* #272 add bordered panel for effects bar
* #272 avoid mouse overlapping tooltip when near edges,
change tooltip colors to match mockups
* #272 WIP defining status effect states as YML and
sending them as encoded integers
* #272 refactor to use new alert system
* #272 refactor to use new alert system
* #272 fix various bugs with new alert system and update
alerts to have color
* #272 WIP
* #272 rename status effects to alerts
* #272 WIP reworking alert internals to avoid code dup
and eliminate enum
* #272 refactor alerts to use
categories and fix various bugs
* #272 more alert bugfixes
* #272 alert ordering
* #272 callback-based approach for alert clicks
* #272 add debug commands for alerts
* #272 utilize new GridContainer capabilities for sizing of alerts tab
* #272 scale alerts height based on
window size
* #272 fix tooltip flicker
* #272 transparent alert panel
* #272 adjust styles to match injazz mockups more, add cooldown info in tooltip
* #272 adjust styles to match injazz mockups more, add cooldown info in tooltip
* #272 alert prototype tests
* #272 alert manager tests
* #272 alert order tests
* #272 simple unit test for alerts component
* #272 integration test for alerts
* #272 rework alerts to use enums instead
of id / category
* #272 various cleanups for PR
* #272 use byte for more compact alert messages
* #272 rename StatusEffects folder to Alerts,
add missing NetSerializable
* basic radiation generator
* might need this
* thonk
* big thonk
* oop
* e
* werks
* sprite
* oopsy woopsy
* radiation
* clean up file
* makes it work, probably
* minor fixes
* resources
* progress on component
* this will no longer be necessary
* radiation go brrrr
* finally fix container issues
* out var
Co-authored-by: Remie Richards <remierichards@gmail.com>
* second out fix
* another out fix
Co-authored-by: Remie Richards <remierichards@gmail.com>
* switch case
* fix switch
* sound and improvements
* nullable
* basic containment field system
* ensure alignment
* fix beam placement logic
* field generation fully working
* fix potential crash
* working containment functionality
* extremely basic emitter functionality
* fix radiation panel naming
* emitter stuff
* oopsies
* fixes
* some fixes
* cleanup
* small fix and move emitter file
* add sprite resources for PA
* slight rework of the singulo
adds rads
* pushing for smugleaf :)
* added radiationpanels
* some fixes for the singulo
* containmentfield
* pa wip
* progress
* pa working
* emitter fix
* works :)
* ui works
* some work on ui & pa
* progress
* ui work & misc fixes
* GREYSCALE
* pa ui polish
containmentfieldgen rework
* singulo rework
added snapgrid
* getcomponent get out
* singulo rework
added collisiongroups underplating & passable
* yaml work:
- collision boxes
- singulo now unshaded
* no unlit
* misc changes
* pa wires
* add usability check
* nullable enable
* minor fix
* power need added
* reenables containment field energy drain
menu close button
singularity collider fix
* sprite replacement
* finished singulo pulling
* pjb fixes
* fixing sprites & minor adjustments
* decrease containmentfield power
* some yml adjustments
* unlit layers
singulogenerator
* singulogen
* everything works just not the powergetting on the pa
i wanna die
* Adds PA construction graphs, PA construction works
* Snap to grid parts when completing construction
* updated to newest master
* inb4 i work on power
* fixes upstream merge
adds power need to particleaccelerator
* properly implements power & apc power
* Emitters are now fancy.
* I have actually no idea how this happened.
* Give PA a wiring LayoutId
* PA is an acronym
* indicators
fixes hacking
* Singulo is a word you blasphemous IDE.
* Rewrite the PA.
* Fancy names for PA parts.
* Wiring fixes, strength wire cutting.
* fixes projectile & ignores components
* nullability errors
* fixes integration tests
Co-authored-by: unusualcrow <unusualcrow@protonmail.com>
Co-authored-by: L.E.D <10257081+unusualcrow@users.noreply.github.com>
Co-authored-by: Remie Richards <remierichards@gmail.com>
Co-authored-by: Víctor Aguilera Puerto <zddm@outlook.es>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
* Default grids go poof
* Address review
* Update submodule
* Fix DoAfterSystem for entities without grid.
* Fix SubFloorHideSystem for entities without grid.
* Fix ExplosionHelper for coordinates that aren't in a grid
* Fix TurfHelpers' GetWorldTileBox crash in the case of invalid grid
* Fix tile prying component crash when trying to pry space.
* Spill fixes when passing coordinates without grids.
* Are you static'in, son?
* Change SaveLoadSaveTest grid Id hardcoded value
It's still hardcoded, but at least now it's correct!
* Only send debug AI thing if grid is not invalid
* Update submodule.
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
* Fix?
Nuked everything and put my code back in, hope everything works
* Nullable fix?
* nullable fix electric boogaloo
* Haha nullable error go brrr
send help
* Cleanup and fix not clearing the button list
* Remove unnecessary brackets and parentheses
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
* Disable job buttons when they aren't available
In real time too, the technology is overwhelming
* Jobs are all unavailable when late join is disallowed.
* Better ToggleDisallowLateJoin command parsing
* Add togglelatejoin to groups.
Co-authored-by: Víctor Aguilera Puerto <zddm@outlook.es>
* Holy crap auth works
* Fix some usages of UserID instead of UserName
* Refactor preferences.
They be non-async now. Also faster.
* Rename DbContext.
* Guest username assignment.
* Fix saving of profiles.
* Don't store data for guests.
* Fix generating invalid random colors.
* Don't allow dumb garbage for char preferences.
* Bans.
* Lol forgot to fill out the command description.
* Connection log.
* Rename all the tables and columns to be snake_case.
* Re-do migrations.
* Fixing tests and warnings.
* Update submodule
* -Makes PlayerList scrollable
-Player names clip when they are too long
-Shows Player count
* Add padding to make columns more noticeable
* -Added Separators between the columns
-Pushed List a bit down
* Add alternating row colors
* Add art assets for cloning
* Added a 'Scan DNA' button to the medical scanner
* Made the UI update unconditional for the medical scanner until checks for power changes are in place
* Update Medical scanner to reflect powered status and fix#1774
* added a 'scan dna' button the the medical scanner that will add the contained bodies Uid to a list in CloningSystem, fixed an issue with the menu not populating if the scanner starts in an unpowered state
* Add disabling logic to 'Scan DNA' button on medical scanner
* Removed un-used libraries
* changed scan dna button to Scan and Save DNA
* Added cloning machine code infrastructure copied from Medical Scanner
* Added a list to cloning menu containing some numbers
* Cloning Machine UI sends a message to the cloning component with the entityUID
* New scans now show up in cloning pod menu
* fixed cloning machine collision shape
* cloning machine can now spawn the right player profile assuming the attatched entity is still correct.
* refactored cloning system to use a map of integer ids to player Minds
* Added a return to body cloning loop for the ghost
* Fixed warning for _playerManager being possibly null, added TODO note for ghost return to body button acting as a toggle
* removed #nullable from cloningMachineWindow"
* Trying to get rid of nullable error
* fix CloningMachine to not initilize with it's owner components
* updated CloningMachine server component to play nice with the new nullable rules
* replace flag with eventBus message for sending a ghosts mind to a clone body
* Refactor cloning so that a popup option is used to get user consent for cloning
* Refactoring
* Reverting unused changes for cloning component
* Added proper cloning pod sprites and a visualizer so 'idle' and 'cloning' states are properly reflected
* added missing robust toolbox contents
* Added cloning NoMind State and made cloning take time
* Added cloning progress bar and mind status indicator to cloning pod
* Added missing localization calls, removeed 'returned to cloned body' from ghostUI
* Added unsubscribe for cloningStartedMessage in Mindcomponent.cs OnRemove
* Added eject button to cloningMachine and clamped the cloning progress bar to 100%
* Added condition to eject body on cloningmachine so bodies can't be ejected until cloning is done
* Add click-dragOn functionality to the medical scanner for things with a bodyManager
* Messed with scan query so it doesn't fail on dead bodies as long as Mind still owns the mob
* refactored clonning scan check on medical scanner so it doesn't do a linq query
* merge with rogue toolbox
* Change the name of Cloning Machine to the less generic Cloning Pod
* Changed Cloning Pod so it pauses cloning while the power is out
* Removed the evil LocalizationManager from the cloning menus and used the static Loc instead
* removed localization dependency from bound accpetCloning user interface
* Removed Ilocalization dependency I accidentally added to ghost ui
* Update Content.Client/GameObjects/Components/MedicalScanner/MedicalScannerComponent.cs
Co-authored-by: Exp <theexp111@gmail.com>
* Changed null check to tryget in case for cloning UiButton.Clone
* Parameterized Cloning time on serverside component
* tried to reset Robust toolbox module to current master
* Added null check to ghost client component message handling, unsubscribe to the mind component listening to the cloning question ui, fixed _clonningProgress typo, moved CloningPod component dependencies to actually be dependencies, removed un-needed disposals of cloning windows, added disposals missing in boundUserInterfaces.
* Reset submodule
* corrected exception for cloning pod visualizer to refer to cloning pod state and not medical scanner state
* Fix typo
* Unsubscribe from onUiReceiveMessage in mindcomponent in the onRemove function, not the acceptcloningui function
* unsubscribe from OnUiReceiveMessage in CloningPodComponent
* unssubscribe from ghostreturn message in cloningpodComponent onRemove
Co-authored-by: Exp <theexp111@gmail.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
* -Show tooltip on hover
-Show notify on click
* -Status Effects now get removed instead of going invisible
-Removed empty textures for that
* Revert break in HungerComponent
* Add button that displays your SSS role and allies
* Capitalize button name
* Add cases for 0, 1 and invalid number of allies
* Make the ally syncing system saner
* First Prototype
* Command Window
* Dropdown
* Is this better?
* That's kinda better?
* Added divider
* Shit
* Check if Admin Menu & Commands are allowed
* -Funcy Shit
-Now gets properly the playerlist
-Fixed kick reason
* Dropdown Improvement with some more func
* -Added DirectCommand for commands that don't need a ui
-Added RestartRound
* Better way to make DirectCommandButtons
* -Some new Tabs
-Player list
* -Split Buttons
-Regions
-Fixed Test Command
* Some server buttons
* Playerlist alignment
* Fucky SpawnEntites & SpawnTiles in AdminBus
* -Debug Buttons
-Few more commands
* -Make dem controls thicc
-SpinBox
* Escape Kick Reason
* Only create the window when you press the button
* Adds StationEvents
* Nullable "fixes"
* This thing wasn't made for buttons
* Call other constructor for empty CommandButton
* Request method in the interface
* -Pushed most Controls to be fields
-No more dict passing
-Removed test cmd
-Regions to better navigate
* -Bound to key
-Removed from escape menu
-Remember cmd windows
-Close all cmd windows on toggle
* -Moved dependency
* Merge fixes
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
* Started new Lobby
* -Proper styling
-Use a scrollcontainer :smilethink:
* Too lazy to add a stylerule, too young to optimize css
* Fix typo
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
* Ready Indicator in the lobby
* Use SessionID instead of Name
* Don't show ready state when game is already running
* Make Ready List not selectable
* -Remove disconnected sessions from Ready
-Fix showing ReadyStatus when staying in lobby