* DoAfter, dead and stun check, DragDropOn
* Not ignored anymore
* Copied comment deleted
* Herbert's an ass
* Woops
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
* Add Stack Visualizer
* Add cigarette pack resources
Adds transparent layers for visualizing cigarettes
* Add Bag Open/Close Visualizer
So storage opened in inventory can have different icons when opened
or closed.
* Create a component that only enumerates single item
Used for creating stuff like matchbox, or cigarettes. As a bonus.
It will only update stack visualizer for that particullar item.
* Refactoring stuff
* Fix other usage of stack in Resources
* Add docs
* Apply suggestions from code review
Apply metalgearsloth suggestions
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Applied suggestions from metalgearsloth
* Changed SingleItemStorageComponent to StorageCounterComponent
Difference. New component doesn't spawn items, merely counts them.
* Refactored StackVisualizer
* Fix breakage with master
* Update Resources/Prototypes/Entities/Objects/Consumable/fancy.yml
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Update with MGS suggestions
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Basic voting
* Rewrite lobby in XAML.
Working lobby voting.
* Escape menu is now XAML.
* Vote menu works, custom votes, gamemode votes.
* Vote timeouts & administration.
Basically done now.
* I will now pretend I was never planning to code voting hotkeys.
* Make vote call UI a bit... funny.
* Fix exception on round restart.
* Fix some vote command definitions.
* Admin OOC is sent with a different color than regular OOC
- Also adds the OOC color to the database
* Command to set the color
* Ooc -> OOC
* Change default color to Red (`#ff0000`)
* Outdated namespace
* Add files for Ghost Roles.
* Work on Ghost Roles
* Improvements
* GHOST ROLES IS DONE
* mmm yes
* auto-update when setting rolename/roledescription
* well
* command graceful error
* Makes UI have a scrollbar when it has too many entries
* fix command fuckup
* Apply suggestions from code review
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Engine namespace changes.
* Automated remove redundant using statements.
* Simplified Graphics namespace.
* Apparently the container system stores full type names in the map file.😞 This updates those names.
* API Changes to LocalizationManager.LoadCulture.
* Update submodule to v0.3.2
* Added empty light
* Can build light fixture
* Can construct and deconstruct small light
* You can build bulbs only on walls
* Playing with placement conditions
* Refactored code a bit
* Added check for north direction and snapping
* Fixed all small light sprites (wrong directions order)
* Fixed weird problem with bulb lights
* Fixed rotation on all stations
* Fixed map again
* Much better placement mode
* Deleted shared wall component and moved all logic to raycasts
* Missing bracket
* Better texture
* Moved wallmount condition to tags
* Removed station station
* Added suffix and fixed on map init bug
* Remove ExplosivePassable collision layer
Now we have tags which can do this cleaner.
* Update typo
* Vera's review
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
* Cuff enhancements
* Cuffs now have an OnClick for the alert to remove them
* nullables
* Use default interaction range so highlights are accurate
* Cuffing fails more gracely
* Make shared abstract and add component references to client / server
* Don't cache AudioSystem and HandsComponent given cuffs are rarely used
* Fix test
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
* Add Speech and Emoting components.
* makesentient gives you speech and emoting abilities.
* Ghosts do *not* need a SpeechComponent.
* I hate you all, and I hate shared code as well.
* WIP changes
* Fix tests, merge conflict and trigger once behavior
* Update yml
* Change test strings to be consts
* Fix total damage types and classes triggers
* Simplify damage trigger logic, move state to Threshold
* Update outdated code and docs
* Change the name of IBehavior back to IThresholdBehavior
* Change human gibbing to trigger at 400 brute damage
* Change gibbing from brute to blunt damage
* Fix one (1) typo
* Add damage class trigger test
* Add missing nullable enable to thresholds
* Move TagComponent to shared
* Fix test
* Not a web edited commit
No sir
* Update Content.Shared/GameObjects/Components/Tag/TagComponentState.cs
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Janitor trashbag upgrade + FANCY ANIMATIONS
* Review, Bug fixes and Sounds
- Fixed hand-pickup animation playing if the entity originated from inside a container (e.g. bag on the ground) or from inside ourselves (e.g. something in our own inventory)
* Fix/Change. Just log if AnimateEntityPickup is called with an entity that has no SpriteComponent.
* More explicit log message. Error log.
* Merge. Fix.
* A big hecking chemistry-related refactor.
Changed SolutionContainerCaps. It now describes "stock" behavior for interacting with solutions that is pre-implemented by SolutionContainerComponent. As such things like syringes do not check it anymore (on themselves) to see "can we remove reagent from ourselves". That's assumed by it... being a syringe.
SolutionContainerCaps now has different flags more accurately describing possible reagent interaction behaviors.
ISolutionInteractionsComponent is the interface that describes the common behaviors like "what happens when injected with a syringe". This is implemented by SolutionContainerComponent but could be implemented by other classes. One notable example that drove me to making this interface was the /vg/station circuit imprinter which splits reagent poured in into its two reservoir beakers. Having this interface allows us to do this "proxying" behavior hack-free. (the hacks in /vg/ code were somewhat dirty...).
PourableComponent has been replaced SolutionTransferComponent. It now describes both give-and-take behavior for the common reagent containers. This is in line with /vg/'s /obj/item/weapon/reagent_containers architecture. "Taking" in this context is ONLY from reagent tanks like fuel tanks.
Oh, should I mention that fuel tanks and such have a proper component now? They do.
Because of this behavioral change, reagent tanks DO NOT have Pourable anymore. Removing from reagent tanks is now in the hands of the item used on them. Welders and fire extinguishers now have code for removing from them. This sounds bad at first but remember that all have quite unique behavior related to this: Welders cause explosions if lit and can ONLY be fueled at fuel tanks. Extinguishers can be filled at any tank, etc... The code for this is also simpler due to ISolutionInteractionsComponent now so...
IAfterInteract now works like IInteractUsing with the Priority levels and "return true to block further handlers" behavior. This was necessary to make extinguishers prioritize taking from tanks over spraying.
Explicitly coded interactions like welders refueling also means they refuse instantly to full now, which they didn't before. And it plays the sound. Etc...
Probably more stuff I'm forgetting.
* Review improvements.
* Add tag component and test
* Remove 0 capacity
* Add tag component extensions
* Change tags to be prototypes
Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
* Get rid of the OverlayEffectsComponent stuff because it just ended up creating workarounds for it's bugs, without removing any functionality
* Flashes and Flashbangs use the same code now (the Flashable path because it's better)