* create devicenet frequencies
* create borg transponder and give it to all nt borgs
* add robotics console
* actually implement battery charge display + some fix
* tab
* real explosion
* little safer
* disable destroy button clientside too when on cooldown
* m
* how do i do this when i review things...
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* webedit ops
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
* ui updates
* oracle java
* do a thing
* update ui when a borg times out
* maybe fix test
* add IsLocked to LockSystem
* make destroying gib the chassis again, so emagging isnt sus
* use locking
* require using alt click to unlock so normal click is open ui
* the
* use LogType.Action
* take this L
* pocket lint?
* sharer
* pro ops
* robor pushmarkup
* m
* update and make it not use prototype anymore
* frame0
* update yaml
* untroll
* bad
* h
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
* Added new icons for the emote wheel
* Corrected weh path
* Changed whistle to better match other vocal emotes. Modified honk icon to match dimensions of box. Corrected chirp and chitter emote icons.
* Cleaned up edges of icons
* Added attributions.yml to emotes folder
* Optimise navmaps significantly
- Reduce the delta state size significantly.
- Remove AirtightChangedEvent because this will spam them out constantly.
* weh
* review
---------
Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
* Basic emote radial menu
* Move out from corvax
* Move to UI controller & add to top menu bar and key bind
* Make emote play
* Add name localization for emotes
* Localize chat messages
* Fix emote menu
* Add categories localization
* Fixes
* Fix
* Add emotes entity blacklist
* Fix entity whitelist required all logic
* Remove unused wagging emote
* Revert sprite
* Set default texture for emote icon
* Update Resources/keybinds.yml
---------
Co-authored-by: Kara <lunarautomaton6@gmail.com>
* Tippy is BACK
* Clean up clippy from aprils fools
* Changed names from clippy to tippy, added localization, removed local_clippy command, made it easier to target a specific player
* Rename clippy.yml to tippy.yml
---------
Co-authored-by: Kara <lunarautomaton6@gmail.com>
* feat(fax): Client fax file-print parses and stores label
* feat(fax): Fax machines print, copy, and send paper labels
* style(Fax): Comments and formatting
* feat(fax): Make fax admin logging more consistent and clear
* refactor(fax): Replace ternary with a simpler null coalescing
* refactor(fax): Make FaxSystem Send method signature consistent with Copy, PrintFile
* refactor(fax): Read entire file and process later instead of peeking first
* refactor(fax): Remove local variables only used for style
* style(fax): Fix some nearby style errors
* fix(fax): Undo an inaccurate change to admin log formatting
* refactor(fax): Separate `firstLine` variable
* fix(fax): Use Environment.NewLine
* bienvenidos
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Added localization of groups and types: damage, metabolism (displayed in the guide book). The text for the health analyzer, weapon damage inspection is now taken from damage prototypes
* fix damage tests
* fix damage test yml
* fix damage test prototypes
* Update Content.Shared/Damage/Prototypes/DamageGroupPrototype.cs
* Update Content.Shared/Damage/Prototypes/DamageTypePrototype.cs
---------
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Fix handlabeler/utility belt misprediction
* Partly moved HandLabelerSystem to shared
And cleaned up HandLabelerComponent
* WIP format the files so later commits look clearer
Doesn't change individual code lines, but may move
functions to another file
* WIP some more code movement
* Hand Labeler is now mostly predicted
Only the UI isn't
* WIP: Formatting and moved stuff
* Using componentstates for prediction correction
* review
* Update label on label change
* Don't overwrite label while editing
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
* Rodents can be Faxecuted (executed via Fax machine)
* use brute instead of new group.
* fax visuals now use tags for mouse and hamster instead of comps
* fix for ubuntu, damn ubuntu bane of my life
* cant copy hamlet, can now faxecute mothroaches.
* fix
* fix
* fixes
* removed ifs now using switch, removed hastag now using string.
* fixes and no more switch
* cleanup
* more cleanup
* fix
* cleanup
* moved damage out of faxmachine and into own system and component.
* changes
* fixes and done i think.
* tidy
* Fixes
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Printable Empty Magazines
* Adjust values of ammo boxes, adjust material costs, add empty lethal/non-lethal mags, swap secfab shotgun shells with shotgun ammo boxes, add recipe for shotgun ammo boxes
* Adds fully loaded pistol mags at secfab, removes printing respective cartridges at secfab
* Adds fully loaded rifle mags at secfab, removes respective cartridges
* Adds fully loaded light rifle mags at secfab, removes respective cartridges from secfab
* Adds fully loaded speedloader to secfab, removes respective cartridges from secfab
* small id mismatch fix
* another wrong ID fix
* capitalize Ls in speedloader
* Add missing SpeedLoader recipe
* Adds fully loaded shotgun drums to secfab, removes respective shells from secfab
* add rifle ammo unlocks back in, forgot ammo unlocks affect other fabs as well
* Moves tranquilizer shells to the non-lethal ammunition research
* Account for the removal of rubbers, adds in craftable disablers
* rubber rounds don't exist, remove empty non-lethal mags to just have empty mags
* Add in WT550 mags
* Convert latheRecipes to use LayeredTextureRect instead of TextureRect
* Fix for issue, texture layering now works
* Add in missing shell uranium box art
* add shelluranium to meta.json
* Fix yml issue
* Get rid of unused single ammo printing unlocks
---------
Co-authored-by: Plykiya <plykiya@protonmail.com>
Requires https://github.com/space-wizards/RobustToolbox/pull/5023
This uses the new engine features (above) to add a displacement map shader. This allows deforming a sprite based on another sprite.
Primary use case is automatically adapting human clothing sprites to different species, something we want to make species like Vox a reality.
A basic example of wiring this up with Vox has been added. The system is however incredibly simple and **will** need more work by a content developer to select and toggle displacement maps when appropriate. I am leaving that to somebody else. For example right now the displacement map is applied even if a species already has custom-fit sprites for a piece of clothing, such as the grey jumpsuit for Vox.
Basic Aseprite plugins to help with authoring displacement maps have also been made.
* Added keybind for scoreboard, starting work
* Fixed the window appearing
* Added loc text
* Updated namespace for ScoreboardUIController.cs
* Switched to UISystemDependency
"- UIControllers can use [Dependency] as normal for IoC services and other controllers, but must use [UISystemDependency] for entity systems, which may be null as controllers exist before entity systems do." Jezithyr — 10/12/2022 1:20 PM
* Reverted back to functional state
* Replace with UISystemDependency
* Move RoundEndSummaryWindow to ScoreboardUIController
* Convert to EntitySystem
* Clean up command bind
* Move to RoundEnd directory
* Remove Nukeops rule when no nukies
* Cleanup
* Change to toggle hotkey
* Cleanup
* Revert "Remove Nukeops rule when no nukies"
This reverts commit 5d4bbca09f45110b24a674d59b505be87b602b67.
* Cleanup
* Make the Toggle hotkey work in lobby
* Fix error
---------
Co-authored-by: SlamBamActionman <slambamactionman@gmail.com>
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
* Move job info changing methods for id cards to shared
* Revert "Move job info changing methods for id cards to shared"
This reverts commit 95cbc46b2d1934fa7bf5c72d7d3de9f9168992a1.
* Reapply changes
* Upgraded UseDelay to support multiple delays per entity
* Implement secondary delay for bibles.
Also some improvements to make it work nicely.
* Documentation is good
* Reserve the previous change; now Storage uses the special ID and Bible uses the default.
* .0
* Added VV support to UseDelayInfo
* Serialize better
* No register, just setlength
* Added selectable power level to radio jammer
* Cleaned up OnGetVerb
* Settings are now stored in the .yml file. Simplified stuff a lot!
* Minor fixes!
* Small little baby fix :)
* Added the power level switch to the examine menu and also removed the ftl file as it was in the incorrect location.
* Minor code cleanup
* Changed byte -> int
* Update sprite
* Fixed licence
* Added power LED that changes if the jammer is on low power.
* Removed tabs
* Changed github link to the commit
* Changed all the RemComp to RemComDeferred
* Moved NetworkedComponent to shared
* Changed radio jammer textures back with minor edits
* Added a space because it was annoying me
* Jammer now updates range for suit sensors properly! Thanks nikthechampiongr :)
* Removed useless comment
* Cleaned up code that updates the range of tracking devices.
* Fixed client namespace and removed newline
* Cleaned up ChangeLEDState and ChangeChargeLevel.
* Added comments
* Read only
* Fixed another comment
* Locked in
* Made server inherit shared
* Update Content.Shared/Radio/EntitySystems/SharedJammerSystem.cs
* Update Content.Shared/Radio/EntitySystems/SharedJammerSystem.cs
* review fixes
---------
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Mega Antag Refactor
* last minute delta save
* more workshopping
* more shit
* ok tested this for once
* okkkkk sure
* generic delays for starting rules
* well darn
* nukies partially
* ouagh
* ballin' faded and smonkin wed
* obliterated the diff
* Spread my arms and soak up congratulations
* I've got plenty of love, but nothing to show for it
* but there’s too much sunlight
Shining on my laptop monitor, so I
Can’t see anything with any amount of clarity
* ok this junk
* OOK!
* fubar
* most of sloth's review
* oh boy
* eek
* hell yea!
* ASDFJASDJFvsakcvjkzjnhhhyh
* Always display item status panel fully
Initial feedback from the UI changes seems to be that a lot of people go "why is there empty space" so let's fix that.
* Fix item status middle hand being on the wrong side
I think I switched this around when fixing the left/right being inverted in the UI code.
* Minor status panel UI tweaks
Bottom-align contents now that the panel itself doesn't dynamically expand, prevent weird gaps.
Clip contents for panel
* Fix clipping on implanters and network configurators.
Made them take less space. For implanters the name has to be cut off, which I did by adding a new ClipControl to achieve that in rich text.
* Update visibility of item status panels based on whether you have hands at all.
This avoids UI for borgs looking silly.
Added a new "HandUILocation" enum that doesn't have middle hands to avoid confusion in UI code.
* Use BulletRender for laser guns too.
Provides all the benefits like fixing layout overflow and allowing multi-line stuff. Looks great now.
This involved generalizing BulletRender a bit so it can be used for not-just-bullets.
* Fix geiger word wrapping if you're really fucked