Fixes#23645
The problem is that the solution editor UI is an EUI, so the UI updates before the game states are applied.
A correct fix would be to move it to a BUI in some way, but that's a little involved as we don't really have pre-existing code that uses BUIs in a manner good for this. I decided against this because I realized we'd want to have more tools similar to this and tbh I kinda figured integrating it with VV would be a better fix instead, so...
This is a bad workaround to manually synchronize the UI updates against game timing. It's not pretty but it works.
* Give .props files 2-space indents.
* Move to Central Package Management.
Allows us to store NuGet package versions all in one place. Yay!
* Update NuGet packages and fix code for changes.
Notable:
Changes to ILVerify.
Npgsql doesn't need hacks for inet anymore, now we need hacks to make the old code work with this new reality.
NUnit's analyzers are already complaining and I didn't even update it to 4.x yet.
TerraFX changed to GetLastSystemError so error handling had to be changed.
Buncha APIs have more NRT annotations.
* Remove dotnet-eng NuGet package source.
I genuinely don't know what this was for, and Central Package Management starts throwing warnings about it, so YEET.
* Remove Robust.Physics project.
Never used.
* Remove erroneous NVorbis reference.
Should be VorbisPizza and otherwise wasn't used.
* Sandbox fixes
* Remove unused unit test package references.
Castle.Core and NUnit.ConsoleRunner.
* Update NUnit to 4.0.1
This requires replacing all the old assertion methods because they removed them 🥲
* Oh so that's what dotnet-eng was used for. Yeah ok that makes sense.
* Add Robust.Analyzers.Test
* Update submodule
* commit to re-run CI
* move pietin trash to FoodPieBase so all pies return their pie tin when eaten
* spawn trash from a SliceableFood if the Food has a trash
* add a limited selection of additional tablewares to the autolathe
* kitchenware material adjustments
* fix crash when slice pie in hand/inventory
* use system helpers + slices now go in parent container
* Optimise the puddle system to reach an equilibrium quickly.
* Remove use of Linq
Try to be more efficient with Tuples
* review
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Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Add doors to the navmap
* tweaksies
* gah
* draw primitive
* draw primitive? at least take me out to dinner first!
* Update Content.Client/Pinpointer/UI/NavMapControl.cs
* casualties
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Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Fix tranquiliser darts not working
Fixes a bug introduced by 9f47079d02 which
was made to stop the fly-by fixture from triggering the system. This was
done by checking whether the fixture was hard. Apparently the
projectile's fixture is never hard as well. The change just makes it so
that check only succeeds when the fixture is a fly-by fixture.
* Remove something that I think is redundant
* Remove random using directive that somehow appeared.
* Address Review
* Adress Review 2
* Put the appropriate fixture ids
* Show how close bodies are to rotting
When examining a dead body, you will be able to see of close
it is to rotting.
- "It still looks fresh.", in the first third of the pre-rot period
- "It looks ripe.", in the second third
- "It's starting to look bad.", in the last third
This could help players prioritize medical care.
* Alter the wording of the pre-rot indicator
* Use numeric rotting stages in FTL
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Co-authored-by: Kevin Zheng <kevinz5000@gmail.com>
* Moved vendor thank you messages into AdvertisementPack, making them vendor-specific.
Wrote a few example messages.
* Only display thank yous when closing the UI after a purchase.
* Tweaked a few messages
* More custom messages
* Missed one