* Clean up EntityListDisplay
* Rename EntityListDisplay to ListContainer
* Rename stuff
* Rework ListContainer
* Add tests
* Replace IControlData with record ListData
* Make _data non-nullable
* Fix test record items being duplicates
* Split filter method from populate
* Rename UpdateList to DirtyList
* Replace _count with _data.Count
* Clarify local variable toRemove
* Cleanup
* Add data selection to ListContainer
* Add selection test
* Fix comments and test name
* Fix ListContainer layout hiding items when scaled
* Add test for ListContainer top item
* Toggle fix
* Ensure buttons are re-generated
* Update unread count on select
* a
* Fix toggle test
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
- Change namespace, and folder of FancyWindow to Content.Client.UserInterface.Controls
- Change xaml reference from ui to controls in some places
- Change ClientAlertsSystem from internal to public
- Change namespace, and folder of HighDivider to Content.Client.UserInterface.Controls
* Adds three new smites, headstand, locker stuff, and reptilian species swap.
* Localize all the smites.
* save work
* More smites...
* Final tweaks.
* oops
* !PLEH
* Adds disarm prone and improved hand removal options.
* fix chances.
* take out the trash.
* Add some admin TRICKS instead of more smites.
* oop
* Implements the admin test arena and associated trick.
* Tricks for granting/revoking access.
* e
* mfw
* Implement quick dialogs, for when you don't want to spend 20 minutes writing a simple dialog prompt.
* Forgot the rejuv icon.
* E
* docs
* augh
* Add rename/redescribe buttons.
* Adds objects menu, implements a couple tricks for stations.
* 1984
* Adds a trick for effectively infinite power.
* fixes some icon uggo.
* a
* HALT!
* Pause/unpause buttons.
* Forgor the textures.
* they broke every bone in their body.
* i added more
* more battery actions, touch up battery icon.
* Address reviews.
* Initial
* Cleanup a bunch of things
* some changes dunno
* RequireAnchored
* a
* stuff
* more work
* Lots of progress
* delete pipe visualizer
* a
* b
* pipenet and pipenode cleanup
* Fixes
* Adds GasValve
* Adds GasMiner
* Fix stuff, maybe?
* More fixes
* Ignored components on the client
* Adds thermomachine behavior, change a bunch of stuff
* Remove Anchored
* some work, but it's shitcode
* significantly more ECS
* ECS AtmosDevices
* Cleanup
* fix appearance
* when the pipe direction is sus
* Gas tanks and canisters
* pipe anchoring and stuff
* coding is my passion
* Unsafe pipes take longer to unanchor
* turns out we're no longer using eris canisters
* Gas canister inserted tank appearance, improvements
* Work on a bunch of appearances
* Scrubber appearance
* Reorganize AtmosphereSystem.Piping into a bunch of different systems
* Appearance for vent/scrubber/pump turns off when leaving atmosphere
* ThermoMachine appearance
* Cleanup gas tanks
* Remove passive gate unused imports
* remove old canister UI functionality
* PipeNode environment air, make everything use AssumeAir instead of merging manually
* a
* Reorganize atmos to follow new structure
* ?????
* Canister UI, restructure client
* Restructure shared
* Fix build tho
* listen, at least the canister UI works entirely...
* fix build : )
* Atmos device prototypes have names and descriptions
* gas canister ui slider doesn't jitter
* trinary prototypes
* sprite for miners
* ignore components
* fix YAML
* Fix port system doing useless thing
* Fix build
* fix thinking moment
* fix build again because
* canister direction
* pipenode is a word
* GasTank Air will throw on invalid states
* fix build....
* Unhardcode volume pump thresholds
* Volume pump and filter take time into account
* Rename Join/Leave atmosphere events to AtmosDeviceEnabled/Disabled Event
* Gas tank node volume is set by initial mixtuer
* I love node container
* Import bird sprites and define basic mob.
* SKREEEEEEEEE
* Move hair styles to new sprite accessory prototypes.
Basic stuff, no multi-species stuff yet.
* Vox hair styles and clothes
* Make HumanoidCharacterProfile.Default() a static default to fix tests.
Usages that wanted the previous random behavior now call Random().
* Remove names from hair style prototypes.
(They're in localization files)
* Update Content.Shared/Actions/ActionType.cs
(sk)reeee github
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* All good except the combat doll
* Makes the HUD inventory less terrible
* Cleanup, nuke the Combat Mode button
* Harm icon
* Switch the icon
* Basic goon hud
* Toggleable
* Nuke the popup, properly centers it
* Fix clicking the button
* Nuke some old code
* missed a comment
* Remove defaults
* Localization
* Nuke some old yaml
* New sprites
Co-authored-by: ike709 <sparebytes@protonmail.com>