Commit Graph

22 Commits

Author SHA1 Message Date
mtrs163
f6972de87d Don't add ImplicitRoof to grids with roof component (#38551)
* Don't add implicitroof to grids with roof component

* changes 1
2025-10-14 23:05:29 +00:00
metalgearsloth
fd52f698c7 Predict PoweredLights (#36541)
* Move PoweredLight to shared

* Predict the rest of the owl

* reacher

* compinit & anim

* Fix names

* Revert this?

* Fix these

* chicken drummies

* deita

* Fix

* review

* fix

* fixes

* fix PVS weirdness

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
2025-08-11 23:06:28 +02:00
DrSmugleaf
7f9b2a0434 Fix eating and drinking verbs showing up after a short delay and making your verb UI bounce (#38164)
* Fix eating and drinking verbs showing up after a short delay and making your verb UI bounce

* Usings fix

* Usings fix

* Usings fix

* Usings fix

* CVar fix

* Predicted ppups

* Openable predicted popup

* Fix audio prediction
2025-06-09 10:36:04 -04:00
Quantum-cross
8324aa9bea Fix serialization of SunShadowCycleComponent (#38002)
* Use a struct to hold the items for `Directions` in `SunShadowComponent`, fix serialization.

* actually make them datafields...

* Add NetSerializable to datadef

* this is why we can't have nice things
2025-06-06 20:14:11 -04:00
Centronias
9053c9692f Decouple Lights from Toggleable Visuals (and headphone music notes bugfix) (#35341)
* - Combine enum keys `ToggleableLightVisuals` and `ToggleVisuals` into `ToggleableVisuals`
- Rename `ToggleableLightVisualsComponent` to `ToggleableVisualsComponent` and `ToggleableLightVisualsSystem` to `ToggleableVisualsSystem`
  - (The `SpriteLayer` field on the component is now required because the old default of `light` doesn't make sense anymore)
- Make it so that `ToggleableVisualsComponent` works even when there's not a light attached to the entity
  - (Amazingly this seems to have only applied to  Headphones, but I can only imagine there are many other things people would like to do with simple toggleable visuals)
- Explicitly make `ItemTogglePointLightComponent`'s purpose to make `ToggleVisualsComponent` apply to `PointLightComponent`s on the same entity.
  - Add field `ToggleableVisualsColorModulatesLights`, which makes the `Color` appearance value of `ToggleableVisuals` modulate the color of lights on the same entity
  - Lots of prototype updates to uptake the above

* fix bad merge

* unbork robust

* blindly letting rider reformat stuff

* I guess I never cleaned up these imports at all
2025-05-30 19:53:56 -04:00
metalgearsloth
fc5c63ac09 Add ImplicitRoofComponent (#36112)
* Add ImplicitRoofComponent

So shuttles get marked as rooved.

* Early-out

So the new render doesn't suck up perf unnecessarily.
2025-05-18 17:47:35 +10:00
mjarduk
fb912b3d5c Added the ability to refuel torches (and other expendable lights) (#36209)
* Added expendable light source refueling. Also fixed it to use the name modifier system so attributes like glue show up.

* Removed a duplicate line of code.

* Replaced TryGetComponent with TryComp, changed a variable name to be a little more clear.

* Removed the removed field "spentDesc" in flares and glowsticks

* Fixed to comply with slarticodefast's review. Name modifiers don't work yet (fixing that tmr)

* Fixed the localization!!!! :DDDD
2025-04-17 21:59:41 -04:00
metalgearsloth
f51b9bc86e Add sun shadows (planet lighting stage 2) (#35145)
* Implements a Dynamic Lighting System on maps.

* Edit: the night should be a little bit brighter and blue now.

* Major edit: everything must be done on the client side now, with certain datafield replicated.
Changes were outlined in the salvage to accommodate the new lighting system.

* Edit: The offset is now serverside, this makes the time accurate in all situations.

* Removing ununsed import

* Minor tweaks

* Tweak in time precision

* Minor tweak + Unused import removed

* Edit: apparently RealTime is better for what I'm looking for

* Fix: Now the time is calculated correctly.

* Minor tweaks

* Adds condition for when the light should be updated

* Add planet lighting

* she

* close-ish

* c

* bittersweat

* Fixes

* Revert "Merge branch '22719' into 2024-09-29-planet-lighting"

This reverts commit 9f2785bb16aee47d794aa3eed8ae15004f97fc35, reversing
changes made to 19649c07a5fb625423e08fc18d91c9cb101daa86.

* Europa and day-night

* weh

* rooves working

* Clean

* Remove Europa

* Fixes

* fix

* Update

* Fix caves

* Update for engine

* Add sun shadows (planet lighting v2)

For now mostly targeting walls and having the shadows change over time. Got the basic proof-of-concept working just needs a hell of a lot of polish.

* Documentation

* a

* Fixes

* Move blur to an overlay

* Slughands

* Fixes

* Apply RoofOverlay per-grid not per-map

* Fix light render scales

* sangas

* Juice it a bit

* Better angle

* Fixes

* Add color support

* Rounding bandaid

* Wehs

* Better

* Remember I forgot to do this when writing docs

---------

Co-authored-by: DoutorWhite <thedoctorwhite@gmail.com>
2025-03-08 16:07:42 +11:00
metalgearsloth
a457551108 Roof data rework (#35388) 2025-02-23 18:23:00 +11:00
metalgearsloth
b6ee183dc6 Add planet lighting (#32522)
* Implements a Dynamic Lighting System on maps.

* Edit: the night should be a little bit brighter and blue now.

* Major edit: everything must be done on the client side now, with certain datafield replicated.
Changes were outlined in the salvage to accommodate the new lighting system.

* Edit: The offset is now serverside, this makes the time accurate in all situations.

* Removing ununsed import

* Minor tweaks

* Tweak in time precision

* Minor tweak + Unused import removed

* Edit: apparently RealTime is better for what I'm looking for

* Fix: Now the time is calculated correctly.

* Minor tweaks

* Adds condition for when the light should be updated

* Add planet lighting

* she

* close-ish

* c

* bittersweat

* Fixes

* Revert "Merge branch '22719' into 2024-09-29-planet-lighting"

This reverts commit 9f2785bb16aee47d794aa3eed8ae15004f97fc35, reversing
changes made to 19649c07a5fb625423e08fc18d91c9cb101daa86.

* Europa and day-night

* weh

* rooves working

* Clean

* Remove Europa

* Fixes

* fix

* Update

* Fix caves

* Update for engine

* Add sun shadows (planet lighting v2)

For now mostly targeting walls and having the shadows change over time. Got the basic proof-of-concept working just needs a hell of a lot of polish.

* Documentation

* a

* Fixes

* Move blur to an overlay

* Slughands

* Fixes

* Remove v2 work

* Finalise

---------

Co-authored-by: DoutorWhite <thedoctorwhite@gmail.com>
2025-02-16 19:35:32 +11:00
metalgearsloth
afd0618a60 Station AI (#30944)
* Station AI overlay

* implement

* Bunch of ports

* Fix a heap of bugs and basic scouting

* helldivers

* Shuffle interactions a bit

* navmap stuff

* Revert "navmap stuff"

This reverts commit d1f89dd4be83233e22cf5dd062b2581f3c6da062.

* AI wires implemented

* Fix examines

* Optimise the overlay significantly

* Back to old static

* BUI radial working

* lots of work

* Saving work

* thanks fork

* alright

* pc

* AI upload console

* AI upload

* stuff

* Fix copy-paste shitcode

* AI actions

* navmap work

* Fixes

* first impressions

* a

* reh

* Revert "navmap work"

This reverts commit 6f63fea6e9245e189f368f97be3e32e9b210580e.

# Conflicts:
#	Content.Client/Silicons/StationAi/StationAiOverlay.cs

* OD

* radar

* weh

* Fix examines

* scoop mine eyes

* fixes

* reh

* Optimise

* Final round of optimisations

* Fixes

* fixes
2024-08-28 10:57:12 +10:00
metalgearsloth
c0a07614c0 ItemToggle + slots stuff (#31312)
* ItemToggle + slots stuff

- Add component for itemslot locks to match LockComponent (surprised this didn't exist).
- Add thing for pointlight to match itemtoggle. In future should be used for PDAs and stuff but need to fix some other stuff first.

* Also this

* grill
2024-08-25 22:30:28 +10:00
metalgearsloth
a89d4c750b Power stuff (#31314)
* Power stuff

- Add shared IsPowered
- Add shared ResolveApc
- Move PowerChangedEvent to shared for now
- Add SlimPoweredLight that actually functions how you'd expect a PoweredLight to function it id didn't have a bunch of bloat on it.

* big update

* boing
2024-08-25 22:18:42 +10:00
T-Stalker
d9d36b050a Makes flares quieter (#27521)
* light

* flares quieter
2024-04-30 16:49:35 +10:00
Leon Friedrich
a466b35b27 Move UnpoweredFlashlight to shared (#27449) 2024-04-29 13:22:11 +10:00
metalgearsloth
a25801b35b Update audioparams (#26387)
Drops busname + attenuation.
2024-03-29 16:55:05 +11:00
Magnus Larsen
9cd6e4dccd Fix clientside storage Whitelists (#24063)
* Fix outdated component name in assaultbelt whitelist

RangedMagazine was replaced with BallisticAmmoProvider in the Gun
refactor (#8301)

* Move FlashOnTrigger, SmokeOnTrigger, Flash components to Shared

* Move LightReplacerComponent to Shared

* Move Utensil, Mousetrap components to Shared

* Move SprayPainterComponent to Shared

The PaintableAirlock tag has also been removed, as it was unused &
unnecessary, likely a vestige of spray painter development when the
PaintableAirlock component wasn't in Content.Shared.

* Add trivial Produce and Seed components to Client

This allows the plant bag and botanical belt whitelists to correctly
match produce and seeds on the client, fixing the extraneous "Can't
insert" message that previously appeared.

---------

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2024-02-02 00:33:57 +11:00
Kara
e4a227ff0d Explosion SFX juicing + higher persistence (#22544) 2023-12-16 03:57:46 +11:00
Nemanja
6131721fe5 fix borgs not being able to toggle flashlight (#20448) 2023-10-04 10:30:11 -04:00
Leon Friedrich
684b334806 Action container rejig (#20260)
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2023-09-23 18:49:39 +10:00
DrSmugleaf
c71f97e3a2 Refactor actions to be entities with components (#19900) 2023-09-08 18:16:05 -07:00
deltanedas
91cfabd6f6 light refactoring/rework (#19314)
Co-authored-by: deltanedas <@deltanedas:kde.org>
2023-09-03 22:31:10 -07:00