* Aghost Button
* Toggle Lights Button (Shitcode)
* Suicide Button
* Toggle Subfloor Button
* Changed the X icon for windows to be slimmer
* ToggleLights and ToggleSubfloor are no longer shitcode!
* Refactors SandboxWindows.cs
* Added Shows Spawns Button
* Fix
* Show Bounding Boxes Button
* I guess this helps somewhat?
* Nested SandboxWindow.cs inside of SandboxManager.cs for simplicity
* Fixes
* I forgot what I added
* Removed CSI console... for now
* Fix build
Co-authored-by: Víctor Aguilera Puerto <zddm@outlook.es>
* 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>
* Improves the RCD
* oops
* Unnecessary
* Merge 2 checks
* RCD whitelist and reorganization
* Makes the RCD great again
* Ignored components
* loicense
* Fix missing using
* Let there be (vending machine) light
Cut up vending machines to have unshaded layers.
I scripted the cutting up so there might need to be minor tweaks to some of them.
Added the eris vending machine sound (I liked it more than tg's, fight me).
* Tweak sound reduction
* Mark vending as abstract
Appearance is done on each vending based on what sprite states they have (at the moment) and the vendingmachine shouldn't be spawned on its own anyway.
* Add screen layer back in
* Unstuff what was stuffed
* Removed the Soviet and USA vending machines
* Added proper licensing
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: Swept <jamesurquhartwebb@gmail.com>
* Server EntitySystem cleanup
I went after low-hanging fruit systems.
* Add / change to internal access modifiers to systems
* Use EntityQuery to get components instead
* Add sealed modifier to systems
* Remove unused imports
* Add jetbrains annotation for unused classes
* Removed some pragmas for dependencies
This should also fix a decent chunk of the server build warnings, at least the ones that matter.
* Also disposals
* Update Content.Server/GameObjects/EntitySystems/GravitySystem.cs
* Fix build
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
* AI preset curves and expandable optimisation
Added preset curves for considerations to use just to avoid repeating the same variables all over the shop.
Moved common considerations for expanded actions onto the expandable action e.g. you need a free hand to be able to PickUpGloves so we'll just check it the once rather than for each action.
* FIX PRAGMA
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
* -Click on the analyzer to get the gas at your pos, click on tile to get gas tehre
-Reduced the auto refresh time
-AutoRefresh ui
* Use a fixed position instead of a offset
* Review
* -ChemDispenser & Master can now open the UI without power
-Both can also eject beaker without power
* -Disables button if not powered
-Disables clear & eject buttons if no beaker
* Fix server freeze
* Add unique gas mixture serialization for atmos
* Refactor doAfterEventArgs
* Adds atmos commands
* Roundstard now has correct ratio of gases
* Fixed hashcode for gasmixture, better grid atmos serialization
* Airlocks create gas based on adjacent tiles now.
* Enables barotrauma component damage