* Add doors to the navmap
* tweaksies
* gah
* draw primitive
* draw primitive? at least take me out to dinner first!
* Update Content.Client/Pinpointer/UI/NavMapControl.cs
* casualties
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Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* This commit add ability to copy station name and time to clipboard
* Add ability to copy name and profession. Fix style of code.
* fix
* Make copy by pressing on label
* Fix style code
---------
Co-authored-by: Ivan Rubinov <linuxkernelpatch8234@riseup.net>
* Set pAI up with a trackless map
* Added a untracked map user interface class to support gps-less mapping
* Added to pAI by default, expect it to be given to borgs as well in time.
As the personal AI is literally immobile as a ghost, it is useful to ensure that people carry one. With that idea in mind, it is worth giving the pAI a reason to be carried that doesn't depend on the player having a cracking selection of midi files on hand.
* Tried to use new ProtoId and have EntityUid on the client as commented by metalgearsloth
* 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
* Fix Round Restarted Announcements not playing
Just make the RoundFlow manager play the funny
announcement sound effect, rather than pass it
through to players in an event that doesn't work.
Only three round end announcements probably
isn't enough. Maybe it is time for fresh memes.
* Remove the handling in ClientGameTicker.
* Pass in a specific filepass to broadcast.
* you make one line change in vscode and the linter
goes AH-HAH I CAN HELP YOU LET ME CLEAN
THIS UP and I'm like 😔 and have to revert
* PR 1
* fix an error with health bar overlay (#1292)
* Revert "Revert "Replace `ResourcePath` with `ResPath` (#15308)" (#155… (#15566)
* [1612] change ShowHealthBarsComponent's DamageContainer field to a list (#1662)
* fix build
* no crit entities from not updating
* cleanup
* namespace
* undu irrelevant changes
* undo icon change
* make health bar 1 px taller and icon 1 px shorter
* fix medibot
* fix comment
* don't show health bar ratio when in crit
* fix build
* put the crit bar back
* don't render healthbars for mobs that are in containers
* draw more boxes without the background sprite
* fine status icon for all bio mobs
* add wacky mandatory things
* attempt 2
* whoops wrong file
* cool, this works too
* move null check to top
* only 1 init
* security huds
* remove shader
* fix build after cleanup
* slight cleanup
* little more cleanup
* Remove clothing grant component system
* security HUD now shows a job icon on entities with a body
* remove sec stuff and do similar changes to split off PR + remove unused comp
* process comments
* don't return
* update to ComponentAddedOverlaySystemBase
* no cache
* colors and not rendering out of sight
* touch ups
* fix build & cleanup
* undo
* remove shader from icons
* process comments
* documentation
* fix licence
* validate prototype id
* just use args
* rename method and append in method
* type
* just fucken delete the command
* space
* undo
* remove
* don't use LocalPlayer
* re-add showhealthbars command, but working
* rename icon lists and conform health icon code to the others
* space
* undo
* update command
* oops
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Co-authored-by: Rane <60792108+Elijahrane@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* moved ComputerBoardComponent to Content.Shared
* made flatpacker accept computer boards
* made flatpack system and ui function with computer boards
* fixed it so that flatpacks of computers are correctly coloured to fit their computer board colour
* unhardcoded the computer flatpack assembly cost
* Combined GetFlatpackCreationCost(...) with GetflatpackCreationCostForComputer(...)
* removed code duplication in SharedFlatpackSystem
* removed code duplication from FlatpackCreatorMenu.xaml.cs
* remove code duplication from FlatpackSystem (on the server)
* fixed indentation error
SS14-1148 Fix MIDI Loading Failing Whilst a MIDI is playing
The behaviour of the button event handling did some wonky
async handling that got PJB swearing repeatedly in the contributor
VC.
Improve switching MIDI songs by:
0. Add a bool that tracks if we're currently waiting for the MIDI file
browser to terminate. Use this bool to short-circuit the
MidiFileButtonOnPressed function, ensuring you don't have to close
a morbillion file windows if you spam-clicked the button or forgot
you'd opened the window.
1. Remove a four-year-old hack involving waiting 100ms to load a MIDI
after trying to stop the last MIDI, because _the rot consumes_ or some shit
* AutoCompState + ItemToggle fixes
Fix a lot of the comp states that are never actually networked and also cleaned up ItemToggle events a bunch. ItemToggle will still need some future work for lights and sounds.
* Also catch these
* Flatpacker and flatpacks
* ok that's good enough
* convert solars/AME to flatpacks
* mats, mats, we are the mats
* basic mechanics are DONE
* thing
* final UI
* sloth
* rped jumpscare
* rename
* SS14-23184 Migrate Lathe Material Ejection Code to MaterialStorage
The lathe material ejection code acts as a do-nothing
man-in-the-middle system that does work that would be
reasonable for any MaterialStorage-using machine to
use. This has been fixed by migrating the ejection
code to MaterialStorage, allowing anything that uses
the system to eject mats it is storing.
* Fix some YAML references. Science!!
* Artifact analyzer now pauses on power-loss
Instead of just cancelling the current scan, the artifact analyzer
will now pause in case of power-loss.
Scanning will automatically resume when power returns.
* Improve artifact scanning pausing
This builds upon the latest improvements in artifact scanning
regarding UI update.