* HealthChangeMetabolism now scales with ticktime and metabolism rate
Both Food and Drink metabolisms scale with ticktime, Now HealthChangeMetabolism also does so.
Additionally, 'healthChange' now correctly scales with the metabolism rate, so it's description is now correct.
* LiverBehaviour now uses correct frameTime
Previously, the liver only metabolised reagants once every second, but incorrectly passes the current frameTime to the metabilism function, not 1 second.
* Stomach now only transfers non-empty solutions.
Makes debugging bloodstream bugs easier if the stomach is not constantly adding empty solution to it.
* Fixed StomachBehaviour using wrong SolutionContainerComponent
Stomach was using the first SolutionContainerComponent in the owner of the body, instead of the container in the owner of the mechanism (stomach). As a result, it used to use the BloodStreamComponent.Solution as a "Stomach".
* Update StomachBehavior.cs
Somach now checks if it still contains a reagant, before transferring it.
* Added argument to IMetabolizable.Metabolize()
Added availableReagent argument to IMetabolizable.Metabolize(), This ensures that this function does not over-metabolize a reagant, which can happen if tickTime*metabolismRate is larger than the available reagant
* Revert "Stomach now only transfers non-empty solutions."
This reverts commit 2a51e2d87e6e17ab76b48e5316ce501ec05ac061.
* Renamed _updateInterval to _updateIntervalSeconds
Also modified doc comment specifying units
* Fix spelling of healthChangeAmount
Changed from healthChangeAmmount to healthChangeAmount
* Fixed comment
comment used to mention _updateInterval, which has been renamed _updateIntervalSeconds
* Fixed typo in comment
* fixed typos: reagant -> reagent
Most typos were just in comments.
* Make metabolizable classes inherit from DefaultMetabolizable
Also involved changing around IMetabolizable
* Renamed variables
metabolismAmount -> amountMetabolized
* Updated Comments in DefaultMetabolizable
Makes it clearer why DefaultMetabolizable works as it does, and that other classes depend on it.
* basic eui and window
* finish EUI, update defaults
* unnecessary usings
* convert to bounduserinterface
* merge me up
merge me up inside
* Fix repeated define for component in prototype
* impl swept UI suggestion
* apply discord reviews
* small changes
* Added mapped storage for things like crayon belts and tools
* Attempt to get StorageFillEvent to work
* Managed to get it working with Visualizer logi
* Improved PR and did some light refactoring of components
* Update Content.Client/Storage/Visualizers/MappedItemVisualizer.cs
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Removed event, went with stateful ApperanceData
* Removed ids in favor of whitelist
* Refactor YAML, Moved functionality to Shared and renamed it.
* Changed so insert/remove always send full state.
* Move logic to component
* Fix some issues on MappedVisualizer and few nitpicks
- Fix mapped visualizer only doing init or update layers
- Fixed naming of systems
- Fixed sort of crayons
* Forgot to apply Vera's suggestion
* Fix the data to be more strict and to avoid unnecessary clearing
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Added doc comments to server side voting API.
There is now a 4 minute delay between creating votes of the same type.
Shuffled some code around.
Made a StandardVoteType enum instead of string IDs.
* Broadphase refactor (content)
* Shuttle jank
* Fixes
* Testing jank
* Features and things
* Balance stuffsies
* AHHHHHHHHHHHHHHHH
* Mass and stuff working
* Fix drops
* Another balance pass
* Balance AGEN
* Add in stuff for rotating shuttles for debugging
* Nothing to see here
* Testbed stuffsies
* Fix some tests
* Fixen test
* Try fixing map
* Shuttle movement balance pass
* lasaggne
* Basic Helmsman console working
* Slight docking cleanup
* Helmsman requires power
* Basic shuttle test
* Stuff
* Fix computations
* Add shuttle console to saltern
* Rename helmsman to shuttleconsole
* Final stretch
* More tweaks
* Fix piloting prediction for now.
* Moves all atmos logic from TileAtmosphere to AtmosphereSystem.
* Atmos uses grid anchoring to check for firelocks instead of grid tile lookups.
* CVar for space wind sound
* CVar for explosive depressurization
* UI is an abbreviation, in XAML.
* Chat improvements.
Changing the "selected" channel on the chat box is now only done via the tab cycle or clicking the button.
Prefix chars like [ will temporarily replace the active chat channel. This is based 100% on message box contents so there's no input eating garbage or anything.
Pressing specific channel focusing keys inserts the correct prefix character, potentially replacing an existing one. Existing chat contents are left in place just fine and selected so you can easily delete them (but are not forced to).
Channel focusing keys now match the QWERTY key codes.
Deadchat works now.
Console can no longer be selected as a chat channel, but you can still use it with the / prefix.
Refactored the connection between chat manager and chat box so that it's event based, reducing tons of spaghetti everywhere.
Main chat box control uses XAML now.
General cleanup.
Added focus hotkeys for deadchat/console. Also added prefix for deadchat.
Local chat is mapped to deadchat when a ghost.
Probably more stuff I can't think of right now.
* Add preferred channel system to chat box to automatically select local.
I can't actually test this works because the non-lobby chat box code is complete disastrous spaghetti and i need to refactor it.
* Move chatbox resizing and all that to a subclass.
Refine preferred channel & deadchat mapping code further.
* Don't do prefixes for channels you don't have access to.
* Change format on channel select popup.
* Clean up code with console handling somewhat.
* Remove the unnecessary NetID property from ComponentState.
* Remove Component.NetworkSynchronizeExistence.
* Removed Component.NetID.
* Adds component netID automatic generation.
* Removed NetIdAttribute from serverside components with no corresponding clientside registration.
* Completely remove static NetIds.
* Renamed NetIDAttribute to NetworkedComponentAttribute.
* Add GenerateNetIds calls to client and server entry points.
Add test to make sure auto generated NetIds are identical.
* Component changes when rebasing that I am too lazy to rewrite into the branch.
Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
* Kills PipeNode ConnectToContainedEntities and EnvironmentalAir with fire.
* Reaction IGasMixtureHolder is nullable.
* Reworks canisters
* Adds PortablePipeNode and PortPipeNode, which connect to each other.
* Adds SoundSpecifier and a type serializer.
* DiceComponent makes use of SoundSpecifier.
* When rider autorefactoring decices to add field:
* Remove SoundEmptySpecifier, use nullable everywhere