* Switches PDAs with tg ones and renames flashlight component
* Which chucklefuck hid the ID cards in the clothing folder
* Removes Mime PDA as i'm gonna do that in another PR
* Moves EVERY SINGLE PDA over by exactly one pixel so they're aligned perfectly with the UI slot
* On second thought moves back the id-cards since I don't want to deal with conflicts
* Add art assets for cloning
* Added a 'Scan DNA' button to the medical scanner
* Made the UI update unconditional for the medical scanner until checks for power changes are in place
* Update Medical scanner to reflect powered status and fix#1774
* added a 'scan dna' button the the medical scanner that will add the contained bodies Uid to a list in CloningSystem, fixed an issue with the menu not populating if the scanner starts in an unpowered state
* Add disabling logic to 'Scan DNA' button on medical scanner
* Removed un-used libraries
* changed scan dna button to Scan and Save DNA
* added a lantern
* Add A Lantern with radiating light
* Added a GasVapor system and made a base for extinguisher spray.
* switched to using solution component for fire extinguisher
* made it so fire extinguisher's can run out of water vapor
* Added actual Gas to Gas Vapor, now getting atmosphere for touched tiles.
* Made it so gasVapor reacts and dissapates on reacting
* GasVapor now dissapates exponentially while traveling
* Added in-hands for fire extinguisher
* Added Spraysound to gasSprayer and to fire extinguisher prototype
* parameterized GasSprayer and GasVapor
* removed un-used imports in gasSprayer and gasVapor components and systems
* removed accidential threading import into gasmixturecomponent
* add a shared extinguisher component for extinguisher spray rotation instead of piggy-backing on RogueArrow
* paremeterized fuelCost and fuel name in GasSprayerComponent
* Paremeterized gasAmount, removed un-used code from gasVaporComponent
* Removed BaseItem Parent from Extinguisher_spray
* added GasVapor and GasSprayer to Ingored Components list
* reduced offset of spawned extinguisher vapor from player
* Update IgnoredComponents.cs
* renamed SharedExtinguisherComponent to SharedGasSprayerComponent and removed reference to RoguePointingArrow
* renamed shareExtinguisherComponent to SharedGasSprayerComponent
* Update Content.Server/Atmos/GasSprayerComponent.cs
Added check for solution component on GasSprayer.
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
* Update Content.Server/Atmos/GasSprayerComponent.cs
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
* Improves the RCD
* oops
* Unnecessary
* Merge 2 checks
* RCD whitelist and reorganization
* Makes the RCD great again
* Ignored components
* loicense
* Fix missing using
* -Started Gas Analyzer
-TemperatureHelpers
* Formatting
* Adds PopupTooltip to NotifyManager
* Revert Tooltip fuckery
* Gas Analyzer gives proper error messages
* Localization
* Added a very wip gas analyzer ui
* UI works, doesn't look good but hey
* Safety checks
* Fancy WIP gas mix bar
* Gas Color
* Gas Amount shows only 2 decimal places
* -Made bar full width
-Moved gas list into a table
-Some gas bar things
* IDropped something
* Description
* -Percentage
-Padding
* ItemStatus
* -Proper Danger Warnings
-Added Warning danger state
* Pressure unit
Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
* re-do of old PR that got fuckied upp
* simplify foreach as suggested
* pass distance to PassSpeechData for a check, remove GetListenRange()
* adds RadioQuery instead of subscribing/unsubscribing
* change SpreadMessage to accept owner rather than component
* change RadioQuery to EntityQuery
* remove declared EntityQuery (oops, didn't know what shadowcommander meant)
* refactor ListeningSystem & refactor added chat logic into listen sys
* IGNORE the oopsie STOP LOOKING
* Start work on Slippery Component
* Slips work
* Add banana peel
* Add required slip speed
* Add slip sound
* Adds soap
* Make soapnt, soapsyndie and soapdeluxe inherit soap
* Adds homemade soap and omega soap
* Fix slipping not taking into account the entity being in a container
* Flash component, overlay and shader
Add BeginDraw method to Overlay.cs
* Add flash icons, sounds
* Progress
* Multiple overlays without enums
* This is probably the worst way to do this IDK
* Remove nullable reference type
* Add AttackEventArgs as parameter to OnHitEntities
MeleeWeaponComponent.Attack now continues when OnHitEntities returns true (it hit something)
Add OverlayType enum so client and server can agree on overlay ids
Move IConfigurable to its own file
Add AoE flash with shorter duration
Flashing someone slows them down
* Add arc to flash
Set item size to something reasonable
Remove chat log message when flash burns out
* Remove unused interface
* Add xenos for stress test
Pretty hacky and not how I'd do it long-term
* Remove claws
* Add in unarmed combat behaviors
* Cleanuppppp
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
* UI Icon
* It worked?
* Reorganized UI
* converted the bedsheet/cloak sprites
* backpacks go over cloaks now
* Added a couple more neck clothing
* Milk Ape
* Start adding flashy flash
* Change slop
Might give a smoother decline
* flashy flash
* Add flashbang and flash projectiles
Bang bang bang pull my flash trigger
* Add collision check to area flash
* Flash cleanupo
* flash.ogg mixed to mono
* Adjusted flash curve again
* Enhancing flashes with unshaded and lights and shit
Still a WIP
* Add the other ballistic gun types
Re-organised some of the gun stuff so the powercell guns share the shooting code with the ballistic guns.
* Re-merging branch with master
Also fixed some visualizer bugs
* Last cleanup
Fixed some crashes
Fixed Deckard sprite
Fixed Hitscan effects
Re-applied master changes
Re-factor to using soundsystem
Add some more audio effects
* Cleanup flashes for merge
Can put flashbangs in lockers so you don't get blinded
Fix some bugs
* Fix shotties
Also removed some redundant code
* Bulldoze some legacycode
brrrrrrrrt
* Fix clientignore warnings
* Add the other Stunnable types to StunnableProjectile
* Some gun refactoring
* Removed extra visualizers
* All casing ejections use the same code
* Speed loaders can have their ammo pulled out
* Bolt sound less loud
* Stop ThrowController from throwing
* Fix speed loader visuals
* Update hitscan collision mask and fix typo
* Cleanup
* Fit hitscan and flashbang collisions
* Use the new flags support
* Update taser placeholder description
* Update protonames per style guide
* Add yaml flag support for gun firerates
* Cleanup crew
* Fix Audio up (components, audio file, + remove global sounds)
* Add server-side recoil back-in (forgot that I was testing this client-side)
* Add Flag support for fire-rate selectors
* Wrong int you dolt
* Fix AI conflicts
Haha ranged bulldozer go BRR
(I'll rewrite it after the other AI systems are done).
* Mix bang.ogg from stereo to mono
* Make sure serializer's reading for guns
Fixes integration test
* Change EntitySystem calls to use the static function
Also removed the Pumpbarrel commented-out code
* Change StunnableProjectile defaults to 0
* Fix taser paralyse
Apparently removing defaults means you have to specify the values, whodathunkit
* Add slowdown to stunnableprojectiles and fix tasers
* Remove FlagsFor from gun components
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>