* Initial commit
* Removed mention of StationAiTurretComponent (for now)
* Prep for moving out of draft
* Fixing merge conflict
* Re-added new net frequencies to AI turrets
* Removed turret control content
* Removed unintended change
* Final tweaks
* Fixed incorrect file name
* Improvement to fire mode handling
* Addressed review comments
* Updated how turret wire panel auto-closing is handled
* Ranged NPCs no longer waste shots on stunned targets
* Fixed bug in tracking broken state
* Addressed review comments
* Bug fix
* Removed unnecessary event call
* Added ThornyComponent, ThornyImmuneComponent, and ThornySystem, as well as changed Botanists glove's to have the ThornyImmuneComponent, and for Death Nettle to have the ThornyComponent.
* Added heat damage to the player if they pickup nettle without gloves. Also displays a popup message .
* Revised OnHandPickUp method and reduced whitespace
* Touching death nettle without gloves now does damage split between heat and caustic, and does more damage.
* File-scoped namespace adherence
* Code revisions, and removal of old file.
* Removed thornyImmune key from botanist's gloves in gloves.yml for cleanup / yaml linter
* Adds new generic DamageOnPickup, still very WIP
* Starting on localization, removed _Notes.txt, adds immunity component
* Added OnPickupDamageImmune component to botanists gloves
* Removed botany specific components/system, moved to generic DamageOnPickup. Added code comments. Extra checks in component for whether to toss an item, damage an entity. Still WIP.
* changes to audio and popups
* Removes my system/component/ftl in favor of DamageOnInteract, tweaking values
* me stupid
* Death nettle will 'wilt' after 5 hits
* added interaction delay to stop spam clicking, added a 10% stun (paralyze) chance
* minor changes/cleanup
* more minor changes and cleanup
* Reduced maximum amatoxin within fly amanita spores.
* Readjusted to allow more than 5 amatoxin above 50 potency
* Remove Debug.Log statement from system
* Mark Death Nettle as major contraband.
* updated BruteLevel to be PainLevel with burn damage checks in DamageOverlayUiController.cs
* dehardcoded pain level by adding damage groups to paindamagegroups to affect
* re-added the name for painDamageGroups
* fixed overlay default and added minimum limit to component check first
* renamed to PainDamageGroups and removed obsolete tag
* added pain-numbness component and system
* added numb as a trait that pulls the pain numbness component
* removed new event as mob threshold event as already being fired
* checked for MobThresholdsComponent first before running VerifyThresholds
* refacted force say to using LocalizedDatasetPrototype and added numb messages
* added severity check alert
* added comment for BeforeForceSayEvent
* removed space formatting
* changed Cancelled to CancelUpdate, fixed spacing and added two more damage-force-say-numb
* changed prefix damage-force-say-numb to 5 (whoops)
* add tooltips to agentid job icons
* forgot to stage this
* make StatusIconPrototype abstract
* minor visual improvements
* cleanup
* use currentculture to sort job names
* review
* Everything but the submodule
* stuff I forgot
* heat
* missed lights
* behonky
* LocId
* I guess it was a skill issue?
* predicted audio
* It works with lights now
* Borg equality
* Gorilla gauntlet grants protection from anomaly returned damage when attacking it
* woops, there we go
* NONE
* Use DamageModifierSets, remove Behonker damage
* Reviews dealt with
---------
Co-authored-by: plykiya <plykiya@protonmail.com>
* Fix the ability to shoot out of crates
* Makes it check what inventory the player is in
* use IsEntityOrParentInContainer
* Fix Issues Github had
* gaahhh... Prevents lasers from being shot out of crates
* gaahhh... Prevents lasers from being shot out of crates
* Fix laser?
* hmmm... this is better looking I think?
* Uncook indentation
* Rerun tests?
* Replace obsolete whitelist is valid with whitelist system
* Consistency
* Fix logic
* Bork
* I figured out how to get whitelists on the client lol
* test fail
* woops
* HELP ME FUNCTIONS
* Fix errors
* simplify
---------
Co-authored-by: plykiya <plykiya@protonmail.com>
* Added localization of groups and types: damage, metabolism (displayed in the guide book). The text for the health analyzer, weapon damage inspection is now taken from damage prototypes
* fix damage tests
* fix damage test yml
* fix damage test prototypes
* Update Content.Shared/Damage/Prototypes/DamageGroupPrototype.cs
* Update Content.Shared/Damage/Prototypes/DamageTypePrototype.cs
---------
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Replaced uses of Dirty(Component) with Dirty(Uid, Component)
Modified some systems (notably pulling-related) to use uids.
* Missed a few
* Revert changes to pulling
* No
* Improvements to the medical hud interface
* Adds an icon for SSD players
* Indentation fix
* Update sprites, changes direction and adds new status icon.
* Adds decomposing icon
* Code cleaning
* Changes Crit Icon sprite
* Simplifies the decision structure
* Changes copyright line
* Changes Critical Icon sprite
* Makes the Critical Icon border darker
* Changes sprites to /tg/ station
* Updates copyright
* Makes Dead Icon animation slight faster
* Code cleaning
* Remove some unused imports
* Code cleaning and rename icon
* Minor code cleaning
* Remove second shove check.
* Change when popups and sounds are created.
Reduces phantom shoves that feel bad.
* why didn't i think of this i saw it earlier...
* Replaced Is fields with prefix
* remove some dependencies to fix tests???
* Use new Subs.CVar helper
Removes manual config OnValueChanged calls, removes need to remember to manually unsubscribe.
This both reduces boilerplate and fixes many issues where subscriptions weren't removed on entity system shutdown.
* Fix a bunch of warnings
* More warning fixes
* Use new DateTime serializer to get rid of ISerializationHooks in changelog code.
* Get rid of some more ISerializationHooks for enums
* And a little more
* Apply suggestions from code review
Co-authored-by: 0x6273 <0x40@keemail.me>
---------
Co-authored-by: 0x6273 <0x40@keemail.me>
* feat(star.yml): make throwable star damage stamina
* feat(Components): add new StaminaTresholdDamageOnEmbedComponent
* feat(SharedProjectileSystem): update system with new events to change
stamins treshold on embeed projectile remove / add
* feat(StaminaSystem): update system with new subscriptions
* feat(throwing_stars): update yml with new component
* feat(StaminaDamageOnEmbed): add stamina damage on embeed
* cleanup unused / ajust numbers
* fix(StaminaSystem / OnEmbedComponent ) apply requested changes
* Rest of the review
* another warning
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Fixed EnergySword and variants having incorrect sound on attacking when in their Off state.
* Removed the unused ItemToggle from the serverside and created a new shared ItemToggleComponent and System, now used for the e-blade family of items. Also added e-blade hum and swing sounds. Thanks Sloth for the initial code!
* Changing Stunbaton system to include the itemToggle system.
* Adapted changes that have come up in the meantime.
* Changed damagespecifier to be serializable and autoNetworked in melee weapon components. Fixes a bug that makes it so client-side, damage values are not updated on toggle.
* Made the ItemToggleSystem have both a shared and a server component. Ported the Stun Baton and Stun Prod to the new toggleable system. Added a failure to activate noise component.
* Ported the welders to the new item toggle system. Set it so deactivated damage and item size default to the item's regular options.
* Removed unnecessary usings.
* Small modification to the stun prod.
* Made the integration test use the new method to turn the welders on.
* Fixed a few testing issues, applied a few changes requested by Delta.
* Updated Stunbaton code for consistentcy when it comes to calling the itemToggle component.
* Removed a redundant return; as per Delta.
Made examining the stun baton for charge rely on the battery component instead.
* Removed the welder visualizer system, now using the generic one. Removed some unused usings. Removed the welder visuals and layers.
Ported lighters to the new system.
Added zippi (sic) lighters.
* Renamed variables used to make them less generic.
* Simplified the light update code.
* Fixed the unit test to use the itemToggle system for welders now.
* Made the name shorter. I can't tell if the welding damage when interacted with actually does anything though. I can't figure out how to trigger it.
* Fixed some YML issues.
* Added a client side item toggle system just to make the shared code run on local UID's too.
* Fixed some more Yaml.
* Made the Zippi lighter have its own parent item, so it doesnt' conflict with the random pattern on the regular lighter.
* Made the zippi lighter its own in-hand sprites.
* Added a summary for the activated property in itemtoggle component.
* Fixed a typo in the itemToggle Component.
* Fixed a typo.
* Added to the remarks for the ItemToggleComponent.
* Fixed up the lighter yaml to make it use a generic term instead of a toggle layer enum for the random skin.
* Fixed a bug I introduced accidentally with the humming sound.
* Removed 2 unnecessary events from the ItemToggleSystem and component.
* Fixed a bug by only making the server run the item activation code, since the client cannot predict whether or not the activation will be cancelled.
* Cleaned up some names and functions getting called.
* Renamed a couple of variables and removed the explicit datafields from the component. Removed "activated: false" from yml since they're already deactivated by default.
* Added an IsActivated function, used it in the welder and stun baton systems code.
Refactored welder code to remove the WelderToggle event, now using the ItemToggleActivatedEvent instead for eye protection check.
* Fixed a typo. Added some comments.
* Split the ItemToggle into smaller components.
Changed the items that used the toggle system to work with the smaller components.
Made the mirror shield reflect energy shots with a 95% chance.
* Fixed the namespaces for the server components and whatnot.
* Fixed a doubled deactivation sound from using activated wieldable items (like the double Esword).
Fixed wrong yml with the e-dagger.
Fixed the disarm malus code.
* Added the zippo lighter to the detective's trench coat.
* Removed the default hit sound for the double e-sword since it was unnecessary.
* Changed e-sword damage numbers to be in line with the changes made by Emisse.
* Made no damage sounds be autoNetworked, so it changes can be changed on activation/deactivation of items.
Made Welders and Eswords sound like themselves but quieter if they hit for 0 damage, instead of taps.
You can choose what sound to play when a weapon does 0 damage when activated now.
Fixed a bug with swing sounds.
* Typo.
* Fixed a bug where the welder would blind you if you used it while it was off.
* Created a single abstract method called when an item has completed its toggle.
* Update Content.Server/Eye/Blinding/EyeProtection/EyeProtectionSystem.cs
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Fixed a comment.
* Made most component variables readOnly for ItemToggle. There is no need to be able to change them from within the variable viewer.
* Removed trailing white spaces.
* Made the Use a field instead of a property in the itemToggleActivation/Deactivation attempt events.
* Small fixes.
* Removed ForceToggle, just use the toggle method instead.
* Fixed a bug with item sharpness staying even after getting deactivated, if the item gained sharpness that way (esword).
* Used ProtoId in the welder component.
* Made damage NetSerializable as well.
* Added networking and data fields to a couple of components.
* Made component variables autonetworked. Added some comments.
* Moved the events that modify item components on toggle to events, handled (where possible) in the systems linked to said components.
* Made all the component variables readWrite again.
* Added the component get to the WelderStatus.
* Added a predictable bool to the item toggle component.
* Replaced the Activated/Deactivated events with ToggleDone, with an Activated argument. Used that to simplify some systems.
* Added a reflect update raise event.
* Removed the Zippo changes. To add in a later PR.
* Removed the zippo from meta.json too.
* Small fix.
* Another small fix.
* Fixed the wieldable system thing in ItemToggle.
---------
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>