* fix: formating warnings
* split GetAbsorbentReagents into string and protoid
* fix: changed SplitSolutionWhitout [obsolete] to use new method
* fix: missing using directive after merge
* Replaced methods with ProtoId variant
* Initial commit
* Small QOL buff
* Review changes
* Ch-ch-ch-ch-chaaaanges
* Review changes
* oops
* Oh ya fix the fill thing
* cleanup warnings make a few more private methods
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* feat: predict evaporation
* refactor: move puddle update logic to shared
* refactor: move more puddle stuff to Shared
Still can't do stuff that creates puddles :(
* refactor: move puddle transfers to shared
* fix: various style fixes + switch to predicted variants
* style: make some puddle stuff private instead of protected
* refactor: move solution dumping to its own system
* docs: clarify Drainable/Dumpable/Refillable docs
Also whacks unneeded VVAccess's.
* fix: audit usages of drainable+refillable
I'm leaving spear and arrow for now... but I don't love it.
* Added an item query I guess
* Review changes
* You can pour out waterguns
* Review changes
* oops
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
Co-authored-by: SlamBamActionman <slambamactionman@gmail.com>
* LOCKED THE FUCK IN
* Forgot this little fella
* Crying
* All entity effects ported, needs cleanup still
* Commit
* HEHEHEHAW
* Shelve for now
* fixe
* Big
* First big chunk of changes
* Big if true
* Commit
* IT BUILDS!!!
* Fix LINTER fails
* Cleanup
* Scale working, cut down on some evil code
* Delete old Entity Effects
* Accidentally breaking shit by fixing bugs
* Fix a bunch of effects not working
* Fix reagent thresholds
* Update damage
* Wait don't change the gas metabolisms A
* Cleanup
* more fixes
* Eh
* Misc fixes and jank
* Remove two things, add bullshit, change condition to inverted
* Remove unused "Shared" system structure
* Namespace fix
* merge conflicts/cleanup
* More fixes
* Guidebook text begins
* Shelve
* Push
* More shit to push
* Fix
* Fix merg conflicts
* BLOOD FOR THE BLOOD GOD!!!
* Mild cleanup and lists
* Fix localization and comments
* Shuffle localization around a bit.
* All done?
* Nearly everything
* Is this the end?
* Whoops forgot to remove that TODO
* Get rid of some warnings for good measure...
* It's done
* Should make those virtual in case we want to override them tbqh...
* Update Content.Shared/EntityEffects/Effects/Botany/PlantAttributes/PlantDestroySeeds.cs
Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
* Fix test fails real
* Add to codeowners
* Documentation to everything
* Forgot to push whoops
* Standardize Condition names
* Fix up metabolism a little as a treat
* review
* add IsServer checks
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
* Offbrand medical
* what if we regrade
* zombies are mostly there thats it thats a wrap xd
* here's changeling
* some bonus gut punches
* start working on the guidebook
* fix rsi and yaml lints
* my agrichem so fits
* we stay rejuvenated
* my china so laked
* debrute
* fix suicide
* fix the suicide tests
* my surgery so requires laying down
* the guidebook continues
* READ KEB PAGES
* keb vascular recoupler
* read keb medicine
* fix yaml lint
* fix the EntityRemoveConstructionGraphStep
* fix overlay init
* scalpels are not a food tool
* return of the programmer art
* my line so nieuw
* boxes deserve veins too
* mrrrp yaml
* what if we redid brain damage alerts
* bloot pressure
* kill mannitol drowsiness
* get licensed
* my read so me
* get feedbacked nerd
* fine-tune the heart stoppage conditions
* cryostasis adjustments, guidebook adjustments, fix negative strain issues
* my surgery so table
* fix heart surgery and guidebook
* medicine & defibrillator pass
* iv bags and stands
* prefills
* janet gets very sidetracked
* mostly finished iv stuff
* what if we fixed the guidebook
* halve decapoid cryostasis
* my medicines so IV
* finetune cryostasis
* less logspam
* metabolism-aware iv stands and cryopods
* give people painkillers
* yaml lint real
* fix blood build
* finish rebase
* tidy up localization
* clean up my yaml beasties...
* soft curve after exceeding maximum damage
* husks/bonedeaths
Grabbag of Offmed fixes & improvements (#3461)
* CPR moment
* Mob AI fix
* Fix brain oxygenation not updating on regeneration
* sorry gamers you cannot resist the pull
* Troll combat abilities more in softcrit
praying rn (#3467)
dont have CPR be 50% (#3468)
Make offbrand murder easier to contend with (#3473)
* e
* disrupt people in softcrit when attacking them
* ok gamers we're gaming
* forgor
Hopefully final pass before Offbrand merge (#3475)
First pass of Offbrand adjustments (#3477)
Swap blood pressure values in health analyzer (#3476)
Systolic over diastolic
Co-authored-by: Kip <32859367+kipdotnet@users.noreply.github.com>
Offbrand pass 2: Mostly bugfixes (#3480)
Fix zeds causing PVS reloads (#3482)
Offbrand pass 3: I hate surgery I hate surgery I hate surgery I (#3481)
* set up surgery ui
* test fail real
Pain/braingasps (#3487)
Offmed bundle 5 - the evil one (#3489)
* Evil cavity surgery
* les borgues
* nicotine moment
* epinephrine RNG
* legalese
* test fail real
* ok jamers cope with c4
Pass 6
* Remove StaminaResistance from places where it should not be
* I lost a nukie round because of this bug
* Who put the god damn changes on the god damn branch
* initial it works
* clean it up
* yml
* datafield the LocIds
* move from the other branch
* no max vol on puddles and anoms
* closed
* Changes inspired by #39008
* small bug and more color range
* puddle changes and more examinable solutions
* lint
* small change
* requested changes
* un-delete
* tiny comment
* 1 less loc id in this world
* request and last second change
---------
Co-authored-by: iaada <iaada@users.noreply.github.com>
* fix: band-aid the reaction sound effect stacking
It's so funny I'm so sad I'm writing this commit :(
* fix: remove unused hashset
Drive by fix. 'Tis never read from.
* fix: switch to just making it server only
* fix: uncomment the if lol
Commented it out for recording video oopsie
* 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
* 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>
* Use Solution clones when applying SolutionComponent states
* Revert "Use Solution clones when applying SolutionComponent states"
This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62.
* Make Solution implement ICloneable and rename Clone method.
* Copy CanReact value when cloning a Solution
* Convert to IRobustCloneable
* 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>
* feat: now vacuum cleaner can suck solutions from floor
* refactor using AbsorbentSystem instead of separate vacuum cleaner
* refactor: remove unused vacuum cleaner files
* refactor: renamed ConnectedContainerComponent to SlotBasedConnectedContainerComponent (and system)
* fix: fix invalid comp name
* fix: no more spray nozzle messaging about water inside bottles etc.
* refactor: minor refactor in SlotBasedConnectedContainerSystem and adjustments after merge
* refactor: cleanups
* refactor: renaming
* refactor: update to use _puddleSystem.GetAbsorbentReagents
* refactor: changed interactions with SlotBasedConnectedContainerSystem into events
* refactor: new sound and action delay adjusted to sound (amount tweaked a bit accordingly, almost)
* refactor: added networking for SlotBasedConnectedContainerComponent
* fix attribution for vacuum-cleaner-fast.ogg
* trying to fix multi-license for mix sound file
* remove empty line
* refactor: remove trailing whitespace
* by ref struct, brother
---------
Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
Co-authored-by: EmoGarbage404 <retron404@gmail.com>
* Move entity effects to shared
* relocate spawning to server
* Generic version of EntityEffect for just raising event.
* genericise everything
* oops forgot to push you
* some condensation
* finish rebas
* unwhite the space
* oops forgot nuke
* bad rebase fix
* useless annotations begone
---------
Co-authored-by: EmoGarbage404 <retron404@gmail.com>
This simplifies the code and makes the experience of examining contents
easier without the reagent dispenser UI, as well as adding the possibility
for dispensers to have items of heterogeneous sizes in them, which would
allow configuring reagent dispensers to accept smaller containers such
as beakers or vials in order to allow for more types of smaller quantities
of reagents, or other flexibilities brought by using a standard storage
component.
* Conveyor optimisations
- Optimise movement for moving stuff. Better flags + less resolves + slapped parallelrobustjob on it.
- Sleeping for entities getting conveyed into walls.
* Blocker version
* Finish
* Final
* Fix conveyor power mispredict
* Bagel save
* Revert "Bagel save"
This reverts commit 1b93fda81fb852d89b89b0beae0b80f8a61165f2.
* Conveyor resave
* Init Commit
* windows yelling at me to update commit
* working commit, need prediciton and more dehardcoding
* Project 0 warnings
* Working Commit (Near Final)
* ryder got confused commit
* I love Merge Conflicts :)
* Working commit, no prediction
* Forgot the yaml changes
* Comments and typos
* Apparently while the reduced launch mult of lube was initialized it was never used so I revered back to default
* Fixed an incorrect divisor
* bit of cleanup
* Prediciton fixed, and puddles now affect all entities
* FORGOT TO RENAME A VERY IMPORTANT VARIABLE OOPS
* Really big I forgor moment
* Even bigger I forgor moment
* four more merge conflicts to fix four more oopsies
* fixed actual divide by zero moment and also im very dumb
* Even bigger I forgor moment
* four more merge conflicts to fix four more oopsies
* fixed actual divide by zero moment and also im very dumb
* Fix all test fails
* code cleanup
* Webedit whitespace
* Code cleaup
* whitespace webedit
* whitespace webedit
* whitespace webedit
* whitespace removal
* Comments and cleanup
* Re-Added 20 warnings as per Ork's request
* Cleanups
* Spacing fix
* bugfixes and cleanup
* Small bugfix
* Fix prediction
* Mob movement rewrite
* Bandaid
* Working version
* Tentatively working
* Friction to fix cornering
* More fixes
* Refactor mob movement
Trying to cleanup relay ordering / tryupdaterelative being cooked, purge ToParent, and fix all the eye rotation shenanigans.
* Building
* Re-implement jetpacks
* Reorganise weightless movement
* More work
* Fix camera
* reh
* Revert bagel
* Revert this
* Revert held move buttons
* Puddles work but are unpredicted and unoptimized
* Fixes
* Puddle code...
* Actually dirty the slipComp for real
* Sliding component done plus an extra suggestion from ArtisticRoomba
* Atomized Commit
* Added Friction field to Reagent Prototype per design discussion
* Cleaned up Working Commit
* a
* Delete stinkers
* Fix this code smell
* Reviewed
* Funky re-save
* Our conveyance
* Better conveyor sleeping
* Remove this
* Revert "Better conveyor sleeping"
This reverts commit f5281f64bbae95b7b9feb56295c5cf931f9fb2e1.
* Revert that
Way too janky
* Also this
* a
* Working Commit - Still a lot to do
* Acceleration refactor
* Minor jetpack cleanup
* frictionnomovement no longer nullable
* Shared Mover Feels 99% done
* OffGrid/Weightless/Throwing Friction saved
* Fix merge conflicts
* Fix a debug assert
* Final Commit for today
* Some fixes
* Actually use those CCVars Properly
* Need to fix throwing
* Second to last Commit for real
* Jetpack bug fixed
* Jetpack bug fixed
* Test fail patch
* Small patch
* Skates Component cleanup + Bring Accel back to 5 (oops)
* Fix test fail oops
* yaml cleanup make dragons not fat
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Init Commit
* windows yelling at me to update commit
* working commit, need prediciton and more dehardcoding
* Project 0 warnings
* Working Commit (Near Final)
* ryder got confused commit
* I love Merge Conflicts :)
* Working commit, no prediction
* Forgot the yaml changes
* Comments and typos
* Apparently while the reduced launch mult of lube was initialized it was never used so I revered back to default
* Fixed an incorrect divisor
* bit of cleanup
* Prediciton fixed, and puddles now affect all entities
* FORGOT TO RENAME A VERY IMPORTANT VARIABLE OOPS
* Really big I forgor moment
* Even bigger I forgor moment
* four more merge conflicts to fix four more oopsies
* fixed actual divide by zero moment and also im very dumb
* Even bigger I forgor moment
* four more merge conflicts to fix four more oopsies
* fixed actual divide by zero moment and also im very dumb
* Fix all test fails
* code cleanup
* Webedit whitespace
* Code cleaup
* whitespace webedit
* whitespace webedit
* whitespace webedit
* whitespace removal
* Comments and cleanup
* Re-Added 20 warnings as per Ork's request
* Cleanups
* Spacing fix
* bugfixes and cleanup
* Small bugfix
* Actually dirty the slipComp for real
* Added Friction field to Reagent Prototype per design discussion
* Sliding system is kill
* DAG Adjacency Matrix & Tests
* Fix sandbox type errors
* First pass on procgen
* Procgen adjustments
* Networking
* Cruft and god and beauty and analysis console
* convert to data types that dont make me want to kill myself
* starting work on console UI
* drawing nodes n shit
* damn that ui FUCKS
* XAT
* Add a bunch of basic triggers
* Fix trigger gen
* Add node info into the analysis console UI
* Add node unlocking
* more trigger cuz thats pretty cool
* final triggers + incorporate gnostic faith
* some ui changes, mostly
* Fix orphaned procgen segments
* its not random dipshit
* yeah... this one will make pjb happy....
* we call it a day for the UI
* imagine... shared power code...
* extraction WIP but we gotta sidequest momentarily
* oh hey would you look at that its the actual functionality
* distrotrased
* Small departure for randomness.
* ok yep yep indeed that is an effect very cool.
* thanos snap oldcode
* fuck it we ball
* feat: node scanner now displays triggered nodes. Removed unused old artifact systems and related code (most of it). xml-doc and minor fixups.
* refactor: most of preparations, cleanup and groundwork. also segment-related tests
* feature: all basic effects returning
* feat: finished effects lits, created weight lists for struct and handheld artifacts, fixed throw trigger and music ApplyComponent artifact effects not working
* feat: prevent non-first-time-predicted calls in shared artifact effect systems
* fix: remove gun effect from artifact effects - as it interferes with 'activate artefact' action
* fix: foam reagent selection, neat ApplyComponents art effect scenarios, handheld art is RadiationReceiver again
* fix: moved spawn/ pry&throw effect systems back to server part of code - entity duplication bugs were not quite fun
* refactor: fix protos
* refactor: fix linter
* fix: fix old artifact component names in yml
* fix: no more throwing error on artifact spawn with empty XAEFoamComponent.Reagents
* fix: removed old component usage in maps
* fix: remove more deleted components from map
* fix: ContainerContainer is now part of initial artifact entity, it won't be affecting UninitializedSaveTest
* refactor: fix tests, add loc description to toolshed commands
* Changed node scanner to tell the whole story about current artifact state
* refactor: remove excessive get of EntityCoordinates in XAE systems, removed Value access in NodeScannerDisplay
* fix: turned off TriggerInteraction, removed XAESpawn usage and system, EmpSystem now can use EntityCoordinates,
* fix: moved SharedXenoArtifactSystem.CancelUnlockingOnGraphStructureChange into RebuildXenoArtifactMetaData to lessen code coupling
* fix: XenoArtifactEffectJunkSpawn moved invalid rolls declaration
* refactor: set default value for XenoArtifactComponent.EffectsTable for tests
* fix: now explosions XAE can be activated for effect
* refactor: added some usedelay so artifactuse would'nt be spammed
* refactor: artifact-related hints improvements
* fix: artifact no longer spawns fauna into itself
* refactor: xml-doc and minor refactoring
* refactor: xml-doc for Xeno Artifact systems, renaming of questionable XAT systems
* map for playtest, TODO REVERT THIS
* fix: magboots trigger art from a mile
* refactor: bind artifact animation to unlocking state
* feat: radiation dmg now have reference to source (and artifacts won't irradiate themselves)
* fix: random artifact node durability now is rolled for max and not current value
* refactor: gas effects are more rare, hand-held artifact effects are filtered properly now, rad dmg trigger now requires only 20 dmg for activation
* feat: animations and sound effects for artifact force-use and failed finish of unlocking phase
* use only 1 file with art use animation
* refactor: minor artifact dmg triggers tuning
* feat: now nodes that CAN be unlocked are displayed with specific color in console.
* feat: now unlocking stage time is dynamic and it depends on amount of triggers player activated correctly. Failed one stops incrementing
* feat: now non-active unlocked nodes return more points if durability was not wasted
* feat: now puddle/foam effects change description of node
* fix: fix test failure
* refactor: renamed phasing effect, fixed failing test for elkridge
* minor balance changes
* refactor: split rare materials into separate effects
* feat: unlocked nodes without successor wont listen to unlocks, node unlock is not activating node
* fix: removed OnIrradiatedEvent duplicate c-tor
* revert changes of reach for playtest
* revert last row empty line removal on reach.yml
* fix: fix PVS bug, born from attempt to relay event to art nodes that were not synced yet to the client
* fix: fix elkridge for tests (again)
* refactor: xml-doc, more stuff predicted, allocation optimization in XAE/XAT systems
* refactor: naming
* refactor: extract variable refactor for XAEApplyComponentsSystem.OnActivated insides
* fix: duplicate xeno artifact unlocking sound fixed
* feat: CreatePuddle xeno artifact effect now can have min and max borders for chamicals to be drafted, minor XAECreatePuddleSystem refactor
* feat: networking for shared XAE components + xml-doc leftovers
* refactor: more xml-doc, fix XAEApplyComponentsComponent.Components not being serializable but trying to be
* refactor: xml-docs and XAEThrowThingsAroundSystem now uses circle and not box for prying tiles
* refactor: xml-docs, minor refactors
* revert XenoArtifactCommand.ArtifactPrototype being PrototId
* refactor: simplify the way ExtractionResearchLabel works
---------
Co-authored-by: EmoGarbage404 <retron404@gmail.com>
Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
* Adding sorting to chem master
* Chem Master can now sort based on following categories
- Alphabetical
- Quantity
- Time Added to Machine
* Sorting is disabled by default and persist in the machine for everyone
* Removed some pointless code from Chem Master's UI
* Changed None and Time Added's text to reflect what they do better
* Minor adjustments to the code requested by maintainers