Requires https://github.com/space-wizards/space-station-14/pull/768
- [x] Play sounds
- [x] SoundSchedules actually work
- [x] Send sound to specific users
- [x] Make existing components use SoundComponent
- [x] Add ScheduledSounds from prototypes
- [x] Add Play methods equivalent to those of AudioSystem.
- [x] Document most code.
-Also fixes a bug where bulb type didn't matter when inserting a new bulb into a light fixture.
-And a bug where bulb state changing didn't change the light itself.
P.S. Also note I didn't add any colored lightbulb prototypes, as I don't think they're necessary right now. To see the changes, please use VV! In the future, it might be possible to change the lightbulb's color with a multitool or something in-game.
* Adds light_tube.rsi
Sprites taken from CEV Eris!
* Adds LightBulbComponent
* Wall lights now use light bulbs!
* Light bulb now updates its sprite when it changes.
* Comments the code.
* Adds license and copyright to new sprites
* Fix this
fug
oksure
Creates the initial species component, damage states, and threshold templates and hooks them into the damageable component
* More rebase fixes
* test
* Pre future rebase
* Please
* Lol
* Lol2
* SHADERS
* Update Engine
* yml file
* Fix an initialization issue, injects dependencies
* Fix error in loading shaders
* Makes a master character ui controller component added upon client attachment to entity and remove upon client detachment from entity
* Fixes just about everytrhing
* Address PJB's comments
* geeze
* Make overlays work in worldspace instead of screen space and not cover user interfaces
* update submodule
You can theoretically restart the round (resetting the map) now, but it breaks very badly if a client is connected due to various edge cases/race conditions.
* Added generic crate assets.
Added open flag to StorageComponent.
* StorageComponent door toggling works.
* Door now updates based on if someone is subscribed to the Storage.
* Added License to crate.rsi
Fixed Icon of crate.
* Added basic Locker.
* Added Fire Extinguisher.
* Added ability to close the storage UI by the server.
Notify the server that the UI is closed, so that the player is unsubscribed from the storage.
Unsubscribe the player from a storage if the player entity moves out of range.
* Add check to make sure entity is on the same map as the storage.
* Update Engine module.
* Update Engine.
1. Updates all the NuGet packages (except CommandLineParser because they ruined their API)
2. Makes all projects use C# 7.2 explicitly. (not latest)
3. Use some C# 7.2 features like readonly structs and default literals.
Fixes second half of #92
Regarding the first half, Digitalis explained in discord that when an entity is picked up, visible components are made invisible by making the entire Godot scene node for the entity (based on the GodotTransformComponent) not visible. It's probably possible to exempt the pointlight from that invisibility, but that seems hacky and it seems like something that should be covered by a generic "items equipped in hands are visible" design.
Adds:
- Handheld light component for toggling light activation
- Lantern sprite with on and off layers
- Lantern prototype updates
Known issues:
- When light is on and on the ground, hovering over it with the cursor does not produce the outline effect. I'm not sure, but I think this is caused by the way I implemented the illuminated layer as an entire sprite rather than just the illuminated part. The outline only works on the first layer maybe? I checked it against the welder in its on state and it doesn't seem to outline the flame.
- Illuminated sprite (layer 1) is an entire flashlight, so to make it look okay, the whole first layer is turned off. Would be better / more correct to follow the example of the welder and just create an illuminated "cap" to overlay on the dark extinguished layer. I'd whip up some coder art myself, but I don't have the right tools to handle transparency.
- Illuminated sprite is slightly different from the extinguished sprite, so turning on the light makes it a little bit shorter.
* CEV-Eris SMES sprite as RSI.
Has been modified so that the light overlay states use alpha blending.
* Add tiny glow to SMES display sprite.
* Appearances work v2
* More WiP
* RoundToLevels works correctly on even level counts now.
* SMES -> Smes because MS guidelines.
* CEV-Eris APC sprite.
* APC visuals.
* Reduce SMES scale again to normal levels.
* Update submodule
* Adds click parsing entity system
Instead of every entity system receiving the message and deciding if it individually wants the message, and verifying player information. The click parser system receives the message and parses which system to send it to based on clicktype and sends it.
* Submodule update
* Bully the fuck out of inventory shit
Inventory Stuff
Inventories technically work
It works technicaly speaking
Yeah this part too
Lets do it!
Inventories completed
Motherfucker
* Remove unnecessary usings and fix one thing
* Submodule update
* Adds a bunch of various clothing prototypes for each current inventory slot
* Fix
Finish and update submodule
Comments code, changes network messages
FIXES THE USE INTERACTION SO YOU CAN ACTUALLY ACTIVATE THINGS NOW
Need engine commits
We'll figure out what to do about this shit later eh mates? Maybe have a script in the build process that automatically moves them over to godot/scenes
Changes some prototypes and fixes stuff
Fixes some more bugs, makes storage values show up properly
Part 3
Part 2
Storage Take 1
* Doneso
* Minor stuff:
* Making a file called DISABLE_SUBMODULE_AUTOUPDATE in BuildChecker/ makes it not always run git submodule update.
* Added .mypy_cache to .gitignore.
* Made default platforms x64 (from Any CPU).
* Make git hooks +x.
* Move submodule to Godot
* Update submodule AGAIN.
* Update project files.
* Remove WearableAnimatedSprite from prototypes.
* Remove content repo resource copier.
* Update submodule.
* Fix resource handling.
* Content.Client compiles by commenting out hands GUI.
* Update submodule.
* Fix prototype textures and update submodule.
* Update Submodule.
* Update submodule SOME MORE!
* Random WiP shit I guess
* Make omnisharp not choke on buildchecker.
* Update submodule.
* Highly WiP broken HandsGui code.
* Ok maybe let's not insult omnisharp.
* Fix annoying Omnisharp warning.
* Update submodule.
* Update submodule.
* Hey I forgot to push this but it didn't conflict!
* Fix hands GUI on godot.
* Update submodule.
* Obligatory submodule update.
* Work on exports.
* Work on exports.
* Update submodule.
* Update submodule.
* Fix dumb case mismatch between content and engine
* work pls.
* This maybe.
* Now!
* Update submodule.
* update submodule.
* Some WiP work on exporting aaah.
* OK READY FOR THE BUILDS SERVER.
* Probably should've made those commits in a different order.
* DO THE THING
* update submodule.
* Updates for effects system.
* Update submodule.
* Make file/line numbers show up on Windows Godot.
* Set submodule to master.
* Change entry point to new system.
* Map saving/loading works.
* Cleans up old code.
* Saving and Loading of blueprints works.
* Saving and Loading of blueprints works.
* Updated the nuget 'YamlDotNet' package to 4.3.0.
* Submodules are trash
* Interaction Entity System
* ye
* Update submodule
* Requires engine update to function, but doesn't use shitcode
* Fix conflicts
* Fix conflicts but for real
* Update submodule
* Power Commit 1
* Commit 2
* Powernet Part2, All components essentially complete
* Commit 4
* Commit 5
* Commit 6
Creates prototypes
* Finishes powernet code alpha
Adds prototypes and logic for powernet updating and regeneration
* Adds onremove functionality to all components
Without these bits of logic nothing makes any sense!
* And this
* Fixes a lot of bugs
* Fix powernet thinking devices are duplicates
* Fix bug and add comments
* woop woop thats the sound of the police
* Doors WiP
* Kinda seem to work now?
* Finished
* Oh yeah maybe enable that.
* It works except it doesn't
* Undo formatting changes
* BuildChecker too
* Add prototype for temperature testing entity.
* Add Damageable, Destructible, Temperature. Add a prototype based on those.
* Works and cleaned up.
* Nerf