* BlockGamePlayerAction are only executed if _running is true, added italian localization file for blockgame UI
* Added localization functions and files for BlockGame arcade. Removed unused public variable added in the previous commit.
* Added new line to end of file blockgame.yml
* Update Content.Client/Arcade/BlockGameMenu.cs
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
* Moved EndLeft,EndRight and SoftdropEnd actions out of the condition as per suggestion by Paul.
* Added Loc.GetString() to "Nanotrasen" and "Nanotrasen Block Game" to enable transliteration of the name in other alphabets as per suggestion of Remie.
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
* Implement configuration verbs
* Fix nullable errors
Change getting session from actor to user.PlayerSession()
Fix not having an interaction range
Co-authored-by: Julian Giebel <j.giebel@netrocks.info>
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
* Improve hurt command feedback and usability
* Move hurt command to its own separate class away from body commands
* NuLlAbLe
* NuLlAbLe part 2
* Change hurt command to use a string builder
* Char overload
* Give back the number of arguments when unexpected
* RemieMoment
* Pulling: Migrate critical pull state from PullController to SharedPullableComponent, fixing two bugs in the process
Bug 1: PullController can be just summoned for no reason when the verb is queried
Bug 2: PullController keeps it's own independent pull state which can (and will) go out of sync (See https://github.com/space-wizards/space-station-14/issues/2619 )
* Pulling: Fix issues with previous commit (or possibly in general?) causing transferring a pull to cause alerts to go wrong
The primary problem is that there is one "pulling slot" for a puller, so SharedPullableComponent needs to stop the existing pull.
* Pulling: Remove debug logs (whoops)
* Update usages of ! is with is not
* Content.IntegrationTests commit
* Content.Server commit
* Content.Shared commit
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
* commit skeleton reagent grinder component
* add reagentgrinder bounduserinterface, add suffix to grinder yml, add reagentgrinder sprites
* implement much more of the grinder ui functionality
* get more use out of hasbeaker bool
* complete wiring up most of the chamber/beaker UI controls
* remove whitelist prototype id. add grindable tag component
* add juiceable component
* rename boolparam to be clearer
* more juice
* add some juice reagents and apply them to their drink prototypes
* re add glassyellow
* implement juicing and results
* add time delay to grindjuice
* add reagent grinder visualizer, add reagent grinder sounds, fix some yaml errors too
* interface has clear indication of currennt operation, and busy status
* add ReagentGrinder to Client ignnored components
* Update Content.Client/GameObjects/Components/Kitchen/ReagentGrinderBoundUserInterface.cs
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Update Content.Client/GameObjects/Components/Kitchen/ReagentGrinderBoundUserInterface.cs
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Update Content.Shared/Kitchen/SharedReagentGrinderComponent.cs
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* implemennt sloth changes
* fix isbusy
* Disable grind/juice buttons if there's nothing to grind or juice, also some misc fixes
* unsubscribe from messages on remove + fix xmlcomment
* fix bounding box
* Add these to dictionary
* Add these to client ignore
* Whitespace and unneeded import fixes
* tommy's toes
* Where'd these newlines come from
* power
* improve bounding box
* Check power better & show contents when beaker is ejected
* check power here
* Disable eject buttons when running
* improve comments
* readwrite for viewvars on work time and capacity
* Address most of Sloth's reviews
* Make this cleaner
* add grindablecomponent to motherfucking everything
* Fix reviews
* some more null suppressions
* remove unused random field
Co-authored-by: scuffedjays <yetanotherscuffed@gmail.com>
Co-authored-by: namespace-Memory <66768086+namespace-Memory@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* SIMD atmos
* Moles will always be a multiple of four.
* Component dependencies for grid atmos.
* Let's optimize allocations while we're at it!
* Inline this
* A bunch of atmos optimizations
* Fix crimes against atmos
* Microsoft moment
* Remove nuget.config
* do not reference Robust.UnitTests in Content.Benchmarks as it's unneeded.
* Revert "Remove nuget.config"
This reverts commit 872604ae6a51365af4075bb23687bd005befd8ac.
* Gas overlay optimization and fixes
* Lattice is now spess
* minor atmos tweaks
* Add verb to toggle flashlight
* Playing with hand-held light for hard hat
* ClothingEquippedPrefix will update players sprite when changed
* Make abstract prototype for hardhat and fixed hardhat orange sprites
* Fixed all other hard hats
* Fixed requested changes
* Restore prototype and sprites changes
* Nullables
* That's actually nullable
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
* temp commit to save progress
* adds objectives
* refactors mind.addobjective a bit
* better names for my testobjectives which i'll remove later on anyways
* nullable errors
* some misc fixes
* no sorted or set, what was i thinking here?
* removes unused imports
* added commands
* fully implements stealcondition
* started uiwork
* moved prototypeicon to engine
* removes objective class & uiwork
* refactors ui to only update when opened
adds progresstexturerect
* adds some margin
* removes some testing code
* ignores objectiveprototypes on clientside
* fixes
* removes using statements for exp
* gets the job
* always show issuer
* locs & _
* giving commands some love
* Update Content.Client/GameObjects/EntitySystems/DoAfter/DoAfterBar.cs
Co-authored-by: Exp <theexp111@gmail.com>
* makes commands use new thingy
* string interpolation
* good catch exp
* loc'd
* linq gone
* runtime
* moves function from engine
* oopsie
* Update Content.Server/Objectives/Conditions/StealCondition.cs
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* makes messages directed
* base call & validation
* shuffle once
* No? Money down!
Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
Co-authored-by: Exp <theexp111@gmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
* Disable automatic on-touch activation of external airlocks
It's a total pain to reliably get inside a two-door airlock without tripping the firelocks, and that's if you're *intending* to use it properly...
People keep draining the entryway air on the sandbox servers (so people have to crowbar the firelocks open, and this reduces available air)
* Disable automatic on-touch activation of external airlocks: Change auto_open to autoOpen
* Change auto to bump
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
* Added refine component for glass shard
* Add refinable to rest of the shards
* Fixed windows shard count
* Now objects can vary refine time
* Windows will spawn correct shards after destruction
* Added all requested changes
* Client ignore as well
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Make Godmode able to be disabled and more accessible
* You got a license for that exclamation mark?
* Move restore logic to the entity system
* Make MovedByPressureComponent able to be disabled
* Add extension that gives you the moved by pressure component
* Fix not disabling moved by pressure
* Disable Pulling When Buckling an entity
* Projectile Improvements
If you shoot at a person that is critted now it will only hit if you aim at that person otherwise go "above" him and hit other targets.
- Dead people are still unhitable
* Update Content.Server/GameObjects/Components/Buckle/BuckleComponent.cs
Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
* Firelock In Progress
* Revert "Projectile Improvements"
This reverts commit 5821afc798e49e530d4086d7a9ddbe097805fdc4.
* Firelock Graph
* Revert "Merge branch 'master' into test2"
This reverts commit c69661cc7d9dcdc6d8c0dd45770f9eb94b231463, reversing
changes made to 5f1de8b8d24cd52190addb3df5617cb1012fd52c.
* Bunch of stuff
- Metal Rods
- Reinforced Glass
- SetStackCount Condition
- Tables
- Lattice
* Output2 to FloorTileItemComponent
* Plating, Underplating and Tiles (+FloorTile Improvements)
* Turf Fixes
+ APC Electronics
* Reinforced Glass In-hand textures
* All the fixes
* Final Changes
* (Hopefully) Last commit
* Update Resources/Prototypes/Entities/Constructible/Doors/firelock_frame.yml
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Update Content.Server/GameObjects/Components/Atmos/FirelockComponent.cs
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* A Few more things
* Edit FirelockComponent.cs
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* makes conveyors to use machine linking & refactors machine linking a bit
* nullable errors
* temp commit, starting work on construction
* working recipies & graphs
* fixes crash
* makes items gravitate towards the center when on a conveyor
* makes conveyors take bool signal too
* ignores components clientside
* default arm
entitymanager
maxtransmitters
unsubscribe methods
* twowayLEVER
* _
* componentreference
struct
* yaml run
leverDefinitelyNotCopiedFromGirderNoNoNo dies today :(
* nullable
* no divide by 0
* making sloth happy
* space gone - happy?
* final fix
* yes
* adds item to lathe
* conveyor item -> conveyor assembly
* technology
* reviews ADRESSED
* Update Content.Shared/GameObjects/Verbs/VerbUtility.cs
Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
* Align storage welders with door welders
* Spamming the button doesn't punish you.
* Requires lit welder to start
*
* Nulla-builda-buddy
* A certain smug in a bucket
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
* #272 add bordered panel for effects bar
* #272 avoid mouse overlapping tooltip when near edges,
change tooltip colors to match mockups
* #272 WIP defining status effect states as YML and
sending them as encoded integers
* #272 refactor to use new alert system
* #272 refactor to use new alert system
* #272 fix various bugs with new alert system and update
alerts to have color
* #272 WIP
* #272 rename status effects to alerts
* #272 WIP reworking alert internals to avoid code dup
and eliminate enum
* #272 refactor alerts to use
categories and fix various bugs
* #272 more alert bugfixes
* #272 alert ordering
* #272 callback-based approach for alert clicks
* #272 add debug commands for alerts
* #272 utilize new GridContainer capabilities for sizing of alerts tab
* #272 scale alerts height based on
window size
* #272 fix tooltip flicker
* #272 transparent alert panel
* #272 adjust styles to match injazz mockups more, add cooldown info in tooltip
* #272 adjust styles to match injazz mockups more, add cooldown info in tooltip
* #272 alert prototype tests
* #272 alert manager tests
* #272 alert order tests
* #272 simple unit test for alerts component
* #272 integration test for alerts
* #272 rework alerts to use enums instead
of id / category
* #272 various cleanups for PR
* #272 use byte for more compact alert messages
* #272 rename StatusEffects folder to Alerts,
add missing NetSerializable
* FloorTileItemComponent can now extend the station, or create new grids.
* Fixes wrong interaction system EntityCoordinates check.
Needed for all this to work.
- Rotatable verbs only show if the entity can be rotated.
- Adds parameter to rotate anchored entities.
- Office chairs can now be rotated regardless of anchoring.
* Fix block game crashing server
* fffff i just noticed
* THIS is the correct property
* Ignore unpause if game has not started
* Init _currentPiece by BlockGame constructor