* basics & visuals
* pneumatic cannon works perf
* loc + popups
* gas tank does stuff + queue changes
* updates
* b
* forcefeeding
* inhand
* crafting!
* pie cannon now is a pneumatic cannon
* oopy
* fix for entman + verbs
* pie
* change for tools
* actual
* combat mode + better sounds
* reviews
* Graft from https://github.com/space-wizards/space-station-14/pull/3049
* 'openahelp' command
* Add AHelp into escape menu
* Add a way to ahelp a player from the kick window
* bwoink: XAMLify, bugfix, etc.
* Rename the kick/bwoink window the Player Actions Panel
* Add the bwoink sound y'all know and love
adminhelp.ogg taken from d775e1ac80/sound/effects/adminhelp.ogg
(available in master, therefore see master license: "All assets including icons and sound are under a Creative Commons 3.0 BY-SA license unless otherwise indicated.")
"Changed the adminhelpsound to some creative commons sound I pinched. Until somebody can get a better one. I'm sick of MAAAAAAAAOOOOOOW."
Actual source is https://freesound.org/people/martian/sounds/19261/ (CC0)
The sound had been reversed and the volume altered.
* Actually play the bwoink sound on receiving an ahelp that you didn't send
* 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.
* Ported sprites from eris
* Added yml
* lid open/close logic
* interactivity
* Working on new secret stash component
* Object will drop on destruction
* Can get item and examine message
* Reagent container and some cleaning
* Moved potted plant to stash
* New base prefab
* Now you can deconstruct toilet
* Small fixes
* Fixed unknown components errors
* Fixed grammar errors
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Now use prob
* More grammar
* Update Content.Server/Construction/Conditions/ToiletLidClosed.cs
Aaaaaaaa
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* No delays
* Amazing sound design
* Moved sound to mono
* Toilet viz
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Adds gibbing
* Adds adminbused absurd-damage foamblade
* Sane parts
* BaseOrgan -> BaseMechanism
* Do not do random offset on shared, fix killing oneself with click attacks
* BaseMechanism -> BaseHumanOrgan -> *stuff*
* Account for prediction, again
* Add gibbing sound
* Put the damage in the windows
* add crack overlays
* Window cracking
* glass related sounds
* let's use a valid state
* run optipng on these for posterity
* Examine damage descriptions
* add "Constructible" to dictionary
* Downmix stereo effects to mono
* breaking and knocking
* Add shard etc. sprites
* shard inhands
* more sprite wrangling
* Expand destructiblecomponent drop system + implement it for windows
* Shard descriptions
* Random sprite component
* no nullbabby
* Random destroysounds
* random offset on destructible drops
* fix fucked yaml
* sound collections
* random pitch for knocking
* Localization
* hascomponent
* better spawnondestroy
* missed one
* basic radiation generator
* might need this
* thonk
* big thonk
* oop
* e
* werks
* sprite
* oopsy woopsy
* radiation
* clean up file
* makes it work, probably
* minor fixes
* resources
* progress on component
* this will no longer be necessary
* radiation go brrrr
* finally fix container issues
* out var
Co-authored-by: Remie Richards <remierichards@gmail.com>
* second out fix
* another out fix
Co-authored-by: Remie Richards <remierichards@gmail.com>
* switch case
* fix switch
* sound and improvements
* nullable
* basic containment field system
* ensure alignment
* fix beam placement logic
* field generation fully working
* fix potential crash
* working containment functionality
* extremely basic emitter functionality
* fix radiation panel naming
* emitter stuff
* oopsies
* fixes
* some fixes
* cleanup
* small fix and move emitter file
* add sprite resources for PA
* slight rework of the singulo
adds rads
* pushing for smugleaf :)
* added radiationpanels
* some fixes for the singulo
* containmentfield
* pa wip
* progress
* pa working
* emitter fix
* works :)
* ui works
* some work on ui & pa
* progress
* ui work & misc fixes
* GREYSCALE
* pa ui polish
containmentfieldgen rework
* singulo rework
added snapgrid
* getcomponent get out
* singulo rework
added collisiongroups underplating & passable
* yaml work:
- collision boxes
- singulo now unshaded
* no unlit
* misc changes
* pa wires
* add usability check
* nullable enable
* minor fix
* power need added
* reenables containment field energy drain
menu close button
singularity collider fix
* sprite replacement
* finished singulo pulling
* pjb fixes
* fixing sprites & minor adjustments
* decrease containmentfield power
* some yml adjustments
* unlit layers
singulogenerator
* singulogen
* everything works just not the powergetting on the pa
i wanna die
* Adds PA construction graphs, PA construction works
* Snap to grid parts when completing construction
* updated to newest master
* inb4 i work on power
* fixes upstream merge
adds power need to particleaccelerator
* properly implements power & apc power
* Emitters are now fancy.
* I have actually no idea how this happened.
* Give PA a wiring LayoutId
* PA is an acronym
* indicators
fixes hacking
* Singulo is a word you blasphemous IDE.
* Rewrite the PA.
* Fancy names for PA parts.
* Wiring fixes, strength wire cutting.
* fixes projectile & ignores components
* nullability errors
* fixes integration tests
Co-authored-by: unusualcrow <unusualcrow@protonmail.com>
Co-authored-by: L.E.D <10257081+unusualcrow@users.noreply.github.com>
Co-authored-by: Remie Richards <remierichards@gmail.com>
Co-authored-by: Víctor Aguilera Puerto <zddm@outlook.es>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
* Replace pilot chair with a better sprite
* Refactors furniture.yml
* Cleans up dumb indentations
* Massive table cleanup YEAAHAHAAAHAHAHA FUCK YEAH WE CAN GAMBLE NOW
* Bookshelves, rack, metal shelf
* Actually good looking carpets holy crap lois
* three more colored carpets
* Rest of carpet colors and they now have proper drawdepth
* Adds Phoron windows and recolor phoron gas
* A bunch of decorative lights
* CarpetBase now abstract
* Inhands for torches
* Tables now have icons and a much nicer rsi/yaml layout
* Carpet Icons fix
* Removes old carpet
* Adds new different reaction types.
- Adds touch, injection and ingestion reactions for entities.
- Adds tile reactions.
- Removes GasSprayerComponent in favor of SprayComponent.
- Gives fire extinguishers a safety.
- Gives spray puffs a sprite.
- Improved spray and fire extinguisher in general.
- Fire extinguisher now ACTUALLY puts out fires. Amazing, eh?
- Fire extinguisher sprays three 'clouds' at once.
- Spraying flammable chemicals at fire makes them worse. Whoops!
- Gives spray and fire extinguisher their classic sounds.
- Most chemicals now don't make puddles. Too bad!
- Space lube now makes a very slippery puddle. Honk.
- Spraying water (or using a fire extinguisher) on existing puddles makes them bigger.
* Fix solution tests
* food base now has solution container with noexamine caps
* Space Carp (Can't move in Space)
* Carps!
* Monky and Gorilla
* Fixes
* Chickens I guess
* rsis updated
* Buncha Sprites m8
* Hopefully that pr'll get merged
* Fixed
* Added a shitton of stuff
* Refined hitboxes and added new corgi
* Broken for now
* Fixes conflicts
* Moves Xeno back
* ok NOW it fixes it
Co-authored-by: Víctor Aguilera Puerto <zddm@outlook.es>
* Add initial atmospherics framework
* Make walls and airlocks airtight
* Add the basic atmosphere gas system
* Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils
* Optimize vending machine code a bit.
* Address feedback from Atmos PR, make code compile
Fix use of OnMove -> SnapGridComponent.OnPositionChanged.
Added pause checking to atmos simulations.
* Improvements to the existing ZAS prototype (#996)
* Rename Volume -> Quantity in GasProperty
This makes the name consistent with the rest of the code, given that
it's meant to be a mol value.
* Replace Gas enum with GasPrototype
Unused as of yet, but laying the groundwork for future changes.
* Update AtmosphereMap, improving maths
Adds a temporary default atmosphere, hardcoded in for testing. It will
be replaced eventually.
Fixed a maths mistake in the original code involving unit conversions.
Added the Take() method to IAtmosphere, for taking some volume of
mixture out of a gas mix. This will be pretty handy in the future, but
for now it's used by walls to delete air where they are built.
* Fix merging, splitting logic for zones
Removing a cell from a zone now correctly reduces its volume.
Adding a cell to a zone now correctly increases its volume.
* Improvements to atmos code, reorganising of types
Moved GasPrototype to shared, because it's going to be used by the
client later.
Split up the atmosphere code. Now zones are explicitly their own kind of
atmosphere, which should speed up some loops and also solve
inconsistencies in the volume calculation.
GasMixtures are another type of atmosphere, for more general use.
Try to fix the splitting/merging code, which was quite cryptic and not
clear at all. It *should* work now.
* Switch zones back to MapIndices
Turns out I'm an idiot who misunderstood the code. MapIndices can be
used as one-per-tile, which is what is needed for atmos. GridCoordinates
are many-per-tile, and were causing lots of problems.
* Add zone debugging overlay
This is the first example of zone information being sent to a client.
It adds the `togglezoneinfo` command, which overlays the tiles and gas
information for the zone currently occupied by the user on the screen.
This was helpful for debugging the GridCoordinates problem.
* Fix position of atmos zone debug text
* Make AirtightComponent only activate on MapInit
This should stop it splitting atmospheres in mapping.
* Doc comments improvements to AtmosphereMap
Fix some malformed comments, inherit some useful docs, document some
more functions.
* Add zone logic for changing tiles to/from space
Zones are now correctly created when all the tiles in a room are built,
and destroyed when one of the tiles is destroyed.
* update engine
* right
* Cleanup code
* Port GasMixture, further cleanup
* Fix windows not being airtight, some other stuff
* Work on atmos
* Difference between ZoneBlocked and AirBlocked
* Big GridAtmosphereManager cleanup, zones are broken now oops
* Remove zones, add excited group implementation
* Further cleanup
* Further work on atmos
* Work on gas overlay.
* PumpGasTo and ReleaseGasTo methods for GasMixture.
* Adds Tile Overlay System.
* More work on atmos
* Gasses spread, equalize and all that
* Fix a few crashes
* Gas can actually spread from room to room after opening airlocks
* Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc.
* More work
* Remove atmoschem, add "performant" gas overlays
* what the fuck git
* More work I guess?
* Fix stuff, create a few (empty) components for future work
* Fix temperature
* Fix tile air sharing
* Atmos optimizations
* Further atmos optimizations
* Even more optimizations!
* Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
* Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
* Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
* Address a few reviews
* Oops, forgot to remove this
* Update Content.Server/Atmos/AtmosphereMap.cs
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
* Fix compile
* Improved client gas tile overlays
* Less allocations
* Even less allocations!
* some stuff dunno
* Big refactor time, oh yeah
* it truly is 1 AM
* bruh
* No idea why now it doesn't work.
Oh well! I'll fix this on thursday 😌
* Basic atmos serialization
* Fix bugs, add VV attributes
* Start adding stuff for gas reactions
* Add a few atmos commands
* Fill gas command
* Changes to gas opacity
* Fixes I guess
* Fixes, add space wind sound
* High pressure movement!
* Better high pressure movements.
* Fix direction, maybe?
* And now it works great
* Science!
* and this is why you don't trust people
* remove logging
* Turns out I'm fucking dumb
* Work on hotspots and reactions, add tritium gas
* IGridAtmosphereComponent interface! For future unsimulated grids.
* Makes atmos updates NoGC.
* C E A S E
* Add settemp atmos command
* Important reminder.
* Remove useless AtmosCooldown.
* More work on hotspots
* Overlays for hotspots. Fire works!
* Turns out I suck at coding
* Fire texture change
* Yeah let's make that an absolute value, hmm?
* Support for atmos after teleporting grid (more or less)
* fix attempt (doesn't actually fix it)
* Make static variable not static
* Remove magic numbers
* Stopwatch moment
* Slight cleanup.
* More cleanup.
* Atmos optimizations
* Fix build
* Remove useless ghost atmos shit
* Adds CanSeeGases component for gas overlay stuff
* Component and prototype ignores
* ExcitedGroups now dispose on being merged with others
* Some tweaking.
* Atmos now uses frame time for updates.
* Nullable boogaloo
* IExamine fix
* Fix build
* Fix restartround
* Atmos tweaking, use invalid direction
* Increase high pressure movement force
* Better sort
* Update submodule.
* NULLABILITY AAAAH
Special thanks to monster860 and all monstermos contributors!
Co-authored-by: Campbell Suter <znix@znix.xyz>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: ComicIronic <comicironic@gmail.com>
Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
* Add disposal.rsi
* Rename disposal resource to disposal.rsi and create basic components
* Add disposal nets
* Add pushing entities along the disposal network
* Add disposal unit
* Unregister disposable component
* Add flush and selfinsert verbs to disposal unit
* Add gradual disposals movement
* Fix being able to walk through space for a while after exiting disposals
* Multiply disposals speed by 10
And fix early returns when moving an entity
* Rename Disposable component to InDisposals
* Remove DisposalNet and add on anchor events
* Remove anchored events, moved to interfaces
* Code cleanup
* Fix adjacent tubes' connections when a tube connects
* Fix jittery movement in disposals
* Remove Logger.Debug call
* Move disposals updates to InDisposalsComponent
* Fix adjacent connection valid directions check
* Disposal tubes now throw you out where they are facing
* Add disposal unit exit cooldown
* Set different disposal pipe sprite state depending on anchored value
* Add recycler
* Add recycler animation
* Add bloody texture to the recycler when grinding a living being
* Add PowerDevice component to the disposal unit
* Made the Recycler center on the grid
* Add disposal junction
* Add picking a random direction if junction is entered from the output side
* Add disposal flush and clang sounds
Taken from VGStation
* Move disposal flush and clang sound file names to exposedata
* Add disposalsmap.yml to test with
* Add summaries to DisposalUnit fields
* Add sideDegrees yaml property to disposal junctions
* Fix outdated usings
* Add conveyor resources
* Update RobustToolbox
* More merge fixes
Add conveyor collision masks
* Add ConveyorComponent
* Fix crash when reentering a body
* Merge branch 'master' into disposals-1147
* Reduce recycler bounds, set hard to false, add summary and expose "safe" to yaml
* Move IAnchored and IUnAnchored to AnchorableComponent
* Update power components and remove old disposals map
* Remove redundant sprite layers
* Add tile pry command
* Fix tilepry command
* Fix DisposalJunctionComponent missing a component reference
* Add anchor by radius command
* Add Y-Junctions
* Add disposal bend
* Add unanchor command
* Change DisposalJunction prototypes to specify their angles
* Fix disposal units being hidden below the floor
* Removed IAnhored and IUnAnchored interfaces
* Replace CanBeNull annotation with nullable reference types
* Update showwires command
* Add recycler recycling items
* Added angle and speed properties to ConveyorComponent
* Fix conveyort textures
* Add animation to the disposal unit
* Fix anchor and unanchor commands sometimes not finding any entities
* Fix not reading flush_time from disposal unit prototype
* Fix merge conflict wrong using
* Fix disposal, recycling and conveyor texture paths
Delete diverters
* Update visualizer names
* Add DisposableComponent, change drag and drop to work with multiple components
Ignoreinsideblocker client side for drag and drops, like on the server
Add more comments
* Add conveyor belts properly moving entities on top
* Anchorr wires
* Change conveyor bounds to 0.49
* Anchor catwalks, airlocks, gravity generators, low walls, wires and windows
* Add starting/stopping conveyors
* Add reversed conveyors
* Add conveyor switches
* Move InDisposalsComponent code to DisposableComponent
* Add ExitVector method to tubes
* Fix not updating tube references when disconnecting one
* Replace IoCManager call with dependency
* Add tubes disconnecting if they move too far apart from one another
* Move disposals action blocking to shared
* Add rotating and flipping pipes
* Make conveyor intersection calculations approximate
* Fix 1% chance of the server crashing when initializing the map
Happens when emergency lockers remove themselves
* Add disposal unit interface
* Make disposal units refuse items if not powered
* Make disposal tubes hide only when anchored
* Make disposal junction arrows visible to mere mortals
* Add disposal tubes breaking
* Add tubeconnections command
* Add missing verb attribute
* Add flipped disposal junction
* Add ids and linking to conveyors and switches
* Add conveyor switch prying and placing
* Add anchoring conveyor switches and refactor placing them
* Add missing serializable attributes from DisposableComponentState
* Make conveyor speed VV ReadWrite
* Change drawdepth of conveyors to FloorObjects
* Make conveyor anchored check consistent
* Remove anchoring interaction from switches
* Add conveyor switch id syncing and move switches slightly when pried
* Make entities in containers not able to be moved by conveyors
* Add conveyor and switches loose textures
* Merge conflict fixes
* Add disposal unit test
* Add flushing test to disposal unit test
* Add disposal unit flush fail test
* Add disposals to the saltern map
* Fix saltern disposal junctions
* Add power checks to the recycler
* Fix disposal unit placement in maintenance closet
* Remove disposal junctions from saltern
* Readd junctions to saltern
* Add the chemmaster to saltern at the request of Ike
* Move the chemistry disposal unit
* Fix casing of disposal flush sound
* More merge conflict fixes
* Fix a compiler warning.
* Remove popup invocation from buckle
* Remove showPopup parameter from InteractionChecks
* Remove unnecessary physics components
Fixes the physics system dying
* Replace PhysicsComponent usages with CollidableComponent
* Update existing code for the new controller system
* Change conveyors to use a VirtualController instead of teleporting the entity
* Remove visualizer 2d suffix and update physics code
* Transition code to new controller system
* Fix shuttles not moving
* Fix throwing
* Fix guns
* Change hands to use physics.Stop() and remove item fumble method
* Add syncing conveyor switches states
* Fix the recycler wanting to be a conveyor too hard
* Fix showwires > showsubfloor rename in mapping command
* Fix wifi air conveyors
* Fix test error
* Add showsubfloorforever command
Changes drawdepth of the relevant entities
* Disable opening the disposal unit interface while inside
* Add closing the disposal unit interface when getting inside
* Add closing the interface when the disposal unit component is removed
* Add removing entities on disposal unit component removal
* Delay disposal unit flush and fix serialization
* Implement pressure in disposal units
* Fix chain engaging a disposal unit
* Implement states to the disposal unit
* Fix missing imports from merge conflict
* Update Content.Server/GameObjects/Components/Conveyor/ConveyorComponent.cs
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
* Address some reviews
* Fix za buildo
* Use container helper to detach disposables
* Make conveyors use the construction system
* Make conveyor groups and syncing sane
* Make flip flip
brave
* Add activate interface to conveyor switches
* Fix not removing the switch from its group when it's deleted
* Fix not registering conveyors and switches on initialize
* Stop using 0 as null
* Disconnect conveyors and switches when disposing of a group
* Make disposal units not able to be exited when flushing
* Make disposal units flush after a configurable 30 seconds
* Add handle and light layers to the disposal unit
* Merge engaging and flushing
* Update saltern.yml
* I love using 0 as null
* Make disposal unit visual layers make sense
* Remove duplicate remove method in disposal units and update light
* Replace DisposableComponent with disposal holders
* Fix disposal holders deleting their contents on deletion
* Account for disposal unit pressure in tests and make a failed flush autoengage
* Rename disposable to holder
* Fix junction connections
* Disable self insert and flush verbs when inside a disposal unit
* Fix spamming the engage button making the animation reset
* Make the recycler take materials into account properly
Fix cablestack1 not existing
* Merge conflict fixes
* Fix pipes not being saved anchored
* Change conveyors and groups to not use an id
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
* Start work on Slippery Component
* Slips work
* Add banana peel
* Add required slip speed
* Add slip sound
* Adds soap
* Make soapnt, soapsyndie and soapdeluxe inherit soap
* Adds homemade soap and omega soap
* Fix slipping not taking into account the entity being in a container