Commit Graph

1670 Commits

Author SHA1 Message Date
Víctor Aguilera Puerto
ffc9a24ea0 Adds barotrauma (pressure damage) (#1605)
* Adds barotrauma, disables it for now

* At least show status effect, but don't damage the mobs

* Fix switch misuse
2020-08-07 16:23:16 +02:00
Víctor Aguilera Puerto
85df48a700 Adds atmos (#1389)
* Add initial atmospherics framework

* Make walls and airlocks airtight

* Add the basic atmosphere gas system

* Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils

* Optimize vending machine code a bit.

* Address feedback from Atmos PR, make code compile

Fix use of OnMove -> SnapGridComponent.OnPositionChanged.
Added pause checking to atmos simulations.

* Improvements to the existing ZAS prototype (#996)

* Rename Volume -> Quantity in GasProperty

This makes the name consistent with the rest of the code, given that
it's meant to be a mol value.

* Replace Gas enum with GasPrototype

Unused as of yet, but laying the groundwork for future changes.

* Update AtmosphereMap, improving maths

Adds a temporary default atmosphere, hardcoded in for testing. It will
be replaced eventually.

Fixed a maths mistake in the original code involving unit conversions.

Added the Take() method to IAtmosphere, for taking some volume of
mixture out of a gas mix. This will be pretty handy in the future, but
for now it's used by walls to delete air where they are built.

* Fix merging, splitting logic for zones

Removing a cell from a zone now correctly reduces its volume.
Adding a cell to a zone now correctly increases its volume.

* Improvements to atmos code, reorganising of types

Moved GasPrototype to shared, because it's going to be used by the
client later.

Split up the atmosphere code. Now zones are explicitly their own kind of
atmosphere, which should speed up some loops and also solve
inconsistencies in the volume calculation.
GasMixtures are another type of atmosphere, for more general use.

Try to fix the splitting/merging code, which was quite cryptic and not
clear at all. It *should* work now.

* Switch zones back to MapIndices

Turns out I'm an idiot who misunderstood the code. MapIndices can be
used as one-per-tile, which is what is needed for atmos. GridCoordinates
are many-per-tile, and were causing lots of problems.

* Add zone debugging overlay

This is the first example of zone information being sent to a client.

It adds the `togglezoneinfo` command, which overlays the tiles and gas
information for the zone currently occupied by the user on the screen.
This was helpful for debugging the GridCoordinates problem.

* Fix position of atmos zone debug text

* Make AirtightComponent only activate on MapInit

This should stop it splitting atmospheres in mapping.

* Doc comments improvements to AtmosphereMap

Fix some malformed comments, inherit some useful docs, document some
more functions.

* Add zone logic for changing tiles to/from space

Zones are now correctly created when all the tiles in a room are built,
and destroyed when one of the tiles is destroyed.

* update engine

* right

* Cleanup code

* Port GasMixture, further cleanup

* Fix windows not being airtight, some other stuff

* Work on atmos

* Difference between ZoneBlocked and AirBlocked

* Big GridAtmosphereManager cleanup, zones are broken now oops

* Remove zones, add excited group implementation

* Further cleanup

* Further work on atmos

* Work on gas overlay.

* PumpGasTo and ReleaseGasTo methods for GasMixture.

* Adds Tile Overlay System.

* More work on atmos

* Gasses spread, equalize and all that

* Fix a few crashes

* Gas can actually spread from room to room after opening airlocks

* Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc.

* More work

* Remove atmoschem, add "performant" gas overlays

* what the fuck git

* More work I guess?

* Fix stuff, create a few (empty) components for future work

* Fix temperature

* Fix tile air sharing

* Atmos optimizations

* Further atmos optimizations

* Even more optimizations!

* Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs

Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>

* Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs

Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>

* Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs

Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>

* Address a few reviews

* Oops, forgot to remove this

* Update Content.Server/Atmos/AtmosphereMap.cs

Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>

* Fix compile

* Improved client gas tile overlays

* Less allocations

* Even less allocations!

* some stuff dunno

* Big refactor time, oh yeah

* it truly is 1 AM

* bruh

* No idea why now it doesn't work.
Oh well! I'll fix this on thursday 😌

* Basic atmos serialization

* Fix bugs, add VV attributes

* Start adding stuff for gas reactions

* Add a few atmos commands

* Fill gas command

* Changes to gas opacity

* Fixes I guess

* Fixes, add space wind sound

* High pressure movement!

* Better high pressure movements.

* Fix direction, maybe?

* And now it works great

* Science!

* and this is why you don't trust people

* remove logging

* Turns out I'm fucking dumb

* Work on hotspots and reactions, add tritium gas

* IGridAtmosphereComponent interface! For future unsimulated grids.

* Makes atmos updates NoGC.

* C E A S E

* Add settemp atmos command

* Important reminder.

* Remove useless AtmosCooldown.

* More work on hotspots

* Overlays for hotspots. Fire works!

* Turns out I suck at coding

* Fire texture change

* Yeah let's make that an absolute value, hmm?

* Support for atmos after teleporting grid (more or less)

* fix attempt (doesn't actually fix it)

* Make static variable not static

* Remove magic numbers

* Stopwatch moment

* Slight cleanup.

* More cleanup.

* Atmos optimizations

* Fix build

* Remove useless ghost atmos shit

* Adds CanSeeGases component for gas overlay stuff

* Component and prototype ignores

* ExcitedGroups now dispose on being merged with others

* Some tweaking.

* Atmos now uses frame time for updates.

* Nullable boogaloo

* IExamine fix

* Fix build

* Fix restartround

* Atmos tweaking, use invalid direction

* Increase high pressure movement force

* Better sort

* Update submodule.

* NULLABILITY AAAAH

Special thanks to monster860 and all monstermos contributors!

Co-authored-by: Campbell Suter <znix@znix.xyz>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: ComicIronic <comicironic@gmail.com>
Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
DrSmugleaf
bda5ce655f Add the trash man (#1367)
* Add disposal.rsi

* Rename disposal resource to disposal.rsi and create basic components

* Add disposal nets

* Add pushing entities along the disposal network

* Add disposal unit

* Unregister disposable component

* Add flush and selfinsert verbs to disposal unit

* Add gradual disposals movement

* Fix being able to walk through space for a while after exiting disposals

* Multiply disposals speed by 10

And fix early returns when moving an entity

* Rename Disposable component to InDisposals

* Remove DisposalNet and add on anchor events

* Remove anchored events, moved to interfaces

* Code cleanup

* Fix adjacent tubes' connections when a tube connects

* Fix jittery movement in disposals

* Remove Logger.Debug call

* Move disposals updates to InDisposalsComponent

* Fix adjacent connection valid directions check

* Disposal tubes now throw you out where they are facing

* Add disposal unit exit cooldown

* Set different disposal pipe sprite state depending on anchored value

* Add recycler

* Add recycler animation

* Add bloody texture to the recycler when grinding a living being

* Add PowerDevice component to the disposal unit

* Made the Recycler center on the grid

* Add disposal junction

* Add picking a random direction if junction is entered from the output side

* Add disposal flush and clang sounds

Taken from VGStation

* Move disposal flush and clang sound file names to exposedata

* Add disposalsmap.yml to test with

* Add summaries to DisposalUnit fields

* Add sideDegrees yaml property to disposal junctions

* Fix outdated usings

* Add conveyor resources

* Update RobustToolbox

* More merge fixes

Add conveyor collision masks

* Add ConveyorComponent

* Fix crash when reentering a body

* Merge branch 'master' into disposals-1147

* Reduce recycler bounds, set hard to false, add summary and expose "safe" to yaml

* Move IAnchored and IUnAnchored to AnchorableComponent

* Update power components and remove old disposals map

* Remove redundant sprite layers

* Add tile pry command

* Fix tilepry command

* Fix DisposalJunctionComponent missing a component reference

* Add anchor by radius command

* Add Y-Junctions

* Add disposal bend

* Add unanchor command

* Change DisposalJunction prototypes to specify their angles

* Fix disposal units being hidden below the floor

* Removed IAnhored and IUnAnchored interfaces

* Replace CanBeNull annotation with nullable reference types

* Update showwires command

* Add recycler recycling items

* Added angle and speed properties to ConveyorComponent

* Fix conveyort textures

* Add animation to the disposal unit

* Fix anchor and unanchor commands sometimes not finding any entities

* Fix not reading flush_time from disposal unit prototype

* Fix merge conflict wrong using

* Fix disposal, recycling and conveyor texture paths

Delete diverters

* Update visualizer names

* Add DisposableComponent, change drag and drop to work with multiple components

Ignoreinsideblocker client side for drag and drops, like on the server
Add more comments

* Add conveyor belts properly moving entities on top

* Anchorr wires

* Change conveyor bounds to 0.49

* Anchor catwalks, airlocks, gravity generators, low walls, wires and windows

* Add starting/stopping conveyors

* Add reversed conveyors

* Add conveyor switches

* Move InDisposalsComponent code to DisposableComponent

* Add ExitVector method to tubes

* Fix not updating tube references when disconnecting one

* Replace IoCManager call with dependency

* Add tubes disconnecting if they move too far apart from one another

* Move disposals action blocking to shared

* Add rotating and flipping pipes

* Make conveyor intersection calculations approximate

* Fix 1% chance of the server crashing when initializing the map

Happens when emergency lockers remove themselves

* Add disposal unit interface

* Make disposal units refuse items if not powered

* Make disposal tubes hide only when anchored

* Make disposal junction arrows visible to mere mortals

* Add disposal tubes breaking

* Add tubeconnections command

* Add missing verb attribute

* Add flipped disposal junction

* Add ids and linking to conveyors and switches

* Add conveyor switch prying and placing

* Add anchoring conveyor switches and refactor placing them

* Add missing serializable attributes from DisposableComponentState

* Make conveyor speed VV ReadWrite

* Change drawdepth of conveyors to FloorObjects

* Make conveyor anchored check consistent

* Remove anchoring interaction from switches

* Add conveyor switch id syncing and move switches slightly when pried

* Make entities in containers not able to be moved by conveyors

* Add conveyor and switches loose textures

* Merge conflict fixes

* Add disposal unit test

* Add flushing test to disposal unit test

* Add disposal unit flush fail test

* Add disposals to the saltern map

* Fix saltern disposal junctions

* Add power checks to the recycler

* Fix disposal unit placement in maintenance closet

* Remove disposal junctions from saltern

* Readd junctions to saltern

* Add the chemmaster to saltern at the request of Ike

* Move the chemistry disposal unit

* Fix casing of disposal flush sound

* More merge conflict fixes

* Fix a compiler warning.

* Remove popup invocation from buckle

* Remove showPopup parameter from InteractionChecks

* Remove unnecessary physics components

Fixes the physics system dying

* Replace PhysicsComponent usages with CollidableComponent

* Update existing code for the new controller system

* Change conveyors to use a VirtualController instead of teleporting the entity

* Remove visualizer 2d suffix and update physics code

* Transition code to new controller system

* Fix shuttles not moving

* Fix throwing

* Fix guns

* Change hands to use physics.Stop() and remove item fumble method

* Add syncing conveyor switches states

* Fix the recycler wanting to be a conveyor too hard

* Fix showwires > showsubfloor rename in mapping command

* Fix wifi air conveyors

* Fix test error

* Add showsubfloorforever command

Changes drawdepth of the relevant entities

* Disable opening the disposal unit interface while inside

* Add closing the disposal unit interface when getting inside

* Add closing the interface when the disposal unit component is removed

* Add removing entities on disposal unit component removal

* Delay disposal unit flush and fix serialization

* Implement pressure in disposal units

* Fix chain engaging a disposal unit

* Implement states to the disposal unit

* Fix missing imports from merge conflict

* Update Content.Server/GameObjects/Components/Conveyor/ConveyorComponent.cs

Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>

* Address some reviews

* Fix za buildo

* Use container helper to detach disposables

* Make conveyors use the construction system

* Make conveyor groups and syncing sane

* Make flip flip

brave

* Add activate interface to conveyor switches

* Fix not removing the switch from its group when it's deleted

* Fix not registering conveyors and switches on initialize

* Stop using 0 as null

* Disconnect conveyors and switches when disposing of a group

* Make disposal units not able to be exited when flushing

* Make disposal units flush after a configurable 30 seconds

* Add handle and light layers to the disposal unit

* Merge engaging and flushing

* Update saltern.yml

* I love using 0 as null

* Make disposal unit visual layers make sense

* Remove duplicate remove method in disposal units and update light

* Replace DisposableComponent with disposal holders

* Fix disposal holders deleting their contents on deletion

* Account for disposal unit pressure in tests and make a failed flush autoengage

* Rename disposable to holder

* Fix junction connections

* Disable self insert and flush verbs when inside a disposal unit

* Fix spamming the engage button making the animation reset

* Make the recycler take materials into account properly

Fix cablestack1 not existing

* Merge conflict fixes

* Fix pipes not being saved anchored

* Change conveyors and groups to not use an id

Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-07-30 23:45:28 +02:00
Moses
def1f70d2e Add security jumpsuits (#1495) 2020-07-29 02:11:58 +02:00
Bright0
86a6ac4a2b Adds Handheld Radio/Listener system (#1457)
* re-do of old PR that got fuckied upp

* simplify foreach as suggested

* pass distance to PassSpeechData for a check, remove GetListenRange()

* adds RadioQuery instead of subscribing/unsubscribing

* change SpreadMessage to accept owner rather than component

* change RadioQuery to EntityQuery

* remove declared EntityQuery (oops, didn't know what shadowcommander meant)

* refactor ListeningSystem & refactor added chat logic into listen sys

* IGNORE the oopsie STOP LOOKING
2020-07-28 15:13:39 -07:00
metalgearsloth
b7eef464f1 Crit state for xeno (#1521)
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-07-28 15:56:08 +02:00
DrSmugleaf
0a82aba88e Add pulling (#1409)
* Initial framework for pulling.

* Make it possible to pull items via (temporary) keybind Ctrl+Click, make items follow the player correctly.

* Make other objects pullable, implement functionality for moving an object being pulled, make only one object able to be pulled at a time.

* Make sure that MoveTo won't allow collisions with the player

* Update everything to work with the new physics engine

* Update Content.Server/GameObjects/EntitySystems/Click/InteractionSystem.cs

Co-authored-by: ComicIronic <comicironic@gmail.com>

* Physics update and convert to direct type casts

* Add notnull checks

* Add pull keybinds to the tutorial window

* Move PullController to shared

* Fix pulled items getting left behind

* Fix moving pulled objects into walls

* Remove flooring of coordinates when moving pulled objects

* Add missing null check in PutInHand

* Change pulling keybind to control and throwing to alt

* Change PhysicsComponent references to IPhysicsComponent

* Add trying to pull a pulled entity disabling the pull

* Add pulled status effect

* Fix merge conflicts

* Merge fixes

* Make players pullable

* Fix being able to pull yourself

* Change pull moving to use a velocity

* Update pulled and pulling icons to not be buckle

A tragedy

* Make pulled and pulling icons more consistent

* Remove empty not pulled and not pulling images

* Pulled icon update

* Pulled icon update

* Add clicking pulling status effect to stop the pull

* Fix spacewalking when pulling

* Merge conflict fixes

* Add a pull verb

* Fix nullable error

* Add pulling through the entity drop down menu

Co-authored-by: Jackson Lewis <inquisitivepenguin@protonmail.com>
Co-authored-by: ComicIronic <comicironic@gmail.com>
2020-07-27 00:54:32 +02:00
Swept
60a2a400e0 Clothing Cleanup | Phase 1 (#1459) 2020-07-26 17:33:43 +02:00
DrSmugleaf
4b4e83d2bf Add changing the amount of hands on the GUI depending on your body parts (#1406)
* Multiple hands in gui first pass

* Remove IHandsComponent interface

* Create hand class and more hand textures

* Refactor ServerHandsComponent to use a single list of hands

* Seal SharedHand

* Fix picked up items not showing on top of the hand buttons

* Remove HandsGui buttons and panels dictionaries

* Fix items in hands rendering

* Fix wrong hand container comparison

* Fix not updating the location of duplicate hands

* Change ClientHandsComponent to use a SortedList instead of a dictionary

* More merge conflict fixes

* Change SortedList to List

* Fix hand button order

* Add item tooltip for more than 2 hands and updating when removing hands

* Add add hand and remove hand command

* Merge conflict fixes

* Remove nullable reference type from ContainerSlot

* Fix texture errors

* Fix error when reaching 0 hands

* Fix error when swapping hands with no hands

* Merged remove hand methods

* Fix item panel texture errors

* Merge conflict fixes

* Fix addhand and removehand command descriptions

* Add properly displaying tooltips for 2 hands

* Make hand indexes and locations consistent across the client and server

* Add dropping held entity if a hand is removed

* Change hand location to be calculated by index

* Made different hand gui updates more consistent

* Remove human body yml testing changes

* Sanitize addhand and removehand commands

* Merge conflict fixes

* Remove testing changes

* Revert body system changes

* Add missing imports

* Remove obsolete hands parameter in yml files

* Fix broken import

* Fix startup error and adding and removing hands on the same tick

* Make hand container id use an uint

In case someone gets more than 2 billion hands

* Rename hand component files

* Make hands state use an array
2020-07-25 15:11:16 +02:00
DrSmugleaf
245dbdaa3a Add pointing (#1435)
* Add pointing keybind and simple message

* Add turning the player when pointing

* Add pointing arrow

* Make the popup message appear on the pointing entity

* Add pointing to tiles and space and proper grammar

* Move pointing bind from HandsSystem to PointingSystem

* Add more messages for pointing depending on the viewer perspective

* Fix non nullable reference type

* Serialize pointing arrow duration

* Serialize pointing arrow step and add summaries

* Make arrow speed serializable and make it depend on frame time

* Add 0.2 second delay between pointings

* Add pointing arrow yaml examples

* Add the ability for pointing arrows to be rogue

* Remove rogue package reference

* Add point to verb

https://cdn.discordapp.com/attachments/313107470031650816/735268651636228197/unknown.png

* Add shift middle clicking an entity in the verb menu to point at it

* Add VV to PointingArrowComponent

* Increase pointing delay from 0.2 to 0.5 seconds

* Address reviews

* Fix nullability errors

* Separate pointing and rogue pointing code

* Fix rogue pointing arrow visuals

* Made rogue pointing arrow rotation adjustment readable for mortals

* Make rogue pointing arrows less destructive

* Cleanup more of the rogue pointing arrow code
2020-07-24 14:51:18 +02:00
Vince
b17a34d6ff Make buckled status effect more readable (#1470)
Also red text is now white to make it more neutral
2020-07-24 14:16:35 +02:00
Exp
c48b19c67d Removed inconsistent cable from airlock panel closing/opening (#1460)
* Removed inconsistent cable from airlock panel closing/opening

* Removed that one pixel

* Minified

* Optimised images

with optipng, default settings, why are there so many files
2020-07-23 16:36:59 +02:00
metalgearsloth
56737b635f Damage visualizer for simple mobs (#1332)
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2020-07-23 02:04:03 +02:00
Swept
fb57a0a53f Jumpskirts and Beesocks ok baby be calling me hercules but this bitch here stand for hermes ok I done pop me a perkay cause I heard it helped with my pain but just help my backaches (#1444) 2020-07-22 09:53:59 +02:00
Kmc2000
5c723ea70e RCD (#912) 2020-07-17 10:42:05 +02:00
Swept
33ed9eea82 Finished dark souls carvings (#1383) 2020-07-12 22:49:20 +02:00
ike709
203a835264 Emergent Sanitation Gameplay (#1378)
* Emergent Sanitation Gameplay

* Fix the map

* Address review

* Mention if it's slippery in the description
2020-07-11 23:49:54 +02:00
Víctor Aguilera Puerto
626c8c51a1 Adds slippery items (#1321)
* Start work on Slippery Component

* Slips work

* Add banana peel

* Add required slip speed

* Add slip sound

* Adds soap

* Make soapnt, soapsyndie and soapdeluxe inherit soap

* Adds homemade soap and omega soap

* Fix slipping not taking into account the entity being in a container
2020-07-09 17:00:37 +02:00
AJCM-git
ae41d03ec6 Re-organizing the Resources folder. Part 1. (#1234)
* First commit

* Lockers

* Lockers electric boogaloo

* Crates and Lockers

* Almost finishing the Textures folder

* Updating texture paths. Reminder to fix:
* Lockers
* Windows
* Vending Machines
* APC
* Catwalks
* Bedsheets and Cloaks
* Status effects

* dont know what happened here

* Commit before merge

* re-organizing

* Lockers broken

* Commit before merge

* Submodule

* renaming

* Fixing most issues

* forgot these ones

* Updating submodule

* typo

* Fixing some paths

* fixing some paths

* updating submodule

* (hopefully) fixing the submodule
2020-07-07 19:19:00 +02:00
R. Neuser
88f49961d8 OverlayManager refactor and Flash (#1218)
* Flash component, overlay and shader
Add BeginDraw method to Overlay.cs

* Add flash icons, sounds

* Progress

* Multiple overlays without enums

* This is probably the worst way to do this IDK

* Remove nullable reference type

* Add AttackEventArgs as parameter to OnHitEntities
MeleeWeaponComponent.Attack now continues when OnHitEntities returns true (it hit something)
Add OverlayType enum so client and server can agree on overlay ids
Move IConfigurable to its own file
Add AoE flash with shorter duration
Flashing someone slows them down

* Add arc to flash
Set item size to something reasonable
Remove chat log message when flash burns out

* Remove unused interface
2020-07-06 23:37:39 +02:00
Swept
ebebb3603a Added a buncha bloat from teegee (#1203)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2020-07-02 16:05:03 +02:00
Exp
8171e40a37 Added bolts to airlocks (#1138)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2020-07-02 15:31:06 +02:00
py01
23cc6b1d4e Power Rework (#863)
Co-authored-by: py01 <pyronetics01@gmail.com>
2020-06-28 17:23:26 +02:00
Swept
339dced7a4 Adds Lean (#1221)
* We boolin' now

* Updated Meta.json
2020-06-25 18:02:48 +02:00
DrSmugleaf
602dac393e Add Buckling (#1155)
* Create BuckleableComponent.cs

* Add strap component and keybind to buckle targeted entity

* Remove buckle keybind, turn it into a verb

* Add moving and attaching the buckled entity to the strap

* Fix reality collapsing when clicking on a buckled entity

* Add strap position to buckle a mob in the standing or down position

* Add new default strap position that makes no change to the mob's standing state

* Add Strap component to office chairs and stools

* Add Strap component to the pilot chair

* Add buckled status effect icon

* Add status effect click behaviour

* Add buckling and unbuckling sounds

* Change Buckle verb to only appear when an entity can be currently buckled

* Rotate buckled entity in the direction of the seat

* Disable entity rotation when buckled

* Fix buckle rotation on beds

* Buckling now finds the closest strap to the buckleable entity

* Fix rotation when unbuckling an entity

* Move buckle verb to StrapComponent

* Added buckled entity unbuckle verb, range and interaction checks

* Add checks for currently occupied straps

* Add unbuckling entity if its respective strap component is removed

* Add Clickable, InteractionOutline and Collidable components to bed

* Add rotation property to strap component

* Rename Buckleable to Buckle

* Add Buckle and Strap sizes to buckle multiple entities in the same strap

* Remove out of range popup message from strap verb GetData

* Move BuckledTo setter logic to its methods

* Fix Strap BuckledEntities being public

* Fix not updating status when Buckle component is removed

* Change BuckleComponent.BuckledTo to be of type StrapComponent

* Fix NRE when unbuckling

* Add buckle perspective messages

* Fix not equals comparison in strap verb

* Add added check to Strap TryAdd

* Change buckle.ogg and unbuckle.ogg from stereo to mono

* Remove -2f volume on buckle and unbuckle sounds

* Add summary to Strap TryAdd and Remove methods

* Make buckled entities unable to fall

* Fix default strap position not rotating the buckled entity

* Add downing after unbuckling an entity if it is knocked down

* Prevent an entity from buckling onto itself

Fixes stack overflow error

* Disable recursive buckling

* Add buckling onto straps by clicking them with an empty hand

* Add recursive buckle check to the trybuckle method as well

* Fix being able to click on a different strap to unbuckle from the current one

* Merge TryUnbuckle and ForceUnbuckle with a force argument

* Remove explicit unimplemented status effect clicking cases

* Add documentation to EffectBlockerSystem and ActionBlockerSystem
2020-06-25 15:52:24 +02:00
Swept
bad7f9dc6b Lots of new inhands, adds phoron (#1220)
* Beaker Inhands

* Flashlight Inhands

* Tile Refactor

* Adds metal/glass sheet inhands

* Removes plasma

* Adds Phoron

* We boolin'

* Phoron inhands

* First Pass inhand food

* First food inhand pass

* Soda inhand sprites

* Actually adds them
2020-06-25 13:51:58 +02:00
Víctor Aguilera Puerto
ca1fb126e7 Add timed spawner for Xeno AI and markers 2020-06-24 17:50:46 +02:00
metalgearsloth
d12a6bd9cf Add xenos (#1204)
* Add xenos for stress test

Pretty hacky and not how I'd do it long-term

* Remove claws

* Add in unarmed combat behaviors

* Cleanuppppp

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-06-24 17:43:58 +02:00
Metal Gear Sloth
a1aec5a579 Merge remote-tracking branch 'upstream/master' into weapon_anims
# Conflicts:
#	Resources/Prototypes/MeleeWeaponAnimations/default.yml
2020-06-24 20:42:16 +10:00
Metal Gear Sloth
c097bd9bef Add first back in 2020-06-24 19:49:10 +10:00
Metal Gear Sloth
8e56f6d985 Address comments
Split out TG arcs into its own thing.
2020-06-24 19:42:16 +10:00
ShadowCommander
5a6417cadf Merge pull request #1184 from ShadowCommander/UnarmedAttack
Implement unarmed combat
2020-06-23 08:17:32 -07:00
ShadowCommander
264d3d3942 Add fist graphic and change some punch settings 2020-06-23 05:53:38 -07:00
Víctor Aguilera Puerto
ffc1319733 Add new weapon spawners for SSS 2020-06-23 14:42:20 +02:00
Swept
fe65d1fa85 Weapon Tweaks (#1186)
* RPG Tweaks

* Decreased bulletbase bb
2020-06-23 14:04:19 +02:00
Metal Gear Sloth
e152dd90dc Port TG weapon animations
Although the component doesn't seem to use the state delays...
2020-06-22 21:24:21 +10:00
Swept
7b98f37f9a Adds neck UI slot and rearranges inventory UI. (#1130)
* UI Icon

* It worked?

* Reorganized UI

* converted the bedsheet/cloak sprites

* backpacks go over cloaks now

* Added a couple more neck clothing

* Milk Ape
2020-06-21 22:02:18 +02:00
Swept
fbd0eea019 Puddle icon fix. (#1175)
* Fixed, nice going metalgearsolid

* Removes whatever the fuck golem is
2020-06-21 21:56:15 +02:00
metalgearsloth
95995b6232 Add a LOT more dakka (#1033)
* Start adding flashy flash

* Change slop

Might give a smoother decline

* flashy flash

* Add flashbang and flash projectiles

Bang bang bang pull my flash trigger

* Add collision check to area flash

* Flash cleanupo

* flash.ogg mixed to mono
* Adjusted flash curve again

* Enhancing flashes with unshaded and lights and shit

Still a WIP

* Add the other ballistic gun types

Re-organised some of the gun stuff so the powercell guns share the shooting code with the ballistic guns.

* Re-merging branch with master

Also fixed some visualizer bugs

* Last cleanup

Fixed some crashes
Fixed Deckard sprite
Fixed Hitscan effects
Re-applied master changes
Re-factor to using soundsystem
Add some more audio effects

* Cleanup flashes for merge

Can put flashbangs in lockers so you don't get blinded

Fix some bugs

* Fix shotties

Also removed some redundant code

* Bulldoze some legacycode

brrrrrrrrt

* Fix clientignore warnings

* Add the other Stunnable types to StunnableProjectile

* Some gun refactoring

* Removed extra visualizers
* All casing ejections use the same code
* Speed loaders can have their ammo pulled out
* Bolt sound less loud

* Stop ThrowController from throwing

* Fix speed loader visuals

* Update hitscan collision mask and fix typo

* Cleanup

* Fit hitscan and flashbang collisions
* Use the new flags support

* Update taser placeholder description

* Update protonames per style guide

* Add yaml flag support for gun firerates

* Cleanup crew

* Fix Audio up (components, audio file, + remove global sounds)
* Add server-side recoil back-in (forgot that I was testing this client-side)
* Add Flag support for fire-rate selectors

* Wrong int you dolt

* Fix AI conflicts

Haha ranged bulldozer go BRR
(I'll rewrite it after the other AI systems are done).

* Mix bang.ogg from stereo to mono

* Make sure serializer's reading for guns

Fixes integration test

* Change EntitySystem calls to use the static function

Also removed the Pumpbarrel commented-out code

* Change StunnableProjectile defaults to 0

* Fix taser paralyse

Apparently removing defaults means you have to specify the values, whodathunkit

* Add slowdown to stunnableprojectiles and fix tasers

* Remove FlagsFor from gun components

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
2020-06-21 21:47:15 +02:00
ScumbagDog
f85dc9f94e Church organ (#1121)
* Added organ sprite

* Added church organ object

* Renamed files and references to follow guidelines
2020-06-13 13:23:10 +02:00
Pieter-Jan Briers
5abd2e23f5 Import freezer airlock sprites from Eris. 2020-06-07 11:15:28 +02:00
Pieter-Jan Briers
873f10dcc0 Make airlock deny animation use the unlit layer. 2020-06-06 23:46:25 +02:00
Swept
9ffdd023fe Adds bed, bedsheets and cloaks. (#1022)
Co-authored-by: AJCM <AJCM@tutanota.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2020-06-05 23:51:46 +02:00
Víctor Aguilera Puerto
e1df008bce Add conditional spawning component (#1069)
* Add conditional spawning component

* Remove null checks

* Remove leftover return

* Properly spawn items when game rule gets added

* Fix duplicate uids in saltern

* GameRules returns IEnumerable using yield.
2020-06-05 19:42:43 +02:00
Swept
44d950ae39 Takes skub to the next level. (#1007)
Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>

Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
2020-05-31 20:37:13 +02:00
Víctor Aguilera Puerto
bffe4df16f Add gilded bike horn instrument, expose MidiBank on instruments (#1034)
* Add gilded bike horn instrument, expose MidiBank on instruments

* Reduce soundfont size by removing duplicated samples
2020-05-31 19:19:18 +02:00
AJCM-git
9acc1f092d New IDs (#987) 2020-05-30 13:44:21 +02:00
FL-OZ
aa26bdfcae Rework Drink/Food/FoodContainer entirely (#1009)
Co-authored-by: FL-OZ <anotherscuffed@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2020-05-29 22:50:23 +02:00
FL-OZ
4c20a504a5 Add basic PDA/Syndicate Uplink. (#942)
Co-authored-by: FL-OZ <anotherscuffed@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2020-05-28 13:22:47 +02:00
Hugal31
12b5f3ebc5 Import CEV-Eris maintenance doors (#982) 2020-05-28 01:05:47 +02:00