Commit Graph

77 Commits

Author SHA1 Message Date
Pieter-Jan Briers
b4b0fe41db Admin notes bugfixes (#18189) 2023-07-21 15:43:47 +02:00
Pieter-Jan Briers
703f3d8bc6 Fix packaging (#18188) 2023-07-21 14:16:59 +02:00
Riggle
579913b617 Better notes and bans (#14228)
Co-authored-by: Chief-Engineer <119664036+Chief-Engineer@users.noreply.github.com>
2023-07-21 13:38:52 +02:00
Pieter-Jan Briers
61f9fe68f4 Update GDPR scripts for latest DB schema (#17917) 2023-07-09 23:14:46 +02:00
Pieter-Jan Briers
b33e93054a Chmod +x changelog RSS (#17789) 2023-07-02 14:41:57 +02:00
Pieter-Jan Briers
7bfc322ff2 Publish changelogs via RSS (#17788) 2023-07-02 14:18:39 +02:00
Pieter-Jan Briers
30a081833a Fill in new clientAssemblies list on resource manifest (#17100) 2023-06-08 17:23:48 +10:00
Pieter-Jan Briers
9e66fac805 GDPR helper scripts stuff (#15077) 2023-04-03 10:27:45 +10:00
Pieter-Jan Briers
24121c1168 Fix GITHUB_REPOSITORY in changelog pusher (#14294) 2023-02-26 18:03:57 +01:00
Pieter-Jan Briers
61a671bbc6 Send changelog to Discord webhook. (#14292) 2023-02-26 17:45:06 +01:00
Pieter-Jan Briers
ce1b5b5d00 Use config presets for server configuration. (#14098) 2023-02-14 00:11:54 +01:00
Pieter-Jan Briers
b1cb32519d Update patrons and credits (#13554) 2023-01-17 13:42:03 -08:00
Pieter-Jan Briers
f78dca8504 Script to dump user data for GDPR purposes. (#13016) 2022-12-19 13:37:42 +01:00
Flipp Syder
5a0a04bde7 Humanoid appearance refactor (#10882)
* initial commit
- species prototype modifications
- markings points as its own file
- shared humanoid component

* adds a tool to convert sprite accessories to markings (in go)

* removes a fmt call

* converts sprite accessory to markings

* adds hair and facial hair to marking categories

* multiple changes
- humanoid visualizer system
- markings modifications for visualizer
- modifications to shared humanoid component
- lays out a base for humanoid system

* hidden layers, ports some properties from appearance component, shrinks DefaultMarkings a little

* squishes the initialize event calls into one function

adds stuff to set species/skin color externally from a server message - currently laid out as if it a dirty call to a networked component, may be subject to change (server-side has not been implemented yet)

* makes the sprite pipeline more obvious

* apply all markings, hidden layer set replacement

* ensures that markings are cleared when the new set is applied

* starts refactoring markingsset (unfinished)

* more additions to the markingset api

* adds constructor logic to markingset

* adds a method to filter out markings in a set based on a given species

* fixes enumerators in markingset

* adds validator into MarkingSet, fixes ForwardMarkingEnumerator

* modifications to the humanoid visual system

* ensuredefault in markingset

* oop

* fixes up data keys, populates OnAppearanceChange in visualizer

* changes to humanoid component, markings

marking equality is now more strict, humanoidcomponent is now implemented for client as a child of sharedhumanoidcomponent

* markings are now applied the visualizer by diffing them

* base sprites are now applied to humanoids from humanoidvisualizer

* passes along base sprite settings to the marking application so that markings know to follow skin color/alpha or not (see: slimes)

* custom base layers on humanoids

* merges all data keys into one data class for humanoid visualizers

* setappearance in sharedhumanoidsystem, removes custombaselayercolors

* humanoidcomponent, system (empty) in server

* adds some basic public API functions to HumanoidSystem

* add marking, remove marking

* changes appearance MarkingsSet to a List<Marking>, adds listener for PlayerSpawnCompleteEvent in HumanoidSystem

* ensuredefaultmarkings, oninit for humanoids

* markingmanager API changes

* removes MarkingsSet

* LoadProfile, adjusts randomization in humanoid appearance to account for species

* base layer settings in humanoidsystem, eye color from profile

* rearranges files to centralize under Humanoid namespace

* more reorganization, deletes some stuff

gotta break stuff to make other things work, right?

goodbye SpriteAccessory...

* fixes a good chunk of server-side issues

still does not compile, yet

* singlemarkingpicker xaml layout

* singlemarkingpicker logic

* magic mirror window (varying pieces of it, mostly client-oriented)

* removes some imports, gives MagicMirror a BUI class (not filled in yet)

* populates magic mirror BUI functionality / window callbacks

* fixes up some errors in humanoidprofileeditor

* changes to SingleMarkingPicker

SingleMarkingPicker now accepts a List<Marking>, species, and total possible markings available in that marking category

* fixes up hair pickers on humanoid profile editor

* fixes the errors in markingpicker

* markingsystem is now gone

* fixes a bunch of build errors

* so that's why i did it like that

* namespace issues, adds robustxamlloader to singlemarkingpicker

* another robustxamlloader

* human, lizard sprites/points

* prototype fixes, deletion of old spriteaccessory

* component registration, fixes dwarf skin toning

no, 'ReptilianToned' does not exist

* removes component registration from abstract humanoid component

* visualizer data now cloneable

* serialize for visualizer key

* zero-count edge case

* missing semi-colon moment

* setspecies in humanoidsystem

* ensures that default markings, if empty, will cause ensuredefault to skip over that given category

* tryadd instead of add

* whoops

* diff and apply should properly apply markings now

* always ensure default, fixes double load for player spawning

* apply skin color now sets the skin color property in humanoidcomponent

* removes sprite from a few species prototypes

* sprite changes for specific base layers based on humanoid sex

* layer ordering fix, and a missing base layer should now disallow markings on that layer

* anymarking base layer, adds the right leg/foot for humans

* loading a profile will now clear all markings on that humanoid

* adds missing layers for humans

* separates species.yml into respective species prototype files

* ensures that if layer visibility was changed, all markings have to be reapplied

* server-side enforcement of hiding hair (and other head-related markings) when equipping things that hide hair

* slime fix, clothingsystem now dictates layer visibility server side

* sussy

* layer settings should now ensure a marking should match the skin tone

* whoops

* skincolor static class and functions in UI

* skin color validation in humanoidcharacterappearance

* markingpicker now shows only the markings for the selected category in used

* getter for slot in singlemarkingpicker now ensures slot is 0 if markings exists

* FilterSpecies no longer attempts to do removal while iterating

* expands for SingleMarkingPicker

* humanoid base dummy has blank layers now (and snout/tail/headside/headtop)

* fixes an issue with visualizer system if the marking count was different but the markings themselves were (somewhat) the same

* whoops

* adds edge case handlers for count differences in humanoid markings

* preview now loads profile instead of directly setting appearance

* moves marking set loading to update controls

* clones a marking set in markingpicker by using the deep clone constructor

* whoops (deep cloning a marking now copies the marking id)

* adds replace function for markingset

* points should now update after the markings are remove/added

* merging base layer sprites into a humanoid should now clear them before merging

* sets dirty range start to count only if the dirty range start was never set above 0

* fixes up some issues with singlemarkingpicker

* color selector sliders in single marking picker should now expand

* hair from hair pickers should now apply in profile loading (client-side)

* category in singlemarkingpicker now sets the private category variable

* slot selector should now populate

* single marking picker buttons now have text, also shows the category name over all user-clickable elements

* removes a comment

* removing hair slots now sets it to bald, defaults to zero used slots if current hair is bald on hair/facial hair

* random skin color, eye color

* populate colors now checks if the marking count is greater than zero in singlemarkingpicker

* hair/facial hair pickers now just get the first possible hair from the respective species list

* different approach to random skin color

* oh, that's why it wasn't working

* randomize everything now just updates every single control

* selecting a new marking in SingleMarkingPicker should attempt to copy over old colors, populate list now uses cache,

* markingmanager now uses OnlyWhitelisted to populate by category and species

* filterspecies now uses onlyWhitelist to filter markings based on whitelist or not

* oops

* ui fix for singlemarkingpicker, ensures that cache is not null if it is null when populatelist is called

* order of operations for the horizontal expand for add/remove

* hair pickers should now update when you add/remove the hair slot

* fixes variable naming error in character appearance

* loc string fix in singlemarkingpicker

* lizards, vox now have onlyWhitelist, vox restriction for hair/facialhairs

* having zero possible hairs should no longer cause an exception in randomization

* setting species should now update hair pickers

* ignore categories for marking picker

* and a clear as well for the category button

* places that functionality in its own function instead

* adds eye base sprite, vox now also have their own custom eye sprites

* loading a profile client-side should do FilterSpecies for markings now

* client-side load profile does filter species after adding in the hairs now

* magic mirror

* callbacks now call the callback instead of adding it on construct

* whoops

* in removemarking too

* adds missing synchronize calls

* comments out an updateinterface call in magic mirror

* magic mirror window title, minimum sizing

* fixes minsize, adds warning for players who try to set their hair for species that have no hair

* removes spaces in xaml

* namespace changes/organization

* whoopsie (merge conflicts)

* re-enables identity from humanoid component

* damagevisuals now uses the enum given to it instead of the layerstate given on that layer tied to the enum

* removes commas from json

* changes to visuals system so the change is consistent

* chest

* reptilian

* visualizer system now handles body sprite setting/coloration, similar to how characterappearance did it

not a big fan of this

* adds a check in applybasesprites

* adding/removing parts should now make them invisible on a humanoid

* body part removal/adding now enumerates over sublayers instead

* synchro now runs in bodycomponent startup

* parts instead of slots

* humanoidcompnent check

* switches from rsi to actualrsi

* removes all the body stuff (too slow)

* cleans up resolves from humanoid visualizer system

* merging sprites now checks if the base sprites have been modified or not (through things like species changes, or custom base sprite changes)

* not forgetting that one again

* merging now returns an actual dirty value

* replaces the sequenceequal with a more accurate solution

* permanent layers, layer visibility on add/remove part in body

* should send all hidden layers over now

* isdirty in visualizer system for base layers

* isdirty checks count as well

* ok, IsDirty should now set the base layers if the merged sprites are different

* equals override in HumanoidSpritePrototypes.cs

temporary until record prototypes :heck:

* makes fields readonly, equates IDs instead

* adds forced markings through marking picker

* forced in humanoidsystem api, ignorespecies in markingpicker

* marking bui

* makes that serializable as well

* ignore species/forced toggles now work

* adds icon to modifier verb, interface and keys to humanoid bases

* needs the actual enum value to open, no?

* makes the key the actual key

* actions now propagate upwards

* ignore species when set now repopulates markingpicker

* modifiable base layers in the markings window

* oops!

* layout changes

* info box should now appear

* adds ignorespecies for marking picker, collapsible for base layer section of appearance modification window

* collapsible layout moment

* if base layers have changed, all markings are now dirty (and if a base layer is missing, the marking is still 'applied' but it's now just invisible

* small change to marking visibility

* small changes to modifier UI

* markings now match skin on zombification

* zombie stuff

* makes the line edit in marking modifier window more obvious

* disables vox on round start

* horizontal expand on the single label in base layer modifiers

* humanoid profiles in prototypes

* randomhumanoidappearance won't work if the humanoid has a profile already stored

* removes unused code

* documentation in humanoidsystem server-side

* documentation in shared/client

* whoops

* converts accessory into marking in locale files (also adds marking loc string into single marking picker)

* be gone, shared humanoid appearance system from the last upstream merge

* species ignore on randomization (defaults to no ignored species)

* more upstream merge parts that bypassed any errors before merge

* addresses review (also just adds typeserializers in some places)

* submodule moment

* upstream merge issues
2022-09-22 17:19:00 -05:00
metalgearsloth
9eb60ed641 Add shuttle walls to icon smoothing (#10573) 2022-08-13 22:00:40 -07:00
ike709
7bb7e17412 Adds yet another dweeb to the name replacements (#10562) 2022-08-13 21:32:42 +02:00
ike709
e966432044 Adds another dweeb to the username replacements script (#10365) 2022-08-07 00:35:20 +02:00
Pieter-Jan Briers
b33b5e3737 Actually include clientCommandPerms.yml in client builds. (#9632) 2022-07-11 23:25:35 +02:00
LudwigVonChesterfield
77e829c472 TauCeti smoothing mode (#8723) 2022-06-12 17:39:12 -07:00
20kdc
3d346b3477 Iconsmoothing: Subtile metrics (🦆 Edition) (#8307) 2022-06-05 16:35:04 +10:00
Pieter-Jan Briers
b0e4fc4b8c Unify ignore/replacement lists for the two contrib ps1 scripts. 2022-05-16 22:27:29 +02:00
20kdc
ac4c5fb737 Expanded icon smoothing conversion scripts (#8055)
* Expanded icon smoothing conversion scripts

* hotfix `iconsmooth_inv.py` b/c of table weirdness
2022-05-12 22:25:33 +10:00
ike709
2e6afcfe6f Makes dump_contributors_since.ps1 work on PowerShell 5.1 (#7679) 2022-04-21 09:39:10 +02:00
ike709
9757382aaf Makes dump_commits_since.ps1 work on PowerShell 5.1 (#7680) 2022-04-21 09:39:02 +02:00
Pieter-Jan Briers
7e61c824e7 Add new manifest-update metadata to gen_build_info.py (#7555) 2022-04-14 17:20:32 +02:00
ike709
5c7a1534db Makes ElectroJr a boomer (#7339) 2022-03-30 16:06:08 +11:00
ike709
ba29b1335a Add Rane and Daemon to the contribs script overrides (#7262) 2022-03-24 20:08:09 +01:00
Pieter-Jan Briers
d0c0dfc1dc Update contributors scripts to do more stuff 2022-03-18 20:32:29 +01:00
Pieter-Jan Briers
38d54e41bd Reduce size of server binaries.
Remove unnecessary dlls like duplicate Roslyn copy.
2022-01-29 03:15:07 +01:00
Kara D
0ef31d2e56 put kdc's iconsmooth script in the repo 2022-01-16 23:22:55 -07:00
Vera Aguilera Puerto
666be08d86 Fix client-only command permissions. (#5899) 2021-12-25 19:53:21 +01:00
Pieter-Jan Briers
61b4aef318 Update to new CDN URL. 2021-12-23 23:41:35 +01:00
Pieter-Jan Briers
55cad57f96 Change build URL to be off-cloudflare 2021-12-04 01:28:16 +01:00
Pieter-Jan Briers
0686bc9898 Fix missing assemblies in packaging scripts. 2021-11-28 15:24:36 +01:00
Pieter-Jan Briers
5c0c3d6381 Tiny PR script I need 2021-11-24 08:37:18 +01:00
20kdc
545e36912a Hybrid ACZ build option & add (off-by-default) 32-bit platform RIDs (#5453) 2021-11-23 14:26:26 +01:00
Pieter-Jan Briers
2ef0089152 Don't make empty changelog entries. 2021-11-18 00:48:08 +01:00
20kdc
a3d9562532 Makes the singularity engine actually work stably. (#4068)
* Add GNU Octave script for tuning singularity engine. startsingularityengine is now properly tuned & sets up radiation collectors. FTLize RadiationCollectorComponent.

* Fix bugs with radiation collectors producing infinite power.

* Ensure singularities don't instantly annihilate other singularities (causing new singularities to instantly dissolve)

Technically found by a "bug" where a singularity generator would make multiple singularities, but this renders that bug harmless.

* Tune singularity shield emitters to hopefully randomly fail less, and add an Octave script for looking into that

* Fix singularity shader

* Map in an unfinished PA into Saltern

* Correct PA particles being counted twice by singularity calculations, add singulo food component

* Hopefully stop "level 1 singulo stuck in a corner" issues by freezing it when it goes to level 1 from any other level

* Apply suggestions on 'jazz' PR
2021-05-28 11:44:13 +02:00
Pieter-Jan Briers
cbe354b263 Probably speed up builds idk 2021-03-04 02:50:37 +01:00
Pieter-Jan Briers
02355a9260 Move content builds to github actions and centcomm 2021-03-04 02:19:09 +01:00
Pieter-Jan Briers
9f6e13b0f0 Fix funny changelog thing 2021-03-03 18:49:24 +01:00
Pieter-Jan Briers
d2da8afcb5 PyYAML is a shitty library. 2021-02-25 10:37:32 +01:00
Pieter-Jan Briers
34a175dfa0 BOMs are awful and should be removed from existence 2021-02-25 10:09:36 +01:00
Pieter-Jan Briers
cca23f2812 Changelog. (#3398) 2021-02-25 09:50:45 +01:00
Pieter-Jan Briers
c3b4753cc1 Blow up on Jenkins build if engine version is not a tag.
Fixes #3347
2021-02-21 01:30:47 +01:00
20kdc
2f01d7899f Mapping merge driver: continued (#2803)
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2021-02-06 23:56:40 +01:00
Pieter-Jan Briers
05a8f43ebb Did somebody order engine versioning? 2020-12-17 15:28:57 +01:00
Pieter-Jan Briers
450e30fbda Update submodule, NuGet natives 2020-12-13 01:14:29 +01:00
Pieter-Jan Briers
aaf266f2d2 Update contributors script and update github credits. 2020-11-27 16:31:36 +01:00
Pieter-Jan Briers
9cd297899d Hide patreon link on Steam, fix YamlDotNet 9.1.0 parse error, update patrons list. 2020-11-27 16:31:36 +01:00