Commit Graph

12134 Commits

Author SHA1 Message Date
moneyl
33cf29978a Sandbox window improvements (#578)
* Several sandbox manager improvements

- Bound sandbox manager to B key as it lists on the UI
- Bound entity spawner to F5
- Bound tile spawner to F6
- Made entity spawner and tile spawner toggle instead of repeated spawning new windows from the sandbox panel

* Move relevant keyfunctions from engine to content

Turns out it was unnecessary to have the key functions in the engine as all code using the ones added here are in content.
2020-02-02 22:38:51 +01:00
Reno DuBois
e72a78fc87 Add mask and layer to powercell items (#577) 2020-02-02 22:37:48 +01:00
Pieter-Jan Briers
c9073abc03 Make hiding GUI require shift F4 instead of regular F4. 2020-01-30 13:47:28 +01:00
ike709
73a9b2af89 Basic equipment for all jobs (#573) 2020-01-29 19:14:35 +01:00
AJCM-git
b167107c8b /TG/ ID sprites (#570)
*  This adds /TG/ ID sprites

* Applying suggestions

Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-01-29 19:13:53 +01:00
moneyl
972d601664 Add solution pouring / click-transfer (#574)
* Add click-based solution transfer

For example, clicking on a beaker with a soda can to transfer the soda to the beaker. Works on plain solution containers like beakers and also on open drink containers like soda cans as long as they have the `PourIn` and `PourOut` solution  capabilities. If no `SolutionComponent` is added to a drink entity, the `DrinkComponent` will give the entity one. This PR extends that behavior slightly by also giving these default `SolutionComponent`'s the proper capabilities for pouring in/out.

* Improve fix for poured drinks not immediately disappearing

Instead of making `DrinkComponent.Use` public this 
 splits out the code important to both users and made that function public, leaving `Use` private.

* Shorten solution transfer popup

* Make code review changes

- Move pouring code from SolutionComponent to new PourableComponent. Added PourableComponent to client ignore list and added to existing container prototypes.
- Added EmptyVolume property to shared SolutionComponent for convenience.
- Removed DrinkComponent fix from pouring AttackBy code. Instead DrinkComponent subscribes to the SolutionChanged action and updates its self when necessary.
- Fixed pouring being able to add more than a containers max volume and sometimes deleting reagents.
- Added message for when a container is full.

* More code review changes

- Remove IAttackBy ComponentReference attribute in PourableComponent
- Remove _transferAmount from shared SolutionComponent. Left over var from previous commit not being used anymore.
2020-01-29 02:07:02 +01:00
ike709
4315618782 Adds some existing equipment to Janitors and Sec Officers (#566) 2020-01-26 14:01:48 +01:00
Pieter-Jan Briers
2ec493e2af Combat mode improvements.
You now need to hold the mouse for 0.15 seconds in combat mode to actually do an attack.

Otherwise it's regular item interaction (for now).
2020-01-26 03:38:51 +01:00
Pieter-Jan Briers
1412cd5277 Combat mode is now on R. 2020-01-25 21:33:59 +01:00
Pieter-Jan Briers
f95c5b7921 Adds job icons to the job list. 2020-01-24 16:31:18 +01:00
Pieter-Jan Briers
fd759e4a9d Jackboots and clown shoes produce different footsteps again. 2020-01-24 02:35:01 +01:00
moneyl
86d1f808af Fix more unknown component errors (#545)
Fixed UseDelayComponent not being on the ignore list of Content.Client and removed seemingly erroneous `Timing` component used in bike_horn.yml
2020-01-23 01:09:56 +01:00
L.E.D
8f04ce894f Use Delay Component (#540)
* use delay timer

* remove accidental using

* and remove accidental newline because i don't proofread my code

* compatibility with HUD cooldown
suggested changes

* get out of here

* suggested changes

* change to seconds from milliseconds

* remove redundancy
2020-01-22 23:08:14 +01:00
moneyl
aa77b017e8 Add keybind for line edit delete key usage (#533)
Separate commit on the engine repo has the code for this behavior.
2020-01-21 18:12:36 +01:00
Pieter-Jan Briers
09900a08e4 Wait uhhh don't punch a hole in that toolbox. 2020-01-21 18:12:04 +01:00
Pieter-Jan Briers
9beb7e48d4 Implement female uniform masking. 2020-01-21 18:11:15 +01:00
Pieter-Jan Briers
77fcc4a673 Use TG human sprites. 2020-01-20 15:13:03 +01:00
Pieter-Jan Briers
54f5f0ac08 Fill out captain & clown equipment. 2020-01-20 10:30:07 +01:00
Pieter-Jan Briers
05ff4e0956 Implement human pockets and ID card slot correctly.
Pockets & ID need uniform equipped. Pockets accept any sufficiently small item.
2020-01-20 10:30:06 +01:00
Pieter-Jan Briers
02fbc5938b Adds more metadata to job prototypes:
Whether the job is a head.
The access levels the job has.
The total & spawn positions count.
2020-01-19 18:31:14 +01:00
Pieter-Jan Briers
ce794c4dac Move access levels to prototypes.
Also adds captain & ID computer access levels.
Fixes ID computer not saving access changes correctly.
2020-01-19 18:30:09 +01:00
Pieter-Jan Briers
afef34a648 Split jobs into separate files and remove less-important jobs. 2020-01-19 09:35:17 +01:00
Pieter-Jan Briers
9a76c70b37 Give TextCursorRight canRepeat: true 2020-01-18 03:17:52 +01:00
DamianX
e619b3026c HOME and END keys work in LineEdit episode 2 (#512) 2020-01-18 03:14:02 +01:00
DamianX
a4e369e629 added Character Setup (#511)
* added Character Setup

* whoops

* reverted unrelated changes

* Made everything work post-rebase

* Removed unused PreferencesChanged event

* nope, don't need this

* HumanoidProfileEditorPanel -> HumanoidProfileEditor

* Set initial data for hair pickers

* Fixed nullable warning

* Renamed LooksComponent -> HumanoidAppearanceComponent

* Renamed LooksComponentState -> HumanoidAppearanceComponentState

* Final renaming maybe

* Use a human-like dummy instead of a real human

* Change preferences structs back to classes
2020-01-18 01:54:13 +01:00
Pieter-Jan Briers
da932c5caa Styling for Slider. 2020-01-15 14:27:47 +01:00
Pieter-Jan Briers
b5af7b1c3e Re-organize human layers more so that facial hair is below regular hair. 2020-01-15 14:12:35 +01:00
Pieter-Jan Briers
e0a4735fe2 Switch to TG hair sprites.
This removes the need for a separate shader because they're multiply-based instead of additive like /vg/ or Bay.
2020-01-12 02:04:13 +01:00
Pieter-Jan Briers
ca01e245cb Improve human sprite layering.
Matches TG, means hair goes over clothing now.
2020-01-12 02:02:38 +01:00
Acruid
ca58afd81b Added a Collidable Component to the existing station grind in StationStation. 2020-01-11 15:15:11 -08:00
Pieter-Jan Briers
411c23c46e Item status! 2020-01-09 00:28:04 +01:00
Pieter-Jan Briers
e984fc24b6 Add addcomp command to groups.yml 2020-01-09 00:28:04 +01:00
Pieter-Jan Briers
e31078d8ef Make lmb_empty_alarm.ogg mono audio. 2020-01-09 00:28:04 +01:00
Acruid
f73824adcb Prevents the MoverSystem from overwriting the MoverComponent on an entity.
Adds the new ShuttleControllerComponent, a custom IMoverComponent that moves the parent grid when controlled by a mind.
2020-01-08 15:17:00 -08:00
Acruid
8a49546add Added the NoDoor flag to storage components, so that the open/closed state is synced with the lock/unlock.
Added the glorious Pilot Seat.
2020-01-03 17:49:17 -08:00
Acruid
e2e5982d68 Adds a verb to toggle open/close a storage.
Adds a verb to toggle lock/unlocked a storage.
Adds the ability to lock a storage closed.
2020-01-03 13:38:58 -08:00
Pieter-Jan Briers
02a655d005 Update submodule, map file fixed. 2019-12-28 03:24:06 +01:00
Pieter-Jan Briers
301cebc254 Dim windows a bit, add rwindows. 2019-12-24 15:14:44 +01:00
Pieter-Jan Briers
26c8995dad Fix low wall layering.
This makes windows look great.
2019-12-24 13:40:13 +01:00
Acruid
72cff220cf Wires are now broken in explosions, and drop cables.
Using the wire cutters on a wire drops a cable.
Fix bug where bullets raise an exception when the hit object deletes itself.
2019-12-15 19:58:24 -08:00
Pieter-Jan Briers
7f188b0f44 Disable sprinting.
Now you always sprint.
2019-12-07 17:16:56 +01:00
Pieter-Jan Briers
023c76db59 Make human hitbox square again. 2019-12-06 02:21:59 +01:00
Pieter-Jan Briers
689d16ee65 Outlines moved to InteractionOutlineComponent, now change color when in interaction range. 2019-12-06 02:08:17 +01:00
Pieter-Jan Briers
26da24c3c5 UI Layout v2. (#489)
* UI Layout v2.

* Lobby fixed.
2019-12-05 16:00:03 +01:00
Pieter-Jan Briers
a7f86a4333 Clear out some unused sprites. 2019-12-04 01:10:24 +01:00
Pieter-Jan Briers
aea14074cc Make soviet vending machine use cyrillic. 2019-12-04 01:00:15 +01:00
L.E.D
fac91af34d new layers (#483) 2019-12-01 15:20:50 +01:00
Pieter-Jan Briers
4265fac7b8 Welders now play sounds when toggled. 2019-11-29 16:46:25 +01:00
L.E.D
c213fa8cdf object break sounds (#477) 2019-11-28 14:37:03 +01:00
Víctor Aguilera Puerto
fedc0ad71c Adds playable instruments, IDropped, IHandSelected and IHandDese… (#368)
* Instrument test.

* Midi stuff

* Some more work

* This actually works now!

* update

* Midi Audio works!

* Lots of stuff, and cool interfaces for items

* Update

* Fix a few things

* It just works

* Move textures to another folder, remove placeholder description from instruments

* Fix warning

* Use renderer enum

* Instruments now use DisposeRenderer method, and send MidiEvents as they receive them. Deletes InstrumentSystem whoo.

* Fix incorrect sprite paths

* Instruments take midi file size check into account when enabling/disabling midi playback buttons

* Fix crash when pressing drop on empty hand.

* Use new renderer return values for midi/input

* Xylophones are no longer handheld instruments, fix their sprites.

* Use new API

* Remove nfluidsynth from solution

* Timing information

* Use IGameTiming.CurTime for timestamps instead
2019-11-25 00:11:47 +01:00