Commit Graph

6467 Commits

Author SHA1 Message Date
Mervill
7c862e0ed2 Butchered objects use MapPosition for spawning, spawn with small offsets. Objects cannot be butchered inside containers. (#11646)
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
2022-10-03 17:50:56 -07:00
metalgearsloth
4e7f09ade5 Add dependency collection to serialization writes (#11570) 2022-10-03 20:29:14 +11:00
Leon Friedrich
d43ed3210c Fix polymorphed null error (#11571) 2022-10-02 05:16:55 +11:00
Flipp Syder
8389bde2c0 Clear and reregister devices for atmos alarms (#11391)
* deregister sensors upon device list update and re-register after clearing devices

* fire alarms, too

* adds the last set of known devices to the device list update event

* update UI upon clearing everything out

* addresses reviews
2022-10-01 09:36:59 -07:00
metalgearsloth
f456ad911e Pathfinder rework (#11452) 2022-09-30 14:39:48 +10:00
Nemanja
6f3caa07b8 support for not airtight entity storage (#11616) 2022-09-29 17:49:43 -07:00
keronshb
aed4e78460 Fixes asleep entities not colliding with conveyor belts. (#11521) 2022-09-30 10:44:28 +10:00
Moony
0c46f99004 Blindness, Narcolepsy, Pacifism, and uncontrollable sneezing (#11489)
* start work

* blindness actually works now

* doc

* doc you too.

* i desire to sneeze my lungs out

* no punchie

* s

Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>
2022-09-29 18:23:12 -05:00
civilCornball
f19791f01b Recycler Now Accepts All Trash (#11523) 2022-09-29 13:44:56 -07:00
Mervill
47e1e991b5 Change where the "missed" popup comes from when throwing things into the disposal unit. (#11609) 2022-09-29 12:50:31 -07:00
metalgearsloth
d5c0093db1 Re-implement itemmeleedamage (#11595) 2022-09-29 17:41:43 +10:00
Nemanja
d63ba02aaa Decrease self-healing penalty on bruise packs, etc. (#11318)
Co-authored-by: Flipp Syder <76629141+vulppine@users.noreply.github.com>
2022-09-29 17:12:16 +10:00
metalgearsloth
eb560de7c3 Add generic stats window for balancing (#11122)
Co-authored-by: Flipp Syder <76629141+vulppine@users.noreply.github.com>
2022-09-29 17:09:29 +10:00
metalgearsloth
f51248ecaa Melee refactor (#10897)
Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
2022-09-29 15:51:59 +10:00
Nemanja
3c3ee60dd2 Revenant 2: Electric Boogaloo (#11510)
* revenant 2: electric boogaloo

* revevent

* oversights

* Update RevenantSystem.Abilities.cs

* names

* no shoote stouhg walls
2022-09-28 21:30:48 -05:00
Nemanja
a9dd9257d8 cloning machine upgrade support (#11588)
* cloning machine upgrade support

* foo
2022-09-28 21:30:11 -05:00
Flipp Syder
0385f1387c Voice mask (#10458) 2022-09-29 12:22:27 +10:00
Kevin Zheng
dbce5c88ff Keep collidable items from getting stuck at conveyor corners (#11508) 2022-09-28 16:28:37 +10:00
wrexbe
277f555fda Try to fix getting old logs (#11568) 2022-09-27 21:16:04 -07:00
Nemanja
34799a7298 make zombies go into FIGHT MODE (#11565) 2022-09-28 10:13:35 +10:00
Vordenburg
636694e73d Allow gas analyzers to continue operation after the user moves without a target. (#11555) 2022-09-28 09:55:44 +13:00
Paul Ritter
373261a4ee hotfixes bed healing not taking sleeping into account (#11560) 2022-09-27 09:54:22 -07:00
themias
b24427e8c3 Fix eating with utensils (#11557) 2022-09-27 09:26:14 -07:00
Morb
2a80597118 Localize broken handcuffs (#11558) 2022-09-27 09:26:03 -07:00
Nemanja
0c14926e68 biomass reclaimer machine part upgrade support (#11545)
* biomass reclaimer upgrade

* readonly struct
2022-09-27 03:00:30 -05:00
Leon Friedrich
f69ddf451e Move BarSign appearance logic to client. (#11524)
* git mv

* Client-side bar sign appearance

* fix yaml
2022-09-27 02:59:47 -05:00
Nemanja
c667b79200 fix some machines being unable to be deconstructed. (#11548) 2022-09-27 01:47:05 -05:00
Nemanja
3774a00a5c Machine upgrading framework [NO CONTENT YET] (#11528)
* upgrading parts baseline

* don't hardcode prototypes

* 0xsomethingsomething review i sorry i forgot your name
2022-09-26 15:18:31 -05:00
Flipp Syder
0e1a190e0e Humanoid fixes (#11538)
* humanoid sexmorph sprite restoration

can't believe i broke sex/gender AGAIN

* fixes default species appearances with no profile, tweaks randomization to no longer randomize species

* A

* fixes an oops

#11494
2022-09-26 14:46:57 -05:00
Morb
af4037d74a Localize seeds (#11377)
* Localize seeds

* Update noun for spores
2022-09-26 14:44:28 -05:00
Mervill
03484d831a User feedback for when you miss throwing something in disposals (#11426)
* user feedback for when you miss throwing something in disposals

* Update missed message

Co-authored-by: theashtronaut <112137107+theashtronaut@users.noreply.github.com>

* Update Content.Server/Disposal/Unit/EntitySystems/DisposalUnitSystem.cs

Co-authored-by: Kara <lunarautomaton6@gmail.com>

* missing nullable check

Co-authored-by: theashtronaut <112137107+theashtronaut@users.noreply.github.com>
Co-authored-by: Kara <lunarautomaton6@gmail.com>
2022-09-26 14:42:49 -05:00
Morb
350435df36 Unhardcode thruster localization (#11503) 2022-09-24 17:24:03 -05:00
wrexbe
4ebd22611e Fix startround deadlock (#11498) 2022-09-24 13:43:35 -07:00
Francesco
3fcc87687a fix: Show both port and internal gas when gas scanning a portable scrubber (#11495) 2022-09-24 12:46:27 -05:00
Flipp Syder
07fe950c91 fix crash on devicenet address adding (#11457) 2022-09-24 02:51:02 -07:00
Leon Friedrich
e5f968a7fb Content changes for engine RotateEvent removal PR (#11448) 2022-09-23 13:57:30 +10:00
Flipp Syder
caa5efcd6f Humanoid patches (#11467)
* restores species/age on examine

* makes the default human skin tone a little less green

* ensures human skin tone verification is rounded to the nearest integer value, adds tests for ensuring all human skin tones are valid and that the default skin tone is valid
2022-09-22 20:25:56 -05:00
Flipp Syder
5a0a04bde7 Humanoid appearance refactor (#10882)
* initial commit
- species prototype modifications
- markings points as its own file
- shared humanoid component

* adds a tool to convert sprite accessories to markings (in go)

* removes a fmt call

* converts sprite accessory to markings

* adds hair and facial hair to marking categories

* multiple changes
- humanoid visualizer system
- markings modifications for visualizer
- modifications to shared humanoid component
- lays out a base for humanoid system

* hidden layers, ports some properties from appearance component, shrinks DefaultMarkings a little

* squishes the initialize event calls into one function

adds stuff to set species/skin color externally from a server message - currently laid out as if it a dirty call to a networked component, may be subject to change (server-side has not been implemented yet)

* makes the sprite pipeline more obvious

* apply all markings, hidden layer set replacement

* ensures that markings are cleared when the new set is applied

* starts refactoring markingsset (unfinished)

* more additions to the markingset api

* adds constructor logic to markingset

* adds a method to filter out markings in a set based on a given species

* fixes enumerators in markingset

* adds validator into MarkingSet, fixes ForwardMarkingEnumerator

* modifications to the humanoid visual system

* ensuredefault in markingset

* oop

* fixes up data keys, populates OnAppearanceChange in visualizer

* changes to humanoid component, markings

marking equality is now more strict, humanoidcomponent is now implemented for client as a child of sharedhumanoidcomponent

* markings are now applied the visualizer by diffing them

* base sprites are now applied to humanoids from humanoidvisualizer

* passes along base sprite settings to the marking application so that markings know to follow skin color/alpha or not (see: slimes)

* custom base layers on humanoids

* merges all data keys into one data class for humanoid visualizers

* setappearance in sharedhumanoidsystem, removes custombaselayercolors

* humanoidcomponent, system (empty) in server

* adds some basic public API functions to HumanoidSystem

* add marking, remove marking

* changes appearance MarkingsSet to a List<Marking>, adds listener for PlayerSpawnCompleteEvent in HumanoidSystem

* ensuredefaultmarkings, oninit for humanoids

* markingmanager API changes

* removes MarkingsSet

* LoadProfile, adjusts randomization in humanoid appearance to account for species

* base layer settings in humanoidsystem, eye color from profile

* rearranges files to centralize under Humanoid namespace

* more reorganization, deletes some stuff

gotta break stuff to make other things work, right?

goodbye SpriteAccessory...

* fixes a good chunk of server-side issues

still does not compile, yet

* singlemarkingpicker xaml layout

* singlemarkingpicker logic

* magic mirror window (varying pieces of it, mostly client-oriented)

* removes some imports, gives MagicMirror a BUI class (not filled in yet)

* populates magic mirror BUI functionality / window callbacks

* fixes up some errors in humanoidprofileeditor

* changes to SingleMarkingPicker

SingleMarkingPicker now accepts a List<Marking>, species, and total possible markings available in that marking category

* fixes up hair pickers on humanoid profile editor

* fixes the errors in markingpicker

* markingsystem is now gone

* fixes a bunch of build errors

* so that's why i did it like that

* namespace issues, adds robustxamlloader to singlemarkingpicker

* another robustxamlloader

* human, lizard sprites/points

* prototype fixes, deletion of old spriteaccessory

* component registration, fixes dwarf skin toning

no, 'ReptilianToned' does not exist

* removes component registration from abstract humanoid component

* visualizer data now cloneable

* serialize for visualizer key

* zero-count edge case

* missing semi-colon moment

* setspecies in humanoidsystem

* ensures that default markings, if empty, will cause ensuredefault to skip over that given category

* tryadd instead of add

* whoops

* diff and apply should properly apply markings now

* always ensure default, fixes double load for player spawning

* apply skin color now sets the skin color property in humanoidcomponent

* removes sprite from a few species prototypes

* sprite changes for specific base layers based on humanoid sex

* layer ordering fix, and a missing base layer should now disallow markings on that layer

* anymarking base layer, adds the right leg/foot for humans

* loading a profile will now clear all markings on that humanoid

* adds missing layers for humans

* separates species.yml into respective species prototype files

* ensures that if layer visibility was changed, all markings have to be reapplied

* server-side enforcement of hiding hair (and other head-related markings) when equipping things that hide hair

* slime fix, clothingsystem now dictates layer visibility server side

* sussy

* layer settings should now ensure a marking should match the skin tone

* whoops

* skincolor static class and functions in UI

* skin color validation in humanoidcharacterappearance

* markingpicker now shows only the markings for the selected category in used

* getter for slot in singlemarkingpicker now ensures slot is 0 if markings exists

* FilterSpecies no longer attempts to do removal while iterating

* expands for SingleMarkingPicker

* humanoid base dummy has blank layers now (and snout/tail/headside/headtop)

* fixes an issue with visualizer system if the marking count was different but the markings themselves were (somewhat) the same

* whoops

* adds edge case handlers for count differences in humanoid markings

* preview now loads profile instead of directly setting appearance

* moves marking set loading to update controls

* clones a marking set in markingpicker by using the deep clone constructor

* whoops (deep cloning a marking now copies the marking id)

* adds replace function for markingset

* points should now update after the markings are remove/added

* merging base layer sprites into a humanoid should now clear them before merging

* sets dirty range start to count only if the dirty range start was never set above 0

* fixes up some issues with singlemarkingpicker

* color selector sliders in single marking picker should now expand

* hair from hair pickers should now apply in profile loading (client-side)

* category in singlemarkingpicker now sets the private category variable

* slot selector should now populate

* single marking picker buttons now have text, also shows the category name over all user-clickable elements

* removes a comment

* removing hair slots now sets it to bald, defaults to zero used slots if current hair is bald on hair/facial hair

* random skin color, eye color

* populate colors now checks if the marking count is greater than zero in singlemarkingpicker

* hair/facial hair pickers now just get the first possible hair from the respective species list

* different approach to random skin color

* oh, that's why it wasn't working

* randomize everything now just updates every single control

* selecting a new marking in SingleMarkingPicker should attempt to copy over old colors, populate list now uses cache,

* markingmanager now uses OnlyWhitelisted to populate by category and species

* filterspecies now uses onlyWhitelist to filter markings based on whitelist or not

* oops

* ui fix for singlemarkingpicker, ensures that cache is not null if it is null when populatelist is called

* order of operations for the horizontal expand for add/remove

* hair pickers should now update when you add/remove the hair slot

* fixes variable naming error in character appearance

* loc string fix in singlemarkingpicker

* lizards, vox now have onlyWhitelist, vox restriction for hair/facialhairs

* having zero possible hairs should no longer cause an exception in randomization

* setting species should now update hair pickers

* ignore categories for marking picker

* and a clear as well for the category button

* places that functionality in its own function instead

* adds eye base sprite, vox now also have their own custom eye sprites

* loading a profile client-side should do FilterSpecies for markings now

* client-side load profile does filter species after adding in the hairs now

* magic mirror

* callbacks now call the callback instead of adding it on construct

* whoops

* in removemarking too

* adds missing synchronize calls

* comments out an updateinterface call in magic mirror

* magic mirror window title, minimum sizing

* fixes minsize, adds warning for players who try to set their hair for species that have no hair

* removes spaces in xaml

* namespace changes/organization

* whoopsie (merge conflicts)

* re-enables identity from humanoid component

* damagevisuals now uses the enum given to it instead of the layerstate given on that layer tied to the enum

* removes commas from json

* changes to visuals system so the change is consistent

* chest

* reptilian

* visualizer system now handles body sprite setting/coloration, similar to how characterappearance did it

not a big fan of this

* adds a check in applybasesprites

* adding/removing parts should now make them invisible on a humanoid

* body part removal/adding now enumerates over sublayers instead

* synchro now runs in bodycomponent startup

* parts instead of slots

* humanoidcompnent check

* switches from rsi to actualrsi

* removes all the body stuff (too slow)

* cleans up resolves from humanoid visualizer system

* merging sprites now checks if the base sprites have been modified or not (through things like species changes, or custom base sprite changes)

* not forgetting that one again

* merging now returns an actual dirty value

* replaces the sequenceequal with a more accurate solution

* permanent layers, layer visibility on add/remove part in body

* should send all hidden layers over now

* isdirty in visualizer system for base layers

* isdirty checks count as well

* ok, IsDirty should now set the base layers if the merged sprites are different

* equals override in HumanoidSpritePrototypes.cs

temporary until record prototypes :heck:

* makes fields readonly, equates IDs instead

* adds forced markings through marking picker

* forced in humanoidsystem api, ignorespecies in markingpicker

* marking bui

* makes that serializable as well

* ignore species/forced toggles now work

* adds icon to modifier verb, interface and keys to humanoid bases

* needs the actual enum value to open, no?

* makes the key the actual key

* actions now propagate upwards

* ignore species when set now repopulates markingpicker

* modifiable base layers in the markings window

* oops!

* layout changes

* info box should now appear

* adds ignorespecies for marking picker, collapsible for base layer section of appearance modification window

* collapsible layout moment

* if base layers have changed, all markings are now dirty (and if a base layer is missing, the marking is still 'applied' but it's now just invisible

* small change to marking visibility

* small changes to modifier UI

* markings now match skin on zombification

* zombie stuff

* makes the line edit in marking modifier window more obvious

* disables vox on round start

* horizontal expand on the single label in base layer modifiers

* humanoid profiles in prototypes

* randomhumanoidappearance won't work if the humanoid has a profile already stored

* removes unused code

* documentation in humanoidsystem server-side

* documentation in shared/client

* whoops

* converts accessory into marking in locale files (also adds marking loc string into single marking picker)

* be gone, shared humanoid appearance system from the last upstream merge

* species ignore on randomization (defaults to no ignored species)

* more upstream merge parts that bypassed any errors before merge

* addresses review (also just adds typeserializers in some places)

* submodule moment

* upstream merge issues
2022-09-22 17:19:00 -05:00
Mervill
365cb96766 the agent id card interface now remembers the previous fake name and title (#11427) 2022-09-22 12:04:01 -07:00
Flipp Syder
b6a548fb97 adds examinable text for address to some device networked entities (#11455) 2022-09-22 14:00:54 -05:00
Flipp Syder
aa1cd71d05 Adds VV attributes on some fields in surveillance camera components (#11453) 2022-09-23 01:45:26 +10:00
metalgearsloth
80cfba535a Obsolete other popup stuff (#11442) 2022-09-21 20:47:04 +10:00
Flipp Syder
1c4e1ba5de Adds a component to require an entity to be powered to receive DeviceNetwork packets. (#11390) 2022-09-19 16:59:32 -07:00
Nemanja
2ed3779405 cleaning up more stuff with crematoriums and morgues (#11384) 2022-09-19 16:59:04 -07:00
themias
d8dc54f836 Add smoking pipe (#11419)
* Add smoking pipe

* fix access issue

* try fix init issue

* fixed for real
2022-09-19 18:54:33 -05:00
Leon Friedrich
a356071f41 Use IRuntimeLog in ConstructionSystem (#11413) 2022-09-19 15:01:33 -05:00
Leon Friedrich
b136f18ab7 Construction error handling changes (#11400) 2022-09-19 16:10:10 +10:00
Leon Friedrich
5d84d8b296 Fix nukie bug (#11399) 2022-09-19 16:07:24 +10:00
Leon Friedrich
d2d35afd47 Fix miasma deletion error (#11385) 2022-09-18 09:10:32 +10:00
Leon Friedrich
42f080d665 Fix gas analyser error. (#11386) 2022-09-18 09:10:10 +10:00