Commit Graph

4085 Commits

Author SHA1 Message Date
Nemanja
9a795b35ad patch QSI container issues (#25700)
* patch QSI exception

* fuck don't die
2024-03-03 17:45:26 +11:00
LordCarve
06d755a860 Make ItemSlots more verbose + AME proof of concept (#25779)
* Make itemslots more verbose with AME proof of concept.

* Remove unnecessary [DataField] strings and use null coalescing in whitelist checks.

* Change optional popup fields into LocId.
2024-03-03 16:37:34 +11:00
Tayrtahn
4943151111 Add prediction for puddle and spillable examines (#25794)
Prediction for puddle and spillable examines
2024-03-03 16:36:36 +11:00
Fildrance
4c87dcd3cb fix: lobby music volume will be changed on options change without restart (also lobby music not looped anymore) (#25530)
* fix: lobby music volume will be changed on options change without restart (also lobby music not looped anymore)

* refactor: now lobby music is part of ContentAudioSystem. Lobby playlist is used instead of single track. Client now selects next lobby soundtrack after previous finished.

* refactor: incapsulated info on current lobby track in simple record

* refactor: fixed inconsistent naming between song and soundtrack for lobbymusic

* refactor: xml-doc for LobbyPlaylistChangedEvent

* fix: inverted invalid _audio.PlayGlobal check to return only if lobby soundtrack play call failed

---------

Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
2024-03-02 15:40:04 -05:00
Errant
ecd2d5a644 Alerts for breathing plasma/tritium (#24484)
* Alert autoremove v0

* Code cleanup and timing

* comment

* Tritium, code compression

* not resolving manually

* reduced lookups, new comp

* fix-fix yes

* use RemCompDeferred, handle OnUnpaused

* missed a todo

* entitysystem resolve

* remove unnecessary component updates

* remove AlertState from comp, move EntityUnpausedEvent actions to AlertStateComponent's Timespan

* Code cleanup

* comments

* combines AutoRemove input into Clear

* minor logic adjustment that does not really change anything but is less ambiguous
2024-03-03 01:07:05 +11:00
Krunklehorn
c775410370 Weight based AreaInsert and Dumpable delay, a janitor qol tweak (#24899)
Weight based delay, retuned average, fixed comments
2024-03-03 00:57:44 +11:00
DrSmugleaf
30ccde0a47 Make the round end sound collection a cvar (#25741)
* Make the round end sound collection a cvar

* Fix comment

* Clarity
2024-03-01 21:08:48 +11:00
deltanedas
ad3f3a5d36 make suicide actions require confirming (#24609)
* add ActionAttemptEvent

* add ConfirmableAction compsys

* make suicide actions confirmable

* use new trolling techniques

* better query and dirty them

* death

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>
2024-03-01 13:48:43 +11:00
Nemanja
2852483b5c remove doorslam sound (#25737) 2024-03-01 11:58:52 +11:00
LordCarve
c47391011d Refactor AME to use ItemSlot for Fuel (#25558)
* Using wrench on AME doesn't first try to put it in.

* Refactor AME to use ItemSlot for fuel.

* Apparently these names want to match.
2024-02-29 16:44:28 -05:00
Rainfey
4e6c59cfe5 Refactor antag rule code (#23445)
* Initial Pass, Rev, Thief

* Zombie initial pass

* Rebase, Traitor

* Nukeops, More overloads

* Revert RevolutionaryRuleComponent

* Use TryRoundStartAttempt, Rewrite nukie spawning

* Comments, Add task scheduler to GameRuleSystem

* Zombie initial testing done

* Sort methods, rework GameRuleTask

* Add CCVar, Initial testing continues

* Might as well get rid of the obsolete logging

* Oops, i dont know how to log apparently

* Suggested formatting fixes

* Suggested changes

* Fix merge issues

* Minor optimisation

* Allowed thief to choose other antags

* Review changes

* Spawn items on floor first, then inserting

* minor tweaks

* Shift as much as possible to ProtoId<>

* Remove unneeded

* Add exclusive antag attribute

* Fix merge issues

* Minor formatting fix

* Convert to struct

* Cleanup

* Review cleanup (need to test a lot)

* Some fixes, (mostly) tested

* oop

* Pass tests (for real)

---------

Co-authored-by: Rainfall <rainfey0+git@gmail.com>
Co-authored-by: AJCM <AJCM@tutanota.com>
2024-02-29 17:25:10 +11:00
metalgearsloth
5425742617 Add anchorable flags (#25667)
Added it to cargo pallet and the ATS puter. Small steps. Also moved the log until the anchoring is actually confirmed to prevent dummy logs.
2024-02-28 17:00:12 -05:00
Menshin
9884351101 Add space heaters (#25250) 2024-02-28 10:27:29 -08:00
metalgearsloth
fc0ff8fb31 Fix gun cycling ammo count update (#25635)
Doesn't update correctly when cycling.
2024-02-27 11:40:19 -05:00
metalgearsloth
a9502be29e Revert "Fix chat bubbles (#25643)" (#25645)
* Revert "Fix chat bubbles (#25643)"

This reverts commit 23d2c4d924.

* Revert "Fixes obsolete Transform warnings in Content. (#25256)"

This reverts commit f284b43ff6.
2024-02-28 00:51:20 +11:00
metalgearsloth
d204896bf5 Fix projectiles (#25636) 2024-02-28 00:04:32 +11:00
Krunklehorn
6485dd4f4d Revert "Fix ItemSlots prediction" (#25610)
Revert "Fix ItemSlots prediction (#25552)"

This reverts commit ad29dbe302.
2024-02-27 23:32:16 +11:00
Julian Giebel
0752acdc2c News UI overhaul and PDA notifications (#19610) 2024-02-26 21:38:00 -04:00
TemporalOroboros
f284b43ff6 Fixes obsolete Transform warnings in Content. (#25256)
* Fix TransformComponent.MapPosition warnings in Content.Client

* Fix TransformComponent.MapPosition warnings in Content.IntegrationTests

* Fix TransformComponent.MapPosition warnings in Content.Shared

* Fix TransformComponent.MapPosition warnings in Content.Server

* Fix TransformComponent.WorldPosition warnings in Content.Shared

* Fix TransformComponent.WorldPosition warnings in Content.Client
Excepts ClickableComponent b/c that needs to be ECS'd entirely later

* Fix TransformComponent.WorldPosition warnings in Content.Server

* Fix TransformComponent.WorldRotation warnings in Content.*

* Fix TransformComponent.MapPosition warnings I missed

* Fix TransformComponent.WorldMatrix warnings in Content.*

* Fix TransformComponent.InvWorldMatrix warnings in Content.*

* Fix TransformComponent.GetWorldPositionRotationMatrixWithInv warnings in Content.*

* Fix TransformComponent.GetWorldPositionRotationMatrix warnings in Content.*

* Fix TransformComponent.GetWorldPositionRotation warnings in Content.*

* Fix TransformComponent.Anchored.set warnings in Content.*

* Fix TransformComponent.Coordinates.set warnings in Content.*

* Fix TransformComponent.LocalPosition.set warnings in Content.*

* Fix TransformComponent.AttachToGridOrMap warnings in Content.*

* Fix TransformComponent.AttachParent warnings in Content.*

* Preempt TransformComponent.LocalRotation.set warnings in Content.Shared

* Preempt TransformComponent.LocalRotation.set warnings in Content.Client

* Preempt TransformComponent.LocalRotation.set warnings in Content.IntegrationTests

* Preempt TransformComponent.LocalRotation.set warnings in Content.Server

* Fix/Preempt the remaining obsolete TransformComponent properties/methods in Content.*

* ECS ClickableComponent

* Fix obsolete SharedTransformSystem methods in Content.*

* Fix ExplosionOverlay `SharedTransformSystem` dependency

* Maybe fix null eye position breaking tests

* MGS requested changes
2024-02-27 12:06:20 +11:00
LankLTE
cc865c547b Zombie Diona Fixes (#25404)
No reform, zombie nymphs
2024-02-26 16:31:37 -07:00
Whisper
ff65cb7b0c Whisper bleed update v3 (#25434)
* Whisper bleed update v3

* missed a few

* Add bleeding message to health analyzer.

* Fix bleed notification not updating.

* Apparently this either doesnt exist
2024-02-26 16:26:46 -07:00
Ed
7a5f81ddb4 Handheld Mass Scanner (#25526)
* handheld

* Update meta.json

* Update meta.json

* Update cargo.yml

* research

* add to borg

* bruh

* borg to T2

* fix
2024-02-26 16:19:51 -07:00
SlamBamActionman
3af2928a25 Add nose customization to humans & dwarves (#25557)
Initial commit
2024-02-26 16:15:04 -07:00
Whisper
74232f9831 handcuff replacements are faster to escape from (#25601)
makeshift handcuffs are easier to escape from
2024-02-26 16:05:16 -07:00
Pieter-Jan Briers
e00f74505c Use new ComponentPauseGenerator (#25183)
Also includes some (non critical) changes to the solution file to re-organize the Roslyn components.
2024-02-26 14:36:19 +11:00
SlamBamActionman
485fb4cb65 Remove self-uncuff spam suicide, damage changes (#25161)
* Initial commit

* Remove damage from cuffs entirely

* Changed from Action uncuffing cooldown to UseDelay cooldown

* Minor merge conflict fix

* Edit the actual correct line

* Submodule fix
2024-02-26 13:41:20 +11:00
Pieter-Jan Briers
8d244f7b76 Character profile sanitization improvements (#25579)
Validate that job and antag prototypes can actually be set in character profiles, rather than just checking if the prototype exists.

Make preferences system just call existing validation code when loading prototype from database, instead of some hacked-together stuff.

Also I made the character profile validation logic take dependencies in via parameter because fuck resolves.
2024-02-26 13:36:38 +11:00
Tayrtahn
100ece2e20 Add a container display to dispenser UI (#25391)
* Implemented contents display for dispenser UI

* Update Content.Client/Chemistry/UI/ReagentDispenserWindow.xaml.cs

Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>

* Resolve the netent into a euid first

---------

Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
2024-02-26 00:03:22 +01:00
metalgearsloth
ad29dbe302 Fix ItemSlots prediction (#25552)
IDK what this arg is for but seems okay with guns. Without it it always thinks the insertion can work.
2024-02-25 12:22:43 -08:00
MilenVolf
1a5f7c39b2 Toggleable items shape change on toggle state (#25392)
* Toggleable items now can change their shape depends on toggle state

* Update Content.Shared/Item/SharedItemSystem.cs

---------

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2024-02-26 00:20:28 +11:00
metalgearsloth
a440ccfc7c Fix cuffs popup prediction (#25553) 2024-02-26 00:10:02 +11:00
Krunklehorn
902198d7e0 Fix candy bowls (#25514)
* Before SharedItemSystem

* Fixes mispredict, removed unused

* Fix physics
2024-02-26 00:08:14 +11:00
metalgearsloth
bb0776c496 Revert "Cleanup ExecutionSystem (#24382)" (#25555)
* Revert "Cleanup ExecutionSystem (#24382)"

This reverts commit bcbe2ec1af.

* Revert "Executions (#24150)"

This reverts commit 2e83f5a0ec.

# Conflicts:
#	Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs
2024-02-25 22:36:17 +11:00
nikthechampiongr
bcbe2ec1af Cleanup ExecutionSystem (#24382)
* Creat Execution Component and add to sharp items

* Kill Server ExecutionSystem. Create ExecutionSystem in shared. Create ActiveExecution Component.
Transferred the Execution system into shared. Heavily re-wrote the system in order to reduce duplication,
and remove gun code from the system.
The melee weapon modifier which was dependant on swing rate was removed.

The ActiveExecutionComponent was created in order to apply the damage modifier to the shot from a gun execution.
It is added just before the gun fires and removed after an attempt is made.

* Fix bugs

The execution completed text will now only show up if the gun fires.

The client also no longer crashes because I forgot to network the component.

* Remove clumsy text

* Make BaseSword abstract

* Add ExecutionComponent to every weapon

* Fix bug

* Remove execution comp from battery weapons

Currently the gun system does not have a way to alter hitscan damage like it does with projectiles.

* Cleanup

* Revert "Remove clumsy text"

This reverts commit a46da6448d5d179a4e936f9213d5622bedb58a16.

* Actually fix the ExecutionSystem

Everything about the shot goes through the gun system now.
The Damage multiplier is only applied when a projectile impacts the target so people that get in the way don't get hit
with 9 times damage for no reason.

In order to make suicides work I needed to create fake EntityCoordinates because the gun system and the projectile
system do not play well with a projectile that has the same start and end position.

* Make launchers able to execute

* Fix prediction bug

The OnAmmoShotEvent is only raised on the server.

* Readd ability for clowns to accidentally shoot themselves while executing

* Cleanup

* Reset melee cooldown to initial value

* Address reviews fix bug

Addressed reviews on overriding messages.
Now I actually mark doafters as handled.
Return normal cooldown to some meleeweapons I forgot on the previous commit.

* Address Reviews

Remove duplication

* Exorcise codebase

Remove evil null coercion that I was sure I removed a while ago

* Address reviews again

* Remove melee weapon attack logic and rely on the system. Remove gun and
melee checks.

* Make system functional again and cleanup

* Remove code I forgot to remove

* Cleanup

* stalled

* Selectively revert gun penetration

The collision layer check doesn't work and I don't have time to fix it.

* Fixes

---------

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2024-02-25 22:07:10 +11:00
metalgearsloth
ec5edc3626 Selectively revert gun penetration (#25551)
The collision layer check doesn't work and I don't have time to fix it.
2024-02-25 21:58:08 +11:00
Debug
e1cce9d842 Prevent clients from setting their species to whatever they want (#25535)
Prevent epic hack
2024-02-24 22:00:28 -05:00
metalgearsloth
d8e5f5c24b Optimise DecalOverlay (#25266)
ChunkSize is still 32 so doesn't cut down on heaps of decals atm though we avoid passing many decals to drawing with the coordinates bounds check now.
2024-02-23 18:12:23 +11:00
Pieter-Jan Briers
715794dd41 Make department / job list sorting consistent. (#25486)
* Make department / job list sorting consistent.

This makes late join, crew manifest and character profile all apply consistent sorting for jobs and departments.

We use the already-defined weights for departments (so command, then sec, then station specific, then just sort by prototype ID). Jobs also use weight (so heads are always at the top) then prototype ID, then character name (for manifest).

Removed the crewmanifest.ordering CVar as doing it via prototype weight is just easier, and that CVar was already a mess anyways.

* Fix jittery job icons in lists.

They were set to KeepCentered in TextureRect. This has issues because the allocated space is actually an odd number of pixels, so it tries to position the draw at a half pixel offset.

Now, yes, fixing this in TextureRect would make much more sense, but get off my back. (Ok seriously we need better helper functions for doing that in the engine. Don't wanna deal with that right now and I already have this patch made.)

Instead I'm just gonna fix the issue by using VerticalAlignment in all these places instead which ends up doing exactly the same thing YIPPEE.

Also gave a margin next to the icon on the crew manifest. Margins people!
2024-02-23 15:04:44 +11:00
Pieter-Jan Briers
b1de6dd601 Switch project files to C# 12. (#25487)
Just unlocks new language features like primary constructors.
2024-02-23 15:02:59 +11:00
Tayrtahn
381bb9020a Add prediction to Openable (#25477)
* Fix formatting problem with FullOpened

* Moved to Shared and networked

* Revert "Fix formatting problem with FullOpened"

This reverts commit f8353403da830a4402bdd457bcf24a2432a5f566.
2024-02-23 12:09:43 +11:00
Nemanja
ce0a51fc29 Predict doors and airlocks (#25419)
* predict doors and airlocks

* prying, too

* ack

* eek
2024-02-23 10:01:31 +11:00
J. Brown
b26e9a9a32 Fix #22933 - Job-specific Uplink items leaking to non-job minds (#23179)
Fix for 22933 - SharedMindSystem now checks for VisitingMindComponent too.
2024-02-22 22:03:44 +11:00
keronshb
046c874dae Moves muted to shared (#25374)
* moves muted to shared

* fixes usings

* Update MutedComponent.cs

funny webedit

* Update MutedComponent.cs

oops using statement webedit
2024-02-21 15:53:46 -05:00
dffdff2423
a3c93b0bd7 Add option for admins to disable bwoink (#25008)
* Add option for admins to disable bwoink

In a vain attempt to get people to ahelp more, provide the possibility
for admins to not play the bwoink sound if they don't want to scare the
player.

* Add silent indicator to discord relay

* Use string interpolation
2024-02-20 23:52:03 -07:00
Debug
8c6a8c3c5c Remove drones, fix InnateToolSystem (#25372)
* Fix drones

* They dont need a full bloodstream

* Incorrect indentation

* Nuke drones

* Fix ClothingHeadHatCatEars

* Remove last mention of drones

* Implement requested changes
2024-02-20 23:23:04 -07:00
Callmore
5a2c744998 Tiny shove fix. (#25353)
* Remove second shove check.

* Change when popups and sounds are created.
Reduces phantom shoves that feel bad.

* why didn't i think of this i saw it earlier...

* Replaced Is fields with prefix

* remove some dependencies to fix tests???
2024-02-21 15:01:45 +11:00
Pieter-Jan Briers
74a31ac5f3 PlayerListControl fixes. (#25248)
* PlayerListControl fixes.

Fix a button being selected by default always, which then can't be selected properly for real. This affected multiple admin UIs.

This broke due to upstream RT changes but ButtonGroup was always kinda busted so whatever. Uses the new IsNoneSetAllowed to implement everything properly.

Also make sure the selected player STAYS selected when filtering the list and stuff.

Also this PlayerInfo record has been changed to only do equality on the User ID because otherwise it'd need to compare each field individually which would be weird.

* Revert changes to ListContainer

This change was made default in the engine, no longer necessary here.
2024-02-20 10:13:48 +01:00
Pieter-Jan Briers
2e6eaa45c5 Fix admin notes and database time nonsense. (#25280)
God bloody christ. There's like three layers of shit here.

So firstly, apparently we were still using Npgsql.EnableLegacyTimestampBehavior. This means that time values (which are stored UTC in the database) were converted to local time when read out. This meant they were passed around as kind Local to clients (instead of UTC in the case of SQLite). That's easy enough to fix just turn off the flag and fix the couple spots we're passing a local DateTime ez.

Oh but it turns out there's a DIFFERENT problem with SQLite: See SQLite we definitely store the DateTimes as UTC, but when Microsoft.Data.Sqlite reads them it reads them as Kind Unspecified instead of Utc.

Why are these so bad? Because the admin notes system passes DateTime instances from EF Core straight to the rest of the game code. And that means it's a PAIN IN THE ASS to run the necessary conversions to fix the DateTime instances. GOD DAMNIT now I have to make a whole new set of "Record" entities so we avoid leaking the EF Core model entities. WAAAAAAA.

Fixes #19897
2024-02-20 10:13:31 +01:00
Leon Friedrich
bd4597c5ca Fix action state handling bug (#25395)
* Rejig action state handling

* Fix entity arg

* Fix deserialization
2024-02-20 13:08:41 +11:00
Mr. 27
1e95c700eb randomized sexless species now have epicene gender by default (#25282)
Fikss
2024-02-19 15:38:06 -07:00