* XAML verb menu
* fix ghost FOV
* spacing
* rename missed "ContextMenu"->"EntityMenu" instances
* move visibility checks to verb system
* update comment
* Remove CanSeeContainerCheck
* use ScrollContainer measure option
* MaxWidth / texxt line wrapping
* verb category default
Now when you click on a verb category, it should default to running the first member of that category.
This makes it much more convenient to eject/insert when there is only a single option
* only apply style to first verb category entry
* Use new visibility flags
* FoV -> Fov
* Revert "only apply style to first verb category entry"
This reverts commit 9a6a17dba600e3ae0421caed59fcab145c260c99.
* make all entity menu visibility checks clientside
* Fix empty unbuckle category
* fix merge
* Brrrr ECS
* Create lit on powered system
* Light bulb ECS
* Finishing porting to ECS
* Minor touches
* Removed events
* Removed old comments
* Fixed test
* To popup system
* Remove WireNet node group from cables
Implement extension cable components and system
Remove connection over distance logic from ApcPower... components
* Add extension cable components to prototypes
* Implement ApcNetwork
Implement ApcNetSwitch
* Fix ignoredComponents.cs
* Add friend attribute to new components
* Add construction graph for a light switch
* Address reviews
* Fix broken test
* Move ConnectionType enum to DeviceNetworkComponent
Change netId data definition to use the ConnectionType enum values
Co-authored-by: Julian Giebel <j.giebel@netrocks.info>
* Moved pen slot to separate component
* Moved it all to more generic item slot class
* Add sounds
* Item slots now supports many slots
* Some clean-up
* Refactored slots a bit
* Moving ID card out
* Moving pda to system
* Moving PDA owner to ECS
* Moved PDA flashlight to separate component
* Toggle lights work through events
* Fixing UI
* Moving uplink to separate component
* Continue moving uplink to separate component
* More cleaning
* Removing pda shared
* Nuked shared pda component
* Fixed flashlight
* Pen slot now showed in UI
* Light toggle now shows correctly in UI
* Small refactoring of item slots
* Added contained entity
* Fixed tests
* Finished with PDA
* Moving PDA uplink to separate window
* Adding-removing uplink should show new button
* Working on a better debug
* Debug command to add uplink
* Uplink send state to UI
* Almost working UI
* Uplink correcty updates when you buy-sell items
* Ups
* Moved localization to separate file
* Minor fixes
* Removed item slots methods events
* Removed PDA owner name
* Removed one uplink event
* Deleted all uplink events
* Removed flashlight events
* Update Content.Shared/Traitor/Uplink/UplinkVisuals.cs
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Update Content.Server/Containers/ItemSlot/ItemSlotsSystem.cs
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Update Content.Server/Containers/ItemSlot/ItemSlotsSystem.cs
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Update Content.Server/GameTicking/Presets/PresetTraitorDeathMatch.cs
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Item slots system review
* Flashlight review
* PDA to XAML
* Move UplinkMenu to seperate class, fix WeightedColors methods
* Move UI to XAML
* Moved events to entity id
* Address review
* Removed uplink extensions
* Minor fix
* Moved item slots to shared
* My bad Robust...
* Fixed pda sound
* Fixed pda tests
* Fixed pda test again
Co-authored-by: Alexander Evgrashin <evgrashin.adl@gmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Visne <vincefvanwijk@gmail.com>
* Optimise emergency lights a bit
* Fixes
* Delete the failing test, sinple
* Revert "Delete the failing test, sinple"
This reverts commit 7d9e3a3bb6975c15add2987e39e0d3ba85d88be3.
* Start server and fix test
It just werks
* ECS and damage Data
* Comments and newlines
* Added Comments
* Make TryChangeDamageEvent immutable
* Remove SetAllDamage event
Use public SetAllDamage function instead
* Undo destructible mistakes
That was some shit code.
* Rename DamageData to DamageSpecifier
And misc small edits
misc
* Cache trigger prototypes.
* Renaming destructible classes & functions
* Revert "Cache trigger prototypes."
This reverts commit 86bae15ba6616884dba75f552dfdfbe2d1fb6586.
* Replace prototypes with prototype IDs.
* Split damage.yml into individual files
* move get/handle component state to system
* Update HealthChange doc
* Make godmode call Dirty() on damageable component
* Add Initialize() to fix damage test
* Make non-static
* uncache resistance set prototype and trim DamageableComponentState
* Remove unnecessary Dirty() calls during initialization
* RemoveTryChangeDamageEvent
* revert Dirty()
* Fix MobState relying on DamageableComponent.Dirty()
* Fix DisposalUnit Tests.
These were previously failing, but because the async was not await-ed, this never raised the exception.
After I fixed MobState component, this exception stopped happening and instead the assertions started being tested & failing
* Disposal test 2: electric boogaloo
* Fix typos/mistakes
also add comments and fix spacing.
* Use Uids instead of IEntity
* fix merge
* Comments, a merge issue, and making some damage ignore resistances
* Extend DamageSpecifier and use it for DamageableComponent
* fix master merge
* Fix Disposal unit test. Again.
Snapgrids were removed in master
* Execute Exectute
* Moved ghost boo to ecs
* Fixed small light exception
* No need to inject EM
* Moved cooldown and time to fields
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* started work
* some more work, ui working (somewhat)
* stuff
* reorganization
* some more reorg
* conveyors
* conveyors working
* finalized (dis)connection
added linkattempt
added feedback text
work on conveyors
* removed command
add rangecheck
* fixed inrange check
* handling
* ui no longer kanser, ship it
* adresses reviews
* reformats file
* reformats file
Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
* Deprecate IActionBlocker in favour of cancellable events
* Bring back old speech/emoting component restrictions
* Rename action blocker listener methods
* Use Entity System public methods instead of extension methods
Co-authored-by: Vera Aguilera Puerto <gradientvera@outlook.com>