and matches now have lit/unlit inhand sprites (#4480)

* Automatic changelog update

* Adds plant clippers and changes hydro tool sprites to be more consistent (#4482)

* Adds plant clippers

* Updates sycthe, hoe and spade sprites

* Adds inhands for radio/walkietalkie (#4483)

* Adds inhands for radio/walkietalkie and separates layers

* License thingy

* Fixes test

* Can now equip fireaxe, claymore, spear and baseball back on your back (#4484)

* Can equip spears and claymores on your back now

* Adds fireaxe and baseball bat back equip

* Automatic changelog update

* Makes Match[sticks/box] ECS, Makes Matchsticks ignite plasma

* am big dumdum pls no shed

* Owner Transform to Owner in SoundSystem calls (#4460)

* Owner Transform to Owner

* Owner Transform to Owner minor fixes

* Improve hand pickup code
This way I can break EntityCoordinates' API without breaking content.
BWAHAHAHAHAH!

* Update submodule

* Version v0.5.11 does not exist

* Update submodule

We don't talk about v0.5.12 either.

* Update submodule

For the last time

* Adds duck-related content and a seclite (#4489)

* Added rubber ducky

* Adds ducky slippers

* Adds seclite

* Update Resources/Textures/Objects/Tools/seclite.rsi/meta.json

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

* Update Resources/Textures/Objects/Fun/ducky.rsi/meta.json

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

* The duck slippers now quack as you walk

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

* Automatic changelog update

* Adds the ability to assign equip sounds in ClothingComponent (#4485)

* Initial

* Works (Kinda)

* Polish

* Reviews

* Removes vending inventory desc and adds missing vending machine descriptions (#4493)

* Removes inventory descriptions

* Adds missing vending machine descriptions using inventory descriptions

* Woops missed a file

* Automatic changelog update

* Adds a ton more inhands (#4488)

* Removed useless loc and added inhands for some lamps

* Adds a ton of inhands to the game

* Actually adds the pill inhand

* Update Resources/Textures/Objects/Misc/utensils.rsi/meta.json

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

* Update Resources/Textures/Objects/Tools/rcd.rsi/meta.json

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

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

* Added open/close/stacklayers for Matchbox and inhands (#4496)

* Added open/close/stacklayers for Matchbox

* Added inhands for matchbox

* What am I a clown not gonna leave no indent spaces

* Adds sound to fire extinguisher safety (#4494)

* Automatic changelog update

* Adds a 6pack of Cola (#4499)

* Adds a 6pack of Cola

* Revert "Adds a 6pack of Cola"

This reverts commit 99f024b94ab3c684ce62e28018bd0fe2f26a2e09.

* Revert "Revert "Adds a 6pack of Cola""

This reverts commit 9e3d31e41c8ea61a962ad7d4d3c0ea7124e82653.

* Automatic changelog update

* Fix H-pulling? (#4425)

In retrospect the answer is easy, but man this took a while.

* Automatic changelog update

* Makes DiceComponent ECS

* Makes PlaceableSurface ECS

* Added classic announcement sound to announcements (#4504)

* Automatic changelog update

* Refactors throw events, makes cream pies ECS (#4500)

* Automatic changelog update

* Port the tumbler from Box2D (#4486)

* Subscribe TransformComponent events by-ref (#4478)

* Add Alt-click functionality (#4497)

* Fix ItemSlot Bug

* Add Alt-use Key

* Fix TransferAmount window bug

* Alt-click functionality

* Added AltInteract verbs

* Add new verbs

* verb icons

* Changed Comments

* Change Comments

* Fix disposal verbs

* Changed Get...() to Get...OrNull()

* Changed alt-interact combat behaviour

* Update verb icons

* Inventory interact event

* Add Alt+E secondary binding

* Add alt-z keybinding

* Rename AltUse -> AltActivateItemInWorld

* Automatic changelog update

* Fixes chocolate/energy bar (#4503)

* Fix merge issues

Co-authored-by: Galactic Chimp <GalacticChimpanzee@gmail.com>
Co-authored-by: Kara Dinyes <lunarautomaton6@gmail.com>
Co-authored-by: SethLafuente <84478872+SethLafuente@users.noreply.github.com>
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
Co-authored-by: Swept <sweptwastaken@protonmail.com>
Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com>
Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Vera Aguilera Puerto <gradientvera@outlook.com>
Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
Co-authored-by: ScalyChimp <72841710+scaly-chimp@users.noreply.github.com>
Co-authored-by: mirrorcult <notzombiedude@gmail.com>
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
Co-authored-by: Jaskanbe <86671825+Jaskanbe@users.noreply.github.com>
Co-authored-by: scrato <Mickaello2003@gmx.de>
Co-authored-by: Michael Will <will_m@outlook.de>
Co-authored-by: TimrodDX <timrod@gmail.com>
Co-authored-by: Leon Friedrich <60421075+leonsfriedrich@users.noreply.github.com>
Co-authored-by: Ygg01 <y.laughing.man.y@gmail.com>
Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
Co-authored-by: ColdAutumnRain <73938872+ColdAutumnRain@users.noreply.github.com>
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* Singularity fixes (#4383)

* Singularity fixes

* Fix the rest

* Woops

* ahh

* Nerf singulo for now

* Final touchups for now

* Review

* Automatic changelog update

* Fix PA construction crash, make it clear that PA construction needs LV cables (#4506)

* Automatic changelog update

* Add security barriers (#4458)

* Add sprites

* Lock system now raises lock toggle events

* Add prototype and barrier system

* Toggle lock on click

* Barrier blocks bullets (like a real wall)

* Barrier now destroyable

* Fancy visualzer and lighting. Also unlock by default

* Deleted comma

* Ignored components?

* Update Resources/Prototypes/Entities/Objects/Specific/Security/barrier.yml

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

* Update Resources/Prototypes/Entities/Objects/Specific/Security/barrier.yml

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

* Toggle Lock no longer handled

* Made it much easier to move through airlocks

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

* Automatic changelog update

* Updates name of LV cable coil

* Admin ghosts can now interact with stuff (#4178)

* Ghosts now have a bool for interacting with stuff

* Wrong ghost

* Simping for Swept

* Merge cleanup

* IT'S ODNE

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>

* Automatic changelog update

* Added Basic Parts Technology (#4440)

* Added parts Technology

* is something they're something

bad grammar

* Update Parts.yml

* Update technologies.yml

Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
Co-authored-by: Swept <sweptwastaken@protonmail.com>

* Add basic meteor swarm (#4420)

* Add basic meteor swarm

* Map fixes

* Dependency cache

* Fix projectile crash

* Last of the reviews

* Automatic changelog update

* Update content for PhysicsMapComponent (#4462)

* Update content for PhysicsMapComponent

* Fix command

* Cache broadphasesystem

* Update submodule

* Update SS14 for grid contraction (#4452)

* Update SS14 for grid contraction

* Remove more dummy chunks

* Update submodule

* ratio's rects

* Add DamageType And DamageGroup Prototypes

* Remove DamageTypePrototype Field "name" as its redundant

* Change I/DamageableComponent to use prototypes

* Update DamageContainer, ReisistanceSet and DamageChangeData

* Change Barotrauma Component to use DamageType from DamageSystem

* Update AsteroidRockComponent

* update some more components

* update some more components

* Fix m o r e c o m p o n e n t s and their damageType

* all thats left is bug/missing node hunting then verification.

* push changes

* update submodule

* Merge fixes

* push DGP for example

* update damagecomponent across shared and server

* fix a few bugs

* Fix Merge issues

* Refactor damageablecomponent update (#4406)

* Fixing merge.

I messed up part of the merge. this should fix it?

* Barotrauma now uses prototypeManager

As System.Runtime.CompilerServices also has a [Dependency], I think I had to use the full path [Robust.Shared.IoC.Dependency]

* FlammableComponent now uses prototypeManager

* SuicideCommands now use prototypeManager

* Changed  many files to use prototypeManager to resolve damaege prototypes

Yeah.... prototype references would be very nice. maybe this was all a waste of time.

* Grouping prototypeManager.Index with datafield definitions

This will make it easier to eventually add prototype references

* removed unused variable

* Moved lines around.

Lines now consistent with other TODO PROTOTYPE blocks

* Grouping more prototypeManager.Index with datafield definitions

* Removed unnecessary code

* Added more prototypeManager indexing

These ones weren't pointed out by DrSmug. But I think this is all of them? That or my regex is shit.

* Remove redundant _damage field

* Remove redundant _currentTemperature

* Moved variables down

* Added prototypeManager indexing to TemperatureComponent

* WeaponComponent/System now use ProtptypeManager

And as far as I can tell damageType is required, and therefore should never have been null anyway?

* Make ranged weapon clumsy fire effects datafields

And yes, the order in which the clumsy effects occur is very important.

* Made damage on vital body part loss a datafield

* Renamed several damageGroup variables to group

* Capitalised DamageListToDamageGroup

* Make radiation and explosion damage types datafields

* Renamed _supportedDamageGroupIDs and _supportedDamageTypeIDs

* Fixed mistakes

Frogot to remove prototypeManager index DamageTypeTrigger, and wrong variable visibility in TemperatureComponent

* Added necessary code

Is something tragically wrong?

* MeleeWeapon damageType is not actually required

* Fixing someone else's mistakes

A search comes up with nothing in the yaml files, and its not a required field. So no one uses it? Hopefully?

* Changed and renamed damageTypeToDamageGroup

Previously would incorrectly return the total container damage for each group, not the total in the group

* renaming varitables

* Renamed variable DamageClasses

* Added dictionary converting functions

* Added ID-keyed dictionaries

* Making MedicalScanner use ID dictionaries, instead of prototype dictionaries

Oh oh no. I've been able to avoid UI & networking up until now. I have no Idea what I am doing.

* Fix Medical Scanner

* Summary (required)

The joke here is that this fixes the empty summary.

* Removed DamageableComponent.GetDamageGroup/Type

* Renamed "damage classes" to groups.

* Update ChangeDamage description

* Replaced Heal() with SettAllDamage()

Heal() was just a confusing name,

* More Class -> Group renaming

* Replace Class with Group in yaml files

DamageClassTrigger does not appear in any yaml? only in testing?
DamageTypeTrigger appears only in human.yaml?
HealthChangeMetabolism is Mostly in medicine.yml and one in soad.yaml

Why the hell is Cola metabolizable by plants? Who is pouring cola on their plants!?!?

* Fix _prototypeManager being null errors.

* Changing comments

Where are the prototype references

* MetabolismComponent doesn't give free heals anymore.

* Changes HungerComponent healing.

Previously I think it would actually damage you.  Only did this as I though it was causing the fast healing. Turns out that was just BREATHING.

* Generalised a function in DamageableComponent and moved it to DamageGroupPrototype

previously DamageTypesDictToDamageGroupDict was private to DamageableComponent, but was also quite general (nearly a static function). As this sort of function may be needed by other components using DamageGroupPrototypes in the future, I moved it there as a static function instead.

* modified DamageableComponent.ChangeDamage()

ignoreResistances was renamed to ignoreDamageResistances to make it clearer that it had no effect on healing.

Now uses default argument for ignoreDamageResistances, so when healing you are not forced to specify an argument that does nothing.

Also made some general changes to ignoreResistances()

* Changed class->group and added missing damage type functionality to DamageContainerPrototypes

* Added Comments to damage.yml

* Misc Changes to DamageableComponent

* Differentiated between group support and group applicability

So far, every damage type is a member of one, and only one, damage group. So this change has no real effect so far.

* Added proposed alternative to ChangeDamage()

* fixed error in DamageGroupPrototype

* Changes to DamageableComponent

Lots of changes to comments.
Some variables renamed in IDamageableComponent and DamageableComponent (also required renaming in other files)

Some minor logic changes, mostly for incorrect descirptions of boolean return values.

Also further differentiating between ApplicableGroups and SupportedGroups... if that will ever even matter

* Generalised MedicalScannerComponent

If needed, can print miscellaneous damage types now

* Fixed HealthChangeMetabolism bug

* Changing Comments around

* More questions

* Made Barotrauma default to blunt

* Fix RejuvenateTest.cs

* Comments

* Coments and variable names

* fix some master-merge issues

* Removed redundant fields

* Misc changes for readbility of PR diff

* Consistent naming

* Fixed atmos damage bug

* Removed Ranting

* Fixed Hunger after I broke it

* Fixing Bugs

* Removed stupid question

* Removed more stupid questions

* Fix potential null errors.

* Made boolean return values consistent

Also renamed several functions, to make it clear they return a bool. Docs were also updated.

* Removed IoCManager.InjectDependencies()

* Removed unnecessary 'suffocation' prefix

* Fixed Spelling

Also removed accidentally left in logger call

* Fixed Medical Scanner

* Apply suggestions from code review

Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>

* Changing comments and whitespaces

* Made damage thresholds trigger  datafields required

* So many typos

* Changes to DamageableComponents

Changed documentation in IDamageableComponent

Made testing code more readable.

Relabelled groups as 'Applicable' either 'Fully Supported'

* Removed function and degeneralised

* Update DamageableComponent.cs

Removed unused parameters
Fixed Networking

* Added IoCManager.Resolve

* Now using alternative TryChangeDamage()

* Removed function from DamageGroupPrototype

* Removing comments

* Remove bad if statement?

* Fix damageChanged ordering

* Fix hurt server command

* Changed //TODO PROTOTYPE blocks

Now use PrototypeManager differently. Wherever possible, only retrieve the prototype once.

Also added default damage types to some more datafields

* Update Content.Shared/Damage/Container/DamageContainerPrototype.cs

Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>

* renamed _accumulatedHealth -> _accumulatedDamage and added TODOs

* Another class-> group

* Fix bug in generalisation of damage container prototypes

* Addes Tests to make sure I dont keep adding bugs to my own code.

* Changed Return values when setting

* Removed unused class

* Added more tests, split tests into three files

* Made damage types public and VV read-write-able

* Minor changes to DamageableComponent

Replaced internal use of GetDamagePerType with _damageDict and removed some unnecessary fields

* Fix Suicide, by adding IoC Resolve()

* Fix DamageGroupTrigger bug

* Fix typos in tests

* Change comments./docstrings & spacing

* Merge tests, use test prototypes

Co-authored-by: Leon Friedrich <60421075+leonsfriedrich@users.noreply.github.com>
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>

* Bring refactor-damageablecomponent branch up-to-date with master (#4510)

* Revert "#3935 implemented suggestions from PR"

This reverts commit a9b1c7b96333ca570067d6a9df1954481005892a.

* #4219 revert of single sound removal in EmitSoundSystem

* #4219 single sounds in EmitSoundSystem should work now

* #4219 some small project tweaks

* #4219 upgraded EmitSoundSystem to use SoundSpecifier

* replacing sound (collection) names with SoundSpecifier - part 1

* #4219 pr tweaks

* #4219 pr tweak

(cherry picked from commit 00b80cb1df2434259ab5df45188e176be57603af)

* emitsoundsystem tweak

* first windoor commit

* finished yaml

* windoors work #Dab

* sound + locked prototypes

* Inserted SoundSpecifier where appropiate

* added comment

* removed TryGetSound + made some SoundSpecifier datafields required

* changed some prototypes' sound paths

* test fixes

* Made plasma grindable (#4334)

Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
Co-authored-by: Swept <sweptwastaken@protonmail.com>

* Automatic changelog update

* Fixes invalid yaml line (#4408)

* Fix potential timer exception

* SetTile during extensions test (#4409)

Mainly so it can actually account for accurate grid bounds when doing the test

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

* Update submodule

* GasFilter appearance, EnabledAtmosDeviceVisualizer improvements.

* Add Enabled property to SubFloorHideComponent, make it networked. (#4404)

* Refactor IDoorCheck into entity events (#4366)

* IDoorCheck refactored to events

# Conflicts:
#	Content.Server/Atmos/TileAtmosphere.cs
#	Content.Server/Doors/Components/AirlockComponent.cs
#	Content.Server/Doors/Components/FirelockComponent.cs
#	Content.Server/Doors/Components/ServerDoorComponent.cs
#	Content.Server/Doors/IDoorCheck.cs

* namespaces

* Fix mapinit bug with refreshautoclose

* ok i guess these just didnt feel like staging today

* Automatic changelog update

* AtmosDevices can optionally process in space. (#4405)

Refactors some misc atmos things, too.

* Fix gravity generator yeeting

* Enables nullables for atmos internals

* Meth (#4186)

* adds an overdose metabolism with sensible default settings

* adds the compoenents for the run fast part of meth

* not sure what I changed here but I trust my past self to not fuck up for once

* adds basic meth recipe

* correctly names comething

* I really should've checked my spelling before making this pr

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

* adds suggestion from the maintaner, who managed to get to this pr suprisingly fast

* Revert "adds suggestion from the maintaner, who managed to get to this pr suprisingly fast"

This reverts commit 9b0f07402e35ed5890b3af805691b690671b950c.

* tweak

* tweak

* git's gitting on my nerves

* some small tweaks

* don't need these anymore

* makes some stuff required

* changes the meth recipe to arbitary bullshit to get the yaml thingy to leave me alone goddamnit

* extremely minor change

* removes overdose, because however it's gonna be done, it's definitely not my way

* i should really double check every key I press

* hm

* sigh, I should be more thorough with looking at error messages.

* beenus

* gay sex is gay

* this one goes out to bingo

* reviews

* not sure why status lifetime description wasn't being commited

* Update MovespeedModifierMetabolism.cs

Co-authored-by: mirrorcult <notzombiedude@gmail.com>

* adds VV to component variables

* rebalances meth, and makes the completely unrealistic recipe properly work now

* meth effects should go away now or something do you think I test these changes before pushing??

* ah yes, orginization

* adds proper recipe and prequisite chemicals

* fixes linter hopefully

* Update chemicals.yml

* a

* starts working on prediction

* thing

* predmiction??

* changes thing

* does it properly

* uses timespan instead of timer

* uses dif timers and adds a system

* updates robust and tweaks a small thing

* Fixes

* "Fix" prediction

* starts changing the timer to timespans to avoid icky on timer end

* okay fixes the check thing but now meth is broken and I don't know why

* fixes predicition (partially)

* Delete ContentNetIDs.cs

whoops

* some changes advised by sloth

* certified scalycode fix right here

* moves resettimer to the metabolism to make it less oop stinky

* moves resettimer to the metabolism to make it less oop stinky

* gamin

* when the  is

* updates mth colour to be accurate because I forgot

* abc hard ok

* everything should be up to date now

* makes MovespeedModifierMetabolism ECS and cleans up some other stuff

* does a fixy wixy

* fix thing

* Revert "Merge branch 'master' of https://github.com/space-wizards/space-station-14 into meth"

This reverts commit 62886561098be02f9adb6352f4e858a8269d5bd5, reversing
changes made to ca34fffb5b7a40f19aec7b9e4bc37bdeab914bc1.

* Revert "Revert "Merge branch 'master' of https://github.com/space-wizards/space-station-14 into meth""

This reverts commit 4f550da19656abfd0be05f818fc6b7100252d5b8.

* fix hopefully

* updates metabolism to works with mirror's fancy new system

* updates yaml + tweaks

* bruh

* yaml moment

* :yaml moment

* Revert " :yaml moment"

This reverts commit 8cb51573c64db76d989de22acdbb9c50b2c6d052.

* 99th commit yay, also I need to not do this

* removes something that I don't need

* makes system work with this and gets rid of unnesescary check

* make the update only work on active components

* oops

* Cleanup

* alphabetise this shit

* Touchup

* Woops stupid alloc by me

* Nerf nyoom for now

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: mirrorcult <notzombiedude@gmail.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>

* Automatic changelog update

* Random offset for DefaultGrid every round (#4411)

* Random offset for DefaultGrid every round

This is useful to make coders aware of entitycoordinates and mapcoordinates being different and to help spot problems early. It also puts the onus of fixing positioning bugs back onto the original coder rather than someone else if they happen to spot it.

* Fix clickable test

* Fix entitysystemextensions

* Automatic changelog update

* Document a few atmos classes.

* Update submodule

We do a little bit of debugging

* Make pulling feel less crap (#4414)

Something something pulling refactor someday

* Automatic changelog update

* Comment joint prediction

* Add CVar for random grid offset, disable it by default.

* Fixes not taking pressure damage in space.
Fixes #4415

* Automatic changelog update

* Adds an alternate jumpsuit for botany (#4419)

* Adds an alternate botanists jumpsuit

* Updated license information

* Automatic changelog update

* Added two new small areas to maintenence (#4359)

Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>

* Automatic changelog update

* Updated meta.json to standard

* Update meta.json to standard

* a

* Revert "Update meta.json to standard"

This reverts commit 4c6702f17b.

* Revert "Updated meta.json to standard"

This reverts commit 8ea7a3ad1f.

* fix rsi

* proper sprites + visualizes nicely

* Removes broken new-line markers from a few desc.

* Fixes a localization error with solution container descriptions

* construction

* reviews + test

* remove SetLayerVisibility, doesnt work for some reason

* swept moment

* leftover

* Automatic changelog update

* Fix can't return to body bug (#4424)

* Automatic changelog update

* Update submodule

* Fix gas tile overlays on shuttles

* Offset station on roundstart again

* Fix PlaceableSurface incorrect coordinate usage.
It set world position to entity coordinate positions...

* Automatic changelog update

* Fix pickup animation incorrect coordinate usage.
Animation finalPosition was world position, while initialPosition was local position.

* Automatic changelog update

* Pointing coordinate fixes.

* Automatic changelog update

* Further pickup animation improvements.

* Adds Science Windoors (#4433)

Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>

* Gave CMO a Hardsuit (#4434)

Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>

* Automatic changelog update

* Fixed station engineer table spawn (#4436)

* Maps in windoors (#4432)

* Automatic changelog update

* Losing a head doesn't mean you lose your eyes #3956 #4061 (#4225)

Co-authored-by: Michael Will <will_m@outlook.de>

* Automatic changelog update

* Adds windoors for security and the brig. (#4441)

* Automatic changelog update

* Remaps Chemistry and Security, and some Mapping Fixes (#4442)

* Automatic changelog update

* Made the cloning pod and medical scanner constructible (#4439)

* Made the cloning machine pod constructable

* Added everything like I did but with the Medical Scanner

Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>

* Automatic changelog update

* Fix fixed-point format specifier in PowerCellComponent

* Update submodule

* Actually update submodule

The last one was a test to check if you were paying attention.

* Update maps for grid collisions (#4450)

* Update submodule

* Fixes the windoor in science. (#4444)

* Automatic changelog update

* Remove IActionBlocker.CanMove (#4449)

* Remove IActionBlocker.CanMove

Ported the remainders over to using MovementAttemptEvent which should also help make mob movement a bit faster.

* Make that check faster

* Added restrictions for what can be inserted into most belts (#4367)

* Belts now restrict what can be inserted into them

* Bandolier now only holds shotgun shells

* Tiny typo

* Another tiny typo

* Automatic changelog update

* Fix indentation

* Fix stuff

* Fix gas canister

* Organize gas canister prototype

* Fix audio occlusion

This was previously being done on every SoundComponent.

* Call SoundSystem instead

* Parents crowbar-red and merges RSIs

* Deletes old crowbar_red.rsi

* Abstracts BasePlushie and ReagentContainerBase

* Adds missing suffixes to debug items and tags them all

* Crematorium now makes a noise on start and during cremation (#4459)

* Automatic changelog update

* Refactor disposals to ECS (#4418)

* ECS up disposals

Also significantly reduced its CPU usage.

* Make update significantly less S L O W

* Start units pressurised

* Client-side flush lerping

* Fix powered not toggling UI

* Fix flush button

* InteractUsing

* Minor optimisations

* Fix collisions

* Make visual state ECS

* Almost done with shared

* Most stuff moved

* Optimise item sleeping

* Automatic changelog update

* Fix door sound dampening (#4453)

* Completely fix NPC pathfinding

Through rigorous investigation and hard work.

* Implement Entity List Display and rework StorageComponent window (#4140)

* Create EntityListDisplay

* Rework ClientStorage window

* Add styling

* Remove unnecessary colors

* Rename list

* Make scrollbar push content

* Change children update a bit

* Add old index

* Localize ClientStorageComponent

* Add size return

* Remove spaces

* Fix usings

* Fix tool sounds.
Fixes #4465

* Automatic changelog update

* Fix missing sounds (#4466)

* Fix missing sounds

* Make SoundHitSpecies fallback to SoundHit

* Fix crayon YAML

* Update PlaySoundBehavior YAML

* Fix required

* Update README.md

* Fix taser physics (#4470)

* Increase MoverController performance (#4448)

Should be a decent amount; rest will come from removing IActionBlocker.

* Remove throwing fixture error

* Update submodule

* Fix sound crash when making foam (#4476)

* Automatic changelog update

* Centers some sprites

* Fix showatmos

* Fix tests.
Flashlight RSI state names had been changed, and some places weren't updated properly

* Remove pillcomponent (#4469)

* Remove PillComponent

* Make food without any solution left delete and create trash

* Replace PillComponent references with a Pill tag

* Clean up

* Add swallow message to food

* Change to eatMessage override

* Change FoodComponent transferAmount to nullable

* Change properties to private

* ItemCabinetVisualizer uses layers (#4445)

* ItemCabinetVisualizer uses layers

* Reviews applied

* Fixes the fireaxe cabinet as well

* I'm dumb

* Fixes bedsheets being unpickupable (#4479)

* Automatic changelog update

* Adds inhands for crayons and the crayon box (#4481)

* Automatic changelog update

* Fixes cigarette animations and matches now have lit/unlit inhand sprites (#4480)

* Automatic changelog update

* Adds plant clippers and changes hydro tool sprites to be more consistent (#4482)

* Adds plant clippers

* Updates sycthe, hoe and spade sprites

* Adds inhands for radio/walkietalkie (#4483)

* Adds inhands for radio/walkietalkie and separates layers

* License thingy

* Fixes test

* Can now equip fireaxe, claymore, spear and baseball back on your back (#4484)

* Can equip spears and claymores on your back now

* Adds fireaxe and baseball bat back equip

* Automatic changelog update

* Makes Match[sticks/box] ECS, Makes Matchsticks ignite plasma

* am big dumdum pls no shed

* Owner Transform to Owner in SoundSystem calls (#4460)

* Owner Transform to Owner

* Owner Transform to Owner minor fixes

* Improve hand pickup code
This way I can break EntityCoordinates' API without breaking content.
BWAHAHAHAHAH!

* Update submodule

* Version v0.5.11 does not exist

* Update submodule

We don't talk about v0.5.12 either.

* Update submodule

For the last time

* Adds duck-related content and a seclite (#4489)

* Added rubber ducky

* Adds ducky slippers

* Adds seclite

* Update Resources/Textures/Objects/Tools/seclite.rsi/meta.json

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

* Update Resources/Textures/Objects/Fun/ducky.rsi/meta.json

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

* The duck slippers now quack as you walk

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

* Automatic changelog update

* Adds the ability to assign equip sounds in ClothingComponent (#4485)

* Initial

* Works (Kinda)

* Polish

* Reviews

* Removes vending inventory desc and adds missing vending machine descriptions (#4493)

* Removes inventory descriptions

* Adds missing vending machine descriptions using inventory descriptions

* Woops missed a file

* Automatic changelog update

* Adds a ton more inhands (#4488)

* Removed useless loc and added inhands for some lamps

* Adds a ton of inhands to the game

* Actually adds the pill inhand

* Update Resources/Textures/Objects/Misc/utensils.rsi/meta.json

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

* Update Resources/Textures/Objects/Tools/rcd.rsi/meta.json

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

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

* Added open/close/stacklayers for Matchbox and inhands (#4496)

* Added open/close/stacklayers for Matchbox

* Added inhands for matchbox

* What am I a clown not gonna leave no indent spaces

* Adds sound to fire extinguisher safety (#4494)

* Automatic changelog update

* Adds a 6pack of Cola (#4499)

* Adds a 6pack of Cola

* Revert "Adds a 6pack of Cola"

This reverts commit 99f024b94ab3c684ce62e28018bd0fe2f26a2e09.

* Revert "Revert "Adds a 6pack of Cola""

This reverts commit 9e3d31e41c8ea61a962ad7d4d3c0ea7124e82653.

* Automatic changelog update

* Fix H-pulling? (#4425)

In retrospect the answer is easy, but man this took a while.

* Automatic changelog update

* Makes DiceComponent ECS

* Makes PlaceableSurface ECS

* Added classic announcement sound to announcements (#4504)

* Automatic changelog update

* Refactors throw events, makes cream pies ECS (#4500)

* Automatic changelog update

* Port the tumbler from Box2D (#4486)

* Subscribe TransformComponent events by-ref (#4478)

* Add Alt-click functionality (#4497)

* Fix ItemSlot Bug

* Add Alt-use Key

* Fix TransferAmount window bug

* Alt-click functionality

* Added AltInteract verbs

* Add new verbs

* verb icons

* Changed Comments

* Change Comments

* Fix disposal verbs

* Changed Get...() to Get...OrNull()

* Changed alt-interact combat behaviour

* Update verb icons

* Inventory interact event

* Add Alt+E secondary binding

* Add alt-z keybinding

* Rename AltUse -> AltActivateItemInWorld

* Automatic changelog update

* Fixes chocolate/energy bar (#4503)

* Fix merge issues

Co-authored-by: Galactic Chimp <GalacticChimpanzee@gmail.com>
Co-authored-by: Kara Dinyes <lunarautomaton6@gmail.com>
Co-authored-by: SethLafuente <84478872+SethLafuente@users.noreply.github.com>
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
Co-authored-by: Swept <sweptwastaken@protonmail.com>
Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com>
Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Vera Aguilera Puerto <gradientvera@outlook.com>
Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
Co-authored-by: ScalyChimp <72841710+scaly-chimp@users.noreply.github.com>
Co-authored-by: mirrorcult <notzombiedude@gmail.com>
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
Co-authored-by: Jaskanbe <86671825+Jaskanbe@users.noreply.github.com>
Co-authored-by: scrato <Mickaello2003@gmx.de>
Co-authored-by: Michael Will <will_m@outlook.de>
Co-authored-by: TimrodDX <timrod@gmail.com>
Co-authored-by: Leon Friedrich <60421075+leonsfriedrich@users.noreply.github.com>
Co-authored-by: Ygg01 <y.laughing.man.y@gmail.com>
Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
Co-authored-by: ColdAutumnRain <73938872+ColdAutumnRain@users.noreply.github.com>
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
Co-authored-by: Galactic Chimp <GalacticChimpanzee@gmail.com>
Co-authored-by: Kara Dinyes <lunarautomaton6@gmail.com>
Co-authored-by: Leon Friedrich <leonsfriedrich@gmail.com>
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
Co-authored-by: SethLafuente <84478872+SethLafuente@users.noreply.github.com>
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
Co-authored-by: Swept <sweptwastaken@protonmail.com>
Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com>
Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Vera Aguilera Puerto <gradientvera@outlook.com>
Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
Co-authored-by: ScalyChimp <72841710+scaly-chimp@users.noreply.github.com>
Co-authored-by: mirrorcult <notzombiedude@gmail.com>
Co-authored-by: Jaskanbe <86671825+Jaskanbe@users.noreply.github.com>
Co-authored-by: scrato <Mickaello2003@gmx.de>
Co-authored-by: Michael Will <will_m@outlook.de>
Co-authored-by: TimrodDX <timrod@gmail.com>
Co-authored-by: Leon Friedrich <60421075+leonsfriedrich@users.noreply.github.com>
Co-authored-by: Ygg01 <y.laughing.man.y@gmail.com>
Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
Co-authored-by: ColdAutumnRain <73938872+ColdAutumnRain@users.noreply.github.com>
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
Co-authored-by: 20kdc <asdd2808@gmail.com>
Co-authored-by: Alex Evgrashin <aevgrashin@yandex.ru>
2021-08-24 00:50:39 -06:00
Visne
b7dc3c81ae Remove redundant #nullable enable (#4275) 2021-07-16 17:37:09 -07:00
Acruid
59e5cc5e3c Remove Static Component NetIds (#4247)
* Remove the unnecessary NetID property from ComponentState.

* Remove Component.NetworkSynchronizeExistence.

* Removed Component.NetID.

* Adds component netID automatic generation.

* Removed NetIdAttribute from serverside components with no corresponding clientside registration.

* Completely remove static NetIds.

* Renamed NetIDAttribute to NetworkedComponentAttribute.

* Add GenerateNetIds calls to client and server entry points.
Add test to make sure auto generated NetIds are identical.

* Component changes when rebasing that I am too lazy to rewrite into the branch.

Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
2021-07-12 10:32:10 +02:00
Acruid
15fb554c28 Engine Entity Anchoring Changes (#4195)
* Converted all SnapGridPositionChangedEvent subscriptions to AnchorStateChangedEvent.

* Fixes power tests with new anchored requirements.

* Moved AnchorableComponent into construction.
AnchorableComponent now uses Transform.Anchored.

* Fixed bug with nodes, power works again.

* Adds lifetime stages to Component.

* Update Engine to v0.4.70.
2021-06-19 19:41:26 -07:00
Vera Aguilera Puerto
a2b737d945 Atmos pipe rework (#3833)
* Initial

* Cleanup a bunch of things

* some changes dunno

* RequireAnchored

* a

* stuff

* more work

* Lots of progress

* delete pipe visualizer

* a

* b

* pipenet and pipenode cleanup

* Fixes

* Adds GasValve

* Adds GasMiner

* Fix stuff, maybe?

* More fixes

* Ignored components on the client

* Adds thermomachine behavior, change a bunch of stuff

* Remove Anchored

* some work, but it's shitcode

* significantly more ECS

* ECS AtmosDevices

* Cleanup

* fix appearance

* when the pipe direction is sus

* Gas tanks and canisters

* pipe anchoring and stuff

* coding is my passion

* Unsafe pipes take longer to unanchor

* turns out we're no longer using eris canisters

* Gas canister inserted tank appearance, improvements

* Work on a bunch of appearances

* Scrubber appearance

* Reorganize AtmosphereSystem.Piping into a bunch of different systems

* Appearance for vent/scrubber/pump turns off when leaving atmosphere

* ThermoMachine appearance

* Cleanup gas tanks

* Remove passive gate unused imports

* remove old canister UI functionality

* PipeNode environment air, make everything use AssumeAir instead of merging manually

* a

* Reorganize atmos to follow new structure

* ?????

* Canister UI, restructure client

* Restructure shared

* Fix build tho

* listen, at least the canister UI works entirely...

* fix build : )

* Atmos device prototypes have names and descriptions

* gas canister ui slider doesn't jitter

* trinary prototypes

* sprite for miners

* ignore components

* fix YAML

* Fix port system doing useless thing

* Fix build

* fix thinking moment

* fix build again because

* canister direction

* pipenode is a word

* GasTank Air will throw on invalid states

* fix build....

* Unhardcode volume pump thresholds

* Volume pump and filter take time into account

* Rename Join/Leave atmosphere events to AtmosDeviceEnabled/Disabled Event

* Gas tank node volume is set by initial mixtuer

* I love node container
2021-06-19 13:25:05 +02:00
DrSmugleaf
4093e2b5ba Remove damage flags (#4189) 2021-06-19 10:50:56 +02:00
DrSmugleaf
69969bbdc6 Remove IBody, IBodyPart, IMechanism and IMechanismBehavior (#4187)
* Remove IBody, IBodyPart, IMechanism and IMechanismBehavior interfaces

* Summary cleanup
2021-06-17 00:44:38 +10:00
DrSmugleaf
ff1a2d97ea Re-organize all projects (#4166) 2021-06-09 22:19:39 +02:00
DrSmugleaf
ad3b7fe97d Remove field: from DataField attributes (#3932) 2021-05-04 15:37:16 +02:00
Paul
73cef00aeb makes prototypeinheritance opt in 2021-03-05 11:13:00 +01:00
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
Visne
9b94d5c195 Added nullable to most Content.Shared files (#3238)
* 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>
2021-02-27 14:12:09 +11:00