* Create TurfSystem equivalent for and obsolete TurfHelpers.GetTileRef
* Fix EntitySystem uses of TurfHelpers.GetTileRef
* Fix EntitySystem uses of TurfHelpers.TryGetTileRef
* Fix construction condition uses of TurfHelpers.GetTileRef
* Fix last use of TurfHelpers.IsBlockedTurf
* Create TurfSystem equivalent to and obsolete TurfHelpers.GetContentTileDefinition
* Fix uses of TurfHelpers.GetContentTileDefinition(TileRef)
* Fix uses of TurfHelpers.GetContentTileDefinition(Tile)
* Create TurfSystem equivalent to and obsolete TurfHelpers.IsSpace
* Fix EntitySystem uses of TurfHelpers.IsSpace(Tile)
* Fix EntitySystem uses of TurfHelpers.IsSpace(TileRef)
* Fix remaining uses of TurfHelpers.IsSpace
* Fix uses of TurfHelpers.GetEntitiesInTile
* Delete TurfHelpers.cs
* Add GetEntitiesInTile lookup methods
* Convert some GetEntitiesInTile methods to LookupSystem extension methods
* Use new GetEntitiesInTile methods
* Recycle spiderweb hashset
* Recycle floor tile hashset
* Conveyor optimisations
- Optimise movement for moving stuff. Better flags + less resolves + slapped parallelrobustjob on it.
- Sleeping for entities getting conveyed into walls.
* Blocker version
* Finish
* Final
* Fix conveyor power mispredict
* Bagel save
* Revert "Bagel save"
This reverts commit 1b93fda81fb852d89b89b0beae0b80f8a61165f2.
* Conveyor resave
* Init Commit
* windows yelling at me to update commit
* working commit, need prediciton and more dehardcoding
* Project 0 warnings
* Working Commit (Near Final)
* ryder got confused commit
* I love Merge Conflicts :)
* Working commit, no prediction
* Forgot the yaml changes
* Comments and typos
* Apparently while the reduced launch mult of lube was initialized it was never used so I revered back to default
* Fixed an incorrect divisor
* bit of cleanup
* Prediciton fixed, and puddles now affect all entities
* FORGOT TO RENAME A VERY IMPORTANT VARIABLE OOPS
* Really big I forgor moment
* Even bigger I forgor moment
* four more merge conflicts to fix four more oopsies
* fixed actual divide by zero moment and also im very dumb
* Even bigger I forgor moment
* four more merge conflicts to fix four more oopsies
* fixed actual divide by zero moment and also im very dumb
* Fix all test fails
* code cleanup
* Webedit whitespace
* Code cleaup
* whitespace webedit
* whitespace webedit
* whitespace webedit
* whitespace removal
* Comments and cleanup
* Re-Added 20 warnings as per Ork's request
* Cleanups
* Spacing fix
* bugfixes and cleanup
* Small bugfix
* Fix prediction
* Mob movement rewrite
* Bandaid
* Working version
* Tentatively working
* Friction to fix cornering
* More fixes
* Refactor mob movement
Trying to cleanup relay ordering / tryupdaterelative being cooked, purge ToParent, and fix all the eye rotation shenanigans.
* Building
* Re-implement jetpacks
* Reorganise weightless movement
* More work
* Fix camera
* reh
* Revert bagel
* Revert this
* Revert held move buttons
* Puddles work but are unpredicted and unoptimized
* Fixes
* Puddle code...
* Actually dirty the slipComp for real
* Sliding component done plus an extra suggestion from ArtisticRoomba
* Atomized Commit
* Added Friction field to Reagent Prototype per design discussion
* Cleaned up Working Commit
* a
* Delete stinkers
* Fix this code smell
* Reviewed
* Funky re-save
* Our conveyance
* Better conveyor sleeping
* Remove this
* Revert "Better conveyor sleeping"
This reverts commit f5281f64bbae95b7b9feb56295c5cf931f9fb2e1.
* Revert that
Way too janky
* Also this
* a
* Working Commit - Still a lot to do
* Acceleration refactor
* Minor jetpack cleanup
* frictionnomovement no longer nullable
* Shared Mover Feels 99% done
* OffGrid/Weightless/Throwing Friction saved
* Fix merge conflicts
* Fix a debug assert
* Final Commit for today
* Some fixes
* Actually use those CCVars Properly
* Need to fix throwing
* Second to last Commit for real
* Jetpack bug fixed
* Jetpack bug fixed
* Test fail patch
* Small patch
* Skates Component cleanup + Bring Accel back to 5 (oops)
* Fix test fail oops
* yaml cleanup make dragons not fat
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Init Commit
* windows yelling at me to update commit
* working commit, need prediciton and more dehardcoding
* Project 0 warnings
* Working Commit (Near Final)
* ryder got confused commit
* I love Merge Conflicts :)
* Working commit, no prediction
* Forgot the yaml changes
* Comments and typos
* Apparently while the reduced launch mult of lube was initialized it was never used so I revered back to default
* Fixed an incorrect divisor
* bit of cleanup
* Prediciton fixed, and puddles now affect all entities
* FORGOT TO RENAME A VERY IMPORTANT VARIABLE OOPS
* Really big I forgor moment
* Even bigger I forgor moment
* four more merge conflicts to fix four more oopsies
* fixed actual divide by zero moment and also im very dumb
* Even bigger I forgor moment
* four more merge conflicts to fix four more oopsies
* fixed actual divide by zero moment and also im very dumb
* Fix all test fails
* code cleanup
* Webedit whitespace
* Code cleaup
* whitespace webedit
* whitespace webedit
* whitespace webedit
* whitespace removal
* Comments and cleanup
* Re-Added 20 warnings as per Ork's request
* Cleanups
* Spacing fix
* bugfixes and cleanup
* Small bugfix
* Actually dirty the slipComp for real
* Added Friction field to Reagent Prototype per design discussion
* Sliding system is kill
* dumping containers now require having at least one hand
* Cleanup
* Better
* Apply suggested changes
* Cleanup
---------
Co-authored-by: Luiz Costa <luiz@mavromati.com>
* Various systems warnings cleanup
* Last changes before submitting PR
* Add guard for transform component, fix failing test
* Small corrections
* Audio params to specifiers datafields
* Using audio params on components and configs
* Fix superSlippery and stepTrigger values persist
- made values in SpillTileReaction's public so we can query the
prototype
- made the default values for slippery component and
StepTriggerComponent based on default constants
for easier resetting
- added a calculation and check in UpdateSlips to check
if a super slip is present as well as Update
relevant steptrigger and slip values based on the contents of the
solution
* The worlds biggest change
---------
Co-authored-by: Myra <vascreeper@yahoo.com>
* Replace instances of SolutionContainerSystem with SharedSolutionContainerSystem
* guap
* More fixes
* Wait you can do that?
---------
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
* Added the ability for blood to track DNA using ReagentData; Forensic Scanner now accounts for solution DNA, non-DNA holders have "Unknown DNA"
* Removes touch DNA for puddles, adds DNA to vomit
* DNA now leaves traces in containers and those marked without don't show DNA on scan (except for puddles), gibbed parts have DNA
* Fix stupid metamorphic glass bug grrr
* Removed SpillableComponent since DnaSubstanceTraceComponent is used instead
* Removes data field from maps, adds DNA tracking for some missed items
* Give default value, fix missing values.
* Fixes recipe bug
* Review changes
* Make the Data list into a nullable type
* Revert map changes
* Move gibbed unknown DNA to forensicssystem
* Raise `StationPostInitEvent` broadcast
* Basic variation pass handling
* standardize names + rule entities
* why does it work like that?
* add to defaults
* light break variation pass
* ent spawn entry
* move some stationevent utility functions to gamerule + add one for finding random tile on specified station
* forgot how statistics works
* powered light variation pass is good now
* station tile count function
* public method to ensure all solutions (for procedural use before mapinit)
* move gamerulesystem utility funcs to partial
* ensure all solutions before spilling in puddlesystem. for use when spilling before mapinit
* trash & puddle variation passes!
* oh yeah
* ehh lets live a little
* std
* utility for game rule check based on comp
* entprotoid the trash spawner oops
* generalize trash variation
* use added instead of started for secret rule
* random cleanup
* generic replacement variation system
* Wall rusting variation rule
* account for modifying while enumerating
* use localaabb
* fix test
* minor tweaks
* reinforced wall replacer + puddletweaker
* Optimise the puddle system to reach an equilibrium quickly.
* Remove use of Linq
Try to be more efficient with Tuples
* review
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Initial prediction
* new group handling
* groups for all examines that use multiple rn
* compile
* why was it doing this??
* handle newlines with sorting properly
* Creates Content.Shared.Chemistry.Solutions
Copies Solution class to new namespace
Obsoletes old Solution class
* Switches over to the Solutions.Solution Solution
* Creates Content.Shared.Chemistry.Containers
Copies relevant components/systems to the new namespace
Obsoletes old versions
* Switches over to the Containers.XYZ namespace
* Creates SolutionSystem and obsoletes old SolutionContainerSystem methods
* Start using SolutionSystem for Solution manipulation
* EnumerateSolutions
* Move TryGetMixableSolution
* Move EnsureSolution to Server
* Create Solution Entities
* Stop using obsolete solution system methods
* Fix prototype component tests
* Add using ..Audio.Systems; back
* Wrap solution container slots in ContainerSlots
* Actually add the slot to the solution container map
* Dirty SolutionContainerComponent when ensuring solutions
* Revert namespace changes
* Remerge SolutionSystem and SolutionContainerSystem
* SolutionContainerManagerComponent refactor
* Avoid wrapping necessary code in DebugTools.Assert as it is removed when compiling for release
* Readd examine reagent sorting
* Fix errors
* Poke tests
* Fix solution names not being applied
* Fix WoolyComponent including statement
* Fix merge skew
* Fix compile errors
* Make reactions use solntities
* Reindent solution class namespace
* Field attribute changes
* AutoGenerateComponentState for SolutionContainerComponent
* SolutionContainerComponent -> ContainedSolutionComponent
* ref ReactionAttemptEvent
* Denetwork preinit solutions
* Misc 1
* Nullable TryGetSolution out vars
* Cache associated solutions
* Fix merge skew
* Use explicit regions in SharedSolutionContainerSystem.Capabilities
* Add debug assert
* Use explicit regions in SharedSolutionContainerSystem.Relay + ref SolutionContainerChangedEvent
* ContainedSolutionComponent.Name -> ContainedSolutionComponent.ContainerName
* SolutionComponent doc comments
* Implicit DataField names and property purge
* ReagentEffect DataField names
* Local variables for readability
* Sort using statements + Entity<T> event handlers
* Fix compile erros
* Fix compile errors
---------
Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
* blue blood now requires copper instead of iron to cure bloodloss
* arachnid species now needs copper to cure bloodloss and copper pills added to medkits.
* fix puddlesystem proto
* remove the cool
* no longer uses hastag, instead uses custom heart organ and hasorgan.
* fix
* soap reagent and soapy water
* make soapy water recognizable
* Fix tile cleaning bug
CleanDecalsReaction was able to take more than the reactVolume it was given.
* make soapy water an evaporating reagent
* Tile reactions when mopping
* Fix indescribably soap flavor
* Adjust soap flavours
Soap and soapy water now taste clean and syndie soap tastes like punishment.
* Better soap numbers & DeleteOnSolutionEmpty
* Changed TrashOnEmpty to TrashOnSolutionEmpty
* Last TrashOnSolutionEmpty change
* Fix merged code not compiling
* Requested changes.
* Don't stop me now, cuz I'm havin' such a good time (I'm havin' a ball!)
* YEET
* No changes to intended behaviour at this point. Pretty much just a refactor + bugfixes.
* tweaks to RandomizeState, removing an error caused by setting the state after setting the RSI
* Comments cleanup and removed IsSlippery. To re-add soon for this PR.
* test
* We don't actually use this PuddleGeneric anywhere
* cheeky
* Uncheeky, and tweaks based on #8203
* Recheeky
* A small price to pay for `checks passed`
* Beauty, like ice, our footing does betray; Who can tread sure on the smooth, slippery way
* Undo Slippery Checks
* Begin smoothing. Need to fix the animation-not-playing bug again
* Cleanup
* animation bugfix
* IgnoredComponents tests fix