* Add struct for holding historical data on cargo bounties
* Add localisation strings for bounty history
* Add new XAML entry for display bounty history
* Expand cargo bounty menu to include tabs
* Ensure station databases hold historical bounty data
* Add to the bounty history when removing one from active
* Feed bounty history into cargo's bounty system
* Move tab title setting to constructor
* Remove redundant access specifications
* Remove un-needed override
* Fixup BountyHistoryEntry backing code
* Fix formatting in CargoBountyMenu
* Reformat BountyHistoryData
* Rework TryRemoveBounty to use new Entity type
* Add Enum for showing bounty results
* Rework look and feel of History tab
* Add visible text when no bounties have been completed yet
* Remove control
* Swap default to null
* Reverse ordering of bounties so last entry comes first
* Remove redundant Visible
* Move enum docs into the enum
* First pass at new Criminal Records Computer
need buttons to highlight.
* Filter status tabs/buttons now activate correctly via UpdateState
* Removed unneeded Directives
* Fix typo + undo VSCode changes
* Implement Emo Feedback
Loc NA and use inject deps
Cannot use inject deps on sprite system.
* try to undo vscode launch.json change
* Added requests + Filter dropdown list + jobs
Fixed maintainer fix requests,
Added Job to announcement channel output
Removed toggle buttons in-place of a dropdown list
* Fixed missed merge conflict
+ fixed an bug with filterstatus not showing on re-open ui
* Update criminal-records.ftl
Fixed lint error. whoops.
* Update Content.Server/CriminalRecords/Systems/CriminalRecordsConsoleSystem.cs
typo
Co-authored-by: chromiumboy <50505512+chromiumboy@users.noreply.github.com>
* impliment chromiumboy feedback
hopefully this will do it....
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Co-authored-by: chromiumboy <50505512+chromiumboy@users.noreply.github.com>
* Fake Mindshield (With some bad sprites)
- Add FakeMindshield System and Component
- Add FakeMindsheildImplantSystem and Component
- modify ShowMindShieldIconsSystem to check for FakeMindshields
- add all supporting yaml for the Implants, action and uplink
- add loc file stuff
- add unfinished sprites
* Cleanup, add to thief toolbox, remove metagame
- Move Implant sameness check to AFTER the implant DoAfter
to prevent instant identification of Deception Implants
- cleanup the systems and components
- add the fake mindshield to the Thief toolbox
* part 1 of fixing the folder problem
* Make the fakemindshield sprite folder lowercase
* CR - Move ImplantCheck into shared, cleanup
- Moved ImplantCheck and eventsubscription into Shared
- Remove Client/Server extensions of FakeMindshieldImplantSystem and
FakeMindShieldSystem and make shared Sealed
- make OnToggleMindshield Private, use the event!
* CR - Cleanup extra lines, fix some Prototype
- cleaned up extra liens in ImplanterSystem and
SharedFakeMindshieldSystem from when i was developing
- Uplink catalog no longer lists the implant in 2 spots,
only implants now, also uses the On state action icon
- added a comment about why it's reraising the action event
rather than directly interacting with the FakeMindshield Component
* Fake Mindshield CR:
- Added a comment about IsEnabled
- moved OnFakeMindShieldToggle to Entity<> from Uid, Comp
- fixed some formatting in uplink_catalog
* CR - Add a bit more comment
* added pain-numbness component and system
* added numb as a trait that pulls the pain numbness component
* removed new event as mob threshold event as already being fired
* checked for MobThresholdsComponent first before running VerifyThresholds
* refacted force say to using LocalizedDatasetPrototype and added numb messages
* added severity check alert
* added comment for BeforeForceSayEvent
* removed space formatting
* changed Cancelled to CancelUpdate, fixed spacing and added two more damage-force-say-numb
* changed prefix damage-force-say-numb to 5 (whoops)
* it works! kinda
* so it works now
* minor cleanup
* central button now is useful too
* more cleanup
* minor cleanup
* more cleanup
* refactor: migrated code from toolbox (as it was rejected as too specific)
* feat: moved border drawing for radial menu into RadialMenuTextureButton. Radial menu position setting into was moved to OverrideArrange to not being called on every frame
* refactor: major reworks!
* renamed DrawBagleSector to DrawAnnulusSector
* Remove strange indexing
* Regularize math
* refactor: re-orienting segment elements to be Y-mirrored
* refactor: extracted radial menu radius multiplier property, changed color pallet for radial menu button
* refactor: removed icon backgrounds on textures used in current radial menu buttons with sectors, RadialContainer Radius renamed and now actually changed control radius.
* refactor: in RadialMenuTextureButtonWithSector all sector colors are converted to and from sRGB in property getter-setters
* refactor: renamed srgb to include Srgb suffix so devs gonna see that its srgb clearly
* fix: enabled any functional keys pressed when pushing radial menu buttons
* fix: radial menu sector now scales with UIScale
* fix: accept only one event when clicking on radial menu ContextualButton
* fix: now radial menu buttons accepts only click/alt-click, now clicks outside menu closes menu always
---------
Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es>
* Initial commit
* Finalizing main changes
* Addressed reviews
* Fixed a few issues
* Switched to using global overrides
* Removed unnecessary references
* Add option to disable bwoink sound.
* Now it's working only with active admin status.
* No bwoink, only "notification sound"
* Moar changes
* Another one
* V1 commit
* Remove PDA name and unnecessary pda state
* Adds PDA to Chameleon backpack & thief toolbox
* Change to use AppearanceDataInit
* Add basic PDA state to ensure there's always a sprite before AppearanceData can be applied
* Revert PDA name (this will be changed to another way later)
* Update PDA name updating to new system
* Fix yaml, and fix Agent ID chameleon
* Updated based on review
* Use class instead of out variables
* Show battery level in power monitoring console
* Better color contrast for battery level + localized string
* Add visualization to battery percentage
* Reverts random ChatSystem.cs whitespace change
* Address review
* Show BatteryLevel stats in child view when selecting devices
---------
Co-authored-by: Crotalus <crotalus@users.noreply.github.com>
* Initial resources commit
* Initial code commit
* Added additional resources
* Continuing to build holopad and telephone systems
* Added hologram shader
* Added hologram system and entity
* Holo calls now have a hologram of the user appear on them
* Initial implementation of holopads transmitting nearby chatter
* Added support for linking across multiple telephones/holopads/entities
* Fixed a bunch of bugs
* Tried simplifying holopad entity dependence, added support for mid-call user switching
* Replaced PVS expansion with manually networked sprite states
* Adjusted volume of ring tone
* Added machine board
* Minor features and tweaks
* Resolving merge conflict
* Recommit audio attributions
* Telephone chat adjustments
* Added support for AI interactions with holopads
* Building the holopad UI
* Holopad UI finished
* Further UI tweaks
* Station AI can hear local chatter when being projected from a holopad
* Minor bug fixes
* Added wire panels to holopads
* Basic broadcasting
* Start of emergency broadcasting code
* Fixing issues with broadcasting
* More work on emergency broadcasting
* Updated holopad visuals
* Added cooldown text to emergency broadcast and control lock out screen
* Code clean up
* Fixed issue with timing
* Broadcasting now requires command access
* Fixed some bugs
* Added multiple holopad prototypes with different ranges
* The AI no longer requires power to interact with holopads
* Fixed some additional issues
* Addressing more issues
* Added emote support for holograms
* Changed the broadcast lockout durations to their proper values
* Added AI vision wire to holopads
* Bug fixes
* AI vision and interaction wires can be added to the same wire panel
* Fixed error
* More bug fixes
* Fixed test fail
* Embellished the emergency call lock out window
* Holopads play borg sounds when speaking
* Borg and AI names are listed as the caller ID on the holopad
* Borg chassis can now be seen on holopad holograms
* Holopad returns to a machine frame when badly damaged
* Clarified some text
* Fix merge conflict
* Fixed merge conflict
* Fixing merge conflict
* Fixing merge conflict
* Fixing merge conflict
* Offset menu on open
* AI can alt click on holopads to activate the projector
* Bug fixes for intellicard interactions
* Fixed speech issue with intellicards
* The UI automatically opens for the AI when it alt-clicks on the holopad
* Simplified shader math
* Telephones will auto hang up 60 seconds after the last person on a call stops speaking
* Added better support for AI requests when multiple AI cores are on the station
* The call controls pop up for the AI when they accept a summons from a holopad
* Compatibility mode fix for the hologram shader
* Further shader fixes for compatibility mode
* File clean up
* More cleaning up
* Removed access requirements from quantum holopads so they can used by nukies
* The title of the holopad window now reflects the name of the device
* Linked telephones will lose their connection if both move out of range of each other
* Updated to latest master version
* Added gas pipe analyzer
* Completed prototype
* Playing with UI display
* Refinement of the main UI
* Renamed gas pipe analyzer to gas pipe sensor
* Added focus network highlighting and map icons for gas pipe sensors
* Added construction graph for gas pipe sensor
* Improved efficiency of atmos pipe and focus pipe network data storage
* Added gas pipe sensor variants
* Fixed gas pipe sensor nav map icon not highlighting on focus
* Rendered pipe lines now get merged together
* Set up appearance handling for the gas pipe sensor, but setting the layers is bugged
* Gas pipe sensor lights turn off when the device is unpowered
* Renamed console
* The gas pipe sensor is now a pipe. Redistributed components between it and its assembly
* AtmosMonitors can now optionally monitor their internal pipe network instead of the surrounding atmosphere
* Massive code clean up
* Added delta states to handle pipe net updates, fixed entity deletion handling
* Nav map blip data has been replaced with prototypes
* Nav map blip fixes
* Nav map colors are now set by the console component
* Made the nav map more responsive to changes in focus
* Updated nav map icons
* Reverted unnecessary namespace changes
* Code tidy up
* Updated sprites and construction graph for gas pipe sensor
* Updated localization files
* Misc bug fixes
* Added missing comment
* Fixed issue with the circuit board for the monitor
* Embellished the background of the console network entries
* Updated console to account for PR #32273
* Removed gas pipe sensor
* Fixing merge conflict
* Update
* Addressing reviews part 1
* Addressing review part 2
* Addressing reviews part 3
* Removed unnecessary references
* Side panel values will be grayed out if there is no gas present in the pipe network
* Declaring colors at the start of some files
* Added a colored stripe to the side of the atmos network entries
* Fixed an issue with pipe sensor blip coloration
* Fixed delay that occurs when toggling gas sensors on/off
* chemmaster buffer has colors now
* I have saved chemists everywhere
* implimented panelcontainers instead of labels, slight visual rework
* added UI changes to input buffer
* fixed some unsightly indentation on brackets and removed redundant minheight specification from verticalstretch elements
* Formatting and code cleanup
* pills still not rendering correctly
* more tinkering, entities finally display correctly
* entities display correctly, pill fields default to max now
* fixed stripes
* fixed excess pillCount bug
* removed cache, fixed tab swapping
---------
Co-authored-by: Saphire <lattice@saphi.re>
* Rebalance HoS's Energy Shotgun
* SLIGHTLY Up the max charge so the gun properly recharges all of its charges, which matters a lot more with the self charge cooldown system.
* Prevent recharge cooldown if 0 power is used.
* Makes the clientside HUD actually update to reflect the changes in firecost and thus max/current charges.
* Properly fix that recharging to just under full issue instead of applying a budget fix to only the eshotgun.
* Clean up the client ammo UI fix.
* Update the self recharger component to comply with maintainer request.
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Remove code that was made redundant by a hotfix from another PR.
* Make the recharge pause on EMP, document things where needed, clean up code as per maintainer request, add a note to make the code better when power is moved to shared.
* Fix another internal issue
* Code cleanup + fix the rapid recharge verb to remove pause.
* cleanup
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Give silicons proper lobby/character editor previews
No more naked dummies, properly show a borg/AI sprite now.
This means taking the JobEntity into account when spawning the dummy. For AIs I had to add a "JobPreviewEntity" field because they'd look like a posibrain otherwise. AI therefore uses a custom dummy entity I defined.
Also I had to add some margins to the UI, because otherwise the 32x32 sprite of the AI would look bad.
* Update Content.Shared/Roles/JobPrototype.cs
* Update Content.Client/Lobby/LobbyUIController.cs
* Update Resources/Prototypes/Entities/Mobs/Player/silicon.yml
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Organize Sandbox Panel
* Map Editing -> Editing
* Unset ToggleMode on Suicide button. Can hardly un-suicide, no?
* Remove 'Link machines' button that has done nothing for 3 years
* Remember Sandbox window's position instead of forcing to center
* Shows Spawns -> Show Spawns
* Remove SandboxSystem.MachineLinking