* 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
- fixes inhand sprite visibility
- adds visible charge level
- refactor sound recourse load, now you can specify fire sound from YAML
- adds laser cannon - more powerful laser
- adds new assets for cannon
Made the examine window a little transparent so that you can see things behind it. This prevents the examine popup from occluding gameplay.
Moved the ExamineEntity bind from Human to Common context so that it will always be available to clients. Ghosts can now examine things.
By PJBs suggestion. Cleaner to do this instead of repeatedly calling GetChild. Also changed ApcBoundUserInterface._window from an SS14Window to an ApcWindow to avoid extra type casting.
* Demonstrated map init working with guns, toolboxes, tool lockers.
* Refactored EntityStorage and ServerStorage to have a common interface.
* EntityStorage no longer uses ServerStorage PURELY for visuals.
Use an appearance visualizer instead.
* Import Eris engineering locker sprites.
* Allow customizing ClientStorageComponent open/close states better.
* EntityStorage does not blow up if Storage is also defined in prototype.
* Engineering styled lockers.
* Recipe stuff.
* Lathe GUI and stuff
* god dammit
* Lathe menu works, yay.
* EventArgs henk
* Some work
* SS14 -> Robust
* More SS14 -> Robust
* Lathe materials
* Lathe works, Lathe GUI, Queue GUI, etc
too many changes to name them here
* Remove materials button, add ViewVariables and update lathe on connect
* Add Autolathe RSI
* Adds new recipes, fixes a few bugs.
* Remove unused ScrollContainers
* Use same delegate for spawn.
* Removes client-side LatheComponent in favor of BoundUserInterface
* Remove GetMaterial and TryGetMaterial
* Use auto-properties in a few places.
* Adds LatheDatabase, and a bunch of other changes
* Remove useless log.
* Remove lathetype from prototypes.
* Turns Storage, Lathe and Database into autoproperties
* Remove Hacked property from LatheRecipePrototype
* Remove unneeded dependency injection from components
* Refactors LatheDatabaseComponent to use ComponentState
* Refactors MaterialStorageComponent to use ComponentState
* Oopsie
* Another oopsie
* Last oopsie, I hope
* Fix missing Close call.
* Removes static `IoCManager` service locator calls from `Robust.Shared.Map` namespace.
* Misc code cleanup and filling out doc comments for Map classes.
* Added Union and Intersect methods to Box2.
* Any touched component was converted from static IoC calls to field injection.
Sibling PR to https://github.com/space-wizards/RobustToolbox/pull/796.
* Frame interpolation kinda works.
* Added null CurState check because it can be null now.
* Merge remote-tracking branch 'upstream/master' into dev-GameState
* refacting some sprite things
* fix sprites
* Netcode for sending a new icon state to the ClientComponent
* Fixed broken torches.
* Fix dirty calls.
* ClothingComponentState now also includes EquippedPrefix
* Inherritance ClothingComponent : ItemComponent
* Added parameter to ItemComponentState constructor.
* Update RobustToolbox
* Revert "Update RobustToolbox"
This reverts commit 82c7e98ff3853b64698d5e80a45cd7a3758618e0.
Undo weird commit to toolbox?
Requires https://github.com/space-wizards/space-station-14/pull/768
- [x] Play sounds
- [x] SoundSchedules actually work
- [x] Send sound to specific users
- [x] Make existing components use SoundComponent
- [x] Add ScheduledSounds from prototypes
- [x] Add Play methods equivalent to those of AudioSystem.
- [x] Document most code.