Adds a "sturdy" tile flag, that in the future could be used by construction/etc to figure out if it's safe to build on a tile. (For example water isn't space, but it's not a sturdy building surface!)
* Walls
* Airlocks mostly ported
* Disposal Unit
* Tiles
* Lighting
* Catwalk
* Windows
* Some vending machine work
* More Vending Machines
* Rest of vending machine sprites ported
* Fixes to vending machines
* Tables (This took a lot of work)
* Fixes low walls being required for window smoothing
- Also replaces window damage visualization
* Plasma Window
* APC
* SMES + Reorganized parts.yml
* Furniture and Organization and Removed Shelf
* Renamed seats.yml to chairs.yml
* Dispensers
* Lazy-fixed the glass airlocks
* Don't need this no more
* Tilez
* blue circuit my fucking beloved
* Switches lights to cev one
* Conveyors and Switch
* Reorients lights
* !ALERT! MAP CHANGES !ALERT!
Co-authored-by: Vera Aguilera Puerto <gradientvera@outlook.com>
* Anchors metal chairs
* Chairs now drop mats on breaking
* Some chairs are now unanchorable
* Ups default friction to .30, increases medical tile friction
* Updates gas canisters to use constructible base
* Updates computers to use constructible base
* Reanchors girder for now
* Vending Machines use base constructible
* Chemmaster and Disposals now has proper physics and use base constructible
* Computers now break properly and frames/unfinished drop metal
* Updates rnd stuff to new base constructible
* Applies reviews for gas cans, potted plants and computers
* Ground tiles rework + new tiles for medbay + warning tiles
Changed most of the ground tiles with some slight changes that make them look way better. Added 14 variations of tiles for medbay + some warning tiles for both white and steel floors.
* Small fix to a texture
* Removed all the medical variations for future update.
* Possible fix to the lines conflicting
Co-authored-by: UnderscoreX5 <andrea.bisesti66@protonmail.com>
* SIMD atmos
* Moles will always be a multiple of four.
* Component dependencies for grid atmos.
* Let's optimize allocations while we're at it!
* Inline this
* A bunch of atmos optimizations
* Fix crimes against atmos
* Microsoft moment
* Remove nuget.config
* do not reference Robust.UnitTests in Content.Benchmarks as it's unneeded.
* Revert "Remove nuget.config"
This reverts commit 872604ae6a51365af4075bb23687bd005befd8ac.
* Gas overlay optimization and fixes
* Lattice is now spess
* minor atmos tweaks
* Disable Pulling When Buckling an entity
* Projectile Improvements
If you shoot at a person that is critted now it will only hit if you aim at that person otherwise go "above" him and hit other targets.
- Dead people are still unhitable
* Update Content.Server/GameObjects/Components/Buckle/BuckleComponent.cs
Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
* Firelock In Progress
* Revert "Projectile Improvements"
This reverts commit 5821afc798e49e530d4086d7a9ddbe097805fdc4.
* Firelock Graph
* Revert "Merge branch 'master' into test2"
This reverts commit c69661cc7d9dcdc6d8c0dd45770f9eb94b231463, reversing
changes made to 5f1de8b8d24cd52190addb3df5617cb1012fd52c.
* Bunch of stuff
- Metal Rods
- Reinforced Glass
- SetStackCount Condition
- Tables
- Lattice
* Output2 to FloorTileItemComponent
* Plating, Underplating and Tiles (+FloorTile Improvements)
* Turf Fixes
+ APC Electronics
* Reinforced Glass In-hand textures
* All the fixes
* Final Changes
* (Hopefully) Last commit
* Update Resources/Prototypes/Entities/Constructible/Doors/firelock_frame.yml
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Update Content.Server/GameObjects/Components/Atmos/FirelockComponent.cs
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* A Few more things
* Edit FirelockComponent.cs
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.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 tile removing behavior to CrowbarComponent.
Add FloorTileItemComponent.
Add genhit.ogg
Add tile.png for testing
* fixes
* Gives ContentTileDefinition a default value for tile item to drop.
Adds a few more tileitems.
* Changes per review request
* move stack.use and if statement
* initial explosiveComponent
* remove garbagee
* assets
* tile mass deletion baby
* grenades
* tweaks
* Update Content.Server/GameObjects/Components/Explosion/ExplosiveComponent.cs
Co-Authored-By: Pieter-Jan Briers <pieterjan.briers@gmail.com>
* Ex_act based on damage, fixes and tweaks
* One finishing touch
Done the most cringe way
* ex_act explosions, tables are destructible now
also adds fuel tanks
* adds ex_act to mobs