Commit Graph

3743 Commits

Author SHA1 Message Date
Pieter-Jan Briers
5cbb3f1222 Fix UI layout bugs with the PA. 2021-02-06 17:40:00 +01:00
DrSmugleaf
4272716289 Make integration tests use an empty map instead of saltern by default (#3094) 2021-02-07 00:32:48 +11:00
DrSmugleaf
9db47249cd Fix being able to spill closed drink cans (#3100) 2021-02-07 00:31:44 +11:00
DrSmugleaf
8ec4f1fb3d Fix missing ignored components on the client (#3101) 2021-02-06 13:55:36 +01:00
Vera Aguilera Puerto
b3810922f3 Fix spawned computers not adding the needed container to the ConstructionComponent
Fixes #3091
2021-02-05 22:45:18 +01:00
metalgearsloth
abde29ed5a Remove ExplosivePassable collision layer (#3084)
* 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>
2021-02-06 06:43:50 +11:00
metalgearsloth
b3869985e0 Increase disposal dragging delay for other people (#3086)
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-02-05 17:12:10 +01:00
metalgearsloth
7ed07c0cac Cuff enhancements (#3087)
* 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>
2021-02-05 17:11:21 +01:00
Vera Aguilera Puerto
9884b14e8d Adds a component for ghosting on move. (#3090)
* Adds a component for ghosting on move.
Adds a dummy input mover for IRelayMoveInput to work.

* Add IGhostOnMove

* Fix tests.
2021-02-05 17:02:20 +01:00
Vera Aguilera Puerto
63e1252539 Speech and Emoting components (#3075)
* 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.
2021-02-05 17:01:54 +01:00
DrSmugleaf
b62cc84e8c Add destructible component threshold triggers (#3080)
* 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* Update outdated code and docs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
2021-02-05 13:41:05 +01:00
Metal Gear Sloth
9640c33210 Fix strippable crash 2021-02-05 18:46:09 +11:00
Pieter-Jan Briers
3be3b7da64 Fix suspicion timer going negative and counting up.
The sign was never shown but it's still silly.
2021-02-04 15:29:59 +01:00
Swept
6b8cc9fc40 Deprecates stationstation.yml (#2668)
* Initial

* Change default map load to saltern

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-02-04 23:44:27 +11:00
Vera Aguilera Puerto
655316a67c Add playback slider to instruments. (#3071) 2021-02-04 13:37:26 +01:00
Metal Gear Sloth
b2c1ab2795 Update submodule 2021-02-04 23:35:18 +11:00
tmtmtl30
735c6159d8 Removes SmallImpassable from melee swing collision mask (#3036)
* Alters melee swing collision mask.

* Part one...

* Part two.
2021-02-04 22:13:13 +11:00
DrSmugleaf
82a97857ac Move TagComponent from server to shared (#3076)
* 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>
2021-02-04 21:04:19 +11:00
20kdc
b9aa789bc4 Pressure & volume pumps can be toggled on/off now. (#3046)
This tidbit might or might not be suitable for a separate component.
Tell me in PR comments I guess.
2021-02-04 20:47:04 +11:00
Pieter-Jan Briers
29918b2810 Fix suspicion round end timer, actually show it. 2021-02-04 04:16:36 +01:00
Pieter-Jan Briers
a4563d2e75 Fix uplink item spawning.
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.
2021-02-04 01:24:46 +01:00
Remie Richards
d45835e863 Janitor trashbag upgrade + FANCY ANIMATIONS (#3058)
* 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.
2021-02-03 23:07:13 +01:00
Vera Aguilera Puerto
861271ea44 Fixes MIDI input button not being toggleable. 2021-02-03 21:43:31 +01:00
Radrark
937e261867 Add Smoke and Foam chemical reaction effects. (#2913)
* Adds smoke reaction effect

* smoke tweaks

* address reviews

* Smoke fix

* Refactor smoke and add foam

* Fix stuff

* Remove thing

* Little things

* Address some comments

* Address more things

* More addressing

* License stuff

* Address refactor request

* Small things

* Add nullability

* Update Content.Server/GameObjects/EntitySystems/SolutionAreaEffectSystem.cs

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
2021-02-03 15:26:46 +01:00
metalgearsloth
684ec60be6 Pausing content (#3061)
* Change EntityQuery to not retrieve paused by default

* GetAllComponents

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-02-04 00:20:48 +11:00
Pieter-Jan Briers
c40ac26ced A big hecking chemistry-related refactor. (#3055)
* 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.
2021-02-04 00:05:31 +11:00
Pieter-Jan Briers
b284c82668 >Expecting shell scripting to ever work sanely. 2021-02-02 22:28:23 +01:00
Vera Aguilera Puerto
46790c5fea Updates "setmind" command to use the new console API 2021-02-02 13:41:21 +01:00
20kdc
b746116825 Command "setmind", so admins can forcibly relocate other players. (#3067)
Y'all just know an admin is going to abuse this like Make Sentient/Control Mob, but oh well
2021-02-02 12:21:16 +01:00
collinlunn
a5492bc943 More power nullability (#3070) 2021-02-02 12:20:24 +01:00
Pieter-Jan Briers
d0d2434fba Make Jenkinsfile more resilient against engine tag shenanigans 2021-02-02 03:39:31 +01:00
DrSmugleaf
b0482dcb63 Add tag component and test (#2761)
* 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>
2021-02-02 12:11:04 +11:00
tmtmtl30
8dea532800 removes collision from beds (#3038)
* removes collision from beds

* Updates bed collision mask.
2021-02-02 12:02:42 +11:00
Acruid
8b5d66050a Console Unify API Changes (#3059)
* 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.
2021-02-01 16:49:43 -08:00
20kdc
80ad2ef5b7 Botany composting & shovel/spade (or, make botany sustainable) (#3064)
* 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)
2021-02-01 23:46:20 +01:00
20kdc
633a6b3ab9 Walls, catwalks, table frames can no longer be constructed rotated. (#3057)
* 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
2021-02-01 21:58:47 +01:00
bhespiritu
6b6ddd0a73 update UpdateVisuals to use Destructible thresholds (#3051)
* update UpdateVisuals to use Destructible thresholds

* refactor windows to use Destructible threshold instead of maxDamage
2021-02-01 17:22:50 +01:00
collinlunn
b51b8cb182 Some Power nullable & ComponentDependency (#3050)
* Power nullability

* AME nullability

* re-adds EnsureComponents

* conflict fix

* Update Content.Server/GameObjects/Components/Power/PowerNetComponents/RadiationCollectorComponent.cs

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* Update Content.Server/GameObjects/Components/Power/PowerNetComponents/BatteryStorageComponent.cs

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* Update Content.Server/GameObjects/Components/Power/PowerNetComponents/BatteryStorageComponent.cs

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* Update Content.Server/GameObjects/Components/Power/PowerNetComponents/BatteryDischargerComponent.cs

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* Update Content.Server/GameObjects/Components/Power/PowerNetComponents/BatteryDischargerComponent.cs

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* removes duplicate component assignment

Co-authored-by: py01 <pyronetics01@gmail.com>
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
2021-02-01 17:19:43 +01:00
Vera Aguilera Puerto
044040effe Port instrument menu UI to use XAML (#3066) 2021-02-01 16:49:32 +01:00
Acruid
afb8e5a782 Stops the exception spam in console about PlayWeaponArc when the client is outside the PVS of a weapon swing. This does not fix the bug, just catches it. 2021-01-31 15:54:05 -08:00
Pieter-Jan Briers
e0bf335030 Fix parallax constantly regenerating on Windows.
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.
2021-01-31 00:08:43 +01:00
Vera Aguilera Puerto
86841385c6 Remove invalid CyberSylph bar sign.
Fixed #3039
2021-01-30 15:57:31 +01:00
Vera Aguilera Puerto
59d508c5df Fixes exception when solution reaction completely removes reagent.
Fixed #3053
2021-01-30 15:55:10 +01:00
py01
c80efdaf44 Node and NodeGroup nullability (#3047)
Co-authored-by: py01 <pyronetics01@gmail.com>
2021-01-29 13:21:08 +11:00
py01
4bf61770e1 Piping nullability (#3048)
Co-authored-by: py01 <pyronetics01@gmail.com>
2021-01-29 13:20:13 +11:00
Pieter-Jan Briers
67e1da4cc2 Syringes now automatically switch between draw/inject when emptied/filled up fully. 2021-01-25 02:10:23 +01:00
Pieter-Jan Briers
c465253a2a Delete unused human alerts folder. 2021-01-24 23:03:52 +01:00
Pieter-Jan Briers
080846d396 Make AlertControl use AnimatedTextureRect for animated alert icons. 2021-01-24 23:02:29 +01:00
Pieter-Jan Briers
9f7f55d264 Update submodule. 2021-01-24 23:02:16 +01:00
Pieter-Jan Briers
690a862e57 Move various alerts to animated RSIs. 2021-01-24 22:58:22 +01:00