* throwforce and probability fixes for explosions
Applies force to all affected by explosion entities with ItemComponent
Fixes probability issues with explosion related callbacks
* dependency fix, throw helper
* delete TODO
Co-authored-by: gituhabu <48828502+gituhabu@users.noreply.github.com>
* You cannot pickup items across walls, or pickup items when dead/in crit.
* Adds InRangeUnobstructed method to InteractionSystem.
Changes HandsSystem and ItemComponent to use it.
* added Character Setup
* whoops
* reverted unrelated changes
* Made everything work post-rebase
* Removed unused PreferencesChanged event
* nope, don't need this
* HumanoidProfileEditorPanel -> HumanoidProfileEditor
* Set initial data for hair pickers
* Fixed nullable warning
* Renamed LooksComponent -> HumanoidAppearanceComponent
* Renamed LooksComponentState -> HumanoidAppearanceComponentState
* Final renaming maybe
* Use a human-like dummy instead of a real human
* Change preferences structs back to classes
* Instrument test.
* Midi stuff
* Some more work
* This actually works now!
* update
* Midi Audio works!
* Lots of stuff, and cool interfaces for items
* Update
* Fix a few things
* It just works
* Move textures to another folder, remove placeholder description from instruments
* Fix warning
* Use renderer enum
* Instruments now use DisposeRenderer method, and send MidiEvents as they receive them. Deletes InstrumentSystem whoo.
* Fix incorrect sprite paths
* Instruments take midi file size check into account when enabling/disabling midi playback buttons
* Fix crash when pressing drop on empty hand.
* Use new renderer return values for midi/input
* Xylophones are no longer handheld instruments, fix their sprites.
* Use new API
* Remove nfluidsynth from solution
* Timing information
* Use IGameTiming.CurTime for timestamps instead
* Non-accessed local variable
* Merge cast and type checks.
* StringComparison.Ordinal added for better culture support
* Supposed code improvement in launcher. Remove unused code.
* Update ExplosionHelper.cs
Unintentional change.
* Optimized Import
* Add Robust.Shared.Utility import where it was deleted
* Other random suggestion
* Improve my comment
* Refactor SpeciesUI into overlay and status effects
All components that update the UI will need to use PlayerAttached for cases where the Mind transfers I think.
* Change overlay / status effects to use states
* Change TryRemoveStatus to RemoveStatus
Doesn't return a bool so not trying.
Addressing PJB's feedback.
* Disable speaking while unconscious/dead
Fixes#359
* Add CanSpeak ActionBlocker
Matches the existing technique for other actions like CanUse() and CanThrow().
* Disable footstep sounds for ghosts
Adds a check before playing footstep sounds to check if the mover is a ghost. Doesn't play footstep sounds if they are a ghost.
* Add FootstepSoundComponent
Adds FootstepSoundComponent. If a mob has this component, it will make footstep sounds. Otherwise they will not. As of this commit humans have this component and ghosts do not.
* initial explosiveComponent
* remove garbagee
* assets
* tile mass deletion baby
* grenades
* tweaks
* Update Content.Server/GameObjects/Components/Explosion/ExplosiveComponent.cs
Co-Authored-By: Pieter-Jan Briers <pieterjan.briers@gmail.com>
* Ex_act based on damage, fixes and tweaks
* One finishing touch
Done the most cringe way
* ex_act explosions, tables are destructible now
also adds fuel tanks
* adds ex_act to mobs
Added BurnTemperature to bulbs.
Added HeatResistance to clothing and species.
Added HeatResistanceComponent which resolves armor vs skin.
Made the hand burn on lamps only happen when heat resistance is too poor.