* AvoidCollision if collided entity is the one that the character is buckled to
* Attempt to PreventCollision after the player is unbuckled but still colliding with StrapComponent
* Moved PreventCollide to the Shared script.
* Add WakeBody to keep updating the physics collision while being on a collidable strap component.
* Addressed some of metalgearsloth's suggestions:
- Made EntityBuckledTo,IsOnStrapEntityThisFrame and DontCollide not virtual
-Made EntityBuckledTo nullable
-Don't call update on Paused BuckleComponents
-Removed EntityBuckledTo variable declaration in BuckleComponent because it's not needed anymore
-Call TryUnbuckle if (!IsOnStrapEntityThisFrame && DontCollide) to set BuckledTo entity to null.
* Formatting
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
* Formatting
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
* Formatting again :P
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
* Formatting
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
* Formatting
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
* Renamed variable EntityBuckledTo to LastEntityBuckledTo
* As per DrSmugLeaf suggestion: Added [ComponentDependency] to the Body variable.
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
* Conveyor Belt appearance when power is off
If the conveyor belt is running and the power turns off the belt stops pushing things but the animation continues. This changes it so the animation stops if there is no power and resumes when it returns.
* Change from using Initialize, to OnAdd and OnRemove
* Cleanup surgery classes
* Add DoAfter to surgery
* Consolidate doafter, break on user and target move
* Ignore biological surgery data component on the client
* Apply suggestions from code review
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Use a stringbuilder for surgery descriptions
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Saltern: Add antimatter engine (north-east of engineering) and singularity engine (south of gravgen) areas.
* Saltern: Add a spare emitter and some AME fuel to the room that looks like it's for spare parts
* Reapplied firelock PR
map merge driver when
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Async Interface
* Update Content.Server/GameObjects/Components/Fluids/MopComponent.cs
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Changed the glassbeaker
* Update Content.Shared/Interfaces/GameObjects/Components/Interaction/IAfterInteract.cs
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Update Content.Shared/Interfaces/GameObjects/Components/Interaction/IAfterInteract.cs
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Interaction system fix
* Removed I from the interface
* Changed all implementations of the interface I could find
* all public void implementation fixed
* All built, no errors should remain
* Update Resources/Prototypes/Entities/Objects/Specific/chemistry.yml
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Update Content.Server/GameObjects/Components/Portal/TeleporterComponent.cs
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Update Content.Server/GameObjects/Components/ActionBlocking/HandcuffComponent.cs
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Commit based off Sloth's commentary
* Removed the Rag file from the PR
* Reverted sloth's commentary changes on the publcity of the function
* Injector component properly implemented interface
* Update Content.Server/GameObjects/Components/Fluids/MopComponent.cs
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Update Content.Server/GameObjects/Components/Fluids/SprayComponent.cs
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: BlueberryShortcake <rubetskoy234@mail.ru>
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Singularity Testing Map: Add a command to auto-config the singularity engine
* Singularity Testing Map: Add the singularity testing map
A derivative of 20kdcstation.
* #2744 fix NRE on clicking alerts with no OnClick, and don't send the click
message unless the alert has an onclick
* #2744 fix NRE on clicking alerts with no OnClick, and don't send the click
message unless the alert has an onclick
* Try to fix reconnect test
* Use RunTicksSync in ReconnectTest
* Change the top part as well
* Await the other post
* Update RobustToolbox
* Merge branch 'master' of https://github.com/space-wizards/space-station-14 into fix-reconnect-test-maybe
* Reset RobustToolbox
* Update RobustToolbox
* Merge branch 'master' of https://github.com/space-wizards/space-station-14 into fix-reconnect-test-maybe
* Update RobustToolbox
* Traitor Deathmatch: Add the preset [Rebase onto factors line]
* Traitor Deathmatch: Being a human head or other not-quite-fully-animate object counts as dead. [ROFL]
* Traitor Deathmatch: Add redemption machine (but it doesn't work) [ROFL]
* Traitor Deathmatch: Map in redemption machines [ROFL]
* Traitor Deathmatch: Make the rounds end properly [ROFL]
* Traitor Deathmatch: PDA redemption works [ROFL]
* Traitor Deathmatch: New redemption machine sprite ( @Tomeno )
* Traitor Deathmatch: Get rid of redundant using
* Traitor Deathmatch: Change scoring, prevent redeeming your own PDA, fix bug where PDAs are not tagged with their owner names
* Traitor Deathmatch: Better messages, change cvar name, don't count ghosts for spawnpoint selection
* Fixes do_after bar placement when using UI scaling
* Add Scaled Screen Position debug overlay to DebugCoordsPanel
Fix PopupMessage being in the wrong location when using UI scaling
* Fix warning
* GamePreset: Add a hook to catch all player spawns for modification.
Unless someone makes the entire job system unpluggable, this is what you get...
* GamePreset: Is now in control of voluntary ghosting
* Clean up ghost code to only rely on a player's Mind