* Fix disposal unit flush animation
* Revert "Fix disposal unit flush animation"
This reverts commit a596ecfd5f5368f87ef52cfb27884a8e000185c6.
* control by setting layer visibility rather than overwriting
* restore changes
* new patchMargin variable added, horizontals fixed
* All sides now work, system is fully integarated
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Co-authored-by: Zachary Yona <magicalusf@gmail.com>
So:
- Shared examine like armour, adds the button incorrectly and mispredicts it.
- Server-only like damage, doesn't add it (correct) and no mispredict.
We'll just prune any verbs if the server sends them in unless the verb is client-only and it should fix it unless there's client-side code not flagging it as clientexclusive.
* Predict dumping
- This got soaped really fucking hard.
- Dumping is predicted, this required disposals to be predicte.d
- Disposals required mailing (because it's tightly coupled), and a smidge of other content systems.
- I also had to fix a compnetworkgenerator issue at the same time so it wouldn't mispredict.
* Fix a bunch of stuff
* nasty merge
* Some reviews
* Some more reviews while I stash
* Fix merge
* Fix merge
* Half of review
* Review
* re(h)f
* lizards
* feexes
* feex
* Refactor disarms
- Move client stuff to shared
- Cleanup a bunch of stuff
- Ref events
- Fix the swing sound mispredict (I noticed it on target dummies).
* Revert this change
* minor review
* Rebiew
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Co-authored-by: Milon <milonpl.git@proton.me>
* Material Silo
* fix board, fix copyright
* a bit of review.... for the vibe....
* a tiny bit of review
* 4 spaced
* sloths no good very tiny nitpick
* fix ui flickers
* oops
* slightly lower range
* Sloth Review
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Co-authored-by: ScarKy0 <scarky0@onet.eu>
* Implement client-side theming for OutputPanel scroll-down button.
* Use OutputPanel constant for button class name
* Remove unused string
* Enable scroll button for ChatBox
* Update RobustToolbox
* Update to merged RT version
feat: now RCD can have recepies that are placed on the top level of radial menu - 'Main' category name is reserved for this
Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
* fixed prediction (hopefully), removed caching of prototype, sealed the class, removed any and count
* erroneus using statement
* removed unused timing, removed obsolete method of getting gridUid
* nuked mapgriddata
* code cleanup
* cleanup
* this has to be a string without me rewriting more code than i want to in this moment
* kill
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Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Include the suit owner’s UID in suit sensor status updates.
* Show a single monitoring entry per crew member
* Rewrite sensor collection using a dictionary
* initial textures
* Makes it have layers because Milon wanted it
* Makes it have layers because Milon wanted it
* in do NOT understand github
* tested, works
* Update Content.Client/Power/Visualizers/CableVisualizerComponent.cs
Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com>
* Update Content.Client/Power/Visualizers/CableVisualizerComponent.cs
Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com>
* remove extra newline
* EmoGarbage Review - Adjust MV cables to use orange stripes
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Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com>
Co-authored-by: Milon <milonpl.git@proton.me>
Co-authored-by: EmoGarbage404 <retron404@gmail.com>
* Various systems warnings cleanup
* Last changes before submitting PR
* Add guard for transform component, fix failing test
* Small corrections
* Audio params to specifiers datafields
* Using audio params on components and configs
* DAG Adjacency Matrix & Tests
* Fix sandbox type errors
* First pass on procgen
* Procgen adjustments
* Networking
* Cruft and god and beauty and analysis console
* convert to data types that dont make me want to kill myself
* starting work on console UI
* drawing nodes n shit
* damn that ui FUCKS
* XAT
* Add a bunch of basic triggers
* Fix trigger gen
* Add node info into the analysis console UI
* Add node unlocking
* more trigger cuz thats pretty cool
* final triggers + incorporate gnostic faith
* some ui changes, mostly
* Fix orphaned procgen segments
* its not random dipshit
* yeah... this one will make pjb happy....
* we call it a day for the UI
* imagine... shared power code...
* extraction WIP but we gotta sidequest momentarily
* oh hey would you look at that its the actual functionality
* distrotrased
* Small departure for randomness.
* ok yep yep indeed that is an effect very cool.
* thanos snap oldcode
* fuck it we ball
* feat: node scanner now displays triggered nodes. Removed unused old artifact systems and related code (most of it). xml-doc and minor fixups.
* refactor: most of preparations, cleanup and groundwork. also segment-related tests
* feature: all basic effects returning
* feat: finished effects lits, created weight lists for struct and handheld artifacts, fixed throw trigger and music ApplyComponent artifact effects not working
* feat: prevent non-first-time-predicted calls in shared artifact effect systems
* fix: remove gun effect from artifact effects - as it interferes with 'activate artefact' action
* fix: foam reagent selection, neat ApplyComponents art effect scenarios, handheld art is RadiationReceiver again
* fix: moved spawn/ pry&throw effect systems back to server part of code - entity duplication bugs were not quite fun
* refactor: fix protos
* refactor: fix linter
* fix: fix old artifact component names in yml
* fix: no more throwing error on artifact spawn with empty XAEFoamComponent.Reagents
* fix: removed old component usage in maps
* fix: remove more deleted components from map
* fix: ContainerContainer is now part of initial artifact entity, it won't be affecting UninitializedSaveTest
* refactor: fix tests, add loc description to toolshed commands
* Changed node scanner to tell the whole story about current artifact state
* refactor: remove excessive get of EntityCoordinates in XAE systems, removed Value access in NodeScannerDisplay
* fix: turned off TriggerInteraction, removed XAESpawn usage and system, EmpSystem now can use EntityCoordinates,
* fix: moved SharedXenoArtifactSystem.CancelUnlockingOnGraphStructureChange into RebuildXenoArtifactMetaData to lessen code coupling
* fix: XenoArtifactEffectJunkSpawn moved invalid rolls declaration
* refactor: set default value for XenoArtifactComponent.EffectsTable for tests
* fix: now explosions XAE can be activated for effect
* refactor: added some usedelay so artifactuse would'nt be spammed
* refactor: artifact-related hints improvements
* fix: artifact no longer spawns fauna into itself
* refactor: xml-doc and minor refactoring
* refactor: xml-doc for Xeno Artifact systems, renaming of questionable XAT systems
* map for playtest, TODO REVERT THIS
* fix: magboots trigger art from a mile
* refactor: bind artifact animation to unlocking state
* feat: radiation dmg now have reference to source (and artifacts won't irradiate themselves)
* fix: random artifact node durability now is rolled for max and not current value
* refactor: gas effects are more rare, hand-held artifact effects are filtered properly now, rad dmg trigger now requires only 20 dmg for activation
* feat: animations and sound effects for artifact force-use and failed finish of unlocking phase
* use only 1 file with art use animation
* refactor: minor artifact dmg triggers tuning
* feat: now nodes that CAN be unlocked are displayed with specific color in console.
* feat: now unlocking stage time is dynamic and it depends on amount of triggers player activated correctly. Failed one stops incrementing
* feat: now non-active unlocked nodes return more points if durability was not wasted
* feat: now puddle/foam effects change description of node
* fix: fix test failure
* refactor: renamed phasing effect, fixed failing test for elkridge
* minor balance changes
* refactor: split rare materials into separate effects
* feat: unlocked nodes without successor wont listen to unlocks, node unlock is not activating node
* fix: removed OnIrradiatedEvent duplicate c-tor
* revert changes of reach for playtest
* revert last row empty line removal on reach.yml
* fix: fix PVS bug, born from attempt to relay event to art nodes that were not synced yet to the client
* fix: fix elkridge for tests (again)
* refactor: xml-doc, more stuff predicted, allocation optimization in XAE/XAT systems
* refactor: naming
* refactor: extract variable refactor for XAEApplyComponentsSystem.OnActivated insides
* fix: duplicate xeno artifact unlocking sound fixed
* feat: CreatePuddle xeno artifact effect now can have min and max borders for chamicals to be drafted, minor XAECreatePuddleSystem refactor
* feat: networking for shared XAE components + xml-doc leftovers
* refactor: more xml-doc, fix XAEApplyComponentsComponent.Components not being serializable but trying to be
* refactor: xml-docs and XAEThrowThingsAroundSystem now uses circle and not box for prying tiles
* refactor: xml-docs, minor refactors
* revert XenoArtifactCommand.ArtifactPrototype being PrototId
* refactor: simplify the way ExtractionResearchLabel works
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Co-authored-by: EmoGarbage404 <retron404@gmail.com>
Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
Instead of the NoiseGenerator we use FastNoiseLite
If I'm correct, after this we'll be able to remove NoiseGenerator and FastNoise from the codebase entirely!