* Singularity Engine: Containment field emitters emit light, making use of soft shadows
* Singularity Engine Containment Emitter Lights: Clean up component dependencies & remove now-useless point light enable check
* Adds gibbing
* Adds adminbused absurd-damage foamblade
* Sane parts
* BaseOrgan -> BaseMechanism
* Do not do random offset on shared, fix killing oneself with click attacks
* BaseMechanism -> BaseHumanOrgan -> *stuff*
* Account for prediction, again
* Add gibbing sound
* Added bool _placeCentered to check if an entity must be placed at mouse position or center of the PlaceableSurface (+ offset) when dropped.
* private variables formatted to camel case
* Use EqualsApprox in the setter for PositionOffset
* -Changed client-side SurfaceComponent to camelCase
-Added placeCentered and positionOffset to PlaceableSurfaceComponentState
-Getter and setters for placeCentered and positionOffset client-side
* Update Content.Client/GameObjects/Components/PlaceableSurfaceComponent.cs
Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
* Add "_" to private vars name
* Made YAML properties camelCase
* Add "_" to private vars name
* Call Dirty() when IsPlaceable,PlaceCentered and PositionOffset are changed.
* Removed Dirty() from client.
Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
* Renames WindowBreak soundCollection to GlassBreak
* Implements destructible lightbulbs
moved the parent to the top as well
* Fixes the old `glassbreak` soundCollection, renames it
* Deletes the windows.yml version of glassbreak
* Fixes the sound for bulbs being thrown
* Removes name from abstract lightbulb
* Implements IDestroyAct for lightbulbs
* Implements onBreak for lightbulbs
* Lights get damaged by getting hit and throwing
* Lights now have an intermediate 'broken' state before destruction
* Add setoutfit command
* Adds setoutfit as a verb and adds a proper UI to the command
* Removes from AdminMenuWindow
* Changes the SetOutfit verb to be a component verb instead of a global verb
* Addresses reviews
* Remove empty method
* Remove on server aswell
* Moves ContainsReagent from SolutionContainer to Solution
GetMajorReagentId from SOlutionContainer to Solution
Makes capability checks use HasFlag
Moves Solution Color calculation from SolutionContainer to Solution
Replaces SolutionContainerCaps.NoExamine with CanExamine
Misc SolutionContainer.Capabilities yaml cleanup
* Moves IReactionEffect from server to shared
* Moves ReactionPrototype from server to shared
* Moves SolutionValidReaction from SolutionContainer to ChemicalReactionSystem
* Moves PerformReaction from SolutionContainer to ChemicalReactionSystem
* Moves CheckForReaction from SolutionContainer to ChemicalReactionSystem
* Removes unused SolutionContainer methods
* Removes now-unused GetMajorReagentId from SOlutionContainer
* ChemicalReactionSystem comments
* Replaces usage of SolutionContainer.ContainsReagent and replaces it with SolutionContainer.Solution.ContainsReagent
* ChemicalReactionSystem ProcessReactions
* Moves ExplosionReactionEffect to shared, comments out server code, TODO: figure out how to let ReactionEffects in shared do server stuff
* Fixes SolutionContainer.CheckForReaction infinite recursion
* Moves IReactionEffect and ExplosionReactionEffect back to server
* Moves ChemicalReactionSystem and ReactionPrototype back to server
* Uncomments out Explosion code
* namespace fixes
* Moves ReactionPrototype and IReactionEffect from Server to Shared
* Moves ChemicalReactionSystem from Server to Shared
* ChemicalReaction code partial rewrite
* Moves CanReact and PerformReaction to Solution
* Revert "Moves CanReact and PerformReaction to Solution"
This reverts commit bab791c3ebd0ff39d22f2610e27ca04f0d46d6b8.
* Moves ChemistrySystem from Server to Shared
* diff fix
* TODO warning
Co-authored-by: py01 <pyronetics01@gmail.com>
* Moves ContainsReagent from SolutionContainer to Solution
* GetMajorReagentId from SOlutionContainer to Solution
* Makes capability checks use HasFlag
* Moves Solution Color calculation from SolutionContainer to Solution
* Replaces SolutionContainerCaps.NoExamine with CanExamine
* Misc SolutionContainer.Capabilities yaml cleanup
* Removes HasFlag usage in SolutionContainerComponent
Co-authored-by: py01 <pyronetics01@gmail.com>
* Fix SpawnEntitiesBehavior crash and add test
* Fix comparer, add duplicated behavior
Turns out this isn't Java
* Threshold behaviors are now "linearly" executed
* Fixes YAML threshold behaviors to be linear
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
* Revert "Make handheld explosives affect tiles (#2806)"
This reverts commit 005e142949.
* Fixes tiles being destroyed under walls by an explosion
* Extra imports removed
* Handles explosion in space and different grids
This handle explosions across different grids, and tiles are still protected if there is an entity airtight and currently blocking air on top of them that survived the explosion.
* Some bug fixes
- The way tiles were being protected was silly.
- Big explosions cause a lot of objects to trigger multiple events and at the same time they are destroyed.
- Explosions spawning inside containers like closets work now.
* Range bug fixes
* Explosive
The explosion works even if the entity exploding is inside multiple 'layers' of containers like.
bomb -> survival box -> tool box -> closet
* Explosions are different now
Explosion can't jump over walls now.
Explosions work like rays now, if an explosion breaks a wall it can scatter inside the room.
If entities are behind impassable entities that survive the blast they are left unscathed.
* Little fix
* Remove the extra lookup of tiles
* Another small change
* Restore the second lookup
I thought this was extra, but this protects the tile under it if there is an Impassable entity on top. None wants anchored girders on top of lattice/space
* Changing order of conditions
IsBlockedTurf is cheaper to run than InRangeUnobstructed.
* Yep