* basic system + convert all plantmetabolism
* stragglers
* convert all old metabolisms over
* fix YAML errors + dumb serialization issue
* remove unused thingy
* reimplement
* add organ type condition
* organtype condition but real
* cleanups + test fix
* metabolismtype -> metabolizertype
* solution resilience
* fixes
* serializer + use entityuid + hashset
* this is apparently an entirely different thing
* turns out it just works
* oops
* Moves HumanoidCharacterAppearance to ECS
* Makes HumanoidAppearanceSystem work over networks
* Makes HumanoidAppearanceSystem more efficient
* Cleans up the files
* Updates privacy on a couple of functions
* Fixes a few using references, renames a file
* Makes HumanoidAppearanceSystem more cleaner
* Fixes Magic Mirror
* Cleanup
* HumanoidAppearanceComponent now has a friend
SharedHumanoidAppearanceSystem is only allowed to act on this, now
* Fixes the Body-HumanoidAppearance ECS scaffolding
* a little cleanup never hurt anybody
* quick fix for magic mirror appearance access
* Replaces a networked event with a local one
This one was... causing bugs
* ECS and damage Data
* Comments and newlines
* Added Comments
* Make TryChangeDamageEvent immutable
* Remove SetAllDamage event
Use public SetAllDamage function instead
* Undo destructible mistakes
That was some shit code.
* Rename DamageData to DamageSpecifier
And misc small edits
misc
* Cache trigger prototypes.
* Renaming destructible classes & functions
* Revert "Cache trigger prototypes."
This reverts commit 86bae15ba6616884dba75f552dfdfbe2d1fb6586.
* Replace prototypes with prototype IDs.
* Split damage.yml into individual files
* move get/handle component state to system
* Update HealthChange doc
* Make godmode call Dirty() on damageable component
* Add Initialize() to fix damage test
* Make non-static
* uncache resistance set prototype and trim DamageableComponentState
* Remove unnecessary Dirty() calls during initialization
* RemoveTryChangeDamageEvent
* revert Dirty()
* Fix MobState relying on DamageableComponent.Dirty()
* Fix DisposalUnit Tests.
These were previously failing, but because the async was not await-ed, this never raised the exception.
After I fixed MobState component, this exception stopped happening and instead the assertions started being tested & failing
* Disposal test 2: electric boogaloo
* Fix typos/mistakes
also add comments and fix spacing.
* Use Uids instead of IEntity
* fix merge
* Comments, a merge issue, and making some damage ignore resistances
* Extend DamageSpecifier and use it for DamageableComponent
* fix master merge
* Fix Disposal unit test. Again.
Snapgrids were removed in master
* Execute Exectute
* Rename SolutionContainerCaps -> Capability
* Move IExamine event to Chemistry System.
* ECS the ISolutionChange into SolutionChangeEvent
* Unify SolutionContainer into a single shared component
* Replace ISolutionInteraction with SolutionContainerComponent
* Move all methods from SolutionContainer to ChemistrySystem
* Refactor EntitySystem calls to Dependencies
* Refactor SolutionContainer to SolutionManager
* Fix yamls
* Fix test fails
* Fix post merge issues
* Fix various issues with SolutionManager
* More fixes
* Fix more components
* Fix events not being directed
* Fixes for Hypospray
* Separate removal and iteration on Metabolism
* Fix creampie problems
* Address some of sloth's issues
* Refactors for Systems
* Refactored solution location
* Fix tests
* Address more sloth issues
* Fix dependency
* Fix merge conflicts
* Add xmldocs for Capabilities components
* Remove HasSolution/TryGetDefaultSolution and Add/Remove Drainable/Refillable
* Replace Grindable/Juiceable with Extractable
* Refactor field names
* Fix Drainable
* Fix some issues with spillable and injector
* Fix issues with Grinder
* Fix Beaker having duplicate solutions
* Fix foaming
* Address some MGS issues
* Fix Uid issues
* Fix errors in solution Tranfer
* Fixed some extra values constant values
* Cola is drinkable now
* Add DamageType And DamageGroup Prototypes
* Remove DamageTypePrototype Field "name" as its redundant
* Change I/DamageableComponent to use prototypes
* Update DamageContainer, ReisistanceSet and DamageChangeData
* Change Barotrauma Component to use DamageType from DamageSystem
* Update AsteroidRockComponent
* update some more components
* update some more components
* Fix m o r e c o m p o n e n t s and their damageType
* all thats left is bug/missing node hunting then verification.
* push changes
* update submodule
* Merge fixes
* push DGP for example
* update damagecomponent across shared and server
* fix a few bugs
* Fix Merge issues
* Refactor damageablecomponent update (#4406)
* Fixing merge.
I messed up part of the merge. this should fix it?
* Barotrauma now uses prototypeManager
As System.Runtime.CompilerServices also has a [Dependency], I think I had to use the full path [Robust.Shared.IoC.Dependency]
* FlammableComponent now uses prototypeManager
* SuicideCommands now use prototypeManager
* Changed many files to use prototypeManager to resolve damaege prototypes
Yeah.... prototype references would be very nice. maybe this was all a waste of time.
* Grouping prototypeManager.Index with datafield definitions
This will make it easier to eventually add prototype references
* removed unused variable
* Moved lines around.
Lines now consistent with other TODO PROTOTYPE blocks
* Grouping more prototypeManager.Index with datafield definitions
* Removed unnecessary code
* Added more prototypeManager indexing
These ones weren't pointed out by DrSmug. But I think this is all of them? That or my regex is shit.
* Remove redundant _damage field
* Remove redundant _currentTemperature
* Moved variables down
* Added prototypeManager indexing to TemperatureComponent
* WeaponComponent/System now use ProtptypeManager
And as far as I can tell damageType is required, and therefore should never have been null anyway?
* Make ranged weapon clumsy fire effects datafields
And yes, the order in which the clumsy effects occur is very important.
* Made damage on vital body part loss a datafield
* Renamed several damageGroup variables to group
* Capitalised DamageListToDamageGroup
* Make radiation and explosion damage types datafields
* Renamed _supportedDamageGroupIDs and _supportedDamageTypeIDs
* Fixed mistakes
Frogot to remove prototypeManager index DamageTypeTrigger, and wrong variable visibility in TemperatureComponent
* Added necessary code
Is something tragically wrong?
* MeleeWeapon damageType is not actually required
* Fixing someone else's mistakes
A search comes up with nothing in the yaml files, and its not a required field. So no one uses it? Hopefully?
* Changed and renamed damageTypeToDamageGroup
Previously would incorrectly return the total container damage for each group, not the total in the group
* renaming varitables
* Renamed variable DamageClasses
* Added dictionary converting functions
* Added ID-keyed dictionaries
* Making MedicalScanner use ID dictionaries, instead of prototype dictionaries
Oh oh no. I've been able to avoid UI & networking up until now. I have no Idea what I am doing.
* Fix Medical Scanner
* Summary (required)
The joke here is that this fixes the empty summary.
* Removed DamageableComponent.GetDamageGroup/Type
* Renamed "damage classes" to groups.
* Update ChangeDamage description
* Replaced Heal() with SettAllDamage()
Heal() was just a confusing name,
* More Class -> Group renaming
* Replace Class with Group in yaml files
DamageClassTrigger does not appear in any yaml? only in testing?
DamageTypeTrigger appears only in human.yaml?
HealthChangeMetabolism is Mostly in medicine.yml and one in soad.yaml
Why the hell is Cola metabolizable by plants? Who is pouring cola on their plants!?!?
* Fix _prototypeManager being null errors.
* Changing comments
Where are the prototype references
* MetabolismComponent doesn't give free heals anymore.
* Changes HungerComponent healing.
Previously I think it would actually damage you. Only did this as I though it was causing the fast healing. Turns out that was just BREATHING.
* Generalised a function in DamageableComponent and moved it to DamageGroupPrototype
previously DamageTypesDictToDamageGroupDict was private to DamageableComponent, but was also quite general (nearly a static function). As this sort of function may be needed by other components using DamageGroupPrototypes in the future, I moved it there as a static function instead.
* modified DamageableComponent.ChangeDamage()
ignoreResistances was renamed to ignoreDamageResistances to make it clearer that it had no effect on healing.
Now uses default argument for ignoreDamageResistances, so when healing you are not forced to specify an argument that does nothing.
Also made some general changes to ignoreResistances()
* Changed class->group and added missing damage type functionality to DamageContainerPrototypes
* Added Comments to damage.yml
* Misc Changes to DamageableComponent
* Differentiated between group support and group applicability
So far, every damage type is a member of one, and only one, damage group. So this change has no real effect so far.
* Added proposed alternative to ChangeDamage()
* fixed error in DamageGroupPrototype
* Changes to DamageableComponent
Lots of changes to comments.
Some variables renamed in IDamageableComponent and DamageableComponent (also required renaming in other files)
Some minor logic changes, mostly for incorrect descirptions of boolean return values.
Also further differentiating between ApplicableGroups and SupportedGroups... if that will ever even matter
* Generalised MedicalScannerComponent
If needed, can print miscellaneous damage types now
* Fixed HealthChangeMetabolism bug
* Changing Comments around
* More questions
* Made Barotrauma default to blunt
* Fix RejuvenateTest.cs
* Comments
* Coments and variable names
* fix some master-merge issues
* Removed redundant fields
* Misc changes for readbility of PR diff
* Consistent naming
* Fixed atmos damage bug
* Removed Ranting
* Fixed Hunger after I broke it
* Fixing Bugs
* Removed stupid question
* Removed more stupid questions
* Fix potential null errors.
* Made boolean return values consistent
Also renamed several functions, to make it clear they return a bool. Docs were also updated.
* Removed IoCManager.InjectDependencies()
* Removed unnecessary 'suffocation' prefix
* Fixed Spelling
Also removed accidentally left in logger call
* Fixed Medical Scanner
* Apply suggestions from code review
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
* Changing comments and whitespaces
* Made damage thresholds trigger datafields required
* So many typos
* Changes to DamageableComponents
Changed documentation in IDamageableComponent
Made testing code more readable.
Relabelled groups as 'Applicable' either 'Fully Supported'
* Removed function and degeneralised
* Update DamageableComponent.cs
Removed unused parameters
Fixed Networking
* Added IoCManager.Resolve
* Now using alternative TryChangeDamage()
* Removed function from DamageGroupPrototype
* Removing comments
* Remove bad if statement?
* Fix damageChanged ordering
* Fix hurt server command
* Changed //TODO PROTOTYPE blocks
Now use PrototypeManager differently. Wherever possible, only retrieve the prototype once.
Also added default damage types to some more datafields
* Update Content.Shared/Damage/Container/DamageContainerPrototype.cs
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
* renamed _accumulatedHealth -> _accumulatedDamage and added TODOs
* Another class-> group
* Fix bug in generalisation of damage container prototypes
* Addes Tests to make sure I dont keep adding bugs to my own code.
* Changed Return values when setting
* Removed unused class
* Added more tests, split tests into three files
* Made damage types public and VV read-write-able
* Minor changes to DamageableComponent
Replaced internal use of GetDamagePerType with _damageDict and removed some unnecessary fields
* Fix Suicide, by adding IoC Resolve()
* Fix DamageGroupTrigger bug
* Fix typos in tests
* Change comments./docstrings & spacing
* Merge tests, use test prototypes
Co-authored-by: Leon Friedrich <60421075+leonsfriedrich@users.noreply.github.com>
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
* Fix merge issues
Co-authored-by: Silver <Silvertorch5@gmail.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
Co-authored-by: Leon Friedrich <60421075+leonsfriedrich@users.noreply.github.com>
* Add DamageType And DamageGroup Prototypes
* Remove DamageTypePrototype Field "name" as its redundant
* Change I/DamageableComponent to use prototypes
* Update DamageContainer, ReisistanceSet and DamageChangeData
* Change Barotrauma Component to use DamageType from DamageSystem
* Update AsteroidRockComponent
* update some more components
* update some more components
* Fix m o r e c o m p o n e n t s and their damageType
* all thats left is bug/missing node hunting then verification.
* push changes
* update submodule
* Merge fixes
* Revert "#3935 implemented suggestions from PR"
This reverts commit a9b1c7b96333ca570067d6a9df1954481005892a.
* #4219 revert of single sound removal in EmitSoundSystem
* #4219 single sounds in EmitSoundSystem should work now
* #4219 some small project tweaks
* push DGP for example
* update damagecomponent across shared and server
* fix a few bugs
* #4219 upgraded EmitSoundSystem to use SoundSpecifier
* replacing sound (collection) names with SoundSpecifier - part 1
* #4219 pr tweaks
* #4219 pr tweak
(cherry picked from commit 00b80cb1df2434259ab5df45188e176be57603af)
* emitsoundsystem tweak
* first windoor commit
* finished yaml
* windoors work #Dab
* sound + locked prototypes
* Inserted SoundSpecifier where appropiate
* added comment
* removed TryGetSound + made some SoundSpecifier datafields required
* changed some prototypes' sound paths
* test fixes
* Fix Merge issues
* Made plasma grindable (#4334)
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
Co-authored-by: Swept <sweptwastaken@protonmail.com>
* Automatic changelog update
* Fixes invalid yaml line (#4408)
* Fix potential timer exception
* SetTile during extensions test (#4409)
Mainly so it can actually account for accurate grid bounds when doing the test
Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
* Update submodule
* GasFilter appearance, EnabledAtmosDeviceVisualizer improvements.
* Add Enabled property to SubFloorHideComponent, make it networked. (#4404)
* Refactor IDoorCheck into entity events (#4366)
* IDoorCheck refactored to events
# Conflicts:
# Content.Server/Atmos/TileAtmosphere.cs
# Content.Server/Doors/Components/AirlockComponent.cs
# Content.Server/Doors/Components/FirelockComponent.cs
# Content.Server/Doors/Components/ServerDoorComponent.cs
# Content.Server/Doors/IDoorCheck.cs
* namespaces
* Fix mapinit bug with refreshautoclose
* ok i guess these just didnt feel like staging today
* Automatic changelog update
* AtmosDevices can optionally process in space. (#4405)
Refactors some misc atmos things, too.
* Fix gravity generator yeeting
* Enables nullables for atmos internals
* Meth (#4186)
* adds an overdose metabolism with sensible default settings
* adds the compoenents for the run fast part of meth
* not sure what I changed here but I trust my past self to not fuck up for once
* adds basic meth recipe
* correctly names comething
* I really should've checked my spelling before making this pr
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* adds suggestion from the maintaner, who managed to get to this pr suprisingly fast
* Revert "adds suggestion from the maintaner, who managed to get to this pr suprisingly fast"
This reverts commit 9b0f07402e35ed5890b3af805691b690671b950c.
* tweak
* tweak
* git's gitting on my nerves
* some small tweaks
* don't need these anymore
* makes some stuff required
* changes the meth recipe to arbitary bullshit to get the yaml thingy to leave me alone goddamnit
* extremely minor change
* removes overdose, because however it's gonna be done, it's definitely not my way
* i should really double check every key I press
* hm
* sigh, I should be more thorough with looking at error messages.
* beenus
* gay sex is gay
* this one goes out to bingo
* reviews
* not sure why status lifetime description wasn't being commited
* Update MovespeedModifierMetabolism.cs
Co-authored-by: mirrorcult <notzombiedude@gmail.com>
* adds VV to component variables
* rebalances meth, and makes the completely unrealistic recipe properly work now
* meth effects should go away now or something do you think I test these changes before pushing??
* ah yes, orginization
* adds proper recipe and prequisite chemicals
* fixes linter hopefully
* Update chemicals.yml
* a
* starts working on prediction
* thing
* predmiction??
* changes thing
* does it properly
* uses timespan instead of timer
* uses dif timers and adds a system
* updates robust and tweaks a small thing
* Fixes
* "Fix" prediction
* starts changing the timer to timespans to avoid icky on timer end
* okay fixes the check thing but now meth is broken and I don't know why
* fixes predicition (partially)
* Delete ContentNetIDs.cs
whoops
* some changes advised by sloth
* certified scalycode fix right here
* moves resettimer to the metabolism to make it less oop stinky
* moves resettimer to the metabolism to make it less oop stinky
* gamin
* when the is
* updates mth colour to be accurate because I forgot
* abc hard ok
* everything should be up to date now
* makes MovespeedModifierMetabolism ECS and cleans up some other stuff
* does a fixy wixy
* fix thing
* Revert "Merge branch 'master' of https://github.com/space-wizards/space-station-14 into meth"
This reverts commit 62886561098be02f9adb6352f4e858a8269d5bd5, reversing
changes made to ca34fffb5b7a40f19aec7b9e4bc37bdeab914bc1.
* Revert "Revert "Merge branch 'master' of https://github.com/space-wizards/space-station-14 into meth""
This reverts commit 4f550da19656abfd0be05f818fc6b7100252d5b8.
* fix hopefully
* updates metabolism to works with mirror's fancy new system
* updates yaml + tweaks
* bruh
* yaml moment
* :yaml moment
* Revert " :yaml moment"
This reverts commit 8cb51573c64db76d989de22acdbb9c50b2c6d052.
* 99th commit yay, also I need to not do this
* removes something that I don't need
* makes system work with this and gets rid of unnesescary check
* make the update only work on active components
* oops
* Cleanup
* alphabetise this shit
* Touchup
* Woops stupid alloc by me
* Nerf nyoom for now
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: mirrorcult <notzombiedude@gmail.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Automatic changelog update
* Random offset for DefaultGrid every round (#4411)
* Random offset for DefaultGrid every round
This is useful to make coders aware of entitycoordinates and mapcoordinates being different and to help spot problems early. It also puts the onus of fixing positioning bugs back onto the original coder rather than someone else if they happen to spot it.
* Fix clickable test
* Fix entitysystemextensions
* Automatic changelog update
* Document a few atmos classes.
* Update submodule
We do a little bit of debugging
* Make pulling feel less crap (#4414)
Something something pulling refactor someday
* Automatic changelog update
* Comment joint prediction
* Add CVar for random grid offset, disable it by default.
* Fixes not taking pressure damage in space.
Fixes#4415
* Automatic changelog update
* Adds an alternate jumpsuit for botany (#4419)
* Adds an alternate botanists jumpsuit
* Updated license information
* Automatic changelog update
* Added two new small areas to maintenence (#4359)
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
* Automatic changelog update
* Updated meta.json to standard
* Update meta.json to standard
* a
* Revert "Update meta.json to standard"
This reverts commit 4c6702f17b.
* Revert "Updated meta.json to standard"
This reverts commit 8ea7a3ad1f.
* fix rsi
* proper sprites + visualizes nicely
* Removes broken new-line markers from a few desc.
* Fixes a localization error with solution container descriptions
* construction
* reviews + test
* remove SetLayerVisibility, doesnt work for some reason
* swept moment
* leftover
* Automatic changelog update
* Fix can't return to body bug (#4424)
* Automatic changelog update
* Update submodule
* Fix gas tile overlays on shuttles
* Offset station on roundstart again
* Fix PlaceableSurface incorrect coordinate usage.
It set world position to entity coordinate positions...
* Automatic changelog update
* Fix pickup animation incorrect coordinate usage.
Animation finalPosition was world position, while initialPosition was local position.
* Automatic changelog update
* Pointing coordinate fixes.
* Automatic changelog update
* Further pickup animation improvements.
* Adds Science Windoors (#4433)
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
* Gave CMO a Hardsuit (#4434)
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
* Automatic changelog update
* Fixed station engineer table spawn (#4436)
* Maps in windoors (#4432)
* Automatic changelog update
* Losing a head doesn't mean you lose your eyes #3956#4061 (#4225)
Co-authored-by: Michael Will <will_m@outlook.de>
* Automatic changelog update
* Adds windoors for security and the brig. (#4441)
* Automatic changelog update
* Remaps Chemistry and Security, and some Mapping Fixes (#4442)
* Automatic changelog update
* Made the cloning pod and medical scanner constructible (#4439)
* Made the cloning machine pod constructable
* Added everything like I did but with the Medical Scanner
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
* Automatic changelog update
* Fix fixed-point format specifier in PowerCellComponent
* Update submodule
* Actually update submodule
The last one was a test to check if you were paying attention.
* Update maps for grid collisions (#4450)
* Update submodule
* Fixes the windoor in science. (#4444)
* Automatic changelog update
* Remove IActionBlocker.CanMove (#4449)
* Remove IActionBlocker.CanMove
Ported the remainders over to using MovementAttemptEvent which should also help make mob movement a bit faster.
* Make that check faster
* Added restrictions for what can be inserted into most belts (#4367)
* Belts now restrict what can be inserted into them
* Bandolier now only holds shotgun shells
* Tiny typo
* Another tiny typo
* Automatic changelog update
* Fix indentation
* Fix stuff
* Fix gas canister
* Organize gas canister prototype
* Fix audio occlusion
This was previously being done on every SoundComponent.
* Call SoundSystem instead
* Parents crowbar-red and merges RSIs
* Deletes old crowbar_red.rsi
* Abstracts BasePlushie and ReagentContainerBase
* Adds missing suffixes to debug items and tags them all
* Crematorium now makes a noise on start and during cremation (#4459)
* Automatic changelog update
* Refactor disposals to ECS (#4418)
* ECS up disposals
Also significantly reduced its CPU usage.
* Make update significantly less S L O W
* Start units pressurised
* Client-side flush lerping
* Fix powered not toggling UI
* Fix flush button
* InteractUsing
* Minor optimisations
* Fix collisions
* Make visual state ECS
* Almost done with shared
* Most stuff moved
* Optimise item sleeping
* Automatic changelog update
* Fix door sound dampening (#4453)
* Completely fix NPC pathfinding
Through rigorous investigation and hard work.
* Implement Entity List Display and rework StorageComponent window (#4140)
* Create EntityListDisplay
* Rework ClientStorage window
* Add styling
* Remove unnecessary colors
* Rename list
* Make scrollbar push content
* Change children update a bit
* Add old index
* Localize ClientStorageComponent
* Add size return
* Remove spaces
* Fix usings
* Fix tool sounds.
Fixes#4465
* Automatic changelog update
* Fix missing sounds (#4466)
* Fix missing sounds
* Make SoundHitSpecies fallback to SoundHit
* Fix crayon YAML
* Update PlaySoundBehavior YAML
* Fix required
* Update README.md
* Fix taser physics (#4470)
* Increase MoverController performance (#4448)
Should be a decent amount; rest will come from removing IActionBlocker.
* Remove throwing fixture error
* Update submodule
* Fix sound crash when making foam (#4476)
* Automatic changelog update
* Centers some sprites
* Fix showatmos
* Fix tests.
Flashlight RSI state names had been changed, and some places weren't updated properly
* Remove pillcomponent (#4469)
* Remove PillComponent
* Make food without any solution left delete and create trash
* Replace PillComponent references with a Pill tag
* Clean up
* Add swallow message to food
* Change to eatMessage override
* Change FoodComponent transferAmount to nullable
* Change properties to private
* ItemCabinetVisualizer uses layers (#4445)
* ItemCabinetVisualizer uses layers
* Reviews applied
* Fixes the fireaxe cabinet as well
* I'm dumb
* Fixes bedsheets being unpickupable (#4479)
* Automatic changelog update
* Adds inhands for crayons and the crayon box (#4481)
* Automatic changelog update
* Fixes cigarette animations and matches now have lit/unlit inhand sprites (#4480)
* Automatic changelog update
* Adds plant clippers and changes hydro tool sprites to be more consistent (#4482)
* Adds plant clippers
* Updates sycthe, hoe and spade sprites
* Adds inhands for radio/walkietalkie (#4483)
* Adds inhands for radio/walkietalkie and separates layers
* License thingy
* Fixes test
* Can now equip fireaxe, claymore, spear and baseball back on your back (#4484)
* Can equip spears and claymores on your back now
* Adds fireaxe and baseball bat back equip
* Automatic changelog update
* Makes Match[sticks/box] ECS, Makes Matchsticks ignite plasma
* am big dumdum pls no shed
* Owner Transform to Owner in SoundSystem calls (#4460)
* Owner Transform to Owner
* Owner Transform to Owner minor fixes
* Improve hand pickup code
This way I can break EntityCoordinates' API without breaking content.
BWAHAHAHAHAH!
* Update submodule
* Version v0.5.11 does not exist
* Update submodule
We don't talk about v0.5.12 either.
* Update submodule
For the last time
* Adds duck-related content and a seclite (#4489)
* Added rubber ducky
* Adds ducky slippers
* Adds seclite
* Update Resources/Textures/Objects/Tools/seclite.rsi/meta.json
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Update Resources/Textures/Objects/Fun/ducky.rsi/meta.json
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* The duck slippers now quack as you walk
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Automatic changelog update
* Adds the ability to assign equip sounds in ClothingComponent (#4485)
* Initial
* Works (Kinda)
* Polish
* Reviews
* Removes vending inventory desc and adds missing vending machine descriptions (#4493)
* Removes inventory descriptions
* Adds missing vending machine descriptions using inventory descriptions
* Woops missed a file
* Automatic changelog update
* Adds a ton more inhands (#4488)
* Removed useless loc and added inhands for some lamps
* Adds a ton of inhands to the game
* Actually adds the pill inhand
* Update Resources/Textures/Objects/Misc/utensils.rsi/meta.json
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Update Resources/Textures/Objects/Tools/rcd.rsi/meta.json
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Added open/close/stacklayers for Matchbox and inhands (#4496)
* Added open/close/stacklayers for Matchbox
* Added inhands for matchbox
* What am I a clown not gonna leave no indent spaces
* Adds sound to fire extinguisher safety (#4494)
* Automatic changelog update
* Adds a 6pack of Cola (#4499)
* Adds a 6pack of Cola
* Revert "Adds a 6pack of Cola"
This reverts commit 99f024b94ab3c684ce62e28018bd0fe2f26a2e09.
* Revert "Revert "Adds a 6pack of Cola""
This reverts commit 9e3d31e41c8ea61a962ad7d4d3c0ea7124e82653.
* Automatic changelog update
* Fix H-pulling? (#4425)
In retrospect the answer is easy, but man this took a while.
* Automatic changelog update
* Makes DiceComponent ECS
* Makes PlaceableSurface ECS
* Added classic announcement sound to announcements (#4504)
* Automatic changelog update
* Refactors throw events, makes cream pies ECS (#4500)
* Automatic changelog update
* Port the tumbler from Box2D (#4486)
* Subscribe TransformComponent events by-ref (#4478)
* Refactor damageablecomponent update (#4406)
* Fixing merge.
I messed up part of the merge. this should fix it?
* Barotrauma now uses prototypeManager
As System.Runtime.CompilerServices also has a [Dependency], I think I had to use the full path [Robust.Shared.IoC.Dependency]
* FlammableComponent now uses prototypeManager
* SuicideCommands now use prototypeManager
* Changed many files to use prototypeManager to resolve damaege prototypes
Yeah.... prototype references would be very nice. maybe this was all a waste of time.
* Grouping prototypeManager.Index with datafield definitions
This will make it easier to eventually add prototype references
* removed unused variable
* Moved lines around.
Lines now consistent with other TODO PROTOTYPE blocks
* Grouping more prototypeManager.Index with datafield definitions
* Removed unnecessary code
* Added more prototypeManager indexing
These ones weren't pointed out by DrSmug. But I think this is all of them? That or my regex is shit.
* Remove redundant _damage field
* Remove redundant _currentTemperature
* Moved variables down
* Added prototypeManager indexing to TemperatureComponent
* WeaponComponent/System now use ProtptypeManager
And as far as I can tell damageType is required, and therefore should never have been null anyway?
* Make ranged weapon clumsy fire effects datafields
And yes, the order in which the clumsy effects occur is very important.
* Made damage on vital body part loss a datafield
* Renamed several damageGroup variables to group
* Capitalised DamageListToDamageGroup
* Make radiation and explosion damage types datafields
* Renamed _supportedDamageGroupIDs and _supportedDamageTypeIDs
* Fixed mistakes
Frogot to remove prototypeManager index DamageTypeTrigger, and wrong variable visibility in TemperatureComponent
* Added necessary code
Is something tragically wrong?
* MeleeWeapon damageType is not actually required
* Fixing someone else's mistakes
A search comes up with nothing in the yaml files, and its not a required field. So no one uses it? Hopefully?
* Changed and renamed damageTypeToDamageGroup
Previously would incorrectly return the total container damage for each group, not the total in the group
* renaming varitables
* Renamed variable DamageClasses
* Added dictionary converting functions
* Added ID-keyed dictionaries
* Making MedicalScanner use ID dictionaries, instead of prototype dictionaries
Oh oh no. I've been able to avoid UI & networking up until now. I have no Idea what I am doing.
* Fix Medical Scanner
* Summary (required)
The joke here is that this fixes the empty summary.
* Removed DamageableComponent.GetDamageGroup/Type
* Renamed "damage classes" to groups.
* Update ChangeDamage description
* Replaced Heal() with SettAllDamage()
Heal() was just a confusing name,
* More Class -> Group renaming
* Replace Class with Group in yaml files
DamageClassTrigger does not appear in any yaml? only in testing?
DamageTypeTrigger appears only in human.yaml?
HealthChangeMetabolism is Mostly in medicine.yml and one in soad.yaml
Why the hell is Cola metabolizable by plants? Who is pouring cola on their plants!?!?
* Fix _prototypeManager being null errors.
* Changing comments
Where are the prototype references
* MetabolismComponent doesn't give free heals anymore.
* Changes HungerComponent healing.
Previously I think it would actually damage you. Only did this as I though it was causing the fast healing. Turns out that was just BREATHING.
* Generalised a function in DamageableComponent and moved it to DamageGroupPrototype
previously DamageTypesDictToDamageGroupDict was private to DamageableComponent, but was also quite general (nearly a static function). As this sort of function may be needed by other components using DamageGroupPrototypes in the future, I moved it there as a static function instead.
* modified DamageableComponent.ChangeDamage()
ignoreResistances was renamed to ignoreDamageResistances to make it clearer that it had no effect on healing.
Now uses default argument for ignoreDamageResistances, so when healing you are not forced to specify an argument that does nothing.
Also made some general changes to ignoreResistances()
* Changed class->group and added missing damage type functionality to DamageContainerPrototypes
* Added Comments to damage.yml
* Misc Changes to DamageableComponent
* Differentiated between group support and group applicability
So far, every damage type is a member of one, and only one, damage group. So this change has no real effect so far.
* Added proposed alternative to ChangeDamage()
* fixed error in DamageGroupPrototype
* Changes to DamageableComponent
Lots of changes to comments.
Some variables renamed in IDamageableComponent and DamageableComponent (also required renaming in other files)
Some minor logic changes, mostly for incorrect descirptions of boolean return values.
Also further differentiating between ApplicableGroups and SupportedGroups... if that will ever even matter
* Generalised MedicalScannerComponent
If needed, can print miscellaneous damage types now
* Fixed HealthChangeMetabolism bug
* Changing Comments around
* More questions
* Made Barotrauma default to blunt
* Fix RejuvenateTest.cs
* Comments
* Coments and variable names
* fix some master-merge issues
* Removed redundant fields
* Misc changes for readbility of PR diff
* Consistent naming
* Fixed atmos damage bug
* Removed Ranting
* Fixed Hunger after I broke it
* Fixing Bugs
* Removed stupid question
* Removed more stupid questions
* Fix potential null errors.
* Made boolean return values consistent
Also renamed several functions, to make it clear they return a bool. Docs were also updated.
* Removed IoCManager.InjectDependencies()
* Removed unnecessary 'suffocation' prefix
* Fixed Spelling
Also removed accidentally left in logger call
* Fixed Medical Scanner
* Apply suggestions from code review
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
* Changing comments and whitespaces
* Made damage thresholds trigger datafields required
* So many typos
* Changes to DamageableComponents
Changed documentation in IDamageableComponent
Made testing code more readable.
Relabelled groups as 'Applicable' either 'Fully Supported'
* Removed function and degeneralised
* Update DamageableComponent.cs
Removed unused parameters
Fixed Networking
* Added IoCManager.Resolve
* Now using alternative TryChangeDamage()
* Removed function from DamageGroupPrototype
* Removing comments
* Remove bad if statement?
* Fix damageChanged ordering
* Fix hurt server command
* Changed //TODO PROTOTYPE blocks
Now use PrototypeManager differently. Wherever possible, only retrieve the prototype once.
Also added default damage types to some more datafields
* Update Content.Shared/Damage/Container/DamageContainerPrototype.cs
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
* renamed _accumulatedHealth -> _accumulatedDamage and added TODOs
* Another class-> group
* Fix bug in generalisation of damage container prototypes
* Addes Tests to make sure I dont keep adding bugs to my own code.
* Changed Return values when setting
* Removed unused class
* Added more tests, split tests into three files
* Made damage types public and VV read-write-able
* Minor changes to DamageableComponent
Replaced internal use of GetDamagePerType with _damageDict and removed some unnecessary fields
* Fix Suicide, by adding IoC Resolve()
* Fix DamageGroupTrigger bug
* Fix typos in tests
* Change comments./docstrings & spacing
* Merge tests, use test prototypes
Co-authored-by: Leon Friedrich <60421075+leonsfriedrich@users.noreply.github.com>
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
* Add Alt-click functionality (#4497)
* Fix ItemSlot Bug
* Add Alt-use Key
* Fix TransferAmount window bug
* Alt-click functionality
* Added AltInteract verbs
* Add new verbs
* verb icons
* Changed Comments
* Change Comments
* Fix disposal verbs
* Changed Get...() to Get...OrNull()
* Changed alt-interact combat behaviour
* Update verb icons
* Inventory interact event
* Add Alt+E secondary binding
* Add alt-z keybinding
* Rename AltUse -> AltActivateItemInWorld
* Automatic changelog update
* Fixes chocolate/energy bar (#4503)
* Bring refactor-damageablecomponent branch up-to-date with master (#4510)
* Revert "#3935 implemented suggestions from PR"
This reverts commit a9b1c7b96333ca570067d6a9df1954481005892a.
* #4219 revert of single sound removal in EmitSoundSystem
* #4219 single sounds in EmitSoundSystem should work now
* #4219 some small project tweaks
* #4219 upgraded EmitSoundSystem to use SoundSpecifier
* replacing sound (collection) names with SoundSpecifier - part 1
* #4219 pr tweaks
* #4219 pr tweak
(cherry picked from commit 00b80cb1df2434259ab5df45188e176be57603af)
* emitsoundsystem tweak
* first windoor commit
* finished yaml
* windoors work #Dab
* sound + locked prototypes
* Inserted SoundSpecifier where appropiate
* added comment
* removed TryGetSound + made some SoundSpecifier datafields required
* changed some prototypes' sound paths
* test fixes
* Made plasma grindable (#4334)
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
Co-authored-by: Swept <sweptwastaken@protonmail.com>
* Automatic changelog update
* Fixes invalid yaml line (#4408)
* Fix potential timer exception
* SetTile during extensions test (#4409)
Mainly so it can actually account for accurate grid bounds when doing the test
Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
* Update submodule
* GasFilter appearance, EnabledAtmosDeviceVisualizer improvements.
* Add Enabled property to SubFloorHideComponent, make it networked. (#4404)
* Refactor IDoorCheck into entity events (#4366)
* IDoorCheck refactored to events
# Conflicts:
# Content.Server/Atmos/TileAtmosphere.cs
# Content.Server/Doors/Components/AirlockComponent.cs
# Content.Server/Doors/Components/FirelockComponent.cs
# Content.Server/Doors/Components/ServerDoorComponent.cs
# Content.Server/Doors/IDoorCheck.cs
* namespaces
* Fix mapinit bug with refreshautoclose
* ok i guess these just didnt feel like staging today
* Automatic changelog update
* AtmosDevices can optionally process in space. (#4405)
Refactors some misc atmos things, too.
* Fix gravity generator yeeting
* Enables nullables for atmos internals
* Meth (#4186)
* adds an overdose metabolism with sensible default settings
* adds the compoenents for the run fast part of meth
* not sure what I changed here but I trust my past self to not fuck up for once
* adds basic meth recipe
* correctly names comething
* I really should've checked my spelling before making this pr
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* adds suggestion from the maintaner, who managed to get to this pr suprisingly fast
* Revert "adds suggestion from the maintaner, who managed to get to this pr suprisingly fast"
This reverts commit 9b0f07402e35ed5890b3af805691b690671b950c.
* tweak
* tweak
* git's gitting on my nerves
* some small tweaks
* don't need these anymore
* makes some stuff required
* changes the meth recipe to arbitary bullshit to get the yaml thingy to leave me alone goddamnit
* extremely minor change
* removes overdose, because however it's gonna be done, it's definitely not my way
* i should really double check every key I press
* hm
* sigh, I should be more thorough with looking at error messages.
* beenus
* gay sex is gay
* this one goes out to bingo
* reviews
* not sure why status lifetime description wasn't being commited
* Update MovespeedModifierMetabolism.cs
Co-authored-by: mirrorcult <notzombiedude@gmail.com>
* adds VV to component variables
* rebalances meth, and makes the completely unrealistic recipe properly work now
* meth effects should go away now or something do you think I test these changes before pushing??
* ah yes, orginization
* adds proper recipe and prequisite chemicals
* fixes linter hopefully
* Update chemicals.yml
* a
* starts working on prediction
* thing
* predmiction??
* changes thing
* does it properly
* uses timespan instead of timer
* uses dif timers and adds a system
* updates robust and tweaks a small thing
* Fixes
* "Fix" prediction
* starts changing the timer to timespans to avoid icky on timer end
* okay fixes the check thing but now meth is broken and I don't know why
* fixes predicition (partially)
* Delete ContentNetIDs.cs
whoops
* some changes advised by sloth
* certified scalycode fix right here
* moves resettimer to the metabolism to make it less oop stinky
* moves resettimer to the metabolism to make it less oop stinky
* gamin
* when the is
* updates mth colour to be accurate because I forgot
* abc hard ok
* everything should be up to date now
* makes MovespeedModifierMetabolism ECS and cleans up some other stuff
* does a fixy wixy
* fix thing
* Revert "Merge branch 'master' of https://github.com/space-wizards/space-station-14 into meth"
This reverts commit 62886561098be02f9adb6352f4e858a8269d5bd5, reversing
changes made to ca34fffb5b7a40f19aec7b9e4bc37bdeab914bc1.
* Revert "Revert "Merge branch 'master' of https://github.com/space-wizards/space-station-14 into meth""
This reverts commit 4f550da19656abfd0be05f818fc6b7100252d5b8.
* fix hopefully
* updates metabolism to works with mirror's fancy new system
* updates yaml + tweaks
* bruh
* yaml moment
* :yaml moment
* Revert " :yaml moment"
This reverts commit 8cb51573c64db76d989de22acdbb9c50b2c6d052.
* 99th commit yay, also I need to not do this
* removes something that I don't need
* makes system work with this and gets rid of unnesescary check
* make the update only work on active components
* oops
* Cleanup
* alphabetise this shit
* Touchup
* Woops stupid alloc by me
* Nerf nyoom for now
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: mirrorcult <notzombiedude@gmail.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Automatic changelog update
* Random offset for DefaultGrid every round (#4411)
* Random offset for DefaultGrid every round
This is useful to make coders aware of entitycoordinates and mapcoordinates being different and to help spot problems early. It also puts the onus of fixing positioning bugs back onto the original coder rather than someone else if they happen to spot it.
* Fix clickable test
* Fix entitysystemextensions
* Automatic changelog update
* Document a few atmos classes.
* Update submodule
We do a little bit of debugging
* Make pulling feel less crap (#4414)
Something something pulling refactor someday
* Automatic changelog update
* Comment joint prediction
* Add CVar for random grid offset, disable it by default.
* Fixes not taking pressure damage in space.
Fixes#4415
* Automatic changelog update
* Adds an alternate jumpsuit for botany (#4419)
* Adds an alternate botanists jumpsuit
* Updated license information
* Automatic changelog update
* Added two new small areas to maintenence (#4359)
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
* Automatic changelog update
* Updated meta.json to standard
* Update meta.json to standard
* a
* Revert "Update meta.json to standard"
This reverts commit 4c6702f17b.
* Revert "Updated meta.json to standard"
This reverts commit 8ea7a3ad1f.
* fix rsi
* proper sprites + visualizes nicely
* Removes broken new-line markers from a few desc.
* Fixes a localization error with solution container descriptions
* construction
* reviews + test
* remove SetLayerVisibility, doesnt work for some reason
* swept moment
* leftover
* Automatic changelog update
* Fix can't return to body bug (#4424)
* Automatic changelog update
* Update submodule
* Fix gas tile overlays on shuttles
* Offset station on roundstart again
* Fix PlaceableSurface incorrect coordinate usage.
It set world position to entity coordinate positions...
* Automatic changelog update
* Fix pickup animation incorrect coordinate usage.
Animation finalPosition was world position, while initialPosition was local position.
* Automatic changelog update
* Pointing coordinate fixes.
* Automatic changelog update
* Further pickup animation improvements.
* Adds Science Windoors (#4433)
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
* Gave CMO a Hardsuit (#4434)
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
* Automatic changelog update
* Fixed station engineer table spawn (#4436)
* Maps in windoors (#4432)
* Automatic changelog update
* Losing a head doesn't mean you lose your eyes #3956#4061 (#4225)
Co-authored-by: Michael Will <will_m@outlook.de>
* Automatic changelog update
* Adds windoors for security and the brig. (#4441)
* Automatic changelog update
* Remaps Chemistry and Security, and some Mapping Fixes (#4442)
* Automatic changelog update
* Made the cloning pod and medical scanner constructible (#4439)
* Made the cloning machine pod constructable
* Added everything like I did but with the Medical Scanner
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
* Automatic changelog update
* Fix fixed-point format specifier in PowerCellComponent
* Update submodule
* Actually update submodule
The last one was a test to check if you were paying attention.
* Update maps for grid collisions (#4450)
* Update submodule
* Fixes the windoor in science. (#4444)
* Automatic changelog update
* Remove IActionBlocker.CanMove (#4449)
* Remove IActionBlocker.CanMove
Ported the remainders over to using MovementAttemptEvent which should also help make mob movement a bit faster.
* Make that check faster
* Added restrictions for what can be inserted into most belts (#4367)
* Belts now restrict what can be inserted into them
* Bandolier now only holds shotgun shells
* Tiny typo
* Another tiny typo
* Automatic changelog update
* Fix indentation
* Fix stuff
* Fix gas canister
* Organize gas canister prototype
* Fix audio occlusion
This was previously being done on every SoundComponent.
* Call SoundSystem instead
* Parents crowbar-red and merges RSIs
* Deletes old crowbar_red.rsi
* Abstracts BasePlushie and ReagentContainerBase
* Adds missing suffixes to debug items and tags them all
* Crematorium now makes a noise on start and during cremation (#4459)
* Automatic changelog update
* Refactor disposals to ECS (#4418)
* ECS up disposals
Also significantly reduced its CPU usage.
* Make update significantly less S L O W
* Start units pressurised
* Client-side flush lerping
* Fix powered not toggling UI
* Fix flush button
* InteractUsing
* Minor optimisations
* Fix collisions
* Make visual state ECS
* Almost done with shared
* Most stuff moved
* Optimise item sleeping
* Automatic changelog update
* Fix door sound dampening (#4453)
* Completely fix NPC pathfinding
Through rigorous investigation and hard work.
* Implement Entity List Display and rework StorageComponent window (#4140)
* Create EntityListDisplay
* Rework ClientStorage window
* Add styling
* Remove unnecessary colors
* Rename list
* Make scrollbar push content
* Change children update a bit
* Add old index
* Localize ClientStorageComponent
* Add size return
* Remove spaces
* Fix usings
* Fix tool sounds.
Fixes#4465
* Automatic changelog update
* Fix missing sounds (#4466)
* Fix missing sounds
* Make SoundHitSpecies fallback to SoundHit
* Fix crayon YAML
* Update PlaySoundBehavior YAML
* Fix required
* Update README.md
* Fix taser physics (#4470)
* Increase MoverController performance (#4448)
Should be a decent amount; rest will come from removing IActionBlocker.
* Remove throwing fixture error
* Update submodule
* Fix sound crash when making foam (#4476)
* Automatic changelog update
* Centers some sprites
* Fix showatmos
* Fix tests.
Flashlight RSI state names had been changed, and some places weren't updated properly
* Remove pillcomponent (#4469)
* Remove PillComponent
* Make food without any solution left delete and create trash
* Replace PillComponent references with a Pill tag
* Clean up
* Add swallow message to food
* Change to eatMessage override
* Change FoodComponent transferAmount to nullable
* Change properties to private
* ItemCabinetVisualizer uses layers (#4445)
* ItemCabinetVisualizer uses layers
* Reviews applied
* Fixes the fireaxe cabinet as well
* I'm dumb
* Fixes bedsheets being unpickupable (#4479)
* Automatic changelog update
* Adds inhands for crayons and the crayon box (#4481)
* Automatic changelog update
* Fixes cigarette animations and matches now have lit/unlit inhand sprites (#4480)
* Automatic changelog update
* Adds plant clippers and changes hydro tool sprites to be more consistent (#4482)
* Adds plant clippers
* Updates sycthe, hoe and spade sprites
* Adds inhands for radio/walkietalkie (#4483)
* Adds inhands for radio/walkietalkie and separates layers
* License thingy
* Fixes test
* Can now equip fireaxe, claymore, spear and baseball back on your back (#4484)
* Can equip spears and claymores on your back now
* Adds fireaxe and baseball bat back equip
* Automatic changelog update
* Makes Match[sticks/box] ECS, Makes Matchsticks ignite plasma
* am big dumdum pls no shed
* Owner Transform to Owner in SoundSystem calls (#4460)
* Owner Transform to Owner
* Owner Transform to Owner minor fixes
* Improve hand pickup code
This way I can break EntityCoordinates' API without breaking content.
BWAHAHAHAHAH!
* Update submodule
* Version v0.5.11 does not exist
* Update submodule
We don't talk about v0.5.12 either.
* Update submodule
For the last time
* Adds duck-related content and a seclite (#4489)
* Added rubber ducky
* Adds ducky slippers
* Adds seclite
* Update Resources/Textures/Objects/Tools/seclite.rsi/meta.json
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Update Resources/Textures/Objects/Fun/ducky.rsi/meta.json
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* The duck slippers now quack as you walk
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Automatic changelog update
* Adds the ability to assign equip sounds in ClothingComponent (#4485)
* Initial
* Works (Kinda)
* Polish
* Reviews
* Removes vending inventory desc and adds missing vending machine descriptions (#4493)
* Removes inventory descriptions
* Adds missing vending machine descriptions using inventory descriptions
* Woops missed a file
* Automatic changelog update
* Adds a ton more inhands (#4488)
* Removed useless loc and added inhands for some lamps
* Adds a ton of inhands to the game
* Actually adds the pill inhand
* Update Resources/Textures/Objects/Misc/utensils.rsi/meta.json
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Update Resources/Textures/Objects/Tools/rcd.rsi/meta.json
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Added open/close/stacklayers for Matchbox and inhands (#4496)
* Added open/close/stacklayers for Matchbox
* Added inhands for matchbox
* What am I a clown not gonna leave no indent spaces
* Adds sound to fire extinguisher safety (#4494)
* Automatic changelog update
* Adds a 6pack of Cola (#4499)
* Adds a 6pack of Cola
* Revert "Adds a 6pack of Cola"
This reverts commit 99f024b94ab3c684ce62e28018bd0fe2f26a2e09.
* Revert "Revert "Adds a 6pack of Cola""
This reverts commit 9e3d31e41c8ea61a962ad7d4d3c0ea7124e82653.
* Automatic changelog update
* Fix H-pulling? (#4425)
In retrospect the answer is easy, but man this took a while.
* Automatic changelog update
* Makes DiceComponent ECS
* Makes PlaceableSurface ECS
* Added classic announcement sound to announcements (#4504)
* Automatic changelog update
* Refactors throw events, makes cream pies ECS (#4500)
* Automatic changelog update
* Port the tumbler from Box2D (#4486)
* Subscribe TransformComponent events by-ref (#4478)
* Add Alt-click functionality (#4497)
* Fix ItemSlot Bug
* Add Alt-use Key
* Fix TransferAmount window bug
* Alt-click functionality
* Added AltInteract verbs
* Add new verbs
* verb icons
* Changed Comments
* Change Comments
* Fix disposal verbs
* Changed Get...() to Get...OrNull()
* Changed alt-interact combat behaviour
* Update verb icons
* Inventory interact event
* Add Alt+E secondary binding
* Add alt-z keybinding
* Rename AltUse -> AltActivateItemInWorld
* Automatic changelog update
* Fixes chocolate/energy bar (#4503)
* Fix merge issues
Co-authored-by: Galactic Chimp <GalacticChimpanzee@gmail.com>
Co-authored-by: Kara Dinyes <lunarautomaton6@gmail.com>
Co-authored-by: SethLafuente <84478872+SethLafuente@users.noreply.github.com>
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
Co-authored-by: Swept <sweptwastaken@protonmail.com>
Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com>
Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Vera Aguilera Puerto <gradientvera@outlook.com>
Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
Co-authored-by: ScalyChimp <72841710+scaly-chimp@users.noreply.github.com>
Co-authored-by: mirrorcult <notzombiedude@gmail.com>
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
Co-authored-by: Jaskanbe <86671825+Jaskanbe@users.noreply.github.com>
Co-authored-by: scrato <Mickaello2003@gmx.de>
Co-authored-by: Michael Will <will_m@outlook.de>
Co-authored-by: TimrodDX <timrod@gmail.com>
Co-authored-by: Leon Friedrich <60421075+leonsfriedrich@users.noreply.github.com>
Co-authored-by: Ygg01 <y.laughing.man.y@gmail.com>
Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
Co-authored-by: ColdAutumnRain <73938872+ColdAutumnRain@users.noreply.github.com>
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Singularity fixes (#4383)
* Singularity fixes
* Fix the rest
* Woops
* ahh
* Nerf singulo for now
* Final touchups for now
* Review
* Automatic changelog update
* Fix PA construction crash, make it clear that PA construction needs LV cables (#4506)
* Automatic changelog update
* Add security barriers (#4458)
* Add sprites
* Lock system now raises lock toggle events
* Add prototype and barrier system
* Toggle lock on click
* Barrier blocks bullets (like a real wall)
* Barrier now destroyable
* Fancy visualzer and lighting. Also unlock by default
* Deleted comma
* Ignored components?
* Update Resources/Prototypes/Entities/Objects/Specific/Security/barrier.yml
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Update Resources/Prototypes/Entities/Objects/Specific/Security/barrier.yml
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Toggle Lock no longer handled
* Made it much easier to move through airlocks
Co-authored-by: Swept <sweptwastaken@protonmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Automatic changelog update
* Updates name of LV cable coil
* Admin ghosts can now interact with stuff (#4178)
* Ghosts now have a bool for interacting with stuff
* Wrong ghost
* Simping for Swept
* Merge cleanup
* IT'S ODNE
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Automatic changelog update
* Added Basic Parts Technology (#4440)
* Added parts Technology
* is something they're something
bad grammar
* Update Parts.yml
* Update technologies.yml
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
Co-authored-by: Swept <sweptwastaken@protonmail.com>
* Add basic meteor swarm (#4420)
* Add basic meteor swarm
* Map fixes
* Dependency cache
* Fix projectile crash
* Last of the reviews
* Automatic changelog update
* Update content for PhysicsMapComponent (#4462)
* Update content for PhysicsMapComponent
* Fix command
* Cache broadphasesystem
* Update submodule
* Update SS14 for grid contraction (#4452)
* Update SS14 for grid contraction
* Remove more dummy chunks
* Update submodule
* ratio's rects
* Add DamageType And DamageGroup Prototypes
* Remove DamageTypePrototype Field "name" as its redundant
* Change I/DamageableComponent to use prototypes
* Update DamageContainer, ReisistanceSet and DamageChangeData
* Change Barotrauma Component to use DamageType from DamageSystem
* Update AsteroidRockComponent
* update some more components
* update some more components
* Fix m o r e c o m p o n e n t s and their damageType
* all thats left is bug/missing node hunting then verification.
* push changes
* update submodule
* Merge fixes
* push DGP for example
* update damagecomponent across shared and server
* fix a few bugs
* Fix Merge issues
* Refactor damageablecomponent update (#4406)
* Fixing merge.
I messed up part of the merge. this should fix it?
* Barotrauma now uses prototypeManager
As System.Runtime.CompilerServices also has a [Dependency], I think I had to use the full path [Robust.Shared.IoC.Dependency]
* FlammableComponent now uses prototypeManager
* SuicideCommands now use prototypeManager
* Changed many files to use prototypeManager to resolve damaege prototypes
Yeah.... prototype references would be very nice. maybe this was all a waste of time.
* Grouping prototypeManager.Index with datafield definitions
This will make it easier to eventually add prototype references
* removed unused variable
* Moved lines around.
Lines now consistent with other TODO PROTOTYPE blocks
* Grouping more prototypeManager.Index with datafield definitions
* Removed unnecessary code
* Added more prototypeManager indexing
These ones weren't pointed out by DrSmug. But I think this is all of them? That or my regex is shit.
* Remove redundant _damage field
* Remove redundant _currentTemperature
* Moved variables down
* Added prototypeManager indexing to TemperatureComponent
* WeaponComponent/System now use ProtptypeManager
And as far as I can tell damageType is required, and therefore should never have been null anyway?
* Make ranged weapon clumsy fire effects datafields
And yes, the order in which the clumsy effects occur is very important.
* Made damage on vital body part loss a datafield
* Renamed several damageGroup variables to group
* Capitalised DamageListToDamageGroup
* Make radiation and explosion damage types datafields
* Renamed _supportedDamageGroupIDs and _supportedDamageTypeIDs
* Fixed mistakes
Frogot to remove prototypeManager index DamageTypeTrigger, and wrong variable visibility in TemperatureComponent
* Added necessary code
Is something tragically wrong?
* MeleeWeapon damageType is not actually required
* Fixing someone else's mistakes
A search comes up with nothing in the yaml files, and its not a required field. So no one uses it? Hopefully?
* Changed and renamed damageTypeToDamageGroup
Previously would incorrectly return the total container damage for each group, not the total in the group
* renaming varitables
* Renamed variable DamageClasses
* Added dictionary converting functions
* Added ID-keyed dictionaries
* Making MedicalScanner use ID dictionaries, instead of prototype dictionaries
Oh oh no. I've been able to avoid UI & networking up until now. I have no Idea what I am doing.
* Fix Medical Scanner
* Summary (required)
The joke here is that this fixes the empty summary.
* Removed DamageableComponent.GetDamageGroup/Type
* Renamed "damage classes" to groups.
* Update ChangeDamage description
* Replaced Heal() with SettAllDamage()
Heal() was just a confusing name,
* More Class -> Group renaming
* Replace Class with Group in yaml files
DamageClassTrigger does not appear in any yaml? only in testing?
DamageTypeTrigger appears only in human.yaml?
HealthChangeMetabolism is Mostly in medicine.yml and one in soad.yaml
Why the hell is Cola metabolizable by plants? Who is pouring cola on their plants!?!?
* Fix _prototypeManager being null errors.
* Changing comments
Where are the prototype references
* MetabolismComponent doesn't give free heals anymore.
* Changes HungerComponent healing.
Previously I think it would actually damage you. Only did this as I though it was causing the fast healing. Turns out that was just BREATHING.
* Generalised a function in DamageableComponent and moved it to DamageGroupPrototype
previously DamageTypesDictToDamageGroupDict was private to DamageableComponent, but was also quite general (nearly a static function). As this sort of function may be needed by other components using DamageGroupPrototypes in the future, I moved it there as a static function instead.
* modified DamageableComponent.ChangeDamage()
ignoreResistances was renamed to ignoreDamageResistances to make it clearer that it had no effect on healing.
Now uses default argument for ignoreDamageResistances, so when healing you are not forced to specify an argument that does nothing.
Also made some general changes to ignoreResistances()
* Changed class->group and added missing damage type functionality to DamageContainerPrototypes
* Added Comments to damage.yml
* Misc Changes to DamageableComponent
* Differentiated between group support and group applicability
So far, every damage type is a member of one, and only one, damage group. So this change has no real effect so far.
* Added proposed alternative to ChangeDamage()
* fixed error in DamageGroupPrototype
* Changes to DamageableComponent
Lots of changes to comments.
Some variables renamed in IDamageableComponent and DamageableComponent (also required renaming in other files)
Some minor logic changes, mostly for incorrect descirptions of boolean return values.
Also further differentiating between ApplicableGroups and SupportedGroups... if that will ever even matter
* Generalised MedicalScannerComponent
If needed, can print miscellaneous damage types now
* Fixed HealthChangeMetabolism bug
* Changing Comments around
* More questions
* Made Barotrauma default to blunt
* Fix RejuvenateTest.cs
* Comments
* Coments and variable names
* fix some master-merge issues
* Removed redundant fields
* Misc changes for readbility of PR diff
* Consistent naming
* Fixed atmos damage bug
* Removed Ranting
* Fixed Hunger after I broke it
* Fixing Bugs
* Removed stupid question
* Removed more stupid questions
* Fix potential null errors.
* Made boolean return values consistent
Also renamed several functions, to make it clear they return a bool. Docs were also updated.
* Removed IoCManager.InjectDependencies()
* Removed unnecessary 'suffocation' prefix
* Fixed Spelling
Also removed accidentally left in logger call
* Fixed Medical Scanner
* Apply suggestions from code review
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
* Changing comments and whitespaces
* Made damage thresholds trigger datafields required
* So many typos
* Changes to DamageableComponents
Changed documentation in IDamageableComponent
Made testing code more readable.
Relabelled groups as 'Applicable' either 'Fully Supported'
* Removed function and degeneralised
* Update DamageableComponent.cs
Removed unused parameters
Fixed Networking
* Added IoCManager.Resolve
* Now using alternative TryChangeDamage()
* Removed function from DamageGroupPrototype
* Removing comments
* Remove bad if statement?
* Fix damageChanged ordering
* Fix hurt server command
* Changed //TODO PROTOTYPE blocks
Now use PrototypeManager differently. Wherever possible, only retrieve the prototype once.
Also added default damage types to some more datafields
* Update Content.Shared/Damage/Container/DamageContainerPrototype.cs
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
* renamed _accumulatedHealth -> _accumulatedDamage and added TODOs
* Another class-> group
* Fix bug in generalisation of damage container prototypes
* Addes Tests to make sure I dont keep adding bugs to my own code.
* Changed Return values when setting
* Removed unused class
* Added more tests, split tests into three files
* Made damage types public and VV read-write-able
* Minor changes to DamageableComponent
Replaced internal use of GetDamagePerType with _damageDict and removed some unnecessary fields
* Fix Suicide, by adding IoC Resolve()
* Fix DamageGroupTrigger bug
* Fix typos in tests
* Change comments./docstrings & spacing
* Merge tests, use test prototypes
Co-authored-by: Leon Friedrich <60421075+leonsfriedrich@users.noreply.github.com>
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
* Bring refactor-damageablecomponent branch up-to-date with master (#4510)
* Revert "#3935 implemented suggestions from PR"
This reverts commit a9b1c7b96333ca570067d6a9df1954481005892a.
* #4219 revert of single sound removal in EmitSoundSystem
* #4219 single sounds in EmitSoundSystem should work now
* #4219 some small project tweaks
* #4219 upgraded EmitSoundSystem to use SoundSpecifier
* replacing sound (collection) names with SoundSpecifier - part 1
* #4219 pr tweaks
* #4219 pr tweak
(cherry picked from commit 00b80cb1df2434259ab5df45188e176be57603af)
* emitsoundsystem tweak
* first windoor commit
* finished yaml
* windoors work #Dab
* sound + locked prototypes
* Inserted SoundSpecifier where appropiate
* added comment
* removed TryGetSound + made some SoundSpecifier datafields required
* changed some prototypes' sound paths
* test fixes
* Made plasma grindable (#4334)
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
Co-authored-by: Swept <sweptwastaken@protonmail.com>
* Automatic changelog update
* Fixes invalid yaml line (#4408)
* Fix potential timer exception
* SetTile during extensions test (#4409)
Mainly so it can actually account for accurate grid bounds when doing the test
Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
* Update submodule
* GasFilter appearance, EnabledAtmosDeviceVisualizer improvements.
* Add Enabled property to SubFloorHideComponent, make it networked. (#4404)
* Refactor IDoorCheck into entity events (#4366)
* IDoorCheck refactored to events
# Conflicts:
# Content.Server/Atmos/TileAtmosphere.cs
# Content.Server/Doors/Components/AirlockComponent.cs
# Content.Server/Doors/Components/FirelockComponent.cs
# Content.Server/Doors/Components/ServerDoorComponent.cs
# Content.Server/Doors/IDoorCheck.cs
* namespaces
* Fix mapinit bug with refreshautoclose
* ok i guess these just didnt feel like staging today
* Automatic changelog update
* AtmosDevices can optionally process in space. (#4405)
Refactors some misc atmos things, too.
* Fix gravity generator yeeting
* Enables nullables for atmos internals
* Meth (#4186)
* adds an overdose metabolism with sensible default settings
* adds the compoenents for the run fast part of meth
* not sure what I changed here but I trust my past self to not fuck up for once
* adds basic meth recipe
* correctly names comething
* I really should've checked my spelling before making this pr
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* adds suggestion from the maintaner, who managed to get to this pr suprisingly fast
* Revert "adds suggestion from the maintaner, who managed to get to this pr suprisingly fast"
This reverts commit 9b0f07402e35ed5890b3af805691b690671b950c.
* tweak
* tweak
* git's gitting on my nerves
* some small tweaks
* don't need these anymore
* makes some stuff required
* changes the meth recipe to arbitary bullshit to get the yaml thingy to leave me alone goddamnit
* extremely minor change
* removes overdose, because however it's gonna be done, it's definitely not my way
* i should really double check every key I press
* hm
* sigh, I should be more thorough with looking at error messages.
* beenus
* gay sex is gay
* this one goes out to bingo
* reviews
* not sure why status lifetime description wasn't being commited
* Update MovespeedModifierMetabolism.cs
Co-authored-by: mirrorcult <notzombiedude@gmail.com>
* adds VV to component variables
* rebalances meth, and makes the completely unrealistic recipe properly work now
* meth effects should go away now or something do you think I test these changes before pushing??
* ah yes, orginization
* adds proper recipe and prequisite chemicals
* fixes linter hopefully
* Update chemicals.yml
* a
* starts working on prediction
* thing
* predmiction??
* changes thing
* does it properly
* uses timespan instead of timer
* uses dif timers and adds a system
* updates robust and tweaks a small thing
* Fixes
* "Fix" prediction
* starts changing the timer to timespans to avoid icky on timer end
* okay fixes the check thing but now meth is broken and I don't know why
* fixes predicition (partially)
* Delete ContentNetIDs.cs
whoops
* some changes advised by sloth
* certified scalycode fix right here
* moves resettimer to the metabolism to make it less oop stinky
* moves resettimer to the metabolism to make it less oop stinky
* gamin
* when the is
* updates mth colour to be accurate because I forgot
* abc hard ok
* everything should be up to date now
* makes MovespeedModifierMetabolism ECS and cleans up some other stuff
* does a fixy wixy
* fix thing
* Revert "Merge branch 'master' of https://github.com/space-wizards/space-station-14 into meth"
This reverts commit 62886561098be02f9adb6352f4e858a8269d5bd5, reversing
changes made to ca34fffb5b7a40f19aec7b9e4bc37bdeab914bc1.
* Revert "Revert "Merge branch 'master' of https://github.com/space-wizards/space-station-14 into meth""
This reverts commit 4f550da19656abfd0be05f818fc6b7100252d5b8.
* fix hopefully
* updates metabolism to works with mirror's fancy new system
* updates yaml + tweaks
* bruh
* yaml moment
* :yaml moment
* Revert " :yaml moment"
This reverts commit 8cb51573c64db76d989de22acdbb9c50b2c6d052.
* 99th commit yay, also I need to not do this
* removes something that I don't need
* makes system work with this and gets rid of unnesescary check
* make the update only work on active components
* oops
* Cleanup
* alphabetise this shit
* Touchup
* Woops stupid alloc by me
* Nerf nyoom for now
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: mirrorcult <notzombiedude@gmail.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Automatic changelog update
* Random offset for DefaultGrid every round (#4411)
* Random offset for DefaultGrid every round
This is useful to make coders aware of entitycoordinates and mapcoordinates being different and to help spot problems early. It also puts the onus of fixing positioning bugs back onto the original coder rather than someone else if they happen to spot it.
* Fix clickable test
* Fix entitysystemextensions
* Automatic changelog update
* Document a few atmos classes.
* Update submodule
We do a little bit of debugging
* Make pulling feel less crap (#4414)
Something something pulling refactor someday
* Automatic changelog update
* Comment joint prediction
* Add CVar for random grid offset, disable it by default.
* Fixes not taking pressure damage in space.
Fixes#4415
* Automatic changelog update
* Adds an alternate jumpsuit for botany (#4419)
* Adds an alternate botanists jumpsuit
* Updated license information
* Automatic changelog update
* Added two new small areas to maintenence (#4359)
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
* Automatic changelog update
* Updated meta.json to standard
* Update meta.json to standard
* a
* Revert "Update meta.json to standard"
This reverts commit 4c6702f17b.
* Revert "Updated meta.json to standard"
This reverts commit 8ea7a3ad1f.
* fix rsi
* proper sprites + visualizes nicely
* Removes broken new-line markers from a few desc.
* Fixes a localization error with solution container descriptions
* construction
* reviews + test
* remove SetLayerVisibility, doesnt work for some reason
* swept moment
* leftover
* Automatic changelog update
* Fix can't return to body bug (#4424)
* Automatic changelog update
* Update submodule
* Fix gas tile overlays on shuttles
* Offset station on roundstart again
* Fix PlaceableSurface incorrect coordinate usage.
It set world position to entity coordinate positions...
* Automatic changelog update
* Fix pickup animation incorrect coordinate usage.
Animation finalPosition was world position, while initialPosition was local position.
* Automatic changelog update
* Pointing coordinate fixes.
* Automatic changelog update
* Further pickup animation improvements.
* Adds Science Windoors (#4433)
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
* Gave CMO a Hardsuit (#4434)
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
* Automatic changelog update
* Fixed station engineer table spawn (#4436)
* Maps in windoors (#4432)
* Automatic changelog update
* Losing a head doesn't mean you lose your eyes #3956#4061 (#4225)
Co-authored-by: Michael Will <will_m@outlook.de>
* Automatic changelog update
* Adds windoors for security and the brig. (#4441)
* Automatic changelog update
* Remaps Chemistry and Security, and some Mapping Fixes (#4442)
* Automatic changelog update
* Made the cloning pod and medical scanner constructible (#4439)
* Made the cloning machine pod constructable
* Added everything like I did but with the Medical Scanner
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
* Automatic changelog update
* Fix fixed-point format specifier in PowerCellComponent
* Update submodule
* Actually update submodule
The last one was a test to check if you were paying attention.
* Update maps for grid collisions (#4450)
* Update submodule
* Fixes the windoor in science. (#4444)
* Automatic changelog update
* Remove IActionBlocker.CanMove (#4449)
* Remove IActionBlocker.CanMove
Ported the remainders over to using MovementAttemptEvent which should also help make mob movement a bit faster.
* Make that check faster
* Added restrictions for what can be inserted into most belts (#4367)
* Belts now restrict what can be inserted into them
* Bandolier now only holds shotgun shells
* Tiny typo
* Another tiny typo
* Automatic changelog update
* Fix indentation
* Fix stuff
* Fix gas canister
* Organize gas canister prototype
* Fix audio occlusion
This was previously being done on every SoundComponent.
* Call SoundSystem instead
* Parents crowbar-red and merges RSIs
* Deletes old crowbar_red.rsi
* Abstracts BasePlushie and ReagentContainerBase
* Adds missing suffixes to debug items and tags them all
* Crematorium now makes a noise on start and during cremation (#4459)
* Automatic changelog update
* Refactor disposals to ECS (#4418)
* ECS up disposals
Also significantly reduced its CPU usage.
* Make update significantly less S L O W
* Start units pressurised
* Client-side flush lerping
* Fix powered not toggling UI
* Fix flush button
* InteractUsing
* Minor optimisations
* Fix collisions
* Make visual state ECS
* Almost done with shared
* Most stuff moved
* Optimise item sleeping
* Automatic changelog update
* Fix door sound dampening (#4453)
* Completely fix NPC pathfinding
Through rigorous investigation and hard work.
* Implement Entity List Display and rework StorageComponent window (#4140)
* Create EntityListDisplay
* Rework ClientStorage window
* Add styling
* Remove unnecessary colors
* Rename list
* Make scrollbar push content
* Change children update a bit
* Add old index
* Localize ClientStorageComponent
* Add size return
* Remove spaces
* Fix usings
* Fix tool sounds.
Fixes#4465
* Automatic changelog update
* Fix missing sounds (#4466)
* Fix missing sounds
* Make SoundHitSpecies fallback to SoundHit
* Fix crayon YAML
* Update PlaySoundBehavior YAML
* Fix required
* Update README.md
* Fix taser physics (#4470)
* Increase MoverController performance (#4448)
Should be a decent amount; rest will come from removing IActionBlocker.
* Remove throwing fixture error
* Update submodule
* Fix sound crash when making foam (#4476)
* Automatic changelog update
* Centers some sprites
* Fix showatmos
* Fix tests.
Flashlight RSI state names had been changed, and some places weren't updated properly
* Remove pillcomponent (#4469)
* Remove PillComponent
* Make food without any solution left delete and create trash
* Replace PillComponent references with a Pill tag
* Clean up
* Add swallow message to food
* Change to eatMessage override
* Change FoodComponent transferAmount to nullable
* Change properties to private
* ItemCabinetVisualizer uses layers (#4445)
* ItemCabinetVisualizer uses layers
* Reviews applied
* Fixes the fireaxe cabinet as well
* I'm dumb
* Fixes bedsheets being unpickupable (#4479)
* Automatic changelog update
* Adds inhands for crayons and the crayon box (#4481)
* Automatic changelog update
* Fixes cigarette animations and matches now have lit/unlit inhand sprites (#4480)
* Automatic changelog update
* Adds plant clippers and changes hydro tool sprites to be more consistent (#4482)
* Adds plant clippers
* Updates sycthe, hoe and spade sprites
* Adds inhands for radio/walkietalkie (#4483)
* Adds inhands for radio/walkietalkie and separates layers
* License thingy
* Fixes test
* Can now equip fireaxe, claymore, spear and baseball back on your back (#4484)
* Can equip spears and claymores on your back now
* Adds fireaxe and baseball bat back equip
* Automatic changelog update
* Makes Match[sticks/box] ECS, Makes Matchsticks ignite plasma
* am big dumdum pls no shed
* Owner Transform to Owner in SoundSystem calls (#4460)
* Owner Transform to Owner
* Owner Transform to Owner minor fixes
* Improve hand pickup code
This way I can break EntityCoordinates' API without breaking content.
BWAHAHAHAHAH!
* Update submodule
* Version v0.5.11 does not exist
* Update submodule
We don't talk about v0.5.12 either.
* Update submodule
For the last time
* Adds duck-related content and a seclite (#4489)
* Added rubber ducky
* Adds ducky slippers
* Adds seclite
* Update Resources/Textures/Objects/Tools/seclite.rsi/meta.json
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Update Resources/Textures/Objects/Fun/ducky.rsi/meta.json
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* The duck slippers now quack as you walk
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Automatic changelog update
* Adds the ability to assign equip sounds in ClothingComponent (#4485)
* Initial
* Works (Kinda)
* Polish
* Reviews
* Removes vending inventory desc and adds missing vending machine descriptions (#4493)
* Removes inventory descriptions
* Adds missing vending machine descriptions using inventory descriptions
* Woops missed a file
* Automatic changelog update
* Adds a ton more inhands (#4488)
* Removed useless loc and added inhands for some lamps
* Adds a ton of inhands to the game
* Actually adds the pill inhand
* Update Resources/Textures/Objects/Misc/utensils.rsi/meta.json
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Update Resources/Textures/Objects/Tools/rcd.rsi/meta.json
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Added open/close/stacklayers for Matchbox and inhands (#4496)
* Added open/close/stacklayers for Matchbox
* Added inhands for matchbox
* What am I a clown not gonna leave no indent spaces
* Adds sound to fire extinguisher safety (#4494)
* Automatic changelog update
* Adds a 6pack of Cola (#4499)
* Adds a 6pack of Cola
* Revert "Adds a 6pack of Cola"
This reverts commit 99f024b94ab3c684ce62e28018bd0fe2f26a2e09.
* Revert "Revert "Adds a 6pack of Cola""
This reverts commit 9e3d31e41c8ea61a962ad7d4d3c0ea7124e82653.
* Automatic changelog update
* Fix H-pulling? (#4425)
In retrospect the answer is easy, but man this took a while.
* Automatic changelog update
* Makes DiceComponent ECS
* Makes PlaceableSurface ECS
* Added classic announcement sound to announcements (#4504)
* Automatic changelog update
* Refactors throw events, makes cream pies ECS (#4500)
* Automatic changelog update
* Port the tumbler from Box2D (#4486)
* Subscribe TransformComponent events by-ref (#4478)
* Add Alt-click functionality (#4497)
* Fix ItemSlot Bug
* Add Alt-use Key
* Fix TransferAmount window bug
* Alt-click functionality
* Added AltInteract verbs
* Add new verbs
* verb icons
* Changed Comments
* Change Comments
* Fix disposal verbs
* Changed Get...() to Get...OrNull()
* Changed alt-interact combat behaviour
* Update verb icons
* Inventory interact event
* Add Alt+E secondary binding
* Add alt-z keybinding
* Rename AltUse -> AltActivateItemInWorld
* Automatic changelog update
* Fixes chocolate/energy bar (#4503)
* Fix merge issues
Co-authored-by: Galactic Chimp <GalacticChimpanzee@gmail.com>
Co-authored-by: Kara Dinyes <lunarautomaton6@gmail.com>
Co-authored-by: SethLafuente <84478872+SethLafuente@users.noreply.github.com>
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
Co-authored-by: Swept <sweptwastaken@protonmail.com>
Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com>
Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Vera Aguilera Puerto <gradientvera@outlook.com>
Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
Co-authored-by: ScalyChimp <72841710+scaly-chimp@users.noreply.github.com>
Co-authored-by: mirrorcult <notzombiedude@gmail.com>
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
Co-authored-by: Jaskanbe <86671825+Jaskanbe@users.noreply.github.com>
Co-authored-by: scrato <Mickaello2003@gmx.de>
Co-authored-by: Michael Will <will_m@outlook.de>
Co-authored-by: TimrodDX <timrod@gmail.com>
Co-authored-by: Leon Friedrich <60421075+leonsfriedrich@users.noreply.github.com>
Co-authored-by: Ygg01 <y.laughing.man.y@gmail.com>
Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
Co-authored-by: ColdAutumnRain <73938872+ColdAutumnRain@users.noreply.github.com>
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
Co-authored-by: Galactic Chimp <GalacticChimpanzee@gmail.com>
Co-authored-by: Kara Dinyes <lunarautomaton6@gmail.com>
Co-authored-by: Leon Friedrich <leonsfriedrich@gmail.com>
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
Co-authored-by: SethLafuente <84478872+SethLafuente@users.noreply.github.com>
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
Co-authored-by: Swept <sweptwastaken@protonmail.com>
Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com>
Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Vera Aguilera Puerto <gradientvera@outlook.com>
Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
Co-authored-by: ScalyChimp <72841710+scaly-chimp@users.noreply.github.com>
Co-authored-by: mirrorcult <notzombiedude@gmail.com>
Co-authored-by: Jaskanbe <86671825+Jaskanbe@users.noreply.github.com>
Co-authored-by: scrato <Mickaello2003@gmx.de>
Co-authored-by: Michael Will <will_m@outlook.de>
Co-authored-by: TimrodDX <timrod@gmail.com>
Co-authored-by: Leon Friedrich <60421075+leonsfriedrich@users.noreply.github.com>
Co-authored-by: Ygg01 <y.laughing.man.y@gmail.com>
Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
Co-authored-by: ColdAutumnRain <73938872+ColdAutumnRain@users.noreply.github.com>
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
Co-authored-by: 20kdc <asdd2808@gmail.com>
Co-authored-by: Alex Evgrashin <aevgrashin@yandex.ru>
* Ghosts now have a bool for interacting with stuff
* Wrong ghost
* Simping for Swept
* Merge cleanup
* IT'S ODNE
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* metabolism -> respirator, add reageanteffect and reagenteffectcondition, start on metabolizercomp/system
* move LiverBehavior metabolism logic to Metabolizer
* minor tweaks and update all YAML
* how about actually taking conditions into account
* off by one
* removals
* reviews
* Remove the unnecessary NetID property from ComponentState.
* Remove Component.NetworkSynchronizeExistence.
* Removed Component.NetID.
* Adds component netID automatic generation.
* Removed NetIdAttribute from serverside components with no corresponding clientside registration.
* Completely remove static NetIds.
* Renamed NetIDAttribute to NetworkedComponentAttribute.
* Add GenerateNetIds calls to client and server entry points.
Add test to make sure auto generated NetIds are identical.
* Component changes when rebasing that I am too lazy to rewrite into the branch.
Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
* Refactor standing to be ECS
E C S B A B Y
* DONE
* FIX IT FIX IT FIX IT
* IsDown event
* Change to methods
* Fixes
* Address some reviews
* Last of the Mohicans
* Final fixes
* Fix tests
* Converted all SnapGridPositionChangedEvent subscriptions to AnchorStateChangedEvent.
* Fixes power tests with new anchored requirements.
* Moved AnchorableComponent into construction.
AnchorableComponent now uses Transform.Anchored.
* Fixed bug with nodes, power works again.
* Adds lifetime stages to Component.
* Update Engine to v0.4.70.
* Early commit
* Early commit 2
* merging master broke my git
* does anyone even read these
* life is fleeting
* it just works
* this time passing integration tests
* Remove hashset yaml serialization for now
* You got a license for those nullables?
* No examine, no context menu, part and mechanism parenting and visibility
* Fix wrong brain sprite state
* Removing layers was a mistake
* just tear body system a new one and see if it still breathes
* Remove redundant code
* Add that comment back
* Separate damage and body, component states, stomach rework
* Add containers for body parts
* Bring layers back pls
* Fix parts magically changing color
* Reimplement sprite layer visibility
* Fix tests
* Add leg test
* Active legs is gone
Crab rave
* Merge fixes, rename DamageState to CurrentState
* Remove IShowContextMenu and ICanExamine
* Moved the uplink creation code to the PresetSuspicion.Start method to ensure uplink created when we give the traitor role
Moved the starting TC balance to cvars
* Added isVital flag for body parts
Automatically killing creature if last vital body part removed
Marked head as vital part
* Things and stuff with grids, unfinished w/ code debug changes.
* Updated submodule and also lost some progress cause I fucked it up xd
* First unfinished draft of the BodySystem. Doesn't compile.
* More changes to make it compile, but still just a framework. Doesn't do anything at the moment.
* Many cleanup changes.
* Revert "Merge branch 'master' of https://github.com/GlassEclipse/space-station-14 into body_system"
This reverts commit ddd4aebbc76cf2a0b7b102f72b93d55a0816c88c, reversing
changes made to 12d0dd752706bdda8879393bd8191a1199a0c978.
* Commit human.yml
* Updated a lot of things to be more classy, more progress overall, etc. etc.
* Latest update with many changes
* Minor changes
* Fixed Travis build bug
* Adds first draft of Body Scanner console, apparently I also forgot to tie Mechanisms into body parts so now a heart just sits in the Torso like a good boy :)
* Commit rest of stuff
* Latest changes
* Latest changes again
* 14 naked cowboys
* Yay!
* Latest changes (probably doesnt compile)
* Surgery!!!!!!!!!~1116y
* Cleaned some stuff up
* More cleanup
* Refactoring of code. Basic surgery path now done.
* Removed readme, has been added to HackMD
* Fixes typo (and thus test errors)
* WIP changes, committing so I can pull latest master changes
* Still working on that god awful merge
* Latest changes
* Latest changes!!
* Beginning of refactor to BoundUserInterface
* Surgery!
* Latest changes - fixes pr change requests and random fixes
* oops
* Fixes bodypart recursion
* Beginning of work on revamping the damage system.
* More latest changes
* Latest changes
* Finished merge
* Commit before removing old healthcode
* Almost done with removing speciescomponent...
* It compiles!!!
* yahoo more work
* Fixes to make it work
* Merge conflict fixes
* Deleting species visualizer was a mistake
* IDE warnings are VERBOTEN
* makes the server not kill itself on startup, some cleanup (#1)
* Namespaces, comments and exception fixes
* Fix conveyor and conveyor switch serialization
SS14 in reactive when
* Move damage, acts and body to shared
Damage cleanup
Comment cleanup
* Rename SpeciesComponent to RotationComponent and cleanup
Damage cleanup
Comment cleanup
* Fix nullable warnings
* Address old reviews
Fix off welder suicide damage type, deathmatch and suspicion
* Fix new test fail with units being able to accept items when unpowered
* Remove RotationComponent, change references to IBodyManagerComponent
* Add a bloodstream to humans
* More cleanups
* Add body conduits, connections, connectors substances and valves
* Revert "Add body conduits, connections, connectors substances and valves"
This reverts commit 9ab0b50e6b15fe98852d7b0836c0cdbf4bd76d20.
* Implement the heart mechanism behavior with the circulatory network
* Added network property to mechanism behaviors
* Changed human organ sprites and added missing ones
* Fix tests
* Add individual body part sprite rendering
* Fix error where dropped mechanisms are not initialized
* Implement client/server body damage
* Make DamageContainer take care of raising events
* Reimplement medical scanner with the new body system
* Improve the medical scanner ui
* Merge conflict fixes
* Fix crash when colliding with something
* Fix microwave suicides and eyes sprite rendering
* Fix nullable reference error
* Fix up surgery client side
* Fix missing using from merge conflict
* Add breathing
*inhale
* Merge conflict fixes
* Fix accumulatedframetime being reset to 0 instead of decreased by the threshold
https://github.com/space-wizards/space-station-14/pull/1617
* Use and add to the new AtmosHelpers
* Fix feet
* Add proper coloring to dropped body parts
* Fix Urist's lungs being too strong
* Merge conflict fixes
* Merge conflict fixes
* Merge conflict fixes
Co-authored-by: GlassEclipse <tsymall5@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com>