* initial system (this math is probably WRONG)
* General code cleanup and OnExamined support
(holy moly this code sucks)
* UICode and related events foundation
TODO:
- Actually write the XAML UI and the underlying system
- Un-shitcode the entire thing
- Actually test everything...
* Working UI code
TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't.
* Remove one TODO for unshitcoding the examine code
* Add reminder
yea
* Make predicted (defenitely isn't)
(also defenitely isn't a copypaste from pressure pump code)
* It's predicted!
TODO:
- Give it snazzy predicted visuals!
- Have a different field for pressure entry, lest it gets bulldozed every UI update.
* Improve gas pressure relief valve UI
TODO: Reminder to reduce amount of dirties using deltafields
* Implement DirtyField prediction
* Entity<T> cleanup
A lot of Entity<T> conversions and lukewarm cleanup.
Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell.
* More cleanup and comments
* Remove TODO comment on bulldozing window title
* """refactoring"""
- Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance.
- More Entity<T> conversions because I like them.
- Move UI creation handling over entirely to the ActivatableUI system.
- Fix a hardcoded locale string (why????).
* Add visuals
* Revert debugging variable replacememt
yea
* Revert skissue
* Remove unused using directives and remove TODO
* Localize, cleanup, document
* Fix adminlogging discrepancy
* Add ability to construct, add guidebook entry
* Clear up comment
* Add guidebook tooltip to valve
* Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor
* Adds more input handling and adds autofill on open
* Un-deepfry input validator shitcode
Genuinely what was I smoking
* improve visuals logic
* Refactor again
- Update math to the correct implementation
- Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs
* I'm sorry but I hate warnings
* Remove unused using directive in AtmosphereSystem.Gases.cs
* Review and cleanup
* Lukewarm UI glossup
* Maintainer for the upstream project btw
* Remove redundant state sets and messy logic
* Unduplicate valve updater code
* Redo UI (im sorry Slarti)
* run tests
* Test refactored UI messaging
* Second round of UI improvements
- God please find a way to improve this system. Feels bad.
* Update loop implementation
* Further predict UI
* Clear up SetToCurrentThreshold
* cleanup
* Update to master + pipe layers and bug fixes
want to run tests
* fixes
* Deploy rename pipebomb
* Documentation and requested changes
* Rename the method that wiggled away
* Undo rounding changes
* Fix comment
* Rename and cleanup
* Apply suggestions from code review
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* fix: only show pipe layer popups to the user changing them
* fix: don't show pipe layer subfloor popup when not using a screwdriver
* fix: properly pass down user and used for serverside pipe layer changes
Technically this doesn't matter as the Shared codepath for this method
doesn't actually use these on the server: only the user is used for a
clientside popup. Still, will be good to have these for future changes
that might need them.
* - Combine enum keys `ToggleableLightVisuals` and `ToggleVisuals` into `ToggleableVisuals`
- Rename `ToggleableLightVisualsComponent` to `ToggleableVisualsComponent` and `ToggleableLightVisualsSystem` to `ToggleableVisualsSystem`
- (The `SpriteLayer` field on the component is now required because the old default of `light` doesn't make sense anymore)
- Make it so that `ToggleableVisualsComponent` works even when there's not a light attached to the entity
- (Amazingly this seems to have only applied to Headphones, but I can only imagine there are many other things people would like to do with simple toggleable visuals)
- Explicitly make `ItemTogglePointLightComponent`'s purpose to make `ToggleVisualsComponent` apply to `PointLightComponent`s on the same entity.
- Add field `ToggleableVisualsColorModulatesLights`, which makes the `Color` appearance value of `ToggleableVisuals` modulate the color of lights on the same entity
- Lots of prototype updates to uptake the above
* fix bad merge
* unbork robust
* blindly letting rider reformat stuff
* I guess I never cleaned up these imports at all
* Make PryTile use Entity<T>
Converts the old parameters into an obsolete overload
* Make HandleDecompressionFloorRip use Entity<T>
Converts the old parameters into an obsolete overload
* Convert the one use to use Entity<T>
* Delete obsolete private methods
* Predicted gas pumps
I wanted to try out atmos and first thing I found.
* a
* Atmos device prediction
- Canisters
- Tanks
- Internals
AirMixes aren't predicted so nothing on that front but all the UIs should be a lot closer.
* Remove details range
* Gas tank prediction
* Even more sweeping changes
* Alerts
* rehg
* Popup fix
* Fix merge conflicts
* Fix
* Review
* Fire extinguishers now put out candles
This did not actually require any changes to flammable or extinguishers directly, the only necessary changes were to make the collision actually work.
Vapor entities (also used for fire extinguishers) now have a collision layer, so they can hit items.
Added a new FlammableSetCollisionWake component to actually enable collision on candles while they are lit, because otherwise CollisionWake on entities gets in the way too.
* Extinguishing items is now relayed to held/worn items
This means held candles get extinguished too.
Involved moving the core logic of ExtinguishReaction into an event so that it can be relayed via the existing hand/inventory relay logic.
* Add helper functions for subscribing to relayed events.
Use these in FlammableSystem
* Make extinguishers work on cigarettes too
A bunch of renaming to make the rest of my code work with SmokableComponent
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Make ReactionResults an array
We're making the dictionaries fixed-size anyway.
Alternatively could use a frozendictionary but not sure on the perf difference. Worst case whoever adds another reactionresult makes a minor adjustment
* apply conventions
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
The comparison for doing gas exchange used current and not archived
moles. This could lead to update order-dependent gas spreading effects.
To fix this, convert TileAtmosphere's MolesArchived and
TemperatureArchived to a AirArchived, and use that in the comparison
method.
---------
Co-authored-by: PraxisMapper <praxismapper@gmail.com>
Co-authored-by: Kevin Zheng <kevinz5000@gmail.com>
* greatly improve how the gas analyzer behaves
* don't close the analyzer when the object goes out of range
* cleanup
* always switch to the device tab when a new device is analyzed
* modern api part one
* modern api part 2
* modern api part three
* file scope namespace
* add verbose examine text to gas miners so their behaviour can be understood
* no need for these to be properties
* use an enum instead of two booleans for the miner state
* require the gas miner to be anchored in order to not be disabled
* xmldoc
* pr feedback
* file-scope namespace
* it's to late to hide my transgressions in a rebase
* turns out the normal examine distance is totally fine for this
* GET WORLD POSITON, ROTATION
* Missing parentheses
* ui system depndency
* the issue
* Unused
* Let the function do the transform
---------
Co-authored-by: plykiya <plykiya@protonmail.com>
* Replace EntityCoordiates.InRange() with TransformSystem.InRange()
* nullspace
* I figured it out
* man I have no clue how client side sutff works
* please have mercy
* remove RadiationPulseOverlay changes
* nullspace
---------
Co-authored-by: plykiya <plykiya@protonmail.com>
* blah, setup
* Updates GasTankSystem and InternalsSystem to not use Component.Owner
* squish the diff
* Fixa the rest
---------
Co-authored-by: plykiya <plykiya@protonmail.com>