* Fix errors
* Cleanup CanMetabolizeInhaledAir
* Wait no don't do that
* Revert changes for real
* Fix
* Code cleanup and some safety rails
* Better tests and also comments
* Better comments
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* NPC spiders now spin webs
* oops
* move logic to always update next spawn, to prevent rare web spam
* WebSpawnCooldown is timespan
* remove vv
* add web spawn method, no sus action event method call
* dont spin web immediately at spawn
* move NextWebSpawn value init to update
* oop
* remove unused game timing
* web spawn cooldown to 45
* Component for clothes to suppress scream noise
GaggedComponent + AddGaggedClothingComponent and relevant systems to make them work.
Currently only stifles the scream _action_, not all emotes
because if a mime can silently emote, so can gagged you!
* fix comments
* swap to inventory relay
and make it more general such that specific emotes or emotes of a given category can be blocked
* power gloves shouldn't block snapping
* easy fixes
* blockable emote event
* pr comments, switch to using emote event mostly
* pr comments
add beforeEmoteEvent
add emote blocker name to popup
maybe some other stuff, I forget
* get rid of emoteevent's source because I don't need it anymore
* smol clean
* formatting, style, and one minor thing where having a muzzle in your pocket would gag you
* PaintableAirlockComponent and AirlockGroupPrototype have been replaced
* Slightly redesigned SprayPainterSystem for greater versatility
* Added handling of changes to the appearance of doors and storages
* PaintableGroup prototypes have been created
* Generating tabs with styles in the UI
* Fix error with undiscovered layer
* Slight improvement
* Removed unnecessary property
* The category for `PaintableGroup` was allocated to a separate prototype so that the engine itself would check if the category existed
* Added canisters, but repainting doesn't work
* Added localization to styles
* Fix sprite changing
* Added the ability to paint canisters
* slight ui improvement
* Fix yamllinter errors
* Fix test
* The UI now remembers which tab was open
* Fix build (?)
* Rename
* Charges have been added to the spray painter
* Added a charge texture for the spray painter
* Now spray painter can paint decals
* Increased number of charges
* Spawning dummy objects has been replaced by PrototypeManager
* added a signature about the painting of the object
* fix
* Code commenting
* Fix upstream
* Update Content.Shared/SprayPainter/Components/SprayPainterAmmo.cs
Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>
* review
* Now decals can only be painted if the corresponding tab in the menu is open.
* Fixed a bug with pipe and decal tabs not being remembered
* Update EntityStorageVisualizerSystem.cs
* record
* loc
* Cleanup
* Revert electrified visuals
* more cleanup, fix charges, del ammo4
* no empty file, remove meta component
* closet exceptions, storage visualizer fixes
* enable/disable decal through alt-verb
* Fix missed merge conflicts
* fix snap offset, button event handlers
* simpler order, fix snap loc string
* Remove PaintableViz.BaseRSI, no decal item, A-Z
* State-respecting UI, BUI updates, FTL fixes
* revert DecalPlacerWindow changes
* revert unwanted changes, cleanup function order
* Limit SprayPainterAmmo write access to AmmoSystem
* Remove PaintedSystem
* spray paint ammo lathe recipe, youtool listing
* category as a list, groups as subtabs
* Restore inhand copyright in meta.json
* empty spray painter, recipe produces an empty one
* allow alpha on spray painter decals
* add comments
* paintable wall lockers
* Restrict painting more objects
* Suggested event changes, event cleanup
* component comments, fix ammo inhands
* uncleanable decals, dirty styles on mapinit
* organize paintables, separate emergency/closet grp
* fix categories newline at EOF
* airlock group whitespace cleanup
* realphabetize
* Clean up EntityStorageViz merge conflict markers
* Apply requested changes
* Apply suggestions from sowelipililimute's review
Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>
* betrayal most foul
* Remove members from EntityPaintedEvent
* No emerg. group, steelsec to secure, locker/closet
* Enable repainting the medical wall locker
* comments, no flags on PaintableVisuals
* Remove locked variants from closets/wall closets
* removable decals
* off value consistency
* can't paint away those bones
* fix precedence
* Remove AirlockDepartment, AirlockGroup protos
Both unused.
* whitelist consistency re: ammo component
* add standing emergency closet styles
* alphabetize the spray painter listings
---------
Co-authored-by: Ertanic <black.ikra.14@gmail.com>
Co-authored-by: Эдуард <36124833+Ertanic@users.noreply.github.com>
Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>
* Replace AdvertiseComponent with DatasetVocalizerComponent
* No vocalizing while broken or without power
* Kill AdvertiseComponent/System
* This really shouldn't be here
* xmldoc for VocalizerRequiresPowerComponent
* TryIndex -> Index
* Replace usages of customTypeSerializer PrototypeIdListSerializer with something that doesn't take 20 separate words to type out
* Missed one
* Missed another
* Fix data field ids
* parrots have ears. add poly
* high tech parrot functionality
* adjust times
* add accent to radio message
* don't spam everything all at once probably
* learn about the existence of prob(float)
* actually use Prob(float) correctly
* newline
* add pet spawner for poly
* move chance to talk on radio to component
* missing comment
* minor edits and doc additions
* the reviewerrrrrrr
* parrot can't learn when crit or dead
* increase default memory
* rename poly to polly
* crude way to ignore whispers. chatcode please
* This is Polly. It is set to broadcast over the engineering frequency
* add missing initialize
* add displacement map for parrot ears
* review comments - Errant
* minor things
* large rework
* fix attempting to talk when entity has no channels
* use list of active radios again to track channels
* fix bad return, some comments
* fix long learn cooldown
* minor adjustments
* use FromMinutes
* the voices told me to make these changes
* remove default reassignment
* Review changes
* remove polly's accent
* decouple radio stuff from parrotsystem
* minor stuff
* split vocalization and parroting
* minor review work
* re-add missing check
* add admin verb for clearing parrot messages
* minor action icon update
* oops
* increase icon number text size
* Admin erase parrot messages associated with players
* part 1 beck review
* add whitelist and blacklist for parrots
* Downgrade missing component error to warning
* Add comment
* add some missing comments
* Remove active radio entity tracking, use all inventory slots
* Minor changes
* small review stuff
* review radio stuff
* swap ears displacement to invisible death displacement
* remove syncsprite
* vscode why do yo have to hurt my feelings
* review changes
* use checkboth
* Allow non-preference living things to be added to a devourer's stomach
* Fix ordering of devour logic
* Minor refactor for whitelist on storage and food preference
* Fix linter issue
* Coerce workflow to run again; also fix bad indenting error
* Code review changes
* Improve and expand `TakeRoleAndReturn` to fail on bug #38292
* fix#38292 and expanded test cases
* use validated EntProtoIds for tests
remove unusued using declarations
* use const strings that match the TestPrototypes
* refactor: move puddle evaporation + absorbents to shared
* refactor: move SolutionRegeneration to shared
* refactor: make AbsorbentSystem visuals clientside
* style: general formatting/cleanup on touched files
- Few logical simplifications
- Add field for hard-coded sparkle effect ent
- Switch stuff to Entity<T>
No actual prediction fixes in this commit (though in
retrospect I should've done this commit last).
* fix: use predicted variants for predicted code
* fix: average out evaporation rates in mixtures
* refactor: move SolutionPurge to shared
* style: Basic SolutionPurgeComponent field cleanup
* fix: general prediction + timing + networking fixes
- Moves client side visuals back to shared because other
players exist
- Don't accumulate CurTime in Purge/RegenerationSystem
- Network the next update field in Purge/RegenerationSystem to
deal with UI mispredictions???
* fix: add udder bug workaround
Not needed for SolutionPurgeSystem which doesn't resolve
solutions (probably fine that SolutionPurgeSystem doesn't
cache since it's much rarer, though it probably should), and
likely not needed for AbsorbentSystem since it only resolves
against puddles which, I don't think can be in containers.
* fix: don't divide by zero for evaporation speed = 0.
* refactor: revert evaporation changes
Will cherry-pick these out in another PR.
Also reverting the evaporation speed bugfix since it's easier
to revert all at once. :)
* fix: component cleanup; autopause fields, use ProtoID
* fix: remove unused AbsorbentComponentState
* fix: ProtoId is not string
* refactor: move PuddleSystem.UpdateAppearance to shared
* style: general PuddleSystem.UpdateAppearance tweaks
- Switch to Entity<T>
- Use ProtoIds
- Minor simplifications
* fix: add udderly silly PVS workaround
* cleanup
* fix
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>