* Update DamageableSystem to modern standards
* DamageContainerId -> DamageContainerID with lint flag
* Replace strings with protoids
* Make CVar subscription declarations all consistently whitespaced
* ChangeDamage -> TryChangeDamage, cope with C# jank
* Revert event signature changes
* Restore a comment
* Re-add two queries
* Init the queries
* Use appearanceQuery in DamageChanged
* Use damageableQuery in TryChangeDamage
* Use damageableQuery in SetDamageModifierSetId
* Final cleanup, fix sandboxing
* Rectify ExplosionSystem:::ProcessEntity's call to TryChangeDamage
* Re-organize DamageableSystem
* first big fuck you breaking change.
* THATS A LOT OF DAMAGE!!!
* Fix test fails
* test fixes 2
* push it
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Fix usages of TryIndex()
Most usages of TryIndex() were using it incorrectly. Checking whether prototype IDs specified in prototypes actually existed before using them. This is not appropriate as it's just hiding bugs that should be getting caught by the YAML linter and other tools. (#39115)
This then resulted in TryIndex() getting modified to log errors (94f98073b0), which is incorrect as it causes false-positive errors in proper uses of the API: external data validation. (#39098)
This commit goes through and checks every call site of TryIndex() to see whether they were correct. Most call sites were replaced with the new Resolve(), which is suitable for these "defensive programming" use cases.
Fixes#39115
Breaking change: while doing this I noticed IdCardComponent and related systems were erroneously using ProtoId<AccessLevelPrototype> for job prototypes. This has been corrected.
* fix tests
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Augh
* Remove that
* ViewVariables property so it can be debugged at the very least.
* Remove
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Init Commit
* Typos
* Commit 2
* Save Interaction Test Mob from failing
* ssss
* Confident I've gotten all the correct prototypes
* Whoops forgot to edit those
* aaaaa
* Better solution
* Test fail fixes
* Yaml fix
* THE FINAL TEST FIX
* Final fix(?)
* whoops
* Added a WeightlessnessChangedEvent
* Check out this diff
* Wait I'm dumb
* Final optimization and don't duplicate code
* Death to IsWeightless
* File scoped namespaces
* REVIEW
* Fix test fails
* FIX TEST FAILS REAL
* A
* Commit of doom
* borgar
* We don't need to specify on map init apparently
* Fuck it
* LOAD BEARING COMMENT
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Predicted gas pumps
I wanted to try out atmos and first thing I found.
* a
* Atmos device prediction
- Canisters
- Tanks
- Internals
AirMixes aren't predicted so nothing on that front but all the UIs should be a lot closer.
* Remove details range
* Gas tank prediction
* Even more sweeping changes
* Alerts
* rehg
* Popup fix
* Fix merge conflicts
* Fix
* Review
* 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>
* Various systems warnings cleanup
* Last changes before submitting PR
* Add guard for transform component, fix failing test
* Small corrections
* Audio params to specifiers datafields
* Using audio params on components and configs
* Extracts magic strings from Tag calls
When #36281 gets merged, the `TagSystem` methods will all give warnings. Let's fix those warnings before they even happen!
* Adds missing libraries
* Remove not yet implemented TagSystem changes
* Fix tag spelling error
Genuinely surprised there was only 1!
* Styling and proper type changes
* Styling
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
---------
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Fix broken layer hiding on clothes with multiple equipment slots
* Refactor ToggleVisualLayers, HideLayerClothingComponent, and ClothingComponent to allow more
precise layer hide behavior and more CPU efficient layer toggling.
* Adjust HumanoidAppearaceSystem to track which slots are hiding a given layer (e.g. gas mask and welding mask)
Add documentation
Change gas masks to use the new HideLayerClothingComponent structure as an example of its usage
* Fix the delayed snout bug
* Misc cleanup
* Make `bool permanent` implicit from SlotFlags
any non-permanent visibility toggle with `SlotFlags.None` isn't supported with how its set up. And similarly, the slot flags argument does nothing if permanent = true. So IMO it makes more sense to infer it from a nullable arg.
* Split into separate system
Too much pasta
* Remove (hopefully unnecessary) refresh
* Fisk mask networking
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
* Keep old behaviour, use clearer names?
I'm just guessing at what this was meant to do
* english
* Separate slot name & flag
* dirty = true
* fix comment
* Improved SetLayerVisibility with dirtying logic suggested by @ElectroJr
* Only set mask toggled if DisableOnFold is true
* FoldableClothingSystem fixes
* fix bandana state
* Better comment
---------
Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
* V1 commit
* Remove PDA name and unnecessary pda state
* Adds PDA to Chameleon backpack & thief toolbox
* Change to use AppearanceDataInit
* Add basic PDA state to ensure there's always a sprite before AppearanceData can be applied
* Revert PDA name (this will be changed to another way later)
* Update PDA name updating to new system
* Fix yaml, and fix Agent ID chameleon
* Updated based on review
* Power stuff
- Add shared IsPowered
- Add shared ResolveApc
- Move PowerChangedEvent to shared for now
- Add SlimPoweredLight that actually functions how you'd expect a PoweredLight to function it id didn't have a bunch of bloat on it.
* big update
* boing
* Adding shock collar with the new ShockOnTrigger
* Cleaning and updating the shock collar
* Add StripDelay datafield to ClothingComponent
* Adding SelfUnremovableClothingComponent
* ShockCollar Update
* Correction of the shock collar
* Correction of the shock collar 2
* Renaming the DamageSpecifier DataField to Damage
* Fixing the damage field in ShockCollar
* Cleaning the ShockCollar
* Renaming ShockCollar to ClothingNeckShockCollar
* Adding ClothingNeckShockCollar as a stealTarget to a thief
* Fixing a typo of the sprite path in ClothingNeckShockCollar
* Cleaning the ShockOnTriggerComponent
* Revision of SelfUnremovableClothing
* Adding a ClothingBackpackElectropack
* Sprite fix
* Code review
* Shock Collar sprite update
* add commit hash
---------
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
* LoadoutSystem change, deathsquad species loadout
* survival gear loadouts for disaster victims
* skrek
* centcom
* syndicate agent
* cburn
* ERT
* syndicates
* Is it ever gonna be enough?
* Take what you can
* Move startingGearEquippedEvent after Loadouts are spawned
* skreee
* even more formatting
* Unbreak auto internals activation
* undo AddAllRoleLoadouts change
* syndicate reinforcement survival loadouts
* re-enable vox ghostroles
* De-duplicate loadout gear
Needs supporting code, probably with an interface with StartingGearPrototype which would also use it, but I regexed the yaml.
* Code updates
* Remaining yaml
* Fix automatic naming
* raiseEvent
* Don't code when tired kids
* split logic into own system
* add support for different size displacement maps
* some clothes may not use displacement maps
* displacement maps spport hand sprites
* Update DisplacementMapSystem.cs
* rename things
* fuck stencilmask
* fix bugs
* no masks
* Update jumpsuits.yml
* fix species specific sprites
* Update ClothingSystem.cs
* shoes + ears displacement, some bugfix
* Update DisplacementMapSystem.cs