Commit Graph

69 Commits

Author SHA1 Message Date
Vera Aguilera Puerto
93acc565f0 Makes Airtight ECS. (#4351)
* Makes Airtight ECS.

* Remove atmos holdovers while at it!
2021-07-25 17:04:58 +10:00
Vera Aguilera Puerto
c8ba345cdc ECS Atmos Part 3: Removes AtmosHelpers, add many methods to AtmosphereSystem. (#4285)
* ECS Atmos Part 3: Removes AtmosHelpers, add many methods to AtmosphereSystem

* Adds API for adding/removing active tiles.

* Adds API for FixVacuum.

* Adds API for UpdateAdjacent.

* Adds API for IsTileAirBlocked.

* Re-organize hotspot code

* Adds API for IsTileSpace.

* RemoveGasCommand uses AtmosphereSystem

* AddGasCommand uses AtmosphereSystem.

* SetTemperatureCommand uses AtmosphereSystem.

* Adds API for IsSimulatedGrid.

* GasLeak uses AtmosphereSystem.

* Makes Spark method in GasLeak ALSO use AtmosphereSystem.

* GasPassiveVentSystem uses AtmosphereSystem.

* GasMinerSystem uses AtmosphereSystem.

* GasOutletInjectorSystem uses AtmosphereSystem.

* GasVentPumpSystem uses AtmosphereSystem.

* GasDualPortVentPumpSystem uses AtmosphereSystem.

* GasVolumePumpSystem uses AtmosphereSystem.

* GasAnalyzerComponent uses AtmosphereSystem.

* Add API for GetAdjacentTileMixtures.

* GasVentScrubberSystem uses AtmosphereSystem.

* AirtightComponent uses AtmosphereSystem.

* GasLeaks's TryFindRandomTile uses AtmosphereSystem.

* Adds API for GetAdjacentTiles.

* FirelockComponent's IsHoldingFire uses AtmosphereSystem.

* Adds API for GetAllTileMixtures.

* DeleteGasCommand uses AtmosphereSystem.

* FixGridAtmos uses AtmosphereSystem.

* FillGasCommand uses AtmosphereSystem.

* SetAtmosTemperatureCommand uses AtmosphereSystem.
2021-07-19 12:07:37 +02:00
Visne
b7dc3c81ae Remove redundant #nullable enable (#4275) 2021-07-16 17:37:09 -07:00
Vera Aguilera Puerto
a2b737d945 Atmos pipe rework (#3833)
* Initial

* Cleanup a bunch of things

* some changes dunno

* RequireAnchored

* a

* stuff

* more work

* Lots of progress

* delete pipe visualizer

* a

* b

* pipenet and pipenode cleanup

* Fixes

* Adds GasValve

* Adds GasMiner

* Fix stuff, maybe?

* More fixes

* Ignored components on the client

* Adds thermomachine behavior, change a bunch of stuff

* Remove Anchored

* some work, but it's shitcode

* significantly more ECS

* ECS AtmosDevices

* Cleanup

* fix appearance

* when the pipe direction is sus

* Gas tanks and canisters

* pipe anchoring and stuff

* coding is my passion

* Unsafe pipes take longer to unanchor

* turns out we're no longer using eris canisters

* Gas canister inserted tank appearance, improvements

* Work on a bunch of appearances

* Scrubber appearance

* Reorganize AtmosphereSystem.Piping into a bunch of different systems

* Appearance for vent/scrubber/pump turns off when leaving atmosphere

* ThermoMachine appearance

* Cleanup gas tanks

* Remove passive gate unused imports

* remove old canister UI functionality

* PipeNode environment air, make everything use AssumeAir instead of merging manually

* a

* Reorganize atmos to follow new structure

* ?????

* Canister UI, restructure client

* Restructure shared

* Fix build tho

* listen, at least the canister UI works entirely...

* fix build : )

* Atmos device prototypes have names and descriptions

* gas canister ui slider doesn't jitter

* trinary prototypes

* sprite for miners

* ignore components

* fix YAML

* Fix port system doing useless thing

* Fix build

* fix thinking moment

* fix build again because

* canister direction

* pipenode is a word

* GasTank Air will throw on invalid states

* fix build....

* Unhardcode volume pump thresholds

* Volume pump and filter take time into account

* Rename Join/Leave atmosphere events to AtmosDeviceEnabled/Disabled Event

* Gas tank node volume is set by initial mixtuer

* I love node container
2021-06-19 13:25:05 +02:00
DrSmugleaf
ff1a2d97ea Re-organize all projects (#4166) 2021-06-09 22:19:39 +02:00
20kdc
2f821f2bc3 You can now return to a brain. Also, clean up terrible console misuse. (#4092)
* You can now return to a brain. Also, clean up terrible console misuse.

* Get rid of Obsolete attribute on Ghost.Execute
2021-06-03 01:03:19 -07:00
20kdc
a3d9562532 Makes the singularity engine actually work stably. (#4068)
* Add GNU Octave script for tuning singularity engine. startsingularityengine is now properly tuned & sets up radiation collectors. FTLize RadiationCollectorComponent.

* Fix bugs with radiation collectors producing infinite power.

* Ensure singularities don't instantly annihilate other singularities (causing new singularities to instantly dissolve)

Technically found by a "bug" where a singularity generator would make multiple singularities, but this renders that bug harmless.

* Tune singularity shield emitters to hopefully randomly fail less, and add an Octave script for looking into that

* Fix singularity shader

* Map in an unfinished PA into Saltern

* Correct PA particles being counted twice by singularity calculations, add singulo food component

* Hopefully stop "level 1 singulo stuck in a corner" issues by freezing it when it goes to level 1 from any other level

* Apply suggestions on 'jazz' PR
2021-05-28 11:44:13 +02:00
Vera Aguilera Puerto
dc03f1f545 AnchorableComponent light cleanup. (#4009)
* Remove awful commands

* Unanchoring is a word.

* Fix disposal tests....

* Slight anchorable cleanup
2021-05-16 22:33:21 +02:00
20kdc
23bc33a7aa drainallbatteries - a command for testing low-power conditions (#3983) 2021-05-13 01:12:36 +02:00
Vera Aguilera Puerto
3e0eb22921 Update RemoveExtraComponents command to not use IEntityQuery. 2021-05-10 20:36:16 +02:00
Acruid
00e01d51fd SnapGridComponent Removal (#3884)
* Removed SnapGridOffset, there is only center now.

* SnapGridComponent methods are now static.

* Removed SnapGridComponent.OnPositionChanged.

* Refactored static functions off SnapGridComponent to MapGrid.
Refactored away usages of SnapGridComponent.Position.

* Added Transform.Anchored for checking if an entity is a tile entity.
More refactoring for static MapGrid functions.

* Static snapgrid methods on MapGrid are no longer static.

* Add setter to ITransformComponent.Anchored.
Removed direct references to SnapGridComponent from content.

* Grid functions now deal with EntityUids instead of SnapGridComponents.
Began renaming public API functions from SnapGrid to Anchor.

* Remove the SnapGridComponent 'Offset' field from all yaml files. This was removed in code previously, so the yaml linter was upset.

* Update engine submodule to v0.4.46.
2021-04-28 10:49:37 -07:00
metalgearsloth
67f9e9cb5e Split entity lookups from entity manager (#3747)
* Split entity lookups from entity manager

* IoC instead

* IoC refactor

* Fix bad resolve

* Remove EntityManager EntityLookup

* Update submodule

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-04-06 13:31:07 +10:00
DrSmugleaf
677706b117 Refactor body component to use slots instead of an army of dictionaries (#3749)
* Refactor body component to use slots instead of an army of dictionaries

* Update vox

* Replace static method call with extension

* Add setpart method, replace dispose with shutdown

* Fix tests, fix not listening to slot events when setting a part
2021-04-05 14:54:51 +02:00
ShadowCommander
7a842f7c22 Fix tests (#3707)
* First pass

* Fix access and rename banananium to bananium

* Fix captialization of CookTimeInfoLabel

* Fix InteractUsing calls

* Remove unused [Dependency]

* Replace obsolete references to Anchored with BodyType

* Assign default value to shoving someone in disposals

* Fix naming

* Replace Initialize TryGetComponents with EnsureComponent

* Rework AnchorableComponent

* Fix singularity component

* Replace obsolete usages of Angle.South

* Fix efcore warning

* Fix container tests

* Fix DebugPressurePump invalid PressurePump yaml

* Fix getting pathfinding region of grid 0

* Fix atmos plaque missing layer and add info message when it happens

* Fix AiSteeringSystem steering in an invalid grid in entity test

* Make content able to choose which log level leads to test failures

* Revert container test fix for Acruid

* Fix sprite, pipe and saving errors
Make EntityTest print all errors instead of stopping on the first

* Reorder singularity visualizer

* Disable pvs for container occlusion adn simple predict reconcile, they use entities other than map ones

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2021-03-31 21:41:23 +02:00
metalgearsloth
d1e4bb0304 Inertia (#3709)
* Some stuff

* Fix NaN angular velocity

* Optimise a bit

* Give throwing a bit of a spin

* Reality can be whatever I want

* Biffing it

* Cleanup

* Update submodule

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-03-30 21:43:03 +11:00
DrSmugleaf
610db55454 Add command to spawn entity lists around the player and surgery tools list (#3721)
* Add command to spawn surgery tools around the player

* Generalize the command ot all entity list prototypes

* Change index to try index and rename surgery tools prototype
2021-03-28 12:59:58 +02:00
metalgearsloth
bc6a93fa02 Add pyramid physics testbed (#3710)
* Add pyramid physics testbed

From Box2D (licence is already on the file). Useful for testing solver performance for large islands.

* nulls

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-03-28 13:41:49 +11:00
Vera Aguilera Puerto
c455b745ba Adds announce command for admins, latejoin announcer is now "station" 2021-03-17 15:43:31 +01:00
DrSmugleaf
a5ade526b7 Enable nullability in Content.Server (#3685) 2021-03-16 15:50:20 +01:00
ShadowCommander
481fee135b Delete ghost when respawning (#3519)
* Delete ghost when respawning

Fix session.AttachedEntity not being set to null when mind is wiped
Fix MindComponent not getting disconnected when Mind is wiped
Rename OwnedMob to OwnedComponent

* Update Content.Server/GameTicking/GameTicker.cs

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2021-03-11 10:37:16 +01:00
metalgearsloth
4d064abcd7 Physics (#3485)
* Content side new physics structure

* BroadPhase outline done

* But we need to fix WorldAABB

* Fix static pvs AABB

* Fix import

* Rando fixes

* B is for balloon

* Change human mob hitbox to circle

* Decent movement

* Start adding friction to player controller

I think it's the best way to go about it to keep other objects somewhat consistent for physics.

* This baby can fit so many physics bugs in it.

* Slight mob mover optimisations.

* Player mover kinda works okay.

* Beginnings of testbed

* More testbed

* Circlestack bed

* Namespaces

* BB fixes

* Pull WorldAABB

* Joint pulling

* Semi-decent movement I guess.

* Pulling better

* Bullet controller + old movement

* im too dumb for this shit

* Use kinematic mob controller again

It's probably for the best TBH

* Stashed shitcode

* Remove SlipController

* In which movement code is entirely refactored

* Singularity fix

* Fix ApplyLinearImpulse

* MoveRelay fix

* Fix door collisions

* Disable subfloor collisions

Saves on broadphase a fair bit

* Re-implement ClimbController

* Zumzum's pressure

* Laggy item throwing

* Minor atmos change

* Some caching

* Optimise controllers

* Optimise CollideWith to hell and back

* Re-do throwing and tile friction

* Landing too

* Optimise controllers

* Move CCVars and other stuff swept is beautiful

* Cleanup a bunch of controllers

* Fix shooting and high pressure movement controller

* Flashing improvements

* Stuff and things

* Combat collisions

* Combat mode collisions

* Pulling distance joint again

* Cleanup physics interfaces

* More like scuffedularity

* Shit's fucked

* Haha tests go green

* Bigmoneycrab

* Fix dupe pulling

* Zumzum's based fix

* Don't run tile friction for non-predicted bodies

* Experimental pulling improvement

* Everything's a poly now

* Optimise AI region debugging a bit

Could still be better but should improve default performance a LOT

* Mover no updater

* Crazy kinematic body idea

* Good collisions

* KinematicController

* Fix aghost

* Throwing refactor

* Pushing cleanup

* Fix throwing and footstep sounds

* Frametime in ICollideBehavior

* Fix stuff

* Actually fix weightlessness

* Optimise collision behaviors a lot

* Make open lockers still collide with walls

* powwweeerrrrr

* Merge master proper

* AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

* AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

* AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

* Ch ch ch changesss

* SHIP IT

* Fix #if DEBUG

* Fix vaulting and item locker collision

* Fix throwing

* Editing yaml by hand what can go wrong

* on

* Last yaml fixes

* Okay now it's fixed

* Linter

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: Vera Aguilera Puerto <zddm@outlook.es>
2021-03-08 04:09:59 +11:00
Paul Ritter
5c50b1f6ed Serialization v3 content PR (#3491)
* 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>
2021-03-05 01:08:38 +01:00
Vera Aguilera Puerto
5109d1d853 Adds fixgridatmos command for mapping and admining 2021-03-04 13:07:10 +01:00
Pieter-Jan Briers
1eb0fbd8d0 Revert "Physics (#3452)"
This reverts commit 3e64fd56a1.
2021-02-28 18:49:48 +01:00
metalgearsloth
3e64fd56a1 Physics (#3452)
* Content side new physics structure

* BroadPhase outline done

* But we need to fix WorldAABB

* Fix static pvs AABB

* Fix import

* Rando fixes

* B is for balloon

* Change human mob hitbox to circle

* Decent movement

* Start adding friction to player controller

I think it's the best way to go about it to keep other objects somewhat consistent for physics.

* This baby can fit so many physics bugs in it.

* Slight mob mover optimisations.

* Player mover kinda works okay.

* Beginnings of testbed

* More testbed

* Circlestack bed

* Namespaces

* BB fixes

* Pull WorldAABB

* Joint pulling

* Semi-decent movement I guess.

* Pulling better

* Bullet controller + old movement

* im too dumb for this shit

* Use kinematic mob controller again

It's probably for the best TBH

* Stashed shitcode

* Remove SlipController

* In which movement code is entirely refactored

* Singularity fix

* Fix ApplyLinearImpulse

* MoveRelay fix

* Fix door collisions

* Disable subfloor collisions

Saves on broadphase a fair bit

* Re-implement ClimbController

* Zumzum's pressure

* Laggy item throwing

* Minor atmos change

* Some caching

* Optimise controllers

* Optimise CollideWith to hell and back

* Re-do throwing and tile friction

* Landing too

* Optimise controllers

* Move CCVars and other stuff swept is beautiful

* Cleanup a bunch of controllers

* Fix shooting and high pressure movement controller

* Flashing improvements

* Stuff and things

* Combat collisions

* Combat mode collisions

* Pulling distance joint again

* Cleanup physics interfaces

* More like scuffedularity

* Shit's fucked

* Haha tests go green

* Bigmoneycrab

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-03-01 03:11:29 +11:00
Pieter-Jan Briers
5a7658a13b Update submodule, fix a bunch of warnings. 2021-02-23 22:26:59 +01:00
metalgearsloth
4437fc7a1b Data-driven NPC behaviors (#3271)
* Data-driven NPC behaviors

* Nuked AiLogicProcessor
* BehaviorSets are now all stored in yaml (might try making actions also yaml someday)
* Added a test to validate all BehaviorSets
* Might also try pooling actions in the future to reduce allocs but that'll be way down the line (cough physics).

* Forgot to re-add sorting nothing suss

* Remove last references

* Proper vector2i serialization for tile atmos (#3266)

* update map files

* update submodule

Co-authored-by: cyclowns <cyclowns@protonmail.ch>

* Remove weird "S" jumpsuit from existence (#3267)

* Change character names to use datasets prototypes (#3259)

* Remove old name lists in .txts

* Fix tests

* LATEST MASTER TECHNOLOGY

* Converts AdminMenu to partially use XAML (#3231)

* Cleans up Hydroponics content. (#3025)

* Adds to IgnoredComponents.cs

* Jackboots

* Half Done

* Moved to diff PR

* Everything functional

* Fixed Sprays

* Nice

* Fixed

* Update submodule

* Fix tests

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>

* Stacked sprite visualizer (#3096)

* Add Stack Visualizer

* Add cigarette pack resources

Adds transparent layers for visualizing cigarettes

* Add Bag Open/Close Visualizer

So storage opened in inventory can have different icons when opened
or closed.

* Create a component that only enumerates single item

Used for creating stuff like matchbox, or cigarettes. As a bonus.
It will only update stack visualizer for that particullar item.

* Refactoring stuff

* Fix other usage of stack in Resources

* Add docs

* Apply suggestions from code review

Apply metalgearsloth suggestions

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Applied suggestions from metalgearsloth

* Changed SingleItemStorageComponent to StorageCounterComponent

Difference. New component doesn't spawn items, merely counts them.

* Refactored StackVisualizer

* Fix breakage with master

* Update Resources/Prototypes/Entities/Objects/Consumable/fancy.yml

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Update with MGS suggestions

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* ApcNet updating fix (#3078)

* GridPowerComponent

* ApcNet Powered update bugfix

* PowerTest fix

* Add GridPower to Saltern

* test fix

* Update canceling cleanup

* code cleanup

* nullable & code cleanup for test

* undo power test nullable

* Replaces GridPowerSystem with ApcNetSystem

* build fix

* Update Content.Server/GameObjects/EntitySystems/ApcNetSystem.cs

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Change all XAML to use spacestation14.io namespace (#3277)

* fix pizzaboxes (#3291)

Co-authored-by: cyclowns <cyclowns@protonmail.ch>

* Spikes fix reopened (#3203)

* DoAfter, dead and stun check, DragDropOn

* Not ignored anymore

* Copied comment deleted

* Herbert's an ass

* Woops

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>

* Make component states dependant on the player getting them (#3280)

* Make component states dependant on the player getting them

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>

* Updated submodule to v0.3.7.

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: Acruid <shatter66@gmail.com>

* Hoe fix (#3296)

* Initial (#3297)

* Sort reagent dispenser entries (#3272)

* Sort reagent dispenser entries

Saves manually doing it.

* zumzum's suggestion

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>

* Made firelocks damageable & destructible (#3303)

* Move job priority enum parity test ot unit tests (#3300)

* Spill hand contents when dropping them in a fall (#3304)

* Spill hand contents when dropping them due to falling down

* Better approach

* cleanup

* grammar

* stupid

* PauseManager moved to Shared (#3288)

* Namespace changes for moving IPauseManager to shared.

* Namespace changes for moving ITimerManager from Timers to Timing.

* Rebase Fixes.

* Update engine submodule to v0.3.8

* Improves kick, teleport and ban menus (#3312)

* Fix the admin panel not showing the account name (#3322)

* Fix name serialization for secret stashes (#3301)

* Fix name serialization for secret stashes

* Fix old usages of secret part name

* Separate ghost warp message into two (#3310)

* Separate ghost warp message into two

* Remove redundant arguments

* Address reviews

* Move properties up

* Add health overlay and a command to toggle it (#3278)

* Add health overlay bar and a command to toggle it

* Remove empty line

* Content PR for YAML hot reloading (#3319)

* Content PR for YAML hot reloading

* Add CanAdminReloadPrototypes (host permission)

* IndexedPrototype fixes

* Update RobustToolbox

* Update RobustToolbox

* Add an unconspicuous, meaningless and in no way motivated by any external force XML doc to buckle component

* Update RobustToolbox

* Update submodule to v0.3.12.

* Removed unused using statements that prevented compiling.
Removed references to IIndexedPrototype that does not exist anymore in the engine.

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: mirrorcult <notzombiedude@gmail.com>
Co-authored-by: cyclowns <cyclowns@protonmail.ch>
Co-authored-by: Visne <39844191+Visne@users.noreply.github.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
Co-authored-by: Leo <lzimann@users.noreply.github.com>
Co-authored-by: Swept <sweptwastaken@protonmail.com>
Co-authored-by: Ygg01 <y.laughing.man.y@gmail.com>
Co-authored-by: collinlunn <60152240+collinlunn@users.noreply.github.com>
Co-authored-by: komunre <49118681+komunre@users.noreply.github.com>
Co-authored-by: Acruid <shatter66@gmail.com>
Co-authored-by: Peptide90 <78795277+Peptide90@users.noreply.github.com>
Co-authored-by: Clyybber <darkmine956@gmail.com>
2021-02-19 22:37:17 -08:00
Acruid
d1b5a31397 PauseManager moved to Shared (#3288)
* Namespace changes for moving IPauseManager to shared.

* Namespace changes for moving ITimerManager from Timers to Timing.

* Rebase Fixes.

* Update engine submodule to v0.3.8
2021-02-18 20:45:45 -08:00
DrSmugleaf
8f95609053 Add a command and verb to delete entities (#3263)
* Add command to delete entities

* Add verb to delete entities
2021-02-17 11:54:21 +11:00
DrSmugleaf
78afc2db0f Add make ghost role verb (#3204) 2021-02-16 09:51:27 +01:00
DrSmugleaf
a8e9bf0488 Add game preset attribute, unhardcode game presets (#3166)
* Add game preset attribute, unhardcode game presets

* Add game preset attribute doc

* Add preset attribute to extended

* Remove try methods from playerdata
2021-02-14 15:39:24 +01:00
Vera Aguilera Puerto
10bfc087e7 GhostRoleMobSpawner can make entities sentient when spawning them. 2021-02-14 15:31:04 +01:00
Vera Aguilera Puerto
86507791c0 Fix build, again. 2021-02-12 11:47:14 +01:00
Vera Aguilera Puerto
dde6d687c9 Fix build 2021-02-12 11:46:56 +01:00
20kdc
cc8458f23c Add "fixrotations" command to fix rotations of walls/windows/low walls (#3069)
* Add "fixrotations" command to fix rotations of walls/windows/low walls

* fixrotations: Migrate command to new command structure
2021-02-12 21:13:32 +11:00
Vera Aguilera Puerto
4c419f85ce Ghost Roles (#3106)
* Add files for Ghost Roles.

* Work on Ghost Roles

* Improvements

* GHOST ROLES IS DONE

* mmm yes

* auto-update when setting rolename/roledescription

* well

* command graceful error

* Makes UI have a scrollbar when it has too many entries

* fix command fuckup

* Apply suggestions from code review

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2021-02-12 14:35:56 +11:00
Acruid
ca4fd649fe Massive Namespace Cleanup (#3120)
* 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
2021-02-11 01:13:03 -08:00
DrSmugleaf
7a069a4a0f Change AddAccent command to be case insensitive (#3112) 2021-02-09 20:21:29 +01:00
DrSmugleaf
c479903538 Update RobustToolbox 2021-02-07 14:56:08 +01:00
DrSmugleaf
f63a89f816 Add warning when using the mapping command in debug mode (#3095) 2021-02-07 16:36:34 +11:00
Vera Aguilera Puerto
63e1252539 Speech and Emoting components (#3075)
* Add Speech and Emoting components.

* makesentient gives you speech and emoting abilities.

* Ghosts do *not* need a SpeechComponent.

* I hate you all, and I hate shared code as well.
2021-02-05 17:01:54 +01:00
Acruid
8b5d66050a Console Unify API Changes (#3059)
* Remove unused IChatCommand.

* Lots of refactoring into a shared context.

* Removed ICommonSession from server concmd Execute.

* Added argStr parameter to concmd execute.

* The execute function of client concmds now returns void, use the new shell.RemoteExecuteCommand function to forward commands.

* Finally move shells and commands into shared.

* Console commands can now be registered directly without a class in a shared context.

* Engine API Changes.

* Repair rebase damage.

* Update Submodule.
2021-02-01 16:49:43 -08:00
20kdc
e53ae365a3 Get rid of the OverlayEffectsComponent stuff (#3010)
* Get rid of the OverlayEffectsComponent stuff because it just ended up creating workarounds for it's bugs, without removing any functionality

* Flashes and Flashbangs use the same code now (the Flashable path because it's better)
2021-01-24 19:17:45 +11:00
Letter N
c30dc030c5 Adds false alarm and updates events code (#2577)
* oops accedentaly ports how ss13 deals with event randomness. Also renames FakeEvent to FalseAlarm!

* thing

* greytide but it's implemented badly

* fixes&changies, also greytide!

* rng actualy exists now

* resync

* Naming Schemes

* Startup not init

* areas are dead

* very cool vsudio

* this does not exist, wtf

* Cleanup

* Nullables, fixables, and timings

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-01-18 21:14:53 +11:00
Pieter-Jan Briers
9d5e85ba1e Add support for map UID persistence to mapping commands.
Requires submodule update but does not break if not availabnle.
2021-01-17 15:53:55 +01:00
Pieter-Jan Briers
84eeba8e42 Fix mapping command throwing. 2021-01-17 15:53:55 +01:00
Manel Navola
f7ac546f39 Added suicide for Crematorium and Recycler, soft fixed Recycled gibbing (#2610)
* Added suicide for Crematorium and Recycler, soft fixed Recycled gibbing

* Renamed _cancelToken to _cremateCancelToken, made _cremateCancelToken nullable

* Update Content.Server/GameObjects/Components/Morgue/CrematoriumEntityStorageComponent.cs

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Added Ownder.Deleted check inside timer

* Added TODO gibbing comments

* Removed innecessary code and removed deleting entities when getting 'gibbed'

* Fix ghosting with gibbing.

Co-authored-by: Manel Navola <ManelNavola@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-01-14 18:57:24 +11:00
Vera Aguilera Puerto
2a5fda5198 Fix being gibbed when commiting suicide or ghosting while crit'd 2021-01-10 20:52:11 +01:00
Vera Aguilera Puerto
8def38aed4 SetAnchor debug command and verb (#2972) 2021-01-10 20:08:07 +01:00
Vera Aguilera Puerto
ad5192695f Adds verb and command to make any entity "sentient" (player-controllable) (#2970)
* Adds verb and command to make any entity "sentient" (player-controllable)

* oops
2021-01-10 20:07:54 +01:00