PrPleGoo
20cb9b92ab
Merge branch 'master' into DecimalReagents
2020-04-09 17:24:22 +02:00
Injazz
6a08647375
uncomments setter
2020-04-09 16:49:19 +05:00
Injazz
8f580ecc1b
Visually updates contents of the beaker
...
also adds new syringe sprite from eris
also adds colors to ALL reagents
2020-04-09 16:43:56 +05:00
zumorica
3ba2e5de80
Speech bubbles!
2020-04-09 03:31:40 +02:00
zumorica
5027367988
Add localization to deadchat
2020-04-09 03:08:06 +02:00
zumorica
c0bdfdf123
Remove CanReturnToBody property from SharedGhostComponent
2020-04-09 03:02:21 +02:00
zumorica
83e9688133
You can now cancel the timer (recall)
2020-04-09 01:43:28 +02:00
zumorica
64eafde0c3
Adds working communications console that ends the round
2020-04-09 00:28:56 +02:00
PrPleGoo
9194694085
Fix initialization change
2020-04-08 19:43:16 +02:00
PrPleGoo
a484b6fd52
Implementation of ISelfSerialize
2020-04-08 19:07:33 +02:00
Injazz
4174891c87
some fixes
...
removes unused interface from DrinkComponent
adds capability to fit inside dispensers for TransformableContainer
removes stomach component from character setup dummy
2020-04-08 17:12:00 +05:00
scuffedjays
02f9c5259c
Add foundation for Round End Summary Screen.
...
Adjust GamePreset class, added title alongside description.
2020-04-08 06:07:54 -05:00
Injazz
1b8215ee49
commented out description setter
2020-04-08 16:06:24 +05:00
Injazz
d400f77129
Chemistry revamp and bartending features
...
-Ability to mix drinks to create cocktails with shiny icons
-New Chemistry System which can relay chemistry events to corresponding components
-moved some solution logic from Shared to Server
-fixed some weird stuff with DrinkComponent
2020-04-08 15:53:15 +05:00
PrPleGoo
db83789d05
Merge remote-tracking branch 'upstream/master' into DecimalReagents
2020-04-05 11:37:03 +02:00
PrPleGoo
4e0242d47c
Replace decimal with ReagentUnit
2020-04-05 11:36:12 +02:00
zumorica
a0d114c672
Ghost sprites and a bunch of fixes
2020-04-05 02:29:04 +02:00
zumorica
0902844457
Merge branch 'master' into 2020-03-03-g-g-g-g-g-g-g-g-ghooooosts
2020-04-04 17:17:11 +02:00
Pieter-Jan Briers
eb99b3c0fd
Merge pull request #792 from JiimBob/power-checks
...
Power checks
2020-03-30 17:43:33 +02:00
zumorica
d28af07fce
Ghost component implements IActionBlocker
2020-03-30 01:18:28 +02:00
zumorica
24c5909c43
Ghosts retain their prior name, before defaulting to username.
2020-03-30 01:16:44 +02:00
zumorica
a07c407f2e
Deadchat
2020-03-30 01:15:43 +02:00
zumorica
aba3b0217e
Moving when dead ghosts you
2020-03-30 01:15:23 +02:00
zumorica
16353a89e6
Default interface implementation for IActionBlocker (defaults to true)
2020-03-30 01:15:03 +02:00
zumorica
91f039d2af
Merge branch 'master' into 2020-03-03-g-g-g-g-g-g-g-g-ghooooosts
2020-03-28 23:48:00 +01:00
JiimBob
006d0685ac
LatheComponent indentation fix
...
Corrected indentation for the switch case.
2020-03-25 19:58:59 -04:00
Pieter-Jan Briers
65d1681cb3
Fix error about game.diagonalmovement being registered multiple times.
2020-03-25 22:21:29 +01:00
Pieter-Jan Briers
f790eeb34d
RaisePredictiveEvent works.
...
Needs sequence numbers fixed.
2020-03-25 17:53:50 +01:00
Pieter-Jan Briers
705aeceba6
Need to merge this
2020-03-25 11:16:57 +01:00
JiimBob
5536ef2d2b
Update CargoConsoleComponent.cs
2020-03-22 19:34:38 -04:00
JiimBob
d645b1470e
Added power checks
...
Added power checks to:
Reagent Dispenser
Medical Scanner
Lathes
Research Console
Vending Machines
Added power device component to:
chem dispenser prototype
medical scanner prototype
Fixes for #706
2020-03-21 15:37:22 -04:00
PrPleGoo
539214b1ad
Some more int -> decimal conversions. Changed the use of the Solution constructor.
2020-03-21 16:22:35 +01:00
Decappi
a1357a1ff3
#391 Done Lathe animations ( #774 )
...
* Draft PR, do not merge
* Lathe now uses animations. Timing is still wrong, code is very wet, repetitions and unused layers are there.
* Removed (unneeded?) PowerDeviceVisualizer from the lathe
Refactored & Renamed code and variables
Renamed animation names
* WIP protolathe animation
* Working protolathe animation.
I still don't like the solution though.
2020-03-15 17:55:20 +01:00
PrPleGoo
dc66621804
Replaced static Rounders with an impleneted interface
2020-03-14 14:04:08 +01:00
PrPleGoo
f05fdfb5fc
Changed all int and some float things in Reagent code to Decimals
2020-03-14 12:55:07 +01:00
py01
aecff31262
Construction recipes can specify if they should be build-able in… ( #781 )
...
Co-authored-by: py01 <pyronetics01@gmail.com >
2020-03-06 20:15:44 +01:00
Víctor Aguilera Puerto
e17ffbd76f
Adds verb categories ( #766 )
...
* Adds verb categories
* Update Content.Shared/GameObjects/Verbs/Verb.cs
Co-Authored-By: Pieter-Jan Briers <pieterjan.briers@gmail.com >
* Make GetCategory virtual
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com >
2020-03-06 20:11:24 +01:00
zumorica
7f19381bec
Ghost command, some other stuff
2020-03-03 20:37:26 +01:00
zumorica
055f09d501
Button to return to body
2020-03-03 19:10:25 +01:00
py01
6c6ef3911d
InRangeUnobstructed check for construction start and step progre… ( #773 )
2020-03-03 17:03:58 +01:00
Víctor Aguilera Puerto
d1ff84e95d
Add CanAttack to IActionBlocker, prevent using guns when dead ( #769 )
2020-03-03 15:10:09 +01:00
py01
5e2cac78ac
Fixes melee/hitscan raycast through airlocks ( #777 )
2020-03-03 15:09:07 +01:00
py01
6e4b72f6cb
Medical scanner eject collision fix ( #767 )
...
* MedicalScanner ejection location
* MedicalScanner bounding box change
2020-03-03 14:40:57 +01:00
py01
196950fb7e
Gun Code Modularization + Magazine Fed Shotgun ( #751 )
...
* Adds shotgun YAML files
* Adds shotgu ammo and magazine enum value, modularizes some projectile weapon methods
* Fixes guns consuming two bullets on fire
* Finishes shotgun behavior in Projectile Weapon Components
* Gun and ammo modularization
* Updates BallisticMagazineWeapons to be compatible with new AmmoWeapon
* Fixes shotgun spread angles, Fixes shogun YAML
* Gun documentation and ViewVariable specifications
* Removes todo messsage in gun code
* Default gun evenspread fix
* AmmoComponent Name fix
* Fixes Component name
* Projectile refactor code review fixes
2020-02-29 18:09:41 +01:00
Víctor Aguilera Puerto
4b1fd4cfd1
Don't unvisit before transferring mind ( #760 )
2020-02-29 16:09:03 +01:00
Víctor Aguilera Puerto
60d6b4af7d
You can now pickup items inside obstructions ( #759 )
2020-02-28 17:52:18 +01:00
Víctor Aguilera Puerto
2df0f884ba
Fix bug where InRangeUnobstructed wouldn't check for hard collid… ( #748 )
...
* Check for hard collidables too.
* ...and that's why you don't code at 7 AM!
* fugg
2020-02-28 16:29:45 +01:00
Acruid
3011c06460
You can now pick up items that are not on a grid.
...
API changes for IMapManager.TryGetGridAt().
2020-02-27 02:12:57 -08:00
Leo
a99919538c
Fix vending machine eject animation being played twice ( #749 )
2020-02-27 04:30:58 +01:00
Pieter-Jan Briers
37df6e6a11
Update submodule and fix race condition in wire component init
2020-02-27 00:16:39 +01:00