* Fix broken layer hiding on clothes with multiple equipment slots
* Refactor ToggleVisualLayers, HideLayerClothingComponent, and ClothingComponent to allow more
precise layer hide behavior and more CPU efficient layer toggling.
* Adjust HumanoidAppearaceSystem to track which slots are hiding a given layer (e.g. gas mask and welding mask)
Add documentation
Change gas masks to use the new HideLayerClothingComponent structure as an example of its usage
* Fix the delayed snout bug
* Misc cleanup
* Make `bool permanent` implicit from SlotFlags
any non-permanent visibility toggle with `SlotFlags.None` isn't supported with how its set up. And similarly, the slot flags argument does nothing if permanent = true. So IMO it makes more sense to infer it from a nullable arg.
* Split into separate system
Too much pasta
* Remove (hopefully unnecessary) refresh
* Fisk mask networking
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
* Keep old behaviour, use clearer names?
I'm just guessing at what this was meant to do
* english
* Separate slot name & flag
* dirty = true
* fix comment
* Improved SetLayerVisibility with dirtying logic suggested by @ElectroJr
* Only set mask toggled if DisableOnFold is true
* FoldableClothingSystem fixes
* fix bandana state
* Better comment
---------
Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
* V1 commit
* Remove PDA name and unnecessary pda state
* Adds PDA to Chameleon backpack & thief toolbox
* Change to use AppearanceDataInit
* Add basic PDA state to ensure there's always a sprite before AppearanceData can be applied
* Revert PDA name (this will be changed to another way later)
* Update PDA name updating to new system
* Fix yaml, and fix Agent ID chameleon
* Updated based on review
* 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
* Adding shock collar with the new ShockOnTrigger
* Cleaning and updating the shock collar
* Add StripDelay datafield to ClothingComponent
* Adding SelfUnremovableClothingComponent
* ShockCollar Update
* Correction of the shock collar
* Correction of the shock collar 2
* Renaming the DamageSpecifier DataField to Damage
* Fixing the damage field in ShockCollar
* Cleaning the ShockCollar
* Renaming ShockCollar to ClothingNeckShockCollar
* Adding ClothingNeckShockCollar as a stealTarget to a thief
* Fixing a typo of the sprite path in ClothingNeckShockCollar
* Cleaning the ShockOnTriggerComponent
* Revision of SelfUnremovableClothing
* Adding a ClothingBackpackElectropack
* Sprite fix
* Code review
* Shock Collar sprite update
* add commit hash
---------
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
* LoadoutSystem change, deathsquad species loadout
* survival gear loadouts for disaster victims
* skrek
* centcom
* syndicate agent
* cburn
* ERT
* syndicates
* Is it ever gonna be enough?
* Take what you can
* Move startingGearEquippedEvent after Loadouts are spawned
* skreee
* even more formatting
* Unbreak auto internals activation
* undo AddAllRoleLoadouts change
* syndicate reinforcement survival loadouts
* re-enable vox ghostroles
* split logic into own system
* add support for different size displacement maps
* some clothes may not use displacement maps
* displacement maps spport hand sprites
* Update DisplacementMapSystem.cs
* rename things
* fuck stencilmask
* fix bugs
* no masks
* Update jumpsuits.yml
* fix species specific sprites
* Update ClothingSystem.cs
* shoes + ears displacement, some bugfix
* Update DisplacementMapSystem.cs
* item toggle refactoring and some new systems
* add ToggleClothing component/system
* unhardcode magboots gravity logic
* make magboots and speedboots use ItemToggle and stuff
* remove now useless clothing components
* update client/server magboots systems
* add note to use ItemToggledEvent in ToggleActionEvent doc
* refactor PowerCellDraw to use ItemToggle for ui open/close control
* add TryUseCharges, refactor charges system
* update magboot trigger code
* make borg use ItemToggle, network SelectedModule instead of now removed Activated
* add AccessToggle for borg
* the giga ninja refactor
* update ninja yml
* update ItemToggle usage for some stuff
* fix activatableui requires power
* random fixing
* yaml fixing
* nuke ItemToggleDisarmMalus
* make defib use ItemToggle
* make things that use power not turn on if missing use charge
* pro
* fix sound prediction
* bruh
* proximity detector use ItemToggle
* oop
* big idiot syndrome
* fix ninja spawn rule and make it generic
* fix ninja spawn rule yml
* move loading profiles into AntagLoadProfileRule
* more ninja refactor
* ninja yml fixes
* the dreaded copy paste ops
* remove useless NinjaRuleComponent and ue AntagSelection for greeting
* fix invisibility
* move IsCompleted to SharedObjectivesSystem
* ability fixes
* oop fix powercell instantly draining itself
* sentient speedboots gaming
* make reflect use ItemToggle
* fix other test
* loadprofilerule moved into its own pr
* remove conflict with dragon refactor
* remove all GenericAntag code from ninja
* )
* probably
* remove old enabled
* great language bravo vince
* GREAT LANGUAGE
* who made this language
* because it stinks
* reparent blood-red magboots to magboots probbbly works
* most of the review stuff
* hasGrav doesnt mean what i thought it did
* make health analyzer use itemtoggle, not fail test
* fix mag/speed boots being wacky
* UNTROLL
* add ItemToggle to the random health analyzers
* a
* remove unused obsolete borg func
* untrolling
* :trollface:
* fix test
* fix
* g
* untroll
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
* FactionClothing
* swtich carp to the Dragon faction
* add carp hardsuit
* add carp hardsuit to uplink
* fixes
* webedit ops 1
* why did i name it that wtf
* among
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
* add FireProtection system and event
* minor optimisation + make flammable use fire protection event
* add fire protection values to some things, nerf firesuit heat resistance
* bruh
* unrevert laser nerfs, make elite hardsuit fully fireproof
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
* Added ClothingGotEquipped/ClothingGotUnequipped events
* Better version
* Implemented in a few places
* More implementations
* Add ClothingDidEquipped/ClothingDidUnequipped events
* Clown shoes make you waddle, as God intended
* OOPS
* Toned down, client system name fix
* Tidy namespacing for @deltanedas
* Refactor to handle prediction better, etc.
* Resolve PR comments.
* add face bandanas
* oops
* make face bandanas butcherable, also one bite
* oops
* Add mouth IdentityBlocker to bandanas
* refactor to use foldablecomponent
* remove some leftover bits
* remove HamsterWearable until face sprite updated
* oops
* review changes
* remove a few unneeded bits
* AutoCompState + ItemToggle fixes
Fix a lot of the comp states that are never actually networked and also cleaned up ItemToggle events a bunch. ItemToggle will still need some future work for lights and sounds.
* Also catch these
* Added Gloves of North Star, no sprite or talking yet...
* Added sprites for the gloves of the north star...
* Replaced more placeholder sprites for northstar gloves...
* Added gloves of the north star to uplink...
* Added speech on hit, not yet configureable
* Not functional yet, but a step in the right direction I hope...
* IT WORKS!!
* Licensing and cleanup
* Reduced attack speed, changed from chat to popup, added some admin logging. It was causing too much adminlog spam otherwise
* Reorganized some files, final build??
* Changed the adminlog type from Verb to new type ItemConfigure
* More cleanup, fix sprite reference maybe
* Keronshb's suggestions, fixed some stuff, made hit sound use the meaty punch sfx
* Adds support for hiding speak/whisper/emote from adminlogs, makes northstar speak again!
* Some file shuffling, some of Keronshb's requests. Might appear a bit funky in github because vscode kept duplicating files for some reason and I had to delete them
* Made it work with the latest changes on Master
* Final? cleanup, upped dmg to 8, made ui not activate on activateinhand, instead you need to right click
* Set value to 0 credits, that's all
* Well that was much easier than I made it out to be. Now you can only activate the gloves with right click, no more mispredicts.
* Update MeleeWeaponSystem.cs
Iunno why this got changed in the first place, but I'm changin it back
* emptycommit
* emptycommit
* The tiny fixening