Pieter-Jan Briers
478fd35502
Merge pull request #802 from FL-OZ/round_end_screen
2020-04-16 22:33:38 +02:00
FL-OZ
e5847910c7
Merge branch 'master' into round_end_screen
2020-04-15 14:00:56 -05:00
scuffedjays
1605a50098
Changed duration to use TimeSpan.
...
Using actual round realtime span to determine round length.
2020-04-14 23:26:37 -05:00
PrPleGoo
dffaf6e692
Merge branch 'master' into DecimalReagents
2020-04-14 15:41:50 +02:00
PrPleGoo
409d873403
Fix ratio issues on SlipSolution
2020-04-14 15:41:23 +02:00
Pieter-Jan Briers
0f554996ff
Merge pull request #798 from PrPleGoo/DecimalReagents
...
Decimal reagents
2020-04-12 23:04:24 +02:00
PrPleGoo
7d72e672fd
Merge branch 'master' into DecimalReagents
2020-04-12 14:37:36 +02:00
Pieter-Jan Briers
56d6720026
Move part of stack code to shared.
...
Meaning that ExposeData is in shared, fixing #809
2020-04-12 01:15:16 +02:00
Pieter-Jan Briers
dc9f8d551b
Merge pull request #805 from Zumorica/2020-04-09-comms-console-roundend
...
Adds working communications console that ends the round
2020-04-10 17:02:49 +02:00
Pieter-Jan Briers
aff9f18bc8
Merge pull request #803 from Injazz/bartending
...
Bartending tricks and some revamping on chemistry components
2020-04-10 11:54:40 +02:00
scuffedjays
3ce50879b7
New struct for basic round end info per player.
2020-04-10 01:37:14 -05:00
PrPleGoo
c18f318b80
MidpointRounding
2020-04-09 21:29:34 +02:00
PrPleGoo
4e67f09488
Fixed comments
...
ReagentUnit now implements IComparable and IEquateable.
ReagentUnit now uses double internally.
Added multiplication without shifting for ints.
InvariantCulture for some string things.
Added units tests for Equals and CompareTo.
Added unit tests to Solution that deals with nasty fractionals.
2020-04-09 20:40:59 +02:00
zumorica
3c795ad283
Use TimeSpan instead of DateTime in RoundEnd and Comms Console.
2020-04-09 20:28:22 +02:00
PrPleGoo
20cb9b92ab
Merge branch 'master' into DecimalReagents
2020-04-09 17:24:22 +02:00
zumorica
3ba2e5de80
Speech bubbles!
2020-04-09 03:31:40 +02:00
zumorica
c0bdfdf123
Remove CanReturnToBody property from SharedGhostComponent
2020-04-09 03:02:21 +02:00
zumorica
83e9688133
You can now cancel the timer (recall)
2020-04-09 01:43:28 +02:00
zumorica
64eafde0c3
Adds working communications console that ends the round
2020-04-09 00:28:56 +02:00
PrPleGoo
a507a06916
fix compile error
2020-04-08 22:40:43 +02:00
PrPleGoo
92e2552440
ree travis
2020-04-08 22:40:29 +02:00
PrPleGoo
282ee61e99
not so needed afterall
2020-04-08 22:39:59 +02:00
PrPleGoo
66c6a9e3a6
ah yes a much need whitespace
2020-04-08 22:39:46 +02:00
PrPleGoo
9194694085
Fix initialization change
2020-04-08 19:43:16 +02:00
PrPleGoo
a484b6fd52
Implementation of ISelfSerialize
2020-04-08 19:07:33 +02:00
scuffedjays
02f9c5259c
Add foundation for Round End Summary Screen.
...
Adjust GamePreset class, added title alongside description.
2020-04-08 06:07:54 -05:00
Injazz
d400f77129
Chemistry revamp and bartending features
...
-Ability to mix drinks to create cocktails with shiny icons
-New Chemistry System which can relay chemistry events to corresponding components
-moved some solution logic from Shared to Server
-fixed some weird stuff with DrinkComponent
2020-04-08 15:53:15 +05:00
PrPleGoo
db83789d05
Merge remote-tracking branch 'upstream/master' into DecimalReagents
2020-04-05 11:37:03 +02:00
PrPleGoo
4e0242d47c
Replace decimal with ReagentUnit
2020-04-05 11:36:12 +02:00
zumorica
a0d114c672
Ghost sprites and a bunch of fixes
2020-04-05 02:29:04 +02:00
zumorica
a07c407f2e
Deadchat
2020-03-30 01:15:43 +02:00
zumorica
91f039d2af
Merge branch 'master' into 2020-03-03-g-g-g-g-g-g-g-g-ghooooosts
2020-03-28 23:48:00 +01:00
Pieter-Jan Briers
f790eeb34d
RaisePredictiveEvent works.
...
Needs sequence numbers fixed.
2020-03-25 17:53:50 +01:00
Pieter-Jan Briers
705aeceba6
Need to merge this
2020-03-25 11:16:57 +01:00
PrPleGoo
539214b1ad
Some more int -> decimal conversions. Changed the use of the Solution constructor.
2020-03-21 16:22:35 +01:00
Decappi
a1357a1ff3
#391 Done Lathe animations ( #774 )
...
* Draft PR, do not merge
* Lathe now uses animations. Timing is still wrong, code is very wet, repetitions and unused layers are there.
* Removed (unneeded?) PowerDeviceVisualizer from the lathe
Refactored & Renamed code and variables
Renamed animation names
* WIP protolathe animation
* Working protolathe animation.
I still don't like the solution though.
2020-03-15 17:55:20 +01:00
PrPleGoo
dc66621804
Replaced static Rounders with an impleneted interface
2020-03-14 14:04:08 +01:00
PrPleGoo
f05fdfb5fc
Changed all int and some float things in Reagent code to Decimals
2020-03-14 12:55:07 +01:00
py01
aecff31262
Construction recipes can specify if they should be build-able in… ( #781 )
...
Co-authored-by: py01 <pyronetics01@gmail.com >
2020-03-06 20:15:44 +01:00
Víctor Aguilera Puerto
e17ffbd76f
Adds verb categories ( #766 )
...
* Adds verb categories
* Update Content.Shared/GameObjects/Verbs/Verb.cs
Co-Authored-By: Pieter-Jan Briers <pieterjan.briers@gmail.com >
* Make GetCategory virtual
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com >
2020-03-06 20:11:24 +01:00
zumorica
055f09d501
Button to return to body
2020-03-03 19:10:25 +01:00
zumorica
6905394e8a
Add placeholder ghost UI, ghost component
2020-03-03 19:10:25 +01:00
moneyl
1b7860aeda
Add injectors + injected reagent metabolism via BloodstreamCompo… ( #730 )
...
* Add BloodstreamComponent and BloodstreamSystem
New component for metabolizing reagents that other organs like the stomach pass their input reagents to.
* Change StomachComponent to put ingested reagents in bloodstream after delay
Now StomachComponent does not metabolize any reagents. Instead, it tracks how long each reagent has been inside it, and once they pass "digestionDelay" they'll be put inside the bloodstream, where the bloodstream will handle metabolism of the reagent.
* Add reagent injectors
Injects reagents straight into the bloodstream when used on mobs with bloodstreams. Also allows draw/inject from beakers. Does not support drawing blood/reagents from the bloodstream yet.
* Address code review
Make use of `Loc` static class instead of using `ILocalizationManager`. Localize InjectorToggleMode enum properly.
2020-02-24 01:47:33 +01:00
Rohesie
ffe55648b6
BaseTurfs ( #699 )
...
* tweaks
* Baseturfs
* dotnet messages
* indentation
* comment
* Change requests
* Smaller diff
* Diff
2020-02-23 00:30:36 +01:00
micheel665
987a39c25e
Added a button to add entities to storage items ( #709 )
2020-02-17 00:19:35 +01:00
Pieter-Jan Briers
c7a171cf14
Revert "add Robust.Serializer dep to Content.Shared"
...
This reverts commit a8f84c4b8c .
2020-02-15 02:33:52 +01:00
Tyler Young
a8f84c4b8c
add Robust.Serializer dep to Content.Shared
2020-02-15 01:48:48 +01:00
adrian
9544099c99
Paper and pen ( #582 )
...
* A very basic paper and pen implementation
* Removes SharedWriteComponent
* Update ContentNetIDs.cs
2020-02-12 00:01:05 +01:00
Acruid
d16f433f45
Adds test to make sure that calling IComponent.HandleComponentState() with null states does not throw an exception.
...
Fixes state handling code on components to not throw exceptions when called with null components.
2020-02-09 02:28:47 -08:00
ShadowCommander
d1c5cf9607
Fix TemperatureComponent ( #620 )
...
* Remove TEMPERATURE Net ID
* Remove Temperature NetID
2020-02-08 11:29:06 +01:00