* Shelve
* 22 file diff
* What if it was just better
* Hold that thought
* Near final Commit, then YAML hell
* 95% done with cs
* Working Commit
* Final Commit (Before reviews tear it apart and kill me)
* Add a really stupid comment.
* KILL
* EXPLODE TEST FAILS WITH MY MIND
* I hate it here
* TACTICAL NUCLEAR STRIKE
* Wait what the fuck was I doing?
* Comments
* Me when I'm stupid
* Food doesn't need solutions
* API improvements with some API weirdness
* Move non-API out of API
* Better comment
* Fixes and spelling mistakes
* Final fixes
* Final fixes for real...
* Kill food and drink localization files because I hate them.
* Water droplet fix
* Utensil fixes
* Fix verb priority (It should've been 2)
* A few minor localization fixes
* merge conflict and stuff
* MERGE CONFLICT NUCLEAR WAR!!!
* Cleanup
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Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Properly cache regexes in chat sanitization/accents
Wow I wonder if `new Regex()` has a cost to it *looks at server profile*.
* Avoid lag caused by Tippy command completions
CompletionHelper.PrototypeIDs explicitly says *not* to use it with EntityPrototype. Unsurprisingly, reporting a completion result for every entity prototype in the game is a *bad idea*.
* Add active count metrics to some high-load systems
Mover & NPCs
I suspect the thing that caused the Leviathan round to shit itself on performance is NPC spam in space or something. So let's verify that.
* Enable parallel processing on pow3r again
Originally disabled due to a theory of it causing bugs, it was re-enabled on Vulture, and I'm not aware of it having caused any issues there.
* Replace hashset with bitflags for AtmosMonitor alert types.
Allocating these hashsets was like 20% of the CPU of atmos, somehow.
* Cache HashSet used for space movement collider checks
Turns out this was a ton of server allocations. Huh.
* checkpoint
* pt 2
* pt... i forgot
* pt 4
* patch
* More test fixes
* optimization!!!
* the REAL hand system
* fix RetractableItemActionSystem.cs oversight
* the review
* test
* remove test usage of body prototype
* Update Content.IntegrationTests/Tests/Interaction/InteractionTest.cs
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* hellcode
* hellcode 2
* Minor cleanup
* test
* Chasing the last of the bugs
* changes
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Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Initial commit
* Removed mention of StationAiTurretComponent (for now)
* Prep for moving out of draft
* Fixing merge conflict
* Re-added new net frequencies to AI turrets
* Removed turret control content
* Removed unintended change
* Final tweaks
* Fixed incorrect file name
* Improvement to fire mode handling
* Addressed review comments
* Updated how turret wire panel auto-closing is handled
* Ranged NPCs no longer waste shots on stunned targets
* Fixed bug in tracking broken state
* Addressed review comments
* Bug fix
* Removed unnecessary event call
* Add Firebots
Had to add OnActivateInWorld to the spray system to get the bot to work. Checks for the flammable component and if the onFire boolean is true.
* Make SpraySystem actually use useDelay
got rid of that TODO
* Added firebot speech
Fire detected!
* Replace instances of SolutionContainerSystem with SharedSolutionContainerSystem
* guap
* More fixes
* Wait you can do that?
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Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
* Action stuff
- Cleanup some event stuff
- Avoid dirtying entity unnecessarily
- Add ActionGrant as an easy way to apply / remove actions via compregistry.
* Fix merge
* Dungeon spawn support for grid spawns
* Recursive dungeons working
* Mask approach working
* zack
* More work
* Fix recursive dungeons
* Heap of work
* weh
* the cud
* rar
* Job
* weh
* weh
* weh
* Master merges
* orch
* weh
* vgroid most of the work
* Tweaks
* Tweaks
* weh
* do do do do do do
* Basic layout
* Ore spawning working
* Big breaking changes
* Mob gen working
* weh
* Finalising
* emo
* More finalising
* reverty
* Reduce distance
* Replace obsolete whitelist is valid with whitelist system
* Consistency
* Fix logic
* Bork
* I figured out how to get whitelists on the client lol
* test fail
* woops
* HELP ME FUNCTIONS
* Fix errors
* simplify
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Co-authored-by: plykiya <plykiya@protonmail.com>
* Do not wake up NPC if there is still a mind attached.
This became apparent with diona nymphs (?) and slime gyras (?). This caused players that disconnected while a nymph, gyras or other npc to resume their NPC behavior. Which I would call unwanted. This fixes that.
* Zombies become AI anyway
* Update Content.Server/NPC/Systems/NPCSystem.cs
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Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
* move SolutionTransfer to shared and predict as much as possible
* fully move OpenableSystem to shared now that SolutionTransfer is
* fix imports for everything
* doc for solution transfer system
* trolling
* add scoopable system
* make ash and foam scoopable
* untroll
* untroll real
* make clickable it work
* troll
* the scooping room
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Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
- Fix the free node check considering the whole tile and not the poly.
- Clear maps on direction resets.
- More robust arrival checks for pathfinding nodes.
* move faction prototype to shared
* move faction exception and member stuff to shared
* fix breaking changes for random stuff
* move pettable friend stuff to shared
* mostly fix
* final fixy
* dragonops
* final fixy II
* use querys and fix warpspeed fish (probably)
* fixer
* Rrrr!
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Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* NPC steering blending
Significantly more stable than using LastSteerDirection and also AntiStuck never got tripped locally when I was running around. I also left future notes for me to cleanup the pathfinder in future.
* Remove index
* Use new Subs.CVar helper
Removes manual config OnValueChanged calls, removes need to remember to manually unsubscribe.
This both reduces boilerplate and fixes many issues where subscriptions weren't removed on entity system shutdown.
* Fix a bunch of warnings
* More warning fixes
* Use new DateTime serializer to get rid of ISerializationHooks in changelog code.
* Get rid of some more ISerializationHooks for enums
* And a little more
* Apply suggestions from code review
Co-authored-by: 0x6273 <0x40@keemail.me>
---------
Co-authored-by: 0x6273 <0x40@keemail.me>