* Add back pull moving
* Make pull moving event-based, use map coordinates, slow down moving when getting closer and stop moving when very close, add max range and add compensation for overshooting
* Remove compensation
* Prevent pull move from pulling you
* acruid did this
* Add unsubscriptions to shutdown
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Shared subfloor system
Will also cull the broadphase for server a lot.
* Nullable subfloor
* Snapgrid nullable
* Actually use ComponentDependency
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
* Removed obsolete EntitySystemMessage, now everything uses the base EntityEventArgs or the derived HandledEntityEventArgs.
Setup InteractionSystem to use new directed events.
* Update Submodule.
* Content side new physics structure
* BroadPhase outline done
* But we need to fix WorldAABB
* Fix static pvs AABB
* Fix import
* Rando fixes
* B is for balloon
* Change human mob hitbox to circle
* Decent movement
* Start adding friction to player controller
I think it's the best way to go about it to keep other objects somewhat consistent for physics.
* This baby can fit so many physics bugs in it.
* Slight mob mover optimisations.
* Player mover kinda works okay.
* Beginnings of testbed
* More testbed
* Circlestack bed
* Namespaces
* BB fixes
* Pull WorldAABB
* Joint pulling
* Semi-decent movement I guess.
* Pulling better
* Bullet controller + old movement
* im too dumb for this shit
* Use kinematic mob controller again
It's probably for the best TBH
* Stashed shitcode
* Remove SlipController
* In which movement code is entirely refactored
* Singularity fix
* Fix ApplyLinearImpulse
* MoveRelay fix
* Fix door collisions
* Disable subfloor collisions
Saves on broadphase a fair bit
* Re-implement ClimbController
* Zumzum's pressure
* Laggy item throwing
* Minor atmos change
* Some caching
* Optimise controllers
* Optimise CollideWith to hell and back
* Re-do throwing and tile friction
* Landing too
* Optimise controllers
* Move CCVars and other stuff swept is beautiful
* Cleanup a bunch of controllers
* Fix shooting and high pressure movement controller
* Flashing improvements
* Stuff and things
* Combat collisions
* Combat mode collisions
* Pulling distance joint again
* Cleanup physics interfaces
* More like scuffedularity
* Shit's fucked
* Haha tests go green
* Bigmoneycrab
* Fix dupe pulling
* Zumzum's based fix
* Don't run tile friction for non-predicted bodies
* Experimental pulling improvement
* Everything's a poly now
* Optimise AI region debugging a bit
Could still be better but should improve default performance a LOT
* Mover no updater
* Crazy kinematic body idea
* Good collisions
* KinematicController
* Fix aghost
* Throwing refactor
* Pushing cleanup
* Fix throwing and footstep sounds
* Frametime in ICollideBehavior
* Fix stuff
* Actually fix weightlessness
* Optimise collision behaviors a lot
* Make open lockers still collide with walls
* powwweeerrrrr
* Merge master proper
* AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
* AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
* AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
* Ch ch ch changesss
* SHIP IT
* Fix #if DEBUG
* Fix vaulting and item locker collision
* Fix throwing
* Editing yaml by hand what can go wrong
* on
* Last yaml fixes
* Okay now it's fixed
* Linter
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: Vera Aguilera Puerto <zddm@outlook.es>
* serv3 in shared pt 1
* beginning of deepclone api
* progress in implementing ideepclone & serv3 in content
* adds target
* its cant hurt you it cant hurt you
* more changes to content.server
* adds dataclasses
* almost there
* renamed & edited entry
* finishes refactoring content to use serv3
* gasmixture runtimes, next: reagentunit
* fucin hell that was an annoying one
* adds flags
* fixes some yaml errors
* removes comment
* fixes generic components for now
* removes todo
actually clones values my god paul
fixes bug involving resolving custom data classes from other proj
renames dataclass
fixes spritecomp
adds WithFormat.Constants support
* adds deepclone to ResistanceSet
* adds a bunch of deepclone implementations
adds a deepclone analyzer (TODO)
adds a deep clone fallback for classes & structs
* fixes a bunch of runtimes
* adds deepclone to entityuid
* adds generator to sln
* gets rid of warnings
* fixes
* argh
* componentdata refactors
* more deepclone impl
* heck me i reworked all of content deepclone
* renames custom dataclasstarget
* misc
* reworks prototypes
* deepclone nuke
* renamed customdataclass attribute
* fixes everything
* misc fixed
* the killcommit
* getting there
* changed yamlfieldattribute namespace
* adds back iselfserialize
* renames everything to data(field/definition)
* ouch
* Fix most errors on content
* Fix more errors in content
* Fix some components
* work on tests
* fixes some customdataclasses
* fuggin shit
* yes
* yeas
* Remove data classes
* Data field naming fixes
* arg
* Git resetti RobustToolbox
* Merge fixes
* General fixes
* Fix startup serialization errors
* Fix DamageContainerPrototype when supported classes or types are null
* Implement construction graph step type serializer
* Fix up construction serialization
* Fix up construction serialization part 2
* Fix null list in technology database component
* Fix body serialization
* Fix entity storage serialization
* Fix actions serialization
* Fix AI serialization
* Fix reaction serialization
* Fix body serialization
* Fix grid atmosphere serialization
* Rename IServ3Manager to ISerializationManager
* Convert every non generic serializer to the new format, general fixes
* Serialization and body system fix
* pushinheritance fix
* Update all prototypes to have a parent and have consistent id/parent properties
* Merge fixes
* smh my head
* cuddling slaps
* Content commit for engine PR
* stuff
* more fixes
* argh
* yes even you are fixed
* changelog fixes
* fixes seeds
* argh
* Test fixes
* Add writing for alert order prototype
* Fix alert order writing
* FIX
* its been alot ok
* Fix the rest of the visualizers
* Fix server alerts component tests
* Fix alert prototype tests not using the read value
* Fix alert prototype tests initializing serialization multiple times
* THIS IS AN AMERICAN CODEBASE GOD BLESS THE USA
* Add ImplicitDataDefinitionForInheritors to IMechanismBehavior
Fixes the behaviors not being found
* Fix NRE in strap component
Good night to the 1 buckle optimization
* Fix clothing component slot flags serialization tag
* Fix body component in all components test
* Merge fixes
* ffs
* Make construction graph prototype use serialization hooks
* human yaml linted
* a
* Do the thing for construction
* stuff
* a
* monke see yaml linter
* LINT HARDER
* Remove redundant todo
* yes
* Add skip hook argument to readers and copiers
* we gamin
* test/datafield fixes
* adds more verbose validation
* moves linter to action
* Improve construction graph step type serializer error message
* Fix ammo box component NRE
* gamin
* some updates to the linter
* yes
* removes that test
* misc fixes
* array fix
priority fix
misc fixes
* adds proper info the validation
* adds alwaysrelevant usa
* Make yaml linter take half as long to run (~50% less)
* Make yaml linter 5 times faster (~80% less execution time)
* based vera being based
* fixes mapsaving
* warning cleanup & moves surpressor
* removes old msbuild targets
* Revert "Make yaml linter 5 times faster (~80% less execution time)"
This reverts commit 3e6091359a26252c3e98828199553de668031c63.
* Add -nowarn to yaml linter run configuration
* Improve yaml linter message feedback
* Make dependencies an argument instead of a property on the serialization manager
* yamllinting slaps
* Clean up type serializers
* Move yaml linter code to its own method
* Fix yaml errors
* Change yaml linter action name and remove -nowarn
* yaml linter please shut
* Git resetti robust toolbox
Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
* Content side new physics structure
* BroadPhase outline done
* But we need to fix WorldAABB
* Fix static pvs AABB
* Fix import
* Rando fixes
* B is for balloon
* Change human mob hitbox to circle
* Decent movement
* Start adding friction to player controller
I think it's the best way to go about it to keep other objects somewhat consistent for physics.
* This baby can fit so many physics bugs in it.
* Slight mob mover optimisations.
* Player mover kinda works okay.
* Beginnings of testbed
* More testbed
* Circlestack bed
* Namespaces
* BB fixes
* Pull WorldAABB
* Joint pulling
* Semi-decent movement I guess.
* Pulling better
* Bullet controller + old movement
* im too dumb for this shit
* Use kinematic mob controller again
It's probably for the best TBH
* Stashed shitcode
* Remove SlipController
* In which movement code is entirely refactored
* Singularity fix
* Fix ApplyLinearImpulse
* MoveRelay fix
* Fix door collisions
* Disable subfloor collisions
Saves on broadphase a fair bit
* Re-implement ClimbController
* Zumzum's pressure
* Laggy item throwing
* Minor atmos change
* Some caching
* Optimise controllers
* Optimise CollideWith to hell and back
* Re-do throwing and tile friction
* Landing too
* Optimise controllers
* Move CCVars and other stuff swept is beautiful
* Cleanup a bunch of controllers
* Fix shooting and high pressure movement controller
* Flashing improvements
* Stuff and things
* Combat collisions
* Combat mode collisions
* Pulling distance joint again
* Cleanup physics interfaces
* More like scuffedularity
* Shit's fucked
* Haha tests go green
* Bigmoneycrab
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
* Add nullable to some Content.Shared files.
* Use [NotNullWhen(true)]
* Undo adding now redundant !'s
* Forgot one
* Add a ton more nullable
* You can guess
* Fix some issues
* It actually compiles now
* Auto stash before merge of "null2" and "origin/master"
* I lied
* enable annotations -> enable
* Revert ActionBlockerSystem.cs to original
* Fix ActionBlockerSystem.cs
* More nullable
* Undo some added exclamation marks
* Fix issues
* Update Content.Shared/Maps/ContentTileDefinition.cs
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Resolve some issues
* Remove unused method
* Fix more issues
* Fix more issues
* Fix more issues
* Fix more issues
* Fix issue, rollback SharedGhostComponent.cs
* Update submodule
* Fix issue, invert some if-statements to reduce nesting
* Revert RobustToolbox
* FIx things broken by merge
* Some fixes
- Replaced with string.Empty
- Remove some exclamation marks
- Revert file
* Some fixes
* Trivial #nullable enable
* Fix null ables
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
* Add files for Ghost Roles.
* Work on Ghost Roles
* Improvements
* GHOST ROLES IS DONE
* mmm yes
* auto-update when setting rolename/roledescription
* well
* command graceful error
* Makes UI have a scrollbar when it has too many entries
* fix command fuckup
* Apply suggestions from code review
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Engine namespace changes.
* Automated remove redundant using statements.
* Simplified Graphics namespace.
* Apparently the container system stores full type names in the map file.😞 This updates those names.
* API Changes to LocalizationManager.LoadCulture.
* Update submodule to v0.3.2
* Add Speech and Emoting components.
* makesentient gives you speech and emoting abilities.
* Ghosts do *not* need a SpeechComponent.
* I hate you all, and I hate shared code as well.
* Moves ContainsReagent from SolutionContainer to Solution
GetMajorReagentId from SOlutionContainer to Solution
Makes capability checks use HasFlag
Moves Solution Color calculation from SolutionContainer to Solution
Replaces SolutionContainerCaps.NoExamine with CanExamine
Misc SolutionContainer.Capabilities yaml cleanup
* Moves IReactionEffect from server to shared
* Moves ReactionPrototype from server to shared
* Moves SolutionValidReaction from SolutionContainer to ChemicalReactionSystem
* Moves PerformReaction from SolutionContainer to ChemicalReactionSystem
* Moves CheckForReaction from SolutionContainer to ChemicalReactionSystem
* Removes unused SolutionContainer methods
* Removes now-unused GetMajorReagentId from SOlutionContainer
* ChemicalReactionSystem comments
* Replaces usage of SolutionContainer.ContainsReagent and replaces it with SolutionContainer.Solution.ContainsReagent
* ChemicalReactionSystem ProcessReactions
* Moves ExplosionReactionEffect to shared, comments out server code, TODO: figure out how to let ReactionEffects in shared do server stuff
* Fixes SolutionContainer.CheckForReaction infinite recursion
* Moves IReactionEffect and ExplosionReactionEffect back to server
* Moves ChemicalReactionSystem and ReactionPrototype back to server
* Uncomments out Explosion code
* namespace fixes
* Moves ReactionPrototype and IReactionEffect from Server to Shared
* Moves ChemicalReactionSystem from Server to Shared
* ChemicalReaction code partial rewrite
* Moves CanReact and PerformReaction to Solution
* Revert "Moves CanReact and PerformReaction to Solution"
This reverts commit bab791c3ebd0ff39d22f2610e27ca04f0d46d6b8.
* Moves ChemistrySystem from Server to Shared
* diff fix
* TODO warning
Co-authored-by: py01 <pyronetics01@gmail.com>
* Make damage work through messages and events, make destructible not inherit ruinable or reference damageable
* Copy sound logic to destructible component for now
* Fix typo
* Fix prototype error
* Remove breakable component damageable reference
* Remove breakable construction reference
* Remove ruinable component
* Move thresholds to individual components and away from damageable
* Add threshold property to damageable component code
* Add thresholds to destructible component, add states to damageable, remove damage container, fix up mob states
* Being alive isn't normal
* Fix not reading the id
* Merge fixes
* YAML fixes
* Grammar moment
* Remove unnecessary dependency
* Update thresholds doc
* Change naming of thresholds to states in MobStateComponent
* Being alive is once again normal
* Make DamageState a byte
* Bring out classes structs and enums from DestructibleComponent
* Add test for destructible thresholds
* Merge fixes
* More merge fixes and fix rejuvenate test
* Remove IMobState.IsConscious
* More merge fixes someone please god review this shit already
* Fix rejuvenate test
* Update outdated destructible in YAML
* Fix repeatedly entering the current state
* Fix repeatedly entering the current state, add Threshold.TriggersOnce and expand test
* Update saltern
* Atmos Debug Overlay: Add a way of showing blocked directions
* Atmos Debug Overlay: Adjustable modes client-side
* Atmos Debug Overlay: Fix atvrange help text
* Atmos Debug Overlay: More flexible and clear gas ID specification
* Update usages of ! is with is not
* Content.IntegrationTests commit
* Content.Server commit
* Content.Shared commit
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
* SIMD atmos
* Moles will always be a multiple of four.
* Component dependencies for grid atmos.
* Let's optimize allocations while we're at it!
* Inline this
* A bunch of atmos optimizations
* Fix crimes against atmos
* Microsoft moment
* Remove nuget.config
* do not reference Robust.UnitTests in Content.Benchmarks as it's unneeded.
* Revert "Remove nuget.config"
This reverts commit 872604ae6a51365af4075bb23687bd005befd8ac.
* Gas overlay optimization and fixes
* Lattice is now spess
* minor atmos tweaks