Commit Graph

5619 Commits

Author SHA1 Message Date
Vera Aguilera Puerto
a9b3b5136b Improves and cleans up TabletopSystem further. (#4633) 2021-09-19 11:07:35 +02:00
Vera Aguilera Puerto
08d6801ec5 Makes GasCanisterSystem use ECS BoundUserInterfaces. (#4608) 2021-09-19 09:32:38 +02:00
metalgearsloth
cdcf11e417 Update submodule 2021-09-19 15:17:37 +10:00
PJBot
b0d2c22d18 Automatic changelog update 2021-09-19 01:16:37 -04:00
Ygg01
fa905f477d Fix Welder component interaction (#4634) 2021-09-19 15:15:34 +10:00
Vera Aguilera Puerto
0776c0e2b9 Fix small sprite mistake. 2021-09-18 10:56:40 +02:00
PJBot
7f1d1dcb48 Automatic changelog update 2021-09-18 04:41:41 -04:00
Vera Aguilera Puerto
e440df03db Adds parchís game board, improves tabletop system to support other games. (#4610) 2021-09-18 10:40:38 +02:00
PJBot
5534aec102 Automatic changelog update 2021-09-18 04:39:45 -04:00
Vera Aguilera Puerto
6bf1fb6bac SoundSpecifiers can now specify paths/collections as a value too. (#4627) 2021-09-18 10:39:16 +02:00
Mads Glahder
08cfc3bb46 Fix construction from inside containers (#4595)
* Disallow construction of construction ghosts from inside a container

* Move IsInContainer check to before doing container ensuring

* Move IsInContainer check to HandleStartStructureConstruction to allow building items but not construct structures when inside a cozy locker

* Update Resources/Locale/en-US/construction/construction-system.ftl

Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
2021-09-18 10:38:42 +02:00
metalgearsloth
5ece3d7747 Update submodule 2021-09-18 13:01:42 +10:00
Visne
a993af07c7 Credits window to XAML UI (#4622) 2021-09-17 09:10:24 -07:00
Visne
70260c21b5 Disposals UI to XAML (#4623)
* DisposalUnitWindow to XAML

* DisposalTaggerWindow to XAML

* Remove unused imports

* DisposalRouterWindow to XAML

* Fix localization
2021-09-17 09:09:45 -07:00
PJBot
d3035f0e5d Automatic changelog update 2021-09-17 10:17:16 -04:00
mirrorcult
62f6c8dd8e Wieldable/two-handed weapons (#4554)
* wielding kinda works

* rough out all the edges, wielding works nicely

* popups + loc

* increase damage & extra damage against whitelist

* small fixes

* forgot to actually do that

* reviews

* reviews + thing

* use resistances and not extradamageagainstwhitelist

* slashy

* make increasedamageonwield and melee hit events work with modifiersets

* Silly individual
2021-09-17 07:16:11 -07:00
Vera Aguilera Puerto
078a62762f Improves the JobSpecial system. (#4626)
* Improves the JobSpecial system.

* clean up code
2021-09-16 23:17:19 +10:00
PJBot
4fffb3c582 Automatic changelog update 2021-09-16 06:18:08 -04:00
Vera Aguilera Puerto
ce746dde35 Fix not being able to put most things in your pockets. 2021-09-16 12:16:14 +02:00
metalgearsloth
8bb5522734 Remove redundant GetComponent from SubFloorHide 2021-09-16 17:21:27 +10:00
metalgearsloth
121862fa64 Add SubFloorHide to disposal pipes 2021-09-16 17:21:03 +10:00
metalgearsloth
597622c0ab Update submodule 2021-09-16 13:04:43 +10:00
PJBot
6aa2eb5abb Automatic changelog update 2021-09-15 23:03:12 -04:00
metalgearsloth
6e99c8efcd Move testbed to engine (#4611) 2021-09-16 13:02:50 +10:00
metalgearsloth
820069ba9c Fixes for grid rotation (#4562)
* Fixes gas overlays
* Fixes verbs
*Set noRot on a bunch of stuff
2021-09-16 13:02:10 +10:00
mirrorcult
cc52ebb9b5 Generalize ResistanceSets into DamageModifierSets (#4619)
* generalize ResistanceSets into DamageModifierSets

* remove unneeded test prototype
2021-09-15 15:51:13 -07:00
Pieter-Jan Briers
cd6c2bb373 Improve ExaminedEvent to handle newlines for you with helper methods. 2021-09-15 16:58:15 +02:00
Pieter-Jan Briers
9c7b061d13 Puddle IExamine event. 2021-09-15 16:39:34 +02:00
Pieter-Jan Briers
ce6e37bdd8 ECS-ify Construction[Ghost]Component IExamine. 2021-09-15 16:36:56 +02:00
Pieter-Jan Briers
9733d35de7 Fix/ECS SharedEmotingComponent.
IActionBlocker -> events
Fix networking.
2021-09-15 16:36:56 +02:00
mirrorcult
7cee263955 Landing velocity threshold (#4606)
* landing threshold

* on bodystatus change

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2021-09-15 20:58:45 +10:00
PJBot
03260c2de7 Automatic changelog update 2021-09-15 06:49:10 -04:00
Ygg01
12430fbfcc Fix fire extinguisher to use spray solution (#4616)
* Fix fire extinguisher to use spray solution

* Fix FireExtinguisher more properly

* Re-add missing check to VaporSystem
2021-09-15 20:48:07 +10:00
PJBot
55b016e295 Automatic changelog update 2021-09-15 06:47:46 -04:00
Ygg01
c3d11fb3e1 Fix throwable solution (#4590)
* Fix throwable solution

* Revert previous commit

* Change Spillable and SpillBehavior

* Fix sloth's suggestion. Add more documents
2021-09-15 20:46:43 +10:00
Pieter-Jan Briers
9dae24ad89 Add extra unique constraints to DB jobs.
1. Can only have one high-priority job now. This actually got messed up for at least 10 people in the production DB and I fixed them manually.
2. Can't have duplicate jobs with the same name on the same profile.
2021-09-15 11:37:05 +02:00
Pieter-Jan Briers
15c5d5cf65 Fix compile on chess 2021-09-14 22:51:59 +02:00
PJBot
8b6c1c63d6 Automatic changelog update 2021-09-14 13:08:41 -04:00
Leon Friedrich
df584ad446 ECS damageable (#4529)
* ECS and damage Data

* Comments and newlines

* Added Comments

* Make TryChangeDamageEvent immutable

* Remove SetAllDamage event

Use public SetAllDamage function instead

* Undo destructible mistakes

That was some shit code.

* Rename DamageData to DamageSpecifier

And misc small edits

misc

* Cache trigger prototypes.

* Renaming destructible classes & functions

* Revert "Cache trigger prototypes."

This reverts commit 86bae15ba6616884dba75f552dfdfbe2d1fb6586.

* Replace prototypes with prototype IDs.

* Split damage.yml into individual files

* move get/handle component state to system

* Update HealthChange doc

* Make godmode call Dirty() on damageable component

* Add Initialize() to fix damage test

* Make non-static

* uncache resistance set prototype and trim DamageableComponentState

* Remove unnecessary Dirty() calls during initialization

* RemoveTryChangeDamageEvent

* revert Dirty()

* Fix MobState relying on DamageableComponent.Dirty()

* Fix DisposalUnit Tests.

These were previously failing, but because the async was not await-ed, this never raised the exception.

After I fixed MobState component, this exception stopped happening and instead the assertions started being tested & failing

* Disposal test 2: electric boogaloo

* Fix typos/mistakes

also add comments and fix spacing.

* Use Uids instead of IEntity

* fix merge

* Comments, a merge issue, and making some damage ignore resistances

* Extend DamageSpecifier and use it for DamageableComponent

* fix master merge

* Fix Disposal unit test. Again.

Snapgrids were removed in master

* Execute Exectute
2021-09-14 10:07:37 -07:00
Swept
22cc42ff50 Maps in chessboards and some cigarette filters 2021-09-13 20:38:33 -07:00
metalgearsloth
9c764b6eb4 Update submodule 2021-09-14 12:39:15 +10:00
PJBot
3a60325163 Automatic changelog update 2021-09-13 05:59:47 -04:00
Visne
973926fc9a Add chess (and mostly just tabletop backend stuff) (#4429)
* Add draggable tabletop component

* Use EntityCoordinates instead

* Don't send coordinates every frame

* Add chessboard + verb WIP

* Add documentation, verb networking works now

* Work so far
Need PVS refactor before being able to continue
Current code is broken

* viewsubscriber magic

* yes

* Fix map creation

* Add chess pieces, attempt prediction

* Add chess sprites and yml

* Clamping + other stuff

* fix

* stuff

* StopDragging() StartDragging()

* add piece grabbing

* Refactor dragging player to seperate event

* 🤣 Who did this 🤣💯👌

* 📮 sussy 📮

* Update chessboard sprite, scale piece while dragging

* yes

* ye

* y

* Close tabletop window when player dies

* Make interaction check more sane

* Fix funny behaviour when stunned

* Add icon

* Fix rsi

* Make time passed check more accurate

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Use EyeManager.PixelsPerMeter

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Add missing import

* Move viewport properties to XAML

* Make shared system and component abstract

* Use built in EntityManager

* Use RaiseNetworkEvent instead of SendSystemNetworkMessage

* Cache ViewSubscriberSystem

* Move unnecessary code to prototype

* Delete map on component shutdown instead of round restart

* Make documentation match rest of codebase

* Use ComponentManager instead of TryGetComponent

* Use TryGetComponent instead of GetComponent

* Add nullspace check to ClampPositionToViewport()

* Set world pos instead of local pos

* Improve server side verification

* Use visualizer

* Add netsync: false to sprites using visualizer

* Close window when chessboard is picked up

* Update to master

* Fix bug when opening window while another is opened

* Use ComponentManager

* Use TryGetValue

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2021-09-13 19:58:44 +10:00
Swept
19551047c8 Spear shows on all sides when on back 2021-09-12 13:16:29 -07:00
metalgearsloth
6276371b2f Update submodule 2021-09-12 16:36:04 +10:00
metalgearsloth
64f12507a3 Remove SnapGrid (#4578) 2021-09-12 16:35:45 +10:00
metalgearsloth
f301e45163 Remove ILand (#4582)
* Remove ILand

* Make land not handleable

* Rename ILand
2021-09-12 16:22:58 +10:00
metalgearsloth
0137884e16 Take TryRepell behind the shed (#4584)
Singularity containment uses physics and just workstm
2021-09-10 15:26:38 +02:00
PJBot
153f535b07 Automatic changelog update 2021-09-10 09:00:53 -04:00
metalgearsloth
cbbcabf005 Land on 0 velocity (#4581)
Rather than (just) on sleep
2021-09-10 14:59:50 +02:00