* Refactor/fix client-side of solar control computer (introduce ComputerBoundUserInterface & fix bugs)
* Refactor server side of solar control computer (introduce BaseComputerUserInterfaceComponent)
* If you can't interact, then messages to computers are blocked.
* Add 'not powered' messages, migrate activation logic partially to an EntitySystem
* Move solar control console to a XAML UI
* Remove useless comment on UserInterfaceKey
* BaseComputerUserInterfaceComponent: Remove EnsureComponent<PowerReceiver>, it's not necessary
* Fix solar panel occlusion check direction
* Solar Control Console refactors/etc. : Handle namespace renames
* i probably shouldnt have done this in one commit
* map nonsense
* fix example code
* unnecessary
* test
* reviews
* little fix for open datafield
* add soul
* Cleans up disposal unit yaml and fixes inability to throw things in them.
* Comments out mailing units because they are beyond broken and need a refactor.
* Makes Disposal UI look better
* Localized the disposal unit
* Removes title line
* Removes changes to VendingMachineMenu, mistakenly committed.
* Applies code reviews
* Now uses BaseMachinePowered
* Fix merge conflicts with #4078
Check if the requested cargo order amount exceeds the maximum capacity
Check if the maximum order capacity would be exceeded given current capcity and order amount when approved
Cap maximum cargo request amount on client-side
Play an error sound if a cargo order could not be added or approved
* Add back error sound
* Cargo orders over the maximum amount do not close the order UI
Handled in an ECS way by PreventCollideEvent.
The disposals one doesn't work anyway and would've required a larger refactor of disposals to fix so out of scope.
* 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
* Make barstools, PA components, and radiation collectors rotatable.
Making barstools rotatable is so that people can spin on the barstool. (RP moment.)
The other two are more "functional" changes for assembling a PA.
* Allow rotating a rotate-while-anchored object if you're buckled to it.
Barstool spinny
* Fix bug with rotation of an object that someone is buckled to
* BuckleSystem: Efficiency improvements with directed events
* Don't need to unsubscribe anymore from events, so in BuckleSystem, just don't
This (hopefully) fixes power stuff disappearing by making IconSmoothComponent more failure-tolerant of grids not being available.
It might still leave issues in, though.
* 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.
* 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
* 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>
* Import bird sprites and define basic mob.
* SKREEEEEEEEE
* Move hair styles to new sprite accessory prototypes.
Basic stuff, no multi-species stuff yet.
* Vox hair styles and clothes
* Make HumanoidCharacterProfile.Default() a static default to fix tests.
Usages that wanted the previous random behavior now call Random().
* Remove names from hair style prototypes.
(They're in localization files)
* Update Content.Shared/Actions/ActionType.cs
(sk)reeee github
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* All good except the combat doll
* Makes the HUD inventory less terrible
* Cleanup, nuke the Combat Mode button
* Harm icon
* Switch the icon
* Basic goon hud
* Toggleable
* Nuke the popup, properly centers it
* Fix clicking the button
* Nuke some old code
* missed a comment
* Remove defaults
* Localization
* Nuke some old yaml
* New sprites
Co-authored-by: ike709 <sparebytes@protonmail.com>
* Communications console announcements
* title case for jobs
* Helper
* Prevent abuse
* Cap message length
* more abuse prevention
* Validate clientside too to reduce bandwidth from unmodified clients
* Shared subfloor system
Will also cull the broadphase for server a lot.
* Nullable subfloor
* Snapgrid nullable
* Actually use ComponentDependency
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
* Started working on beakers
* Working sprite change
* Fixed large beaker
* Add bluepsace beaker
* Add cryostasis beaker
* Removed old rsi
* Fixed dropper
* No dropper problems
* Working on syrigine
* Better syr visualizer
* Add dropper inhand
* Syringe in-hands
* Add base empty bottle for chemistry
* Deleted old fillings
* Simplified beaker in hand
* Moved chemical bottles to seperate .yml
* Fixed chem master
* Serv3 when
* Fixed grammar
* Removed delays
Co-authored-by: Alex Evgrashin <evgrashin.adl@gmail.com>
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
* Removed obsolete EntitySystemMessage, now everything uses the base EntityEventArgs or the derived HandledEntityEventArgs.
Setup InteractionSystem to use new directed events.
* Update Submodule.