* Give silicons proper lobby/character editor previews
No more naked dummies, properly show a borg/AI sprite now.
This means taking the JobEntity into account when spawning the dummy. For AIs I had to add a "JobPreviewEntity" field because they'd look like a posibrain otherwise. AI therefore uses a custom dummy entity I defined.
Also I had to add some margins to the UI, because otherwise the 32x32 sprite of the AI would look bad.
* Update Content.Shared/Roles/JobPrototype.cs
* Update Content.Client/Lobby/LobbyUIController.cs
* Update Resources/Prototypes/Entities/Mobs/Player/silicon.yml
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Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Adds wand of locker and locker projectile
* Adds IsOpen method to check if storage is open
* Adds store on collide
* Adds Store On Collide to Wizard Locker
* Adds Lock API
* Adds locking support
* Adds resist override and custom visual layers
* Fixes decursed states, adds comment for a future visualizer
* adds locker wand visuals and descriptions
* shrinks locker radius, moves TODO for throw support
* Adds whitelist and moves storage and lock logic into their own methods
* Adds support to disable store on collide after the first open. Fixes prediction issues with disabling.
* Adds wand of locker to the grimoire
* Adds wizard access prototype
* Adds Wizard to universal access
* Moves Lock on collide to on collide method
* Comments
* Changes layer order
* Fixes prediction issues when locking.
* Adds Wiz access to universal ID
* Fix AutoDrain
Per the system comments, AutoDrain is designed to automatically move
puddles into the drain (like a floor drain). Drains without AutoDrain
are still supposed to gradually empty the buffer, but not remove puddles
(like sinks and toilets).
However, a logic error in the original implementation causes drains with
AutoDrain set to false to simply not work. Hence sinks never emptied.
* Update documentation
* adjust min blindness back to 0 when PermanentBlindnessComponent is removed
* mapinit changes
* remove OnRemove, move changes to OnShutdown
* goodbye event
* dependency removal
* final adjustment
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Co-authored-by: lunarcomets <luanrcomets2@gmail,com>
* Fix door animations mispredicting if closing is interrupted
On master it will flicker states a little bit partially due to it not being predicted.
Instead we'll just set it straight back to opening (no animation is ever played anyway).
* no log
* mostly done but there's a bug with spawning
* RandomGlobalSpawnSpellEvent now actually works
* Summon Guns/Magic is working
* Added sound, cap gun, and auto pick up
* Added all requested changes/fixes from reviews
* Halving cooldowns