* Several small sfx tweaks
* fix small yml oopsie
* Redo the basin code to use events
* now uses an event for when the transfer is successful, not when there's just an attempt
* forgot to remove this
* Update Content.Server/Botany/Components/PlantHolderComponent.cs
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
* Update Content.Server/Botany/Systems/PlantHolderSystem.cs
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
* adds sound variations to shoes as well
* variations on honkbots and the H.O.N.K mech
* Update Content.Server/Botany/Systems/PlantHolderSystem.cs
* Update Content.Server/Botany/Systems/PlantHolderSystem.cs
* fix compile issue
* oops forgot to delete this
* cleanup
---------
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* fix contraband never getting added to vend inventory
* Revert "fix contraband never getting added to vend inventory"
This reverts commit e7fb3a60c3cb6fcbf41d7f015f13dbc7b1c1901d.
* readd setter method to system
* fix again without reparenting
* Add BreakOnDropItem, update do afters, remove unnecessary declarations
* bola
* Changed my mind about the nuke
* gennies too
* Make the comments more clear.
* Sorry for the trailing commas
* Revert "Sorry for the trailing commas"
This reverts commit e60fd9a30977393df3344948e6d5c0ce035723cd.
---------
Co-authored-by: plykiya <plykiya@protonmail.com>
* Separated "thank you" messages from general ads
* Moved MessagePackPrototype to shared, cleaned up AdvertiseComponent, and actually killed AdvertisementsPackPrototype.
+More suggests changes.
* Rename PackPrototypeID to Pack in both components.
* Merge BreakOnWeightlessMove and BreakOnMove. Provide different theshold for weightless movement.
* Adjust WeightlessMovementThresholds. Put a thing I forgot to put in the doafterargs.
* Make DoAfterArgs only use OnMove to determine whether to check for
movement and MoveThreshold to determine the threshold regardless of
weightlessness. Gave DistanceThreshold a default value which will always
be checked now.
* Fix issue introduced by merge.
* Use interaction system for determining whether a distance is within range
* Fix incorrect doafter args introduced by previous merge.
Forgor to commit these.
* Exorcise ghost.
The execution system should have been deleted when I merged previously.
For a reason I cannot comprehend it came back, but only the execution
system.
* Exorcise ghost Pt. 2
* Allow for movement check to be overriden in zero g and adjust doafter args where needed.
You can now override checking for movement in zero g with the BreakOnWeightlessMove bool. By default it will check.
The following doafters were made to ignore the movement check in zero g:
- Healing yourself with healing items,
- Removing embedded projectiles,
- Using tools like welders and crowbars
* Adjust distance for cuffing/uncuffing to work. Make injections not break on weightless movement.
* Fix evil incorrect and uneeded comments
* SS14-17183 Nerf vending machines
Vending machines provide too much food
(and drink) at the moment to the crew,
robbing the chef/bartender of a reason
to exist, and robbing the janitor of a reason
to want to refil vending machines early in
the round.
This PR adds a new "initialStockQuality" field
to vending machines and sets it at 0.33 for almost all
food and drink vendors. The intent at the moment
is to drop food and drink vending machine stocks
by somewhere around a half - two thirds of the time,
about two-thirds of the stock of a given item will be
missing.
This number can be tuned to discourage people relying
on vending machines and make round start
a bit more variable when hunting noms.
* Add comment to InitialStockQuality.
* Update Content.Shared/VendingMachines/VendingMachineComponent.cs
---------
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
* Moved vendor thank you messages into AdvertisementPack, making them vendor-specific.
Wrote a few example messages.
* Only display thank yous when closing the UI after a purchase.
* Tweaked a few messages
* More custom messages
* Missed one
* The all-in-one hacking solution
The thinking man's lockpick
The iconic EMAG
* emagged medbay's stasis bed
* left med, emagged sec' apc
* went back to chem, emagged the dispenser
* emagged the fax while i was there
* had a donut while waiting for emag to charge
* i broke into the bridge then announced 'mandatory johnson inspection in medical'
* get system instead of dependency
* feedback
* net suggestion
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* use EnsureComp and import NetworkedComponent
---------
Co-authored-by: deltanedas <user@zenith>
Co-authored-by: deltanedas <deltanedas@laptop>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* 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>
* serv3 in shared pt 1
* beginning of deepclone api
* progress in implementing ideepclone & serv3 in content
* adds target
* its cant hurt you it cant hurt you
* more changes to content.server
* adds dataclasses
* almost there
* renamed & edited entry
* finishes refactoring content to use serv3
* gasmixture runtimes, next: reagentunit
* fucin hell that was an annoying one
* adds flags
* fixes some yaml errors
* removes comment
* fixes generic components for now
* removes todo
actually clones values my god paul
fixes bug involving resolving custom data classes from other proj
renames dataclass
fixes spritecomp
adds WithFormat.Constants support
* adds deepclone to ResistanceSet
* adds a bunch of deepclone implementations
adds a deepclone analyzer (TODO)
adds a deep clone fallback for classes & structs
* fixes a bunch of runtimes
* adds deepclone to entityuid
* adds generator to sln
* gets rid of warnings
* fixes
* argh
* componentdata refactors
* more deepclone impl
* heck me i reworked all of content deepclone
* renames custom dataclasstarget
* misc
* reworks prototypes
* deepclone nuke
* renamed customdataclass attribute
* fixes everything
* misc fixed
* the killcommit
* getting there
* changed yamlfieldattribute namespace
* adds back iselfserialize
* renames everything to data(field/definition)
* ouch
* Fix most errors on content
* Fix more errors in content
* Fix some components
* work on tests
* fixes some customdataclasses
* fuggin shit
* yes
* yeas
* Remove data classes
* Data field naming fixes
* arg
* Git resetti RobustToolbox
* Merge fixes
* General fixes
* Fix startup serialization errors
* Fix DamageContainerPrototype when supported classes or types are null
* Implement construction graph step type serializer
* Fix up construction serialization
* Fix up construction serialization part 2
* Fix null list in technology database component
* Fix body serialization
* Fix entity storage serialization
* Fix actions serialization
* Fix AI serialization
* Fix reaction serialization
* Fix body serialization
* Fix grid atmosphere serialization
* Rename IServ3Manager to ISerializationManager
* Convert every non generic serializer to the new format, general fixes
* Serialization and body system fix
* pushinheritance fix
* Update all prototypes to have a parent and have consistent id/parent properties
* Merge fixes
* smh my head
* cuddling slaps
* Content commit for engine PR
* stuff
* more fixes
* argh
* yes even you are fixed
* changelog fixes
* fixes seeds
* argh
* Test fixes
* Add writing for alert order prototype
* Fix alert order writing
* FIX
* its been alot ok
* Fix the rest of the visualizers
* Fix server alerts component tests
* Fix alert prototype tests not using the read value
* Fix alert prototype tests initializing serialization multiple times
* THIS IS AN AMERICAN CODEBASE GOD BLESS THE USA
* Add ImplicitDataDefinitionForInheritors to IMechanismBehavior
Fixes the behaviors not being found
* Fix NRE in strap component
Good night to the 1 buckle optimization
* Fix clothing component slot flags serialization tag
* Fix body component in all components test
* Merge fixes
* ffs
* Make construction graph prototype use serialization hooks
* human yaml linted
* a
* Do the thing for construction
* stuff
* a
* monke see yaml linter
* LINT HARDER
* Remove redundant todo
* yes
* Add skip hook argument to readers and copiers
* we gamin
* test/datafield fixes
* adds more verbose validation
* moves linter to action
* Improve construction graph step type serializer error message
* Fix ammo box component NRE
* gamin
* some updates to the linter
* yes
* removes that test
* misc fixes
* array fix
priority fix
misc fixes
* adds proper info the validation
* adds alwaysrelevant usa
* Make yaml linter take half as long to run (~50% less)
* Make yaml linter 5 times faster (~80% less execution time)
* based vera being based
* fixes mapsaving
* warning cleanup & moves surpressor
* removes old msbuild targets
* Revert "Make yaml linter 5 times faster (~80% less execution time)"
This reverts commit 3e6091359a26252c3e98828199553de668031c63.
* Add -nowarn to yaml linter run configuration
* Improve yaml linter message feedback
* Make dependencies an argument instead of a property on the serialization manager
* yamllinting slaps
* Clean up type serializers
* Move yaml linter code to its own method
* Fix yaml errors
* Change yaml linter action name and remove -nowarn
* yaml linter please shut
* Git resetti robust toolbox
Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
* Add nullable to some Content.Shared files.
* Use [NotNullWhen(true)]
* Undo adding now redundant !'s
* Forgot one
* Add a ton more nullable
* You can guess
* Fix some issues
* It actually compiles now
* Auto stash before merge of "null2" and "origin/master"
* I lied
* enable annotations -> enable
* Revert ActionBlockerSystem.cs to original
* Fix ActionBlockerSystem.cs
* More nullable
* Undo some added exclamation marks
* Fix issues
* Update Content.Shared/Maps/ContentTileDefinition.cs
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Resolve some issues
* Remove unused method
* Fix more issues
* Fix more issues
* Fix more issues
* Fix more issues
* Fix issue, rollback SharedGhostComponent.cs
* Update submodule
* Fix issue, invert some if-statements to reduce nesting
* Revert RobustToolbox
* FIx things broken by merge
* Some fixes
- Replaced with string.Empty
- Remove some exclamation marks
- Revert file
* Some fixes
* Trivial #nullable enable
* Fix null ables
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
* Non-accessed local variable
* Merge cast and type checks.
* StringComparison.Ordinal added for better culture support
* Supposed code improvement in launcher. Remove unused code.
* Update ExplosionHelper.cs
Unintentional change.
* Optimized Import
* Add Robust.Shared.Utility import where it was deleted
* Other random suggestion
* Improve my comment