* Initial commit
* Monitored pipe node is now referenced by name
* Review changes
* Simplified construction
* Tweaked deconstruction to match other binary atmos devices
* Helper function removal
* Updated attribution
* Atmospheric alerts computer
* Moved components, restricted access to them
* Minor tweaks
* The screen will now turn off when the computer is not powered
* Bug fix
* Adjusted label
* Updated to latest master version
If air sensor/vent detects danger while the air alarm is unpowered, the air alarm won't be updated accordingly when it gains power. This can cause situations where the alarm says that everything's normal, even though the alarm UI shows stuff like 10000kPa and all sensors display danger.
When AtmosAlarmable (air alarm) is powered on, it runs the Sync method of AtmosDeviceNetworkSystem. AtmosMonitors then answer by sending a SyncData packet back, however AtmosAlarmable doesn't handle this packet in any way. This happens because the packet doesn't have any tags set, so they are ignored, and even if they weren't, there's no case in the switch statement which handles the syncing.
The proper way to do this fix is probably by actually handling this packet in some way, but I'm lazy rn so I'll just use this quick fix: Whenever AtmosMonitor gets a request to sync, it runs the Alert method, informing the connected air alarms of it's current state.
* Power stuff
- Add shared IsPowered
- Add shared ResolveApc
- Move PowerChangedEvent to shared for now
- Add SlimPoweredLight that actually functions how you'd expect a PoweredLight to function it id didn't have a bunch of bloat on it.
* big update
* boing
* Remove client state from server AirAlarmComponent
Send information for all connected devices, not just the ones for the
current tab, as attempting to limit this breaks multiple users viewing
the same UI.
Fixes#12842
* Send device data as a list, rather than a dictionary
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Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es>
* Predict two-way levers
Annoys me the rare occasions I touch cargo. Doesn't predict the signal but at least the lever responds immediately.
* space
* a
* Fix ActivatableUIRequiresPowerCellComponent stopping power draw when one of two people closes the UI.
Also fixes it to check UiKey properly.
* Remove unnecessary CrewManifestViewer on PDAs
This is for a pop-up crew manifest UI, which the PDA doesn't use.
* Fix BoundUIClosedEvents that didn't check UI key/not correctly at least.
Uses the new helper method in engine.
* Fix drone (cargo shuttle) pilot console UI breaking if two people open it and one person closes it.
* Fixes for disposal router/tagger UI.
Code was badly copy pasted without changing identifiers, never worked.
Also cleaned up some of the logic (text trimming, sounds).
Also removed the "refuse to work if you have something in your active hand" check like why.
* Avoid running most ActivatableUIComponent logic when closing a UI via toggle
Activating the UI while it's already open closes it via toggle. Except it still ran 99% of the "attempting to open" logic which makes no sense.
This probably fixes a bug or some other dumb behavior somewhere.
* Bitch
* Basic TEG start.
Connects via node group.
* Basic TEG test map
* Sensor monitoring basics, TEG circulator flow
* Basic power generation (it doesn't work)
* More sensor monitoring work
* Battery (SMES) monitoring system.
* Sensor monitoring fixes
Make it work properly when mapped.
* Test map improvements
* Revise TEG power output mechanism.
Now uses a fixed supplier with a custom ramping system.
* TEG test map fixes
* Make air alarms and pumps open UI on activate.
* Clean up thermo machines power switch.
Removed separate Enabled bool from the component that always matched the power receiver's state.
This enables adding a PowerSwitch component to give us alt click/verb menu.
* TEG but now fancy
* Make sensor monitoring console obviously WiP to mappers.
* Vending machine sound, because of course.
* Terrible, terrible graph background color
* Examine improvements for the TEG.
* Account for electrical power when equalizing gas mixtures.
* Get rid of the TegCirculatorArrow logic.
Use TimedDespawn instead. The "no show in right-click menuu" goes into a new general-purpose component.
Thanks Julian.
* Put big notice of "not ready, here's why" on the sensor monitoring console.
* TryGetComponent -> TryComp
* Lol there's a HideContextMenu tag
* Test fixes
* Guidebook for TEG
Fixed rotation on GuideEntityEmbed not working correctly.
Added Margin property to GuideEntityEmbed
* Make TEG power bar default to invisible.
So it doesn't appear in the guidebook and spawn menu.
* Implement device network device shutdown subscribtion
Implement removing devices from device lists when they get deleted
* Improve name and doc comment for DeviceShutDownEvent
* Change ShutdownSubscriber data field tag
* Change UpdateRemovalSubscription name to UpdateShutdownSubscription
* deregister sensors upon device list update and re-register after clearing devices
* fire alarms, too
* adds the last set of known devices to the device list update event
* update UI upon clearing everything out
* addresses reviews
* threshold balancing, restores none mode on atmos alarm
dear lord, panic mode with unbalanced thresholds was a nightmare
* that was 10%, not 1%
* adds widenet mode for scrubbers
* adds the vents to wide filter as well
* adds a check for if a firelock is powered before auto-opening
* fixes issue where resets would not propagate properly
* adds cvar bound for fire alarm access (defaults to all access)
* shuffles devicelist to shared, adds an overlay for devicelist
* adds space property to overlay
* moves networkconfigurator to shared, makes devicelistsystem clientside check activedevicelist
* dirties components upon change, adds networkedcomponent to sharednetworkconfigurator
* state handlers for networked components
* whoops
* lots of shuffling, renaming, and access changes
* randomizes color for every new entity added to the overlay
* adds a client-side action to clear all network overlays if they're active
* clones action (oops)
* localization, adds a command for clearing network link overlays (in case the action disappears)
* moves the entity manager up into the bui fields
* makes that a dependency
* attempts to just directly get the color from the dict when drawing, now
* fixes up a few comments
* adds dirty on init to devicelistcomponent
* hacky solution related to mapping with a networkconfigurator
* more stricter bound on that hacky solution
* just checks if the life stage is initialized instead of if the entity was initialized
* moves getalldevices to shared
* readds linq import
* tries to ensure that the show button is toggled on if the device we're trying to configure is currently being tracked by the overlay
* some reorganization