Commit Graph

70 Commits

Author SHA1 Message Date
Tyler Young
623e47f19d use lidgren's new spans (#1164)
update solution
2020-06-24 17:57:59 +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
Pieter-Jan Briers
c5b1042573 Merge branch 'drop-decimal-use-cannyfastmath' into 20-06-18-merge 2020-06-18 02:34:47 +02:00
Acruid
189ed9309f Removes the ConstructorComponents and moves the construction blueprint feature into a new ECS system. (#1114) 2020-06-15 12:30:11 -07:00
Tyler Young
de274de9e3 use CannyFastMath in various places even where it might not be any different
also update a bunch of packages

clean up redundant YamlDotNet references
2020-06-14 09:36:53 -04:00
Pieter-Jan Briers
29365353a5 Remove SharpZipLib and System.ValueTuple dependencies 2020-06-13 03:13:34 +02:00
Pieter-Jan Briers
4ebba74b1f Update submodule and fix ARM builds. 2020-06-09 00:17:11 +02:00
Pieter-Jan Briers
c7a171cf14 Revert "add Robust.Serializer dep to Content.Shared"
This reverts commit a8f84c4b8c.
2020-02-15 02:33:52 +01:00
Tyler Young
a8f84c4b8c add Robust.Serializer dep to Content.Shared 2020-02-15 01:48:48 +01:00
Pieter-Jan Briers
ba88b2b1da Update NuGet dependencies.
EFCore excluded because I'm still using .NET Core Runtime 3.1.0 instead of 3.1.1
2020-01-20 20:44:36 +01:00
DamianX
802fda3cfd Added option to generate random character name (#519)
* Added option to generate random character name

* awk '!seen[$0]++'
2020-01-18 23:09:14 +01:00
Pieter-Jan Briers
1e696edcff Use C# 8. 2019-12-17 16:09:10 +01:00
Pieter-Jan Briers
ecb7cd3c66 Update all the NuGet packages & submodule. 2019-08-27 22:39:32 +02:00
Pieter-Jan Briers
77216af44e Don't copy project dependencies for content projects.
#850
2019-08-22 18:44:35 +02:00
Pieter-Jan Briers
3488ca0173 Try to work around space-wizards/space-station-14#284 2019-08-03 15:07:47 +02:00
Pieter-Jan Briers
8cf5195db6 .NET Core support.
Also dropped x86 because apparently unit tests still work.
2019-08-02 22:45:41 +02:00
Injazz
10801af2f7 Explosions and Grenades, Triggers, OnDestroy, OnExAct, Fueltanks and destructible tables (#247)
* initial explosiveComponent

* remove garbagee

* assets

* tile mass deletion baby

* grenades

* tweaks

* Update Content.Server/GameObjects/Components/Explosion/ExplosiveComponent.cs

Co-Authored-By: Pieter-Jan Briers <pieterjan.briers@gmail.com>

* Ex_act based on damage, fixes and tweaks

* One finishing touch

Done the most cringe way

* ex_act explosions, tables are destructible now

also adds fuel tanks

* adds ex_act to mobs
2019-06-07 13:15:20 +02:00
Pieter-Jan Briers
56bccdbc3e Update submodule, update NuGet dependencies. 2019-05-29 14:04:57 +02:00
Pieter-Jan Briers
996b45a04f Project File Refactor (#241)
* Project file refactor, content edition

* Update submodule
2019-05-28 00:18:29 +02:00
Pieter-Jan Briers
9a1f37d476 Update submodule, switch to .NET Framework 4.7.2 2019-05-11 16:10:09 +02:00
Víctor Aguilera Puerto
fe0414eda7 Lathes (#207)
* Recipe stuff.

* Lathe GUI and stuff

* god dammit

* Lathe menu works, yay.

* EventArgs henk

* Some work

* SS14 -> Robust

* More SS14 -> Robust

* Lathe materials

* Lathe works, Lathe GUI, Queue GUI, etc

too many changes to name them here

* Remove materials button, add ViewVariables and update lathe on connect

* Add Autolathe RSI

* Adds new recipes, fixes a few bugs.

* Remove unused ScrollContainers

* Use same delegate for spawn.

* Removes client-side LatheComponent in favor of BoundUserInterface

* Remove GetMaterial and TryGetMaterial

* Use auto-properties in a few places.

* Adds LatheDatabase, and a bunch of other changes

* Remove useless log.

* Remove lathetype from prototypes.

* Turns Storage, Lathe and Database into autoproperties

* Remove Hacked property from LatheRecipePrototype

* Remove unneeded dependency injection from components

* Refactors LatheDatabaseComponent to use ComponentState

* Refactors MaterialStorageComponent to use ComponentState

* Oopsie

* Another oopsie

* Last oopsie, I hope

* Fix missing Close call.
2019-04-26 15:51:05 +02:00
PrPleGoo
903961771b Actual lockers (#195)
Adds storing entities into lockers the way we all know and love.
Relies on an implementation of ITileDefinition in https://github.com/space-wizards/space-station-14/pull/193 (just like origin/master)
#191
2019-04-17 23:26:00 +02:00
Silver
a18692bc46 Rename toolbox references from ss14 to robust 2019-04-15 21:11:38 -06:00
Pieter-Jan Briers
52af7d27da Re-implement chat in content. (#198)
* OOC is a word.

* Re-implement chat in content.
2019-04-13 09:45:09 +02:00
Pieter-Jan Briers
c283634efb Make examine use tooltips. (#189)
FANCY.
2019-04-09 17:33:53 +02:00
PrPleGoo
35f3cbe3f9 Engineer's helmet (#188)
* refacting some sprite things

* fix sprites

* Netcode for sending a new icon state to the ClientComponent

* Fixed broken torches.

* Fix dirty calls.

* ClothingComponentState now also includes EquippedPrefix

* Inherritance ClothingComponent : ItemComponent

* Added parameter to ItemComponentState constructor.

* Update RobustToolbox

* Revert "Update RobustToolbox"

This reverts commit 82c7e98ff3853b64698d5e80a45cd7a3758618e0.

Undo weird commit to toolbox?
2019-04-08 12:18:27 +02:00
Pieter-Jan Briers
f5bb790edb Footstep sounds. (#182) 2019-04-05 02:04:34 +02:00
Pieter-Jan Briers
bd5f920151 Content changes for tile ID refactor. 2019-04-03 21:20:26 +02:00
Silver
0869b05ffd Update Projects and References 2019-03-30 00:31:45 -06:00
Víctor Aguilera Puerto
d090e98bd4 [Ready] SoundComponent (#164)
Requires https://github.com/space-wizards/space-station-14/pull/768

- [x] Play sounds
- [x] SoundSchedules actually work
- [x] Send sound to specific users
- [x] Make existing components use SoundComponent
- [x] Add ScheduledSounds from prototypes
- [x] Add Play methods equivalent to those of AudioSystem.
- [x] Document most code.
2019-03-28 14:31:49 +01:00
Injazz
c5e077efc1 mob dead state tweaks (#162)
~~well, it SHOULD make mob rotate on death, but it doesn't, i have no idea why~~

- Blocks character movement in crit/death
- rotates character ~~360noscope~~ 90 degrees to convince you it's lying down when dead

resolves #145
resolves #158
related to #115
2019-03-27 13:29:06 +01:00
Pieter-Jan Briers
0882435293 Fancy guns. (#152) 2019-03-23 15:04:14 +01:00
Pieter-Jan Briers
e1f6a2bbd5 Spawn point system.
Hey we can place spawn points on the map now instead of hardcoding them!
Spawn points are simply invisible bare bones entities.
2019-03-17 15:52:27 +01:00
Pieter-Jan Briers
84aa369809 Airlocks rewritten to use appearances, use less ugly sprite from Eris. 2019-03-16 20:40:07 +01:00
Pieter-Jan Briers
7ca90d11b3 Gun stuff (#132)
* Guns can now be fully automatic.

Take that BYOND.

* Improve delay handling

* Bullet spread

* Fix firing guns on pickup
2018-12-13 14:49:57 +01:00
clusterfack
37df61113e Species Component (#130)
* Fix this
fug
oksure
Creates the initial species component, damage states, and threshold templates and hooks them into the damageable component

* More rebase fixes

* test

* Pre future rebase

* Please

* Lol

* Lol2

* SHADERS

* Update Engine

* yml file

* Fix an initialization issue, injects dependencies

* Fix error in loading shaders

* Makes a master character ui controller component added upon client attachment to entity and remove upon client detachment from entity

* Fixes just about everytrhing

* Address PJB's comments

* geeze

* Make overlays work in worldspace instead of screen space and not cover user interfaces

* update submodule
2018-12-13 14:47:18 +01:00
Pieter-Jan Briers
ef3007a603 Parallax (#131) 2018-11-30 21:54:30 +01:00
Pieter-Jan Briers
845d0f9182 We have a lobby! (#127)
It's shoddy as hell but it works for our purposes.
2018-11-25 19:04:49 +01:00
Pieter-Jan Briers
f91488fa27 Popup message notifications. (#125)
* Popup message system v1

* Networking for the popup notifications.

Ship it.
2018-11-21 21:11:30 +01:00
Pieter-Jan Briers
b0f212bad5 Verbs (#124)
Right click verbs work.
2018-11-21 20:58:11 +01:00
Acruid
d186f18c20 Thrown Item Physics (#120)
* Thrown object speed is now based on force.
Fixed BoundingBox namespace.

* 100% more throwing.
CollisionGroup enum.

* Update Engine.
2018-10-30 09:13:10 +01:00
Pieter-Jan Briers
c33daddda2 Power cells 2018-09-21 08:21:40 +02:00
Pieter-Jan Briers
74541e23a4 Equipment & inhands. (#110)
* Equipment WiP

* Equipment's starting to work.

* Equipment works properly 100% now.

* Inhands work.

Also more clothes.
2018-09-19 18:54:04 +02:00
Pieter-Jan Briers
7a91fb7512 Project file maintenance, C# 7.2 (#108)
1. Updates all the NuGet packages (except CommandLineParser because they ruined their API)
2. Makes all projects use C# 7.2 explicitly. (not latest)
3. Use some C# 7.2 features like readonly structs and default literals.
2018-09-13 20:09:53 +02:00
Acruid
7b7b5cc59f Math Assembly (#102)
Included new Math assembly in projects.
2018-08-27 10:23:42 +02:00
Acruid
ce5760d46c Click Migration (#94)
* Migrated Interaction system to the new Input system.

* Contexts are now set up in content.
2018-08-16 15:57:11 -07:00
Pieter-Jan Briers
d7074bf74f Construction System. (#87)
* Construction WiP

* Construction kinda works!

* Lots more construction work.

* It mostly works!
2018-08-02 08:29:55 +02:00
Víctor Aguilera Puerto
f051078c79 Remove all references to OpenTK (#85)
Resolves #80
2018-07-29 23:58:19 +02:00
Pieter-Jan Briers
ad5c82fec9 APC & SMES appearances. (#78)
* CEV-Eris SMES sprite as RSI.

Has been modified so that the light overlay states use alpha blending.

* Add tiny glow to SMES display sprite.

* Appearances work v2

* More WiP

* RoundToLevels works correctly on even level counts now.

* SMES -> Smes because MS guidelines.

* CEV-Eris APC sprite.

* APC visuals.

* Reduce SMES scale again to normal levels.

* Update submodule
2018-07-17 11:39:55 +02:00
Pieter-Jan Briers
147aad5064 Some work on the mess that is this power code.
Jesus.

Tons of fixes, refactors and other things.
The powernet's code is still awful though.
2018-05-27 16:44:50 +02:00