* initial commit
- species prototype modifications
- markings points as its own file
- shared humanoid component
* adds a tool to convert sprite accessories to markings (in go)
* removes a fmt call
* converts sprite accessory to markings
* adds hair and facial hair to marking categories
* multiple changes
- humanoid visualizer system
- markings modifications for visualizer
- modifications to shared humanoid component
- lays out a base for humanoid system
* hidden layers, ports some properties from appearance component, shrinks DefaultMarkings a little
* squishes the initialize event calls into one function
adds stuff to set species/skin color externally from a server message - currently laid out as if it a dirty call to a networked component, may be subject to change (server-side has not been implemented yet)
* makes the sprite pipeline more obvious
* apply all markings, hidden layer set replacement
* ensures that markings are cleared when the new set is applied
* starts refactoring markingsset (unfinished)
* more additions to the markingset api
* adds constructor logic to markingset
* adds a method to filter out markings in a set based on a given species
* fixes enumerators in markingset
* adds validator into MarkingSet, fixes ForwardMarkingEnumerator
* modifications to the humanoid visual system
* ensuredefault in markingset
* oop
* fixes up data keys, populates OnAppearanceChange in visualizer
* changes to humanoid component, markings
marking equality is now more strict, humanoidcomponent is now implemented for client as a child of sharedhumanoidcomponent
* markings are now applied the visualizer by diffing them
* base sprites are now applied to humanoids from humanoidvisualizer
* passes along base sprite settings to the marking application so that markings know to follow skin color/alpha or not (see: slimes)
* custom base layers on humanoids
* merges all data keys into one data class for humanoid visualizers
* setappearance in sharedhumanoidsystem, removes custombaselayercolors
* humanoidcomponent, system (empty) in server
* adds some basic public API functions to HumanoidSystem
* add marking, remove marking
* changes appearance MarkingsSet to a List<Marking>, adds listener for PlayerSpawnCompleteEvent in HumanoidSystem
* ensuredefaultmarkings, oninit for humanoids
* markingmanager API changes
* removes MarkingsSet
* LoadProfile, adjusts randomization in humanoid appearance to account for species
* base layer settings in humanoidsystem, eye color from profile
* rearranges files to centralize under Humanoid namespace
* more reorganization, deletes some stuff
gotta break stuff to make other things work, right?
goodbye SpriteAccessory...
* fixes a good chunk of server-side issues
still does not compile, yet
* singlemarkingpicker xaml layout
* singlemarkingpicker logic
* magic mirror window (varying pieces of it, mostly client-oriented)
* removes some imports, gives MagicMirror a BUI class (not filled in yet)
* populates magic mirror BUI functionality / window callbacks
* fixes up some errors in humanoidprofileeditor
* changes to SingleMarkingPicker
SingleMarkingPicker now accepts a List<Marking>, species, and total possible markings available in that marking category
* fixes up hair pickers on humanoid profile editor
* fixes the errors in markingpicker
* markingsystem is now gone
* fixes a bunch of build errors
* so that's why i did it like that
* namespace issues, adds robustxamlloader to singlemarkingpicker
* another robustxamlloader
* human, lizard sprites/points
* prototype fixes, deletion of old spriteaccessory
* component registration, fixes dwarf skin toning
no, 'ReptilianToned' does not exist
* removes component registration from abstract humanoid component
* visualizer data now cloneable
* serialize for visualizer key
* zero-count edge case
* missing semi-colon moment
* setspecies in humanoidsystem
* ensures that default markings, if empty, will cause ensuredefault to skip over that given category
* tryadd instead of add
* whoops
* diff and apply should properly apply markings now
* always ensure default, fixes double load for player spawning
* apply skin color now sets the skin color property in humanoidcomponent
* removes sprite from a few species prototypes
* sprite changes for specific base layers based on humanoid sex
* layer ordering fix, and a missing base layer should now disallow markings on that layer
* anymarking base layer, adds the right leg/foot for humans
* loading a profile will now clear all markings on that humanoid
* adds missing layers for humans
* separates species.yml into respective species prototype files
* ensures that if layer visibility was changed, all markings have to be reapplied
* server-side enforcement of hiding hair (and other head-related markings) when equipping things that hide hair
* slime fix, clothingsystem now dictates layer visibility server side
* sussy
* layer settings should now ensure a marking should match the skin tone
* whoops
* skincolor static class and functions in UI
* skin color validation in humanoidcharacterappearance
* markingpicker now shows only the markings for the selected category in used
* getter for slot in singlemarkingpicker now ensures slot is 0 if markings exists
* FilterSpecies no longer attempts to do removal while iterating
* expands for SingleMarkingPicker
* humanoid base dummy has blank layers now (and snout/tail/headside/headtop)
* fixes an issue with visualizer system if the marking count was different but the markings themselves were (somewhat) the same
* whoops
* adds edge case handlers for count differences in humanoid markings
* preview now loads profile instead of directly setting appearance
* moves marking set loading to update controls
* clones a marking set in markingpicker by using the deep clone constructor
* whoops (deep cloning a marking now copies the marking id)
* adds replace function for markingset
* points should now update after the markings are remove/added
* merging base layer sprites into a humanoid should now clear them before merging
* sets dirty range start to count only if the dirty range start was never set above 0
* fixes up some issues with singlemarkingpicker
* color selector sliders in single marking picker should now expand
* hair from hair pickers should now apply in profile loading (client-side)
* category in singlemarkingpicker now sets the private category variable
* slot selector should now populate
* single marking picker buttons now have text, also shows the category name over all user-clickable elements
* removes a comment
* removing hair slots now sets it to bald, defaults to zero used slots if current hair is bald on hair/facial hair
* random skin color, eye color
* populate colors now checks if the marking count is greater than zero in singlemarkingpicker
* hair/facial hair pickers now just get the first possible hair from the respective species list
* different approach to random skin color
* oh, that's why it wasn't working
* randomize everything now just updates every single control
* selecting a new marking in SingleMarkingPicker should attempt to copy over old colors, populate list now uses cache,
* markingmanager now uses OnlyWhitelisted to populate by category and species
* filterspecies now uses onlyWhitelist to filter markings based on whitelist or not
* oops
* ui fix for singlemarkingpicker, ensures that cache is not null if it is null when populatelist is called
* order of operations for the horizontal expand for add/remove
* hair pickers should now update when you add/remove the hair slot
* fixes variable naming error in character appearance
* loc string fix in singlemarkingpicker
* lizards, vox now have onlyWhitelist, vox restriction for hair/facialhairs
* having zero possible hairs should no longer cause an exception in randomization
* setting species should now update hair pickers
* ignore categories for marking picker
* and a clear as well for the category button
* places that functionality in its own function instead
* adds eye base sprite, vox now also have their own custom eye sprites
* loading a profile client-side should do FilterSpecies for markings now
* client-side load profile does filter species after adding in the hairs now
* magic mirror
* callbacks now call the callback instead of adding it on construct
* whoops
* in removemarking too
* adds missing synchronize calls
* comments out an updateinterface call in magic mirror
* magic mirror window title, minimum sizing
* fixes minsize, adds warning for players who try to set their hair for species that have no hair
* removes spaces in xaml
* namespace changes/organization
* whoopsie (merge conflicts)
* re-enables identity from humanoid component
* damagevisuals now uses the enum given to it instead of the layerstate given on that layer tied to the enum
* removes commas from json
* changes to visuals system so the change is consistent
* chest
* reptilian
* visualizer system now handles body sprite setting/coloration, similar to how characterappearance did it
not a big fan of this
* adds a check in applybasesprites
* adding/removing parts should now make them invisible on a humanoid
* body part removal/adding now enumerates over sublayers instead
* synchro now runs in bodycomponent startup
* parts instead of slots
* humanoidcompnent check
* switches from rsi to actualrsi
* removes all the body stuff (too slow)
* cleans up resolves from humanoid visualizer system
* merging sprites now checks if the base sprites have been modified or not (through things like species changes, or custom base sprite changes)
* not forgetting that one again
* merging now returns an actual dirty value
* replaces the sequenceequal with a more accurate solution
* permanent layers, layer visibility on add/remove part in body
* should send all hidden layers over now
* isdirty in visualizer system for base layers
* isdirty checks count as well
* ok, IsDirty should now set the base layers if the merged sprites are different
* equals override in HumanoidSpritePrototypes.cs
temporary until record prototypes :heck:
* makes fields readonly, equates IDs instead
* adds forced markings through marking picker
* forced in humanoidsystem api, ignorespecies in markingpicker
* marking bui
* makes that serializable as well
* ignore species/forced toggles now work
* adds icon to modifier verb, interface and keys to humanoid bases
* needs the actual enum value to open, no?
* makes the key the actual key
* actions now propagate upwards
* ignore species when set now repopulates markingpicker
* modifiable base layers in the markings window
* oops!
* layout changes
* info box should now appear
* adds ignorespecies for marking picker, collapsible for base layer section of appearance modification window
* collapsible layout moment
* if base layers have changed, all markings are now dirty (and if a base layer is missing, the marking is still 'applied' but it's now just invisible
* small change to marking visibility
* small changes to modifier UI
* markings now match skin on zombification
* zombie stuff
* makes the line edit in marking modifier window more obvious
* disables vox on round start
* horizontal expand on the single label in base layer modifiers
* humanoid profiles in prototypes
* randomhumanoidappearance won't work if the humanoid has a profile already stored
* removes unused code
* documentation in humanoidsystem server-side
* documentation in shared/client
* whoops
* converts accessory into marking in locale files (also adds marking loc string into single marking picker)
* be gone, shared humanoid appearance system from the last upstream merge
* species ignore on randomization (defaults to no ignored species)
* more upstream merge parts that bypassed any errors before merge
* addresses review (also just adds typeserializers in some places)
* submodule moment
* upstream merge issues
Thanks to julian figuring out IDesignTimeDbContextFactory exists in #6327.
All this DbContext configuration and options setup stuff is insane. Microsoft should be absolutely ashamed for coming up with this load of garbage.
* Step 1 of porting; grabbed most of the files via patches.
* Add species field to the DB
* Appearance patches for slimes.
* Fix the db test.
* Add slime's biocompat.
* slimby
* Fixes, allow specifying if a species is playable or not.
* Update Content.Client/Preferences/UI/HumanoidProfileEditor.xaml.cs
Co-authored-by: Javier Guardia Fernández <DrSmugleaf@users.noreply.github.com>
* Update Content.Client/Preferences/UI/HumanoidProfileEditor.xaml.cs
Co-authored-by: Javier Guardia Fernández <DrSmugleaf@users.noreply.github.com>
* Update Content.Client/Preferences/UI/HumanoidProfileEditor.xaml.cs
Co-authored-by: Javier Guardia Fernández <DrSmugleaf@users.noreply.github.com>
* Address reviews.
* Address reviews.
* make an if-case.
* Fix a goof where species wouldn't get shown in the editor correctly (it'd always default to human)
Co-authored-by: Javier Guardia Fernández <DrSmugleaf@users.noreply.github.com>
* Completely refactor how job spawning works
* Remove remains of old system.
* Squash the final bug, cleanup.
* Attempt to fix tests
* Adjusts packed's round-start crew roster, re-enables a bunch of old roles.
Also adds the Central Command Official as a proper role.
* pretty up ui
* refactor StationSystem into the correct folder & namespace.
* remove a log, make sure the lobby gets updated if a new map is spontaneously added.
* re-add accidentally removed log
* We do a little logging
* we do a little resolving
* we do a little documenting
* Renamed OverflowJob to FallbackOverflowJob
Allows stations to configure their own roundstart overflow job list.
* narrator: it did not compile
* oops
* support having no overflow jobs
* filescope for consistency
* small fixes
* Bumps a few role counts for Packed, namely engis
* log moment
* E
* Update Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml
Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
* Update Content.Server/Maps/GameMapPrototype.cs
Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
* factored job logic, cleanup.
* e
* Address reviews
* Remove the concept of a "default" grid.
It has no future in our new multi-station world
* why was clickable using that in the first place
* fix bad evil bug that almost slipped through
also adds chemist
* rms obsolete things from chemist
* Adds a sanity fallback
* address reviews
* adds ability to set name
* fuck
* cleanup joingame
* Moved access to ecs
* Fixed tests
* Moved test to integration
* Better IoC
* Moved preset ID card
* Moved id card to ECS
* Moved access component to ECS
* Fixed pda access
* Final touches
Co-authored-by: metalgearsloth <31366439+metalgearsloth@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>
* Engine namespace changes.
* Automated remove redundant using statements.
* Simplified Graphics namespace.
* Apparently the container system stores full type names in the map file.😞 This updates those names.
* API Changes to LocalizationManager.LoadCulture.
* Update submodule to v0.3.2
* 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
* 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
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.
* 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