* Update DamageableSystem to modern standards
* DamageContainerId -> DamageContainerID with lint flag
* Replace strings with protoids
* Make CVar subscription declarations all consistently whitespaced
* ChangeDamage -> TryChangeDamage, cope with C# jank
* Revert event signature changes
* Restore a comment
* Re-add two queries
* Init the queries
* Use appearanceQuery in DamageChanged
* Use damageableQuery in TryChangeDamage
* Use damageableQuery in SetDamageModifierSetId
* Final cleanup, fix sandboxing
* Rectify ExplosionSystem:::ProcessEntity's call to TryChangeDamage
* Re-organize DamageableSystem
* first big fuck you breaking change.
* THATS A LOT OF DAMAGE!!!
* Fix test fails
* test fixes 2
* push it
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* LOCKED THE FUCK IN
* Forgot this little fella
* Crying
* All entity effects ported, needs cleanup still
* Commit
* HEHEHEHAW
* Shelve for now
* fixe
* Big
* First big chunk of changes
* Big if true
* Commit
* IT BUILDS!!!
* Fix LINTER fails
* Cleanup
* Scale working, cut down on some evil code
* Delete old Entity Effects
* Accidentally breaking shit by fixing bugs
* Fix a bunch of effects not working
* Fix reagent thresholds
* Update damage
* Wait don't change the gas metabolisms A
* Cleanup
* more fixes
* Eh
* Misc fixes and jank
* Remove two things, add bullshit, change condition to inverted
* Remove unused "Shared" system structure
* Namespace fix
* merge conflicts/cleanup
* More fixes
* Guidebook text begins
* Shelve
* Push
* More shit to push
* Fix
* Fix merg conflicts
* BLOOD FOR THE BLOOD GOD!!!
* Mild cleanup and lists
* Fix localization and comments
* Shuffle localization around a bit.
* All done?
* Nearly everything
* Is this the end?
* Whoops forgot to remove that TODO
* Get rid of some warnings for good measure...
* It's done
* Should make those virtual in case we want to override them tbqh...
* Update Content.Shared/EntityEffects/Effects/Botany/PlantAttributes/PlantDestroySeeds.cs
Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
* Fix test fails real
* Add to codeowners
* Documentation to everything
* Forgot to push whoops
* Standardize Condition names
* Fix up metabolism a little as a treat
* review
* add IsServer checks
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
* Initial edits of files
Untested yet. I would like to make sure all is accounted for before moving the files.
* trying my best
* Revert "trying my best"
This reverts commit 9aeece466df0169adec97e3947b061b54fd9b388.
* Revert "Initial edits of files"
This reverts commit 45c6e2343844b5fcafadbf2e5115fb2f241086a1.
* an actual meal
* Added networking to LungComponent.cs
* removed duplicate using
* moving GasRagents to SharedAtmosphereSystem.cs
* Fix usages of TryIndex()
Most usages of TryIndex() were using it incorrectly. Checking whether prototype IDs specified in prototypes actually existed before using them. This is not appropriate as it's just hiding bugs that should be getting caught by the YAML linter and other tools. (#39115)
This then resulted in TryIndex() getting modified to log errors (94f98073b0), which is incorrect as it causes false-positive errors in proper uses of the API: external data validation. (#39098)
This commit goes through and checks every call site of TryIndex() to see whether they were correct. Most call sites were replaced with the new Resolve(), which is suitable for these "defensive programming" use cases.
Fixes#39115
Breaking change: while doing this I noticed IdCardComponent and related systems were erroneously using ProtoId<AccessLevelPrototype> for job prototypes. This has been corrected.
* fix tests
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* alert cleanup and API
* I expect update loops to be at the top.
* Address review
* Address review x 2
* Merg my PR
* Fix
* Update Content.Shared/Alert/AlertsSystem.cs
webedit
Co-authored-by: Perry Fraser <perryprog@users.noreply.github.com>
* FIX THAT TEST FAIL!!!!
* Me when I forget to actually give you alerts
* Hammedborgar
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
Co-authored-by: Perry Fraser <perryprog@users.noreply.github.com>
* The only commit that matters
* I had to stop playing with my cat to push this change
* Yaml removal
* Proper drunk status effect and remove shitcode
* Review changes
* whoops
* Whoops x2
* Update master fix merge conflicts
* Fix merge conflicts
* Dunk Component kill
* MORE RELAYS
* Holy fucking breaking changes
* Ough
* 46 file diff
* Fix bad commits
* Erm what the test fail?
* Fix those last two
* Merge conflicts
* Me when I fix the merge conflicts
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Use distinct action labels for toggling internals on and off.
* Implement specific actions for enabling/disabling internals
Avoids potential confusing race conditions where two people might perform the "Toggle Internals On" action an the same person,
which would have jsut toggled twice.
* If no gas tank, will give popup
---------
Co-authored-by: beck-thompson <beck314159@hotmail.com>
* Predicted gas pumps
I wanted to try out atmos and first thing I found.
* a
* Atmos device prediction
- Canisters
- Tanks
- Internals
AirMixes aren't predicted so nothing on that front but all the UIs should be a lot closer.
* Remove details range
* Gas tank prediction
* Even more sweeping changes
* Alerts
* rehg
* Popup fix
* Fix merge conflicts
* Fix
* Review
* Update vomit organ smite to not use Component.owner
* is this what you want...?
* am I winning, dad?
* update the comment
* we love entity<t>
---------
Co-authored-by: plykiya <plykiya@protonmail.com>
* Added localization of groups and types: damage, metabolism (displayed in the guide book). The text for the health analyzer, weapon damage inspection is now taken from damage prototypes
* fix damage tests
* fix damage test yml
* fix damage test prototypes
* Update Content.Shared/Damage/Prototypes/DamageGroupPrototype.cs
* Update Content.Shared/Damage/Prototypes/DamageTypePrototype.cs
---------
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Fix test
* Kill float accumulators
* Use entity proxy methods
* DataField auto name generation where possible
* Kill comp properties
* Clean up server comps
* Make events record structs
* Clean up shared body code
* Clean up server body code
* Rename organ events to be same names as in med refactor
* Moving Gibbing rework out from medrefactor into it's own PR
* Re-enabled warning for missing gibbable on TryGibEntity
* Implemented better logic for gibbing failover and better logging
* Allowing audio params and drop scattering customization per component. Created UnGibbable organ base types and made brains ungibbable.
Removed delete brain from gibBody function. Artifact crusher does not destroy brains anymore. It only destroyed brains before not other organs which was wierd.
* Update Content.Shared/Body/Systems/SharedBodySystem.Body.cs
Fixing space for multiplication
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Added event raised when attempting to gib contained entities to allow modification of allowed and excluded container ids
* removing audioParams var from component (sound specifier includes it)
* Fixing signature
---------
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Fix gibbing & body system
Makes it so that bodies no longer have two sets of torso organs and that gibbed bodies get spread around on the floor again.
* Actually fix the double torso problem
* rootSlot in cameFrom
* Remove SetCoordinates inside GibBody()
* Don't use entity.RandomOffset() in GibBody()
* Gibbing now uses _random.NextVector2()