* ogh
* i should save my work
* ogh
* hhcdfhjbghshbxdfhghshc
- lots of bugs in parsing still
- invocation is a stub
* expr parsing works
* awawa
* Saving work
* Improve APIs a bit all around, add shortcuts.
* awa
* awa
* AAAAAA
* save work
* Move shit to engine
* lord
* bql is kill
* forgot the fucking bike rack
* bql is kill for real
* pjb will kill me
* aughfhbdj
* adgddf
* gdsgvfvxshngfgh
* b
* hfsjhghj
* a
* tf you mean i have to document it
* follow C# standards
* Assorted cleanup and documentation pass, minor bugfix in ValueRefParser.
* Start porting old commands, remove that pesky prefix in favor of integrating with the shell.
* bw
* Fix valueref up a bit, improve autocomplete for it.
* awa
* fix tests
* git shut up
* Arithmetic commands.
* parse improvements
* Update engine.
---------
Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>
* Rejig Actions
* fix merge errors
* lambda-b-gon
* fix PAI, add innate actions
* Revert "fix PAI, add innate actions"
This reverts commit 4b501ac083e979e31ebd98d7b98077e0dbdd344b.
* Just fix by making nullable.
if only require: true actually did something somehow.
* Make AddActions() ensure an actions component
and misc comments
* misc cleanup
* Limit range even when not checking for obstructions
* remove old guardian code
* rename function and make EntityUid nullable
* fix magboot bug
* fix action search menu
* make targeting toggle all equivalent actions
* fix combat popups (enabling <-> disabling)
* fix networking
* Allow action locking
* prevent telepathy
* Rejig Actions
* fix merge errors
* lambda-b-gon
* fix PAI, add innate actions
* Revert "fix PAI, add innate actions"
This reverts commit 4b501ac083e979e31ebd98d7b98077e0dbdd344b.
* Just fix by making nullable.
if only require: true actually did something somehow.
* Make AddActions() ensure an actions component
and misc comments
* misc cleanup
* Limit range even when not checking for obstructions
* remove old guardian code
* rename function and make EntityUid nullable
* fix magboot bug
* fix action search menu
* make targeting toggle all equivalent actions
* fix combat popups (enabling <-> disabling)
* Makes map vote and roundstart smart about player count.
No more Saltern with 30 players, or Knight Ship with 50.
* a typo
* Address reviews.
* Localized.
* Work on DeviceNetworkSystem
* Implement device networking as ecs
Remove mailing unit code for now
Remove device network metadata
* Implement integration tests for device networking
* Remove manual updating DeviceNetworkSystem and use WaitRunTicks
* Fix wrong component name in ignored components
* Apply suggestions from code review
Co-authored-by: mirrorcult <notzombiedude@gmail.com>
* Rename NetworkUtils to DeviceNetworkConstants
Change connection type constants to enum
Remove create function from network payload class
* Change broken nodegroup check in wirenet to grid check
* Change ComponentManager to entity manager in DeviceNetworkSystem
* Fix smaller mistakes
* Wtf random test fail pls run them again smh
* Fix DataField in DeviceNetworkComponent
* Fix yaml in DeviceNetworkTest
* Fix DeviceNetworkComponent DeviceNetId property
Co-authored-by: Julian Giebel <j.giebel@netrocks.info>
Co-authored-by: mirrorcult <notzombiedude@gmail.com>
* Moved pen slot to separate component
* Moved it all to more generic item slot class
* Add sounds
* Item slots now supports many slots
* Some clean-up
* Refactored slots a bit
* Moving ID card out
* Moving pda to system
* Moving PDA owner to ECS
* Moved PDA flashlight to separate component
* Toggle lights work through events
* Fixing UI
* Moving uplink to separate component
* Continue moving uplink to separate component
* More cleaning
* Removing pda shared
* Nuked shared pda component
* Fixed flashlight
* Pen slot now showed in UI
* Light toggle now shows correctly in UI
* Small refactoring of item slots
* Added contained entity
* Fixed tests
* Finished with PDA
* Moving PDA uplink to separate window
* Adding-removing uplink should show new button
* Working on a better debug
* Debug command to add uplink
* Uplink send state to UI
* Almost working UI
* Uplink correcty updates when you buy-sell items
* Ups
* Moved localization to separate file
* Minor fixes
* Removed item slots methods events
* Removed PDA owner name
* Removed one uplink event
* Deleted all uplink events
* Removed flashlight events
* Update Content.Shared/Traitor/Uplink/UplinkVisuals.cs
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Update Content.Server/Containers/ItemSlot/ItemSlotsSystem.cs
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Update Content.Server/Containers/ItemSlot/ItemSlotsSystem.cs
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Update Content.Server/GameTicking/Presets/PresetTraitorDeathMatch.cs
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Item slots system review
* Flashlight review
* PDA to XAML
* Move UplinkMenu to seperate class, fix WeightedColors methods
* Move UI to XAML
* Moved events to entity id
* Address review
* Removed uplink extensions
* Minor fix
* Moved item slots to shared
* My bad Robust...
* Fixed pda sound
* Fixed pda tests
* Fixed pda test again
Co-authored-by: Alexander Evgrashin <evgrashin.adl@gmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Visne <vincefvanwijk@gmail.com>
* GameTicker turned into an EntitySystem
* Turns ClientGameTicker into an EntitySystem, turn NetMessages into events
* Change event names to be more consistent with the rest.
* YAML linter uses the dummy gameticker CVar override.
* Fix game ticker initialization order
* Dummy ticker won't spawn players.
* Fix character creation test