* initial system (this math is probably WRONG)
* General code cleanup and OnExamined support
(holy moly this code sucks)
* UICode and related events foundation
TODO:
- Actually write the XAML UI and the underlying system
- Un-shitcode the entire thing
- Actually test everything...
* Working UI code
TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't.
* Remove one TODO for unshitcoding the examine code
* Add reminder
yea
* Make predicted (defenitely isn't)
(also defenitely isn't a copypaste from pressure pump code)
* It's predicted!
TODO:
- Give it snazzy predicted visuals!
- Have a different field for pressure entry, lest it gets bulldozed every UI update.
* Improve gas pressure relief valve UI
TODO: Reminder to reduce amount of dirties using deltafields
* Implement DirtyField prediction
* Entity<T> cleanup
A lot of Entity<T> conversions and lukewarm cleanup.
Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell.
* More cleanup and comments
* Remove TODO comment on bulldozing window title
* """refactoring"""
- Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance.
- More Entity<T> conversions because I like them.
- Move UI creation handling over entirely to the ActivatableUI system.
- Fix a hardcoded locale string (why????).
* Add visuals
* Revert debugging variable replacememt
yea
* Revert skissue
* Remove unused using directives and remove TODO
* Localize, cleanup, document
* Fix adminlogging discrepancy
* Add ability to construct, add guidebook entry
* Clear up comment
* Add guidebook tooltip to valve
* Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor
* Adds more input handling and adds autofill on open
* Un-deepfry input validator shitcode
Genuinely what was I smoking
* improve visuals logic
* Refactor again
- Update math to the correct implementation
- Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs
* I'm sorry but I hate warnings
* Remove unused using directive in AtmosphereSystem.Gases.cs
* Review and cleanup
* Lukewarm UI glossup
* Maintainer for the upstream project btw
* Remove redundant state sets and messy logic
* Unduplicate valve updater code
* Redo UI (im sorry Slarti)
* run tests
* Test refactored UI messaging
* Second round of UI improvements
- God please find a way to improve this system. Feels bad.
* Update loop implementation
* Further predict UI
* Clear up SetToCurrentThreshold
* cleanup
* Update to master + pipe layers and bug fixes
want to run tests
* fixes
* Deploy rename pipebomb
* Documentation and requested changes
* Rename the method that wiggled away
* Undo rounding changes
* Fix comment
* Rename and cleanup
* Apply suggestions from code review
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Resolving Wizard Recall on Nuke disk making it impossible to disarm
- Adding a DisarmBomb case to nuke status update loop
- Changing a few methods and parameters to properly follow formatting standards
- Updating some names to follow camelCase
* Updating missed tag
* Reverting DataField change
Should prevent this preventative bugfix being a breaking change.
* Respirator Debodied
* Forgot about alerts (also respirator testa and events)
* Fix Urist eating air and not giving it back
* Stop nuke ops from taking in a breath then taking in a second breath causing them to get a headache from carbon dioxide poisoning and failing TryStopNukeOpsFromConstantlyFailing();
* Consts are smelly,
* Actually we don't need to raise the entity, just the component
* Don't forget to remove the unused code today, said me yesterday
* Remove all fallbacks
* Debody that too
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Use an actual Queue
* Store ProtoIds instead of prototypes
* Network as NetListAsArray
* Remove Serializable & NetSerializable from LatheRecipePrototype
* Convert CurrentlyProducing too
* No point using NetListAsArray<T> if you're going to .ToArray() it anyways.
---------
Co-authored-by: PJB3005 <pieterjan.briers+git@gmail.com>
* 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
---------
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* spectra
* documentation
* added into liquid anomaly
* Update TemporaryStealthComponent.cs
* Update TemporaryStealthComponent.cs
* integrated
* new system
* mark old status effect system as obsolete
* ForcedSleeping new status effect
* work with reagents
* networking???
* Revert "integrated"
This reverts commit bca02b82bae18ae131af593d7eb86e6de2745157.
* Revert "Update TemporaryStealthComponent.cs"
This reverts commit 4a5be8c4b704a0d1ff9544b2e245d8b2701ec580.
* Revert "Update TemporaryStealthComponent.cs"
This reverts commit a4875bcb41347638854bd723d96a51c3e6d38034.
* Revert "added into liquid anomaly"
This reverts commit df5086b14bb35f1467158a36807c0f2163a16d99.
* Revert "documentation"
This reverts commit 3629b9466758cbdfa4dd5e67ece122fa2f181138.
* Revert "spectra"
This reverts commit 2d03d88c16d16ad6831c19a7921b84600daeb284.
* drowsiness status effect remove
* reagents work
* polish, remove test changes
* first Fildrance review part
* Update misc.yml
* more fildrance review
* final part
* fix trailing spaces
* sleeping status effect
* drowsiness status effect
* Create ModifyStatusEffect.cs
* some tweak
* Yay!!! Manual networking
* minor nitpick
* oopsie
* refactor: xml-docs, notnullwhen attributes, whitespaces
* fildrance and emo review
* refactor: simplify check in SharedStatusEffectsSystem by using pattern matching, TryEffectsWithComp now returns set of Entity<T, StatusEffectComponent>
---------
Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
* hey look I knocked out a todo :shockedface:
* Update Resources/Locale/en-US/electrocution/electrocute-command.ftl
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Changed LobbyMusiccollection over to a Cvar and edited ContentAudioSystem.cs to use Cvar Values
* Addedd Ability to modify the lobbyMusiccollection from the command line
* Fixed changing lobby music while in the round
* Deleted uneeded duplicate line
* Removed additional duplicate lobbyplaylist line
* Alphabatized imports and refactored to use Subs.CVar
* Added error checking and default behaviour to CVar sub.
* Refactored to use TryIndex and Allowed for a empty soundcollection when a sound collection is not found. Edited Cvar comment to reflect changes.
* Made _lobbyMusicCollection nullable and addedd handling for null case where used. Also Changed LobbyMusicCollection Cvar over to audio rather than ambience.
* Update Content.Server/Audio/ContentAudioSystem.cs
---------
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
* Create TurfSystem equivalent for and obsolete TurfHelpers.GetTileRef
* Fix EntitySystem uses of TurfHelpers.GetTileRef
* Fix EntitySystem uses of TurfHelpers.TryGetTileRef
* Fix construction condition uses of TurfHelpers.GetTileRef
* Fix last use of TurfHelpers.IsBlockedTurf
* Create TurfSystem equivalent to and obsolete TurfHelpers.GetContentTileDefinition
* Fix uses of TurfHelpers.GetContentTileDefinition(TileRef)
* Fix uses of TurfHelpers.GetContentTileDefinition(Tile)
* Create TurfSystem equivalent to and obsolete TurfHelpers.IsSpace
* Fix EntitySystem uses of TurfHelpers.IsSpace(Tile)
* Fix EntitySystem uses of TurfHelpers.IsSpace(TileRef)
* Fix remaining uses of TurfHelpers.IsSpace
* Fix uses of TurfHelpers.GetEntitiesInTile
* Delete TurfHelpers.cs
* Add GetEntitiesInTile lookup methods
* Convert some GetEntitiesInTile methods to LookupSystem extension methods
* Use new GetEntitiesInTile methods
* Recycle spiderweb hashset
* Recycle floor tile hashset