* Clothing & Gender fields: Add to database [MODIFIED TO NOT DEPEND ON SAPHIRE-DB-REFACTOR]
Sorry about this, Saphire.
* Clothing & Gender fields: Add UI [FALLBACK II]
* Clothing & Gender fields: Actually apply gender
* Clothing & Gender fields: Import innerclothingskirt field from my previous attempt
Couldn't import actual prototypes because of a change to IDs
* Clothing & Gender fields: Add innerclothingskirt field to everything
* Clothing & Gender fields: Jumpskirts now work
* Clothing & Gender fields: Gender field will follow sex field if it's not different (UX improvement) [FALLBACK II]
* Clothing & Gender fields: Gender -> Pronouns to reduce confusion. Also, fix profile summary. Properly. [FALLBACK II]
* Clothing & Pronoun fields: Refactor so that profile equipment adjustments are performed in StartingGearPrototype.
* #272 add bordered panel for effects bar
* #272 avoid mouse overlapping tooltip when near edges,
change tooltip colors to match mockups
* #272 WIP defining status effect states as YML and
sending them as encoded integers
* #272 refactor to use new alert system
* #272 refactor to use new alert system
* #272 fix various bugs with new alert system and update
alerts to have color
* #272 WIP
* #272 rename status effects to alerts
* #272 WIP reworking alert internals to avoid code dup
and eliminate enum
* #272 refactor alerts to use
categories and fix various bugs
* #272 more alert bugfixes
* #272 alert ordering
* #272 callback-based approach for alert clicks
* #272 add debug commands for alerts
* #272 utilize new GridContainer capabilities for sizing of alerts tab
* #272 scale alerts height based on
window size
* #272 fix tooltip flicker
* #272 transparent alert panel
* #272 adjust styles to match injazz mockups more, add cooldown info in tooltip
* #272 adjust styles to match injazz mockups more, add cooldown info in tooltip
* #272 alert prototype tests
* #272 alert manager tests
* #272 alert order tests
* #272 simple unit test for alerts component
* #272 integration test for alerts
* #272 rework alerts to use enums instead
of id / category
* #272 various cleanups for PR
* #272 use byte for more compact alert messages
* #272 rename StatusEffects folder to Alerts,
add missing NetSerializable
* Early commit
* Early commit 2
* merging master broke my git
* does anyone even read these
* life is fleeting
* it just works
* this time passing integration tests
* Remove hashset yaml serialization for now
* You got a license for those nullables?
* No examine, no context menu, part and mechanism parenting and visibility
* Fix wrong brain sprite state
* Removing layers was a mistake
* just tear body system a new one and see if it still breathes
* Remove redundant code
* Add that comment back
* Separate damage and body, component states, stomach rework
* Add containers for body parts
* Bring layers back pls
* Fix parts magically changing color
* Reimplement sprite layer visibility
* Fix tests
* Add leg test
* Active legs is gone
Crab rave
* Merge fixes, rename DamageState to CurrentState
* Remove IShowContextMenu and ICanExamine
* Holy crap auth works
* Fix some usages of UserID instead of UserName
* Refactor preferences.
They be non-async now. Also faster.
* Rename DbContext.
* Guest username assignment.
* Fix saving of profiles.
* Don't store data for guests.
* Fix generating invalid random colors.
* Don't allow dumb garbage for char preferences.
* Bans.
* Lol forgot to fill out the command description.
* Connection log.
* Rename all the tables and columns to be snake_case.
* Re-do migrations.
* Fixing tests and warnings.
* Update submodule
* Things and stuff with grids, unfinished w/ code debug changes.
* Updated submodule and also lost some progress cause I fucked it up xd
* First unfinished draft of the BodySystem. Doesn't compile.
* More changes to make it compile, but still just a framework. Doesn't do anything at the moment.
* Many cleanup changes.
* Revert "Merge branch 'master' of https://github.com/GlassEclipse/space-station-14 into body_system"
This reverts commit ddd4aebbc76cf2a0b7b102f72b93d55a0816c88c, reversing
changes made to 12d0dd752706bdda8879393bd8191a1199a0c978.
* Commit human.yml
* Updated a lot of things to be more classy, more progress overall, etc. etc.
* Latest update with many changes
* Minor changes
* Fixed Travis build bug
* Adds first draft of Body Scanner console, apparently I also forgot to tie Mechanisms into body parts so now a heart just sits in the Torso like a good boy :)
* Commit rest of stuff
* Latest changes
* Latest changes again
* 14 naked cowboys
* Yay!
* Latest changes (probably doesnt compile)
* Surgery!!!!!!!!!~1116y
* Cleaned some stuff up
* More cleanup
* Refactoring of code. Basic surgery path now done.
* Removed readme, has been added to HackMD
* Fixes typo (and thus test errors)
* WIP changes, committing so I can pull latest master changes
* Still working on that god awful merge
* Latest changes
* Latest changes!!
* Beginning of refactor to BoundUserInterface
* Surgery!
* Latest changes - fixes pr change requests and random fixes
* oops
* Fixes bodypart recursion
* Beginning of work on revamping the damage system.
* More latest changes
* Latest changes
* Finished merge
* Commit before removing old healthcode
* Almost done with removing speciescomponent...
* It compiles!!!
* yahoo more work
* Fixes to make it work
* Merge conflict fixes
* Deleting species visualizer was a mistake
* IDE warnings are VERBOTEN
* makes the server not kill itself on startup, some cleanup (#1)
* Namespaces, comments and exception fixes
* Fix conveyor and conveyor switch serialization
SS14 in reactive when
* Move damage, acts and body to shared
Damage cleanup
Comment cleanup
* Rename SpeciesComponent to RotationComponent and cleanup
Damage cleanup
Comment cleanup
* Fix nullable warnings
* Address old reviews
Fix off welder suicide damage type, deathmatch and suspicion
* Fix new test fail with units being able to accept items when unpowered
* Remove RotationComponent, change references to IBodyManagerComponent
* Add a bloodstream to humans
* More cleanups
* Add body conduits, connections, connectors substances and valves
* Revert "Add body conduits, connections, connectors substances and valves"
This reverts commit 9ab0b50e6b15fe98852d7b0836c0cdbf4bd76d20.
* Implement the heart mechanism behavior with the circulatory network
* Added network property to mechanism behaviors
* Changed human organ sprites and added missing ones
* Fix tests
* Add individual body part sprite rendering
* Fix error where dropped mechanisms are not initialized
* Implement client/server body damage
* Make DamageContainer take care of raising events
* Reimplement medical scanner with the new body system
* Improve the medical scanner ui
* Merge conflict fixes
* Fix crash when colliding with something
* Fix microwave suicides and eyes sprite rendering
* Fix nullable reference error
* Fix up surgery client side
* Fix missing using from merge conflict
* Add breathing
*inhale
* Merge conflict fixes
* Fix accumulatedframetime being reset to 0 instead of decreased by the threshold
https://github.com/space-wizards/space-station-14/pull/1617
* Use and add to the new AtmosHelpers
* Fix feet
* Add proper coloring to dropped body parts
* Fix Urist's lungs being too strong
* Merge conflict fixes
* Merge conflict fixes
* Merge conflict fixes
Co-authored-by: GlassEclipse <tsymall5@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com>
Access is now done through a list of access lists, instead of the necessary/sufficient system that was extremely confusing.
Added a "deny" list so you can screw over sec.
Cleaned the API up so it all uses sets and such.
PDA now relays access read-only to fix edge cases.
ReagentUnit now implements IComparable and IEquateable.
ReagentUnit now uses double internally.
Added multiplication without shifting for ints.
InvariantCulture for some string things.
Added units tests for Equals and CompareTo.
Added unit tests to Solution that deals with nasty fractionals.
#574 added an out arg to `SolutionComponent.TryRemoveSolution` containing the solution that was removed. I made this change since I thought there was no way to get the removed solution for further use. Didn't notice `SplitSolution` which provides nearly the same behavior. With this PR I want to remove that out arg from `TryRemoveSolution` to keep the SolutionComponent API simple and to avoid having multiple ways of doing things. Existing code uses `SplitSolution`, I just wasn't paying attention.
Feel free to deny merging this if I'm over thinking it. I think it'll help keep solution code from becoming a mess.
* Add click-based solution transfer
For example, clicking on a beaker with a soda can to transfer the soda to the beaker. Works on plain solution containers like beakers and also on open drink containers like soda cans as long as they have the `PourIn` and `PourOut` solution capabilities. If no `SolutionComponent` is added to a drink entity, the `DrinkComponent` will give the entity one. This PR extends that behavior slightly by also giving these default `SolutionComponent`'s the proper capabilities for pouring in/out.
* Improve fix for poured drinks not immediately disappearing
Instead of making `DrinkComponent.Use` public this
splits out the code important to both users and made that function public, leaving `Use` private.
* Shorten solution transfer popup
* Make code review changes
- Move pouring code from SolutionComponent to new PourableComponent. Added PourableComponent to client ignore list and added to existing container prototypes.
- Added EmptyVolume property to shared SolutionComponent for convenience.
- Removed DrinkComponent fix from pouring AttackBy code. Instead DrinkComponent subscribes to the SolutionChanged action and updates its self when necessary.
- Fixed pouring being able to add more than a containers max volume and sometimes deleting reagents.
- Added message for when a container is full.
* More code review changes
- Remove IAttackBy ComponentReference attribute in PourableComponent
- Remove _transferAmount from shared SolutionComponent. Left over var from previous commit not being used anymore.
* added Character Setup
* whoops
* reverted unrelated changes
* Made everything work post-rebase
* Removed unused PreferencesChanged event
* nope, don't need this
* HumanoidProfileEditorPanel -> HumanoidProfileEditor
* Set initial data for hair pickers
* Fixed nullable warning
* Renamed LooksComponent -> HumanoidAppearanceComponent
* Renamed LooksComponentState -> HumanoidAppearanceComponentState
* Final renaming maybe
* Use a human-like dummy instead of a real human
* Change preferences structs back to classes