* Remove ExplosivePassable collision layer
Now we have tags which can do this cleaner.
* Update typo
* Vera's review
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
* Cuff enhancements
* Cuffs now have an OnClick for the alert to remove them
* nullables
* Use default interaction range so highlights are accurate
* Cuffing fails more gracely
* Make shared abstract and add component references to client / server
* Don't cache AudioSystem and HandsComponent given cuffs are rarely used
* Fix test
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
* 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.
* WIP changes
* Fix tests, merge conflict and trigger once behavior
* Update yml
* Change test strings to be consts
* Fix total damage types and classes triggers
* Simplify damage trigger logic, move state to Threshold
* Update outdated code and docs
* Change the name of IBehavior back to IThresholdBehavior
* Change human gibbing to trigger at 400 brute damage
* Change gibbing from brute to blunt damage
* Fix one (1) typo
* Add damage class trigger test
* Add missing nullable enable to thresholds
* Move TagComponent to shared
* Fix test
* Not a web edited commit
No sir
* Update Content.Shared/GameObjects/Components/Tag/TagComponentState.cs
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Actually spawns for the person who USES the uplink, not who owns it. Can't believe that was an actual bug.
Also puts it in your active hand if possible.
* Janitor trashbag upgrade + FANCY ANIMATIONS
* Review, Bug fixes and Sounds
- Fixed hand-pickup animation playing if the entity originated from inside a container (e.g. bag on the ground) or from inside ourselves (e.g. something in our own inventory)
* Fix/Change. Just log if AnimateEntityPickup is called with an entity that has no SpriteComponent.
* More explicit log message. Error log.
* Merge. Fix.
* A big hecking chemistry-related refactor.
Changed SolutionContainerCaps. It now describes "stock" behavior for interacting with solutions that is pre-implemented by SolutionContainerComponent. As such things like syringes do not check it anymore (on themselves) to see "can we remove reagent from ourselves". That's assumed by it... being a syringe.
SolutionContainerCaps now has different flags more accurately describing possible reagent interaction behaviors.
ISolutionInteractionsComponent is the interface that describes the common behaviors like "what happens when injected with a syringe". This is implemented by SolutionContainerComponent but could be implemented by other classes. One notable example that drove me to making this interface was the /vg/station circuit imprinter which splits reagent poured in into its two reservoir beakers. Having this interface allows us to do this "proxying" behavior hack-free. (the hacks in /vg/ code were somewhat dirty...).
PourableComponent has been replaced SolutionTransferComponent. It now describes both give-and-take behavior for the common reagent containers. This is in line with /vg/'s /obj/item/weapon/reagent_containers architecture. "Taking" in this context is ONLY from reagent tanks like fuel tanks.
Oh, should I mention that fuel tanks and such have a proper component now? They do.
Because of this behavioral change, reagent tanks DO NOT have Pourable anymore. Removing from reagent tanks is now in the hands of the item used on them. Welders and fire extinguishers now have code for removing from them. This sounds bad at first but remember that all have quite unique behavior related to this: Welders cause explosions if lit and can ONLY be fueled at fuel tanks. Extinguishers can be filled at any tank, etc... The code for this is also simpler due to ISolutionInteractionsComponent now so...
IAfterInteract now works like IInteractUsing with the Priority levels and "return true to block further handlers" behavior. This was necessary to make extinguishers prioritize taking from tanks over spraying.
Explicitly coded interactions like welders refueling also means they refuse instantly to full now, which they didn't before. And it plays the sound. Etc...
Probably more stuff I'm forgetting.
* Review improvements.
* Add tag component and test
* Remove 0 capacity
* Add tag component extensions
* Change tags to be prototypes
Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
* Remove unused IChatCommand.
* Lots of refactoring into a shared context.
* Removed ICommonSession from server concmd Execute.
* Added argStr parameter to concmd execute.
* The execute function of client concmds now returns void, use the new shell.RemoteExecuteCommand function to forward commands.
* Finally move shells and commands into shared.
* Console commands can now be registered directly without a class in a shared context.
* Engine API Changes.
* Repair rebase damage.
* Update Submodule.
* Botany: Introduce shovel and spade into hydro\_tools
* Botany: Add shovel/spade (just removes plants)
* Botany: Add shovel/spade lathe recipes and make all botany lathe recipes accessible
* Botany: Add spade into Saltern
* Botany: Give Saltern a bucket for the botanist
* Botany: Plant produce can be composted for nutriment/etc.
* Botany: Bye-bye duplicated force update code, hello ForceUpdateByExternalCause
* Botany: Shovel identity crisis resolved (thanks Paul)
* Walls, catwalks, table frames can no longer be constructed rotated.
This should help prevent bugs from unanticipated rotations.
* SnapToGrid ZeroRotation (now SouthRotation) - Stuff must face south apparently
Because Windows does CRLF (yuck) the parallax file mismatches with the one shipped with the actual launcher client.
We now normalize the EOLs to fix this.