* Add xenos for stress test
Pretty hacky and not how I'd do it long-term
* Remove claws
* Add in unarmed combat behaviors
* Cleanuppppp
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
There was some extra bloat in the path graph updates.
Now the queue should also just run if it gets too big regardless.
Un-anchored physics objects are no longer a hard fail for pathfinding.
Add AccessReader support so open / close doors show up for pathfinding
AI also ensure they call the operator's shutdown when they're shutdown so that should cancel the pathfinding job.
I tried to split these into 2 commits but they were kinda coupled together
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
* Start adding flashy flash
* Change slop
Might give a smoother decline
* flashy flash
* Add flashbang and flash projectiles
Bang bang bang pull my flash trigger
* Add collision check to area flash
* Flash cleanupo
* flash.ogg mixed to mono
* Adjusted flash curve again
* Enhancing flashes with unshaded and lights and shit
Still a WIP
* Add the other ballistic gun types
Re-organised some of the gun stuff so the powercell guns share the shooting code with the ballistic guns.
* Re-merging branch with master
Also fixed some visualizer bugs
* Last cleanup
Fixed some crashes
Fixed Deckard sprite
Fixed Hitscan effects
Re-applied master changes
Re-factor to using soundsystem
Add some more audio effects
* Cleanup flashes for merge
Can put flashbangs in lockers so you don't get blinded
Fix some bugs
* Fix shotties
Also removed some redundant code
* Bulldoze some legacycode
brrrrrrrrt
* Fix clientignore warnings
* Add the other Stunnable types to StunnableProjectile
* Some gun refactoring
* Removed extra visualizers
* All casing ejections use the same code
* Speed loaders can have their ammo pulled out
* Bolt sound less loud
* Stop ThrowController from throwing
* Fix speed loader visuals
* Update hitscan collision mask and fix typo
* Cleanup
* Fit hitscan and flashbang collisions
* Use the new flags support
* Update taser placeholder description
* Update protonames per style guide
* Add yaml flag support for gun firerates
* Cleanup crew
* Fix Audio up (components, audio file, + remove global sounds)
* Add server-side recoil back-in (forgot that I was testing this client-side)
* Add Flag support for fire-rate selectors
* Wrong int you dolt
* Fix AI conflicts
Haha ranged bulldozer go BRR
(I'll rewrite it after the other AI systems are done).
* Mix bang.ogg from stereo to mono
* Make sure serializer's reading for guns
Fixes integration test
* Change EntitySystem calls to use the static function
Also removed the Pumpbarrel commented-out code
* Change StunnableProjectile defaults to 0
* Fix taser paralyse
Apparently removing defaults means you have to specify the values, whodathunkit
* Add slowdown to stunnableprojectiles and fix tasers
* Remove FlagsFor from gun components
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
Was banging my head against the wall for this because I R dumb.
It only ever popped up when large numbers of AI were spawned in.
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
* Non-accessed local variable
* Merge cast and type checks.
* StringComparison.Ordinal added for better culture support
* Supposed code improvement in launcher. Remove unused code.
* Update ExplosionHelper.cs
Unintentional change.
* Optimized Import
* Add Robust.Shared.Utility import where it was deleted
* Other random suggestion
* Improve my comment
* Removed BoundingBoxComponent.
* Updated prototypes to use refactored CollidableComponent.
* Renamed ICollidable to IPhysBody.
Moved ICollidable to the Shared/Physics namespace.
* Migrated more yaml files to use PhysShapes.
* Updated YAML to use the new list-of-bodies system.
* Updated the new prototypes.
* Update submodule
* Update submodule again, whoops
* Retrofit the AI system with new IoC features.
Fixed bug with turret rotation.
* Added new AI WanderProcessor, and it works.
* RNG walking directions are a bit more random now.
* Wander now actually uses the MoverSystem to move.
Wander now talks when he reaches his destination.
* Adds a new Static Barker AI for vending machines, so that they periodically advertise their brand.
* Barker now says some generic slogans.
Misc bug cleanup.
* Removed useless UsedImplicitly attribute from AI dependencies, suppressed unused variable warnings instead.
* Renamed ICollisionManager to IPhysicsManager.
* Added sanitization and logging for clients sending invalid coordinates to the interaction system.
* Update Engine.