* Traitor Deathmatch: Add the preset [Rebase onto factors line]
* Traitor Deathmatch: Being a human head or other not-quite-fully-animate object counts as dead. [ROFL]
* Traitor Deathmatch: Add redemption machine (but it doesn't work) [ROFL]
* Traitor Deathmatch: Map in redemption machines [ROFL]
* Traitor Deathmatch: Make the rounds end properly [ROFL]
* Traitor Deathmatch: PDA redemption works [ROFL]
* Traitor Deathmatch: New redemption machine sprite ( @Tomeno )
* Traitor Deathmatch: Get rid of redundant using
* Traitor Deathmatch: Change scoring, prevent redeeming your own PDA, fix bug where PDAs are not tagged with their owner names
* Traitor Deathmatch: Better messages, change cvar name, don't count ghosts for spawnpoint selection
* GamePreset: Add a hook to catch all player spawns for modification.
Unless someone makes the entire job system unpluggable, this is what you get...
* GamePreset: Is now in control of voluntary ghosting
* Clean up ghost code to only rely on a player's Mind
* basic implementation
* minor fixes
* objectives temp commit
* proper onstart bind
* changes all conditions to be bound to a mind-instance
* oops
* oops v2
* adds possiblity to enable duplicate assignment of objective
equal objectives are unable to be added
* minor fixes, adds greentext
* refactors incompatability to be defined by requirements
* fixes a wrong whitespace
* minor fix
* addressed reviews v1
* address reviews v2
Co-authored-by: Exp <theexp111@gmail.com>
* final sweep
* adds/refactors traitor&sss cvars
* Update Content.Server/Mobs/Mind.cs
* never trust github web
* adds datasets & makes codewords use them
* addresses exp's reviews
* addressed zumos reviews
Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
Co-authored-by: Exp <theexp111@gmail.com>
* Disable job buttons when they aren't available
In real time too, the technology is overwhelming
* Jobs are all unavailable when late join is disallowed.
* Better ToggleDisallowLateJoin command parsing
* Add togglelatejoin to groups.
Co-authored-by: Víctor Aguilera Puerto <zddm@outlook.es>
* Holy crap auth works
* Fix some usages of UserID instead of UserName
* Refactor preferences.
They be non-async now. Also faster.
* Rename DbContext.
* Guest username assignment.
* Fix saving of profiles.
* Don't store data for guests.
* Fix generating invalid random colors.
* Don't allow dumb garbage for char preferences.
* Bans.
* Lol forgot to fill out the command description.
* Connection log.
* Rename all the tables and columns to be snake_case.
* Re-do migrations.
* Fixing tests and warnings.
* Update submodule
* Ready Indicator in the lobby
* Use SessionID instead of Name
* Don't show ready state when game is already running
* Make Ready List not selectable
* -Remove disconnected sessions from Ready
-Fix showing ReadyStatus when staying in lobby
* Station event system
Adds 2 basic events: (Power) GridCheck and RadiationStorm (based on the goonstation version).
The system itself to choose events is based on tgstation's implementation.
This also adds the event command that can be run to force specific events.
There's still some other TODO items for these to be complete, to my knowledge:
1. There's no worldspace DrawCircle method (though the radstorm could look a lot nicer with a shader).
2. The PlayGlobal power_off / power_on audio seems to cut out halfway-through
3. (I think this is a known issue) lights still emit light until you get closer in a gridcheck so PVS range might need bumping.
* Invariants for event names
* Fix random event shutdown
* Mix stereo announcements to mono
* Address feedback
* Remove redundant client system and use the overlay component instead
* Drop the server prefix
* Fix radiation overlay enum
* use entityquery instead
* zum's feedback
* Use EntityQuery
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
* Multiple hands in gui first pass
* Remove IHandsComponent interface
* Create hand class and more hand textures
* Refactor ServerHandsComponent to use a single list of hands
* Seal SharedHand
* Fix picked up items not showing on top of the hand buttons
* Remove HandsGui buttons and panels dictionaries
* Fix items in hands rendering
* Fix wrong hand container comparison
* Fix not updating the location of duplicate hands
* Change ClientHandsComponent to use a SortedList instead of a dictionary
* More merge conflict fixes
* Change SortedList to List
* Fix hand button order
* Add item tooltip for more than 2 hands and updating when removing hands
* Add add hand and remove hand command
* Merge conflict fixes
* Remove nullable reference type from ContainerSlot
* Fix texture errors
* Fix error when reaching 0 hands
* Fix error when swapping hands with no hands
* Merged remove hand methods
* Fix item panel texture errors
* Merge conflict fixes
* Fix addhand and removehand command descriptions
* Add properly displaying tooltips for 2 hands
* Make hand indexes and locations consistent across the client and server
* Add dropping held entity if a hand is removed
* Change hand location to be calculated by index
* Made different hand gui updates more consistent
* Remove human body yml testing changes
* Sanitize addhand and removehand commands
* Merge conflict fixes
* Remove testing changes
* Revert body system changes
* Add missing imports
* Remove obsolete hands parameter in yml files
* Fix broken import
* Fix startup error and adding and removing hands on the same tick
* Make hand container id use an uint
In case someone gets more than 2 billion hands
* Rename hand component files
* Make hands state use an array