* Instrument test.
* Midi stuff
* Some more work
* This actually works now!
* update
* Midi Audio works!
* Lots of stuff, and cool interfaces for items
* Update
* Fix a few things
* It just works
* Move textures to another folder, remove placeholder description from instruments
* Fix warning
* Use renderer enum
* Instruments now use DisposeRenderer method, and send MidiEvents as they receive them. Deletes InstrumentSystem whoo.
* Fix incorrect sprite paths
* Instruments take midi file size check into account when enabling/disabling midi playback buttons
* Fix crash when pressing drop on empty hand.
* Use new renderer return values for midi/input
* Xylophones are no longer handheld instruments, fix their sprites.
* Use new API
* Remove nfluidsynth from solution
* Timing information
* Use IGameTiming.CurTime for timestamps instead
* Implement Cargo Console
Add to CargoConsoleComponent GalacticBank information for syncing Bank Account Balance.
Implement CargoOrderDatabase on the server side and a list of orders in the CargoOrderDatabaseComponent on the client side. This makes it easier to change data on the server side but also utilize the state syncing between components.
Implement GalacticMarketComponent.
Only productIds get sent. Both client and server create their lists from YAML.
Implement basic spawning of items from approved orders in CargoOrderDatabase.
* Finish Cargo Console
Add validation to make sure Order Amount is one or more.
Implement approve and cancel buttons to CargoConsoleMenu orders list row.
Add price to CargoConsoleMenu product list row.
Implement CargoOrderDataManager to consolidate CargoOrder lists.
Refactor CargoOrderDatabaseComponent to use CargoOrderDataManager instead of storing duplicate lists.
Implement canceling orders.
Implement approving orders.
Fix sprite links.
Implement Cargo Request Console.
* Add hunger and thirst
Based on the SS13 systems.
Food (Nutriment) / Drink -> Stomach -> Hunger / Thirst
* Cleanup rebase
* Cleanup stuff that was prototyped
* Address feedback
Still need to add a statuseffects system in a separate branch
* More cleanup on nutrition
Fix Remie's feedback and also damage tick.
* Re-implement nutrition with master
* Updated to use the StatusEffectsUI update
* Removed all clientside components as they only receive the UI updates now
* Implemented PR feedback
* Had to make a slight adjustment to the chemistry SolutionComponent given it doesn't have an Owner, same with Solution
Still TODO:
* Metabolisation effects
* Change drink contents to alcohol / wine etc.
* Add items to the dispensers
* For transparent containers use RecalculateColor
Could probably genericise DrinkFoodContainer as well to be a temporary item dispenser
* Fix broken bottle parent
* Refactor SpeciesUI into overlay and status effects
All components that update the UI will need to use PlayerAttached for cases where the Mind transfers I think.
* Change overlay / status effects to use states
* Change TryRemoveStatus to RemoveStatus
Doesn't return a bool so not trying.
Addressing PJB's feedback.
* Work on Research so far
More work on UI...
Fix ResearchClient and Protolathe UI stuff.
Fix infinite select -> request state -> select -> ... loop
Add UI to ResearchClient, etc.
Technology Database states, and a bit of work on the research console ui
A bit of work on Research Console UI
Protolathe sync
Stuff that actually does things
Protolathe databases yay
Alright got my motivation back
Yeah, no. It's almost 3 AM already
Fix serialization bug again
More work on stuff
Stuff
Adds files for most new components/systems.
* Protolathes actually work now
* Research. Just Research.
* Adds icons from Eris.
* Address reviews
* Change LatheMenu resize behaviour
* Update Content.Client/GameObjects/Components/Research/ResearchConsoleBoundUserInterface.cs
Co-Authored-By: Pieter-Jan Briers <pieterjan.briers@gmail.com>
* Update Content.Client/Research/ResearchConsoleMenu.cs
Co-Authored-By: Pieter-Jan Briers <pieterjan.briers@gmail.com>
* Move IoC Resolve out of for loop
* Address review
* Localize stuff
* Added the ReagentPrototype class.
* Added the new Solution class.
* Added new shared SolutionComponent to the ECS system.
* Added some basic element and chemical reagent prototypes.
* Added a new Beaker item utilizing the SolutionComponent. This is a testing/debug entity, and should be removed or changed soon.
* Added filters for code coverage.
* Nightly work.
* Added the server SolutionComponent class.
* Added a bucket.
Verbs set up for solution interaction.
* Adds water tank entity to the game.
* Added a full water tank entity.
Solutions are properly serialized.
Solution can be poured between two containers.
* Solution class can now be enumerated.
SolutionComponent now calculates the color of the solution.
* Minor Cleanup.
* Recipe stuff.
* Lathe GUI and stuff
* god dammit
* Lathe menu works, yay.
* EventArgs henk
* Some work
* SS14 -> Robust
* More SS14 -> Robust
* Lathe materials
* Lathe works, Lathe GUI, Queue GUI, etc
too many changes to name them here
* Remove materials button, add ViewVariables and update lathe on connect
* Add Autolathe RSI
* Adds new recipes, fixes a few bugs.
* Remove unused ScrollContainers
* Use same delegate for spawn.
* Removes client-side LatheComponent in favor of BoundUserInterface
* Remove GetMaterial and TryGetMaterial
* Use auto-properties in a few places.
* Adds LatheDatabase, and a bunch of other changes
* Remove useless log.
* Remove lathetype from prototypes.
* Turns Storage, Lathe and Database into autoproperties
* Remove Hacked property from LatheRecipePrototype
* Remove unneeded dependency injection from components
* Refactors LatheDatabaseComponent to use ComponentState
* Refactors MaterialStorageComponent to use ComponentState
* Oopsie
* Another oopsie
* Last oopsie, I hope
* Fix missing Close call.
* refacting some sprite things
* fix sprites
* Netcode for sending a new icon state to the ClientComponent
* Fixed broken torches.
* Fix dirty calls.
* ClothingComponentState now also includes EquippedPrefix
* Inherritance ClothingComponent : ItemComponent
* Added parameter to ItemComponentState constructor.
* Update RobustToolbox
* Revert "Update RobustToolbox"
This reverts commit 82c7e98ff3853b64698d5e80a45cd7a3758618e0.
Undo weird commit to toolbox?
Requires https://github.com/space-wizards/space-station-14/pull/768
- [x] Play sounds
- [x] SoundSchedules actually work
- [x] Send sound to specific users
- [x] Make existing components use SoundComponent
- [x] Add ScheduledSounds from prototypes
- [x] Add Play methods equivalent to those of AudioSystem.
- [x] Document most code.
* Fix this
fug
oksure
Creates the initial species component, damage states, and threshold templates and hooks them into the damageable component
* More rebase fixes
* test
* Pre future rebase
* Please
* Lol
* Lol2
* SHADERS
* Update Engine
* yml file
* Fix an initialization issue, injects dependencies
* Fix error in loading shaders
* Makes a master character ui controller component added upon client attachment to entity and remove upon client detachment from entity
* Fixes just about everytrhing
* Address PJB's comments
* geeze
* Make overlays work in worldspace instead of screen space and not cover user interfaces
* update submodule
* Sprite refactor compatibility.
* Sprite-level rotation.
* Dude it works.
Welder now has an unshaded flame toggle!
Door component no longer on client!
* Remove debug text.
* Update.
* Bully the fuck out of inventory shit
Inventory Stuff
Inventories technically work
It works technicaly speaking
Yeah this part too
Lets do it!
Inventories completed
Motherfucker
* Remove unnecessary usings and fix one thing
* Submodule update
* Adds a bunch of various clothing prototypes for each current inventory slot
* Fix
Finish and update submodule
Comments code, changes network messages
FIXES THE USE INTERACTION SO YOU CAN ACTUALLY ACTIVATE THINGS NOW
Need engine commits
We'll figure out what to do about this shit later eh mates? Maybe have a script in the build process that automatically moves them over to godot/scenes
Changes some prototypes and fixes stuff
Fixes some more bugs, makes storage values show up properly
Part 3
Part 2
Storage Take 1
* Doneso
* Doors WiP
* Kinda seem to work now?
* Finished
* Oh yeah maybe enable that.
* It works except it doesn't
* Undo formatting changes
* BuildChecker too
* Add prototype for temperature testing entity.
* Add Damageable, Destructible, Temperature. Add a prototype based on those.
* Works and cleaned up.
* Nerf