* Remove unused IChatCommand.
* Lots of refactoring into a shared context.
* Removed ICommonSession from server concmd Execute.
* Added argStr parameter to concmd execute.
* The execute function of client concmds now returns void, use the new shell.RemoteExecuteCommand function to forward commands.
* Finally move shells and commands into shared.
* Console commands can now be registered directly without a class in a shared context.
* Engine API Changes.
* Repair rebase damage.
* Update Submodule.
* Botany: Introduce shovel and spade into hydro\_tools
* Botany: Add shovel/spade (just removes plants)
* Botany: Add shovel/spade lathe recipes and make all botany lathe recipes accessible
* Botany: Add spade into Saltern
* Botany: Give Saltern a bucket for the botanist
* Botany: Plant produce can be composted for nutriment/etc.
* Botany: Bye-bye duplicated force update code, hello ForceUpdateByExternalCause
* Botany: Shovel identity crisis resolved (thanks Paul)
* Get rid of the OverlayEffectsComponent stuff because it just ended up creating workarounds for it's bugs, without removing any functionality
* Flashes and Flashbangs use the same code now (the Flashable path because it's better)
* Ported sprites from eris
* Added yml
* lid open/close logic
* interactivity
* Working on new secret stash component
* Object will drop on destruction
* Can get item and examine message
* Reagent container and some cleaning
* Moved potted plant to stash
* New base prefab
* Now you can deconstruct toilet
* Small fixes
* Fixed unknown components errors
* Fixed grammar errors
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Now use prob
* More grammar
* Update Content.Server/Construction/Conditions/ToiletLidClosed.cs
Aaaaaaaa
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* No delays
* Amazing sound design
* Moved sound to mono
* Toilet viz
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Code is ready but item now spawning
* Prototype of SeveralExplosive component
* Remaked to FlashExplosiveComponent using
* Done. But i feel myself retarted
* Remaked. Looks good
* Full loaded prototype added
* Throwing in progress. Fatal error is here
* I forgot about shared
* Sloth refactor
* Delayed spawning and fix crashes
* Full clusterbang code.
* Removed useless variable and tuned delay
* Delete wrong in CreamPiedComponent
* Now yaml is code quality followed
* Reworked to GetLevel with bugs
* Never forget resources, guys
* RoundToLevels added. Now it works.
* New textures and sloth refactor is returned
* Now it's TryGetComponent
* Visualizer maximum fix and look fix
* Logging and no max and min check
* Removed max grenades sending
* vizualizer is better now
* GrenadesMax removed
* grammar, checks, NextFloat and no more try catch
* Unused using removed
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
* Singularity Engine: Containment field emitters emit light, making use of soft shadows
* Singularity Engine Containment Emitter Lights: Clean up component dependencies & remove now-useless point light enable check
* Adds gibbing
* Adds adminbused absurd-damage foamblade
* Sane parts
* BaseOrgan -> BaseMechanism
* Do not do random offset on shared, fix killing oneself with click attacks
* BaseMechanism -> BaseHumanOrgan -> *stuff*
* Account for prediction, again
* Add gibbing sound
* Added bool _placeCentered to check if an entity must be placed at mouse position or center of the PlaceableSurface (+ offset) when dropped.
* private variables formatted to camel case
* Use EqualsApprox in the setter for PositionOffset
* -Changed client-side SurfaceComponent to camelCase
-Added placeCentered and positionOffset to PlaceableSurfaceComponentState
-Getter and setters for placeCentered and positionOffset client-side
* Update Content.Client/GameObjects/Components/PlaceableSurfaceComponent.cs
Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
* Add "_" to private vars name
* Made YAML properties camelCase
* Add "_" to private vars name
* Call Dirty() when IsPlaceable,PlaceCentered and PositionOffset are changed.
* Removed Dirty() from client.
Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>