* Early commit
* Early commit 2
* merging master broke my git
* does anyone even read these
* life is fleeting
* it just works
* this time passing integration tests
* Remove hashset yaml serialization for now
* You got a license for those nullables?
* No examine, no context menu, part and mechanism parenting and visibility
* Fix wrong brain sprite state
* Removing layers was a mistake
* just tear body system a new one and see if it still breathes
* Remove redundant code
* Add that comment back
* Separate damage and body, component states, stomach rework
* Add containers for body parts
* Bring layers back pls
* Fix parts magically changing color
* Reimplement sprite layer visibility
* Fix tests
* Add leg test
* Active legs is gone
Crab rave
* Merge fixes, rename DamageState to CurrentState
* Remove IShowContextMenu and ICanExamine
* initial commit
* I have to switch to master
* oops
* i need to merge master
* finishing touches
* updating submodule
* bye
Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
* Work on refactoring radiation.
* mmmm grayons
* fixes
* Now you can specify whether the pulse will decay or not
* whoops
* Move IRadiationAct to shared, make DamageableComponent implement it instead and add metallic resistances to walls
* General improvements, send draw and decay with state. Rename DPS to RadsPerSecond
* E N T I T Y C O O R D I N A T E S
* Entity coordinates goood
* Remove unused using statements
* resistances: metallicResistances
* - type: Breakable moment
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
* Random events cannot run in lobby and round ending forces events to end.
* Thanks p4merge
* Get rid of unused
* Apply suggestions from code review
Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
* Station event system
Adds 2 basic events: (Power) GridCheck and RadiationStorm (based on the goonstation version).
The system itself to choose events is based on tgstation's implementation.
This also adds the event command that can be run to force specific events.
There's still some other TODO items for these to be complete, to my knowledge:
1. There's no worldspace DrawCircle method (though the radstorm could look a lot nicer with a shader).
2. The PlayGlobal power_off / power_on audio seems to cut out halfway-through
3. (I think this is a known issue) lights still emit light until you get closer in a gridcheck so PVS range might need bumping.
* Invariants for event names
* Fix random event shutdown
* Mix stereo announcements to mono
* Address feedback
* Remove redundant client system and use the overlay component instead
* Drop the server prefix
* Fix radiation overlay enum
* use entityquery instead
* zum's feedback
* Use EntityQuery
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>