Fixes#23645
The problem is that the solution editor UI is an EUI, so the UI updates before the game states are applied.
A correct fix would be to move it to a BUI in some way, but that's a little involved as we don't really have pre-existing code that uses BUIs in a manner good for this. I decided against this because I realized we'd want to have more tools similar to this and tbh I kinda figured integrating it with VV would be a better fix instead, so...
This is a bad workaround to manually synchronize the UI updates against game timing. It's not pretty but it works.
* Give .props files 2-space indents.
* Move to Central Package Management.
Allows us to store NuGet package versions all in one place. Yay!
* Update NuGet packages and fix code for changes.
Notable:
Changes to ILVerify.
Npgsql doesn't need hacks for inet anymore, now we need hacks to make the old code work with this new reality.
NUnit's analyzers are already complaining and I didn't even update it to 4.x yet.
TerraFX changed to GetLastSystemError so error handling had to be changed.
Buncha APIs have more NRT annotations.
* Remove dotnet-eng NuGet package source.
I genuinely don't know what this was for, and Central Package Management starts throwing warnings about it, so YEET.
* Remove Robust.Physics project.
Never used.
* Remove erroneous NVorbis reference.
Should be VorbisPizza and otherwise wasn't used.
* Sandbox fixes
* Remove unused unit test package references.
Castle.Core and NUnit.ConsoleRunner.
* Update NUnit to 4.0.1
This requires replacing all the old assertion methods because they removed them 🥲
* Oh so that's what dotnet-eng was used for. Yeah ok that makes sense.
* Add Robust.Analyzers.Test
* Update submodule
* commit to re-run CI
* Move Exclamation entity
* Add Whistle Component and Whistle System
* Add BaseWhistle prototype
* Add sound to BaseWhistle
* Add SecurityWhistle prototype
* Add Sprite and Icon to SecurityWhistle
* Add whistleExclamation prototype
* Fix SecurityWhistle prototype
Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com>
* Add whistles to sec vendingMachine
* Revert "Add sound to BaseWhistle"
This reverts commit 0c2eeab1286fb778ed7a845e59c642f667582a4a.
* Add sounds for BaseWhistle
* Make atributions compact
* Remove unnecessary spaces
* Make WhistleSystem class sealed
* Remove possibility to exclamate one person from WhistleComponent
* Remove delay from WhistleSystem
Increase delay
* Remove unnecessary HashSet
* Try replace Resolve
* Refactor sound emmiting
* Rework spawn of exclamation
* Move WhistleComponent from Server to Shared
* Edit WhistleComponent because of moving
* Move WhistleSystem from Server to Client
* Edit WhistleSystem because of moving
* Add new event
* Add server part of WhistleSystem
* Modify system for prediction
* Add documentation to WhistleComponent
* Revert "Modify system for prediction"
This reverts commit 89abb290571ff47deb5491b0f720f6bde079110b.
* Revert "Add server part of WhistleSystem"
This reverts commit ca52ca081f30fb164f401c1818d08531f02af284.
* Revert "Add new event"
This reverts commit 5ca9694757c94c03ca72d5b2f56f5f23503a3263.
* Move system from client to shared
* Modify whistle system because of moving
* Separate checks and action
* Organize file folders according to conventions
* Make component Networked
* Change trigger component for WhistleSystem
* Put indents betwen methods
* Rework WhistleExclamation prototype
* Change variable name
* Add serializer to WhistleComponent
* Rename one variable
* add predict possibility to Shared
* add Client part of prediction
* Add Server part of prediction
* Increase whistle distance
* Prevent spawn for invisible entities
* WhistleComponent now use file-scoped namespace
* Delete unnecessary part from MakeLoudWhistle
* Add Resolve check
* Delete Server and Client part for prediction
* Make system prediction properly
* Change prediction behaviour
* Fix unexpected error occured
* Avoid using obsolete methods
* Add comments
* Update DataField to make it shorter
* Update size for new size system
* Prevent ping for invisible entities for real now
* Avoid triggering unnecessary debug asserts
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Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com>
* Add doors to the navmap
* tweaksies
* gah
* draw primitive
* draw primitive? at least take me out to dinner first!
* Update Content.Client/Pinpointer/UI/NavMapControl.cs
* casualties
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Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Moved vendor thank you messages into AdvertisementPack, making them vendor-specific.
Wrote a few example messages.
* Only display thank yous when closing the UI after a purchase.
* Tweaked a few messages
* More custom messages
* Missed one
* Stuff
* Fix RoundStatus Action
* Rename stuff
* Also needs to run on the main thread
* minor stuff
* Move to not be an EntitySystem
* Part 1 of making this less shit
* Make some more stuff run on main thread
* Actor check, logging and remove token from log.
* Better log
* Change ActionKick to use Guid instead of username
* Fix build
* Bandaid fix for test fails
* fixing access levels and removed strings from data defs
* Fixing proximity detector performance
- Re-added component filtering for the close entity search.
- Changed criteria functionality to only allow for searching for entities with all specified comps (matching any would be too unperformant)
* Set pAI up with a trackless map
* Added a untracked map user interface class to support gps-less mapping
* Added to pAI by default, expect it to be given to borgs as well in time.
As the personal AI is literally immobile as a ghost, it is useful to ensure that people carry one. With that idea in mind, it is worth giving the pAI a reason to be carried that doesn't depend on the player having a cracking selection of midi files on hand.
* Tried to use new ProtoId and have EntityUid on the client as commented by metalgearsloth
* Review
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Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Initial prediction
* new group handling
* groups for all examines that use multiple rn
* compile
* why was it doing this??
* handle newlines with sorting properly
* Fix Round Restarted Announcements not playing
Just make the RoundFlow manager play the funny
announcement sound effect, rather than pass it
through to players in an event that doesn't work.
Only three round end announcements probably
isn't enough. Maybe it is time for fresh memes.
* Remove the handling in ClientGameTicker.
* Pass in a specific filepass to broadcast.
* you make one line change in vscode and the linter
goes AH-HAH I CAN HELP YOU LET ME CLEAN
THIS UP and I'm like 😔 and have to revert