* 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
* 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* Update outdated code and docs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>
Actually spawns for the person who USES the uplink, not who owns it. Can't believe that was an actual bug.
Also puts it in your active hand if possible.
* 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>
* Remove unused IChatCommand.
* Lots of refactoring into a shared context.
* Removed ICommonSession from server concmd Execute.
* Added argStr parameter to concmd execute.
* The execute function of client concmds now returns void, use the new shell.RemoteExecuteCommand function to forward commands.
* Finally move shells and commands into shared.
* Console commands can now be registered directly without a class in a shared context.
* Engine API Changes.
* Repair rebase damage.
* Update Submodule.
* Botany: Introduce shovel and spade into hydro\_tools
* Botany: Add shovel/spade (just removes plants)
* Botany: Add shovel/spade lathe recipes and make all botany lathe recipes accessible
* Botany: Add spade into Saltern
* Botany: Give Saltern a bucket for the botanist
* Botany: Plant produce can be composted for nutriment/etc.
* Botany: Bye-bye duplicated force update code, hello ForceUpdateByExternalCause
* Botany: Shovel identity crisis resolved (thanks Paul)
* 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)
* 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>
* Code is ready but item now spawning
* Prototype of SeveralExplosive component
* Remaked to FlashExplosiveComponent using
* Done. But i feel myself retarted
* Remaked. Looks good
* Full loaded prototype added
* Throwing in progress. Fatal error is here
* I forgot about shared
* Sloth refactor
* Delayed spawning and fix crashes
* Full clusterbang code.
* Removed useless variable and tuned delay
* Delete wrong in CreamPiedComponent
* Now yaml is code quality followed
* Reworked to GetLevel with bugs
* Never forget resources, guys
* RoundToLevels added. Now it works.
* New textures and sloth refactor is returned
* Now it's TryGetComponent
* Visualizer maximum fix and look fix
* Logging and no max and min check
* Removed max grenades sending
* vizualizer is better now
* GrenadesMax removed
* grammar, checks, NextFloat and no more try catch
* Unused using removed
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>