Commit Graph

208 Commits

Author SHA1 Message Date
dragonryan06
b091a55d7d Add new icon for Remove Evidence verb (#28898) 2024-06-12 18:05:56 -04:00
TsjipTsjip
daac303783 Admin access configurator (#28107)
* Port spritework and initial prototypes by @Arimah

Co-authored-by: Alice 'Arimah' Heurlin <30327355+arimah@users.noreply.github.com>

* Make Admin PDA's spawn with a universal ID card

* Add universal access configurator to aghost satchel of holding

* Add Admin suffixes to adminonly items: AdminPDA, UniversalIDCard, AccessConfiguratorUniversal

* Admin jobicon

---------

Co-authored-by: Alice 'Arimah' Heurlin <30327355+arimah@users.noreply.github.com>
2024-05-19 17:04:16 -06:00
ike709
af4c6373f6 Adds Support for Guidebook Buttons in UIs (#27891)
* Adds Support for Guidebook Buttons in UIs

* read it from the component

* the code is perfect

* moony review

---------

Co-authored-by: ike709 <ike709@github.com>
2024-05-10 22:21:18 -04:00
lzk
4231efc780 Change minimalist theme empty slot outline (#27860)
Change minimalist them empty slot outline
2024-05-09 17:17:33 -04:00
Hannah Giovanna Dawson
b90373356e Weapon Reflection Movement Mechanic (#27219)
* Weapon Reflection Movement Mechanic

Adds a movement mechanic to deflection.
Standing still gives you your best chance of deflecting a shot.
Moving lowers this to 2/3rds. Sprinting to 1/3rd.

This allows for robust players to express better and provides
counterplay to someone finding a goober-strong deflection
weapon, giving more design space.

As part of this PR I've also touched the numbers of a few swords,
shields, etc. and modified some descriptions to make them read
better. The balance numbers are not remotely final, but as intent:

1. All the sidearm swords (katana, cutlass, captain's sabre) have the same damage. There's no good reason the "ceremonial" blade the captain has doing more damage than a katana.
2. The Captain's Sabre has a 30% reflect chance, dropping to 20% when moving and 10% when sprinting. This one is controversial due to the recent nerf, I suspect: This could easily be 15->10->5?
3. The Energy Katana has a flat 30% reflect chance.
4. The meme Throngler has a 30% reflect chance, dropping to 20% when moving and 10% when sprinting.
5. The E-Sword has a 30% reflect chance, dropping to 20% when moving and 10% when sprinting.
6. The Double E-Sword has a mighty 75% reflect chance, dropping to 50% and then 25%.
7. Both reflective shields - Mirror and Energy - have a 95% deflect chance, dropping to 63% then 31%.

* Resolve PR comments.

* Weh?

* Reign in double esword a tad

* Shield nerfs no longer real

* Improve Mirror Cult desc

* Simple alert for deflection! No art yet.

* Added a new icon for deflecting
2024-05-07 20:14:58 +02:00
Ty Ashley
b8144df7a5 Added new icons for the emote wheel (#27541)
* Added new icons for the emote wheel

* Corrected weh path

* Changed whistle to better match other vocal emotes. Modified honk icon to match dimensions of box. Corrected chirp and chitter emote icons.

* Cleaned up edges of icons

* Added attributions.yml to emotes folder
2024-05-05 20:12:30 -05:00
Morb
16b3e2233a Emotes Menu (#26702)
* Basic emote radial menu

* Move out from corvax

* Move to UI controller & add to top menu bar and key bind

* Make emote play

* Add name localization for emotes

* Localize chat messages

* Fix emote menu

* Add categories localization

* Fixes

* Fix

* Add emotes entity blacklist

* Fix entity whitelist required all logic

* Remove unused wagging emote

* Revert sprite

* Set default texture for emote icon

* Update Resources/keybinds.yml

---------

Co-authored-by: Kara <lunarautomaton6@gmail.com>
2024-04-28 21:38:23 -07:00
Pieter-Jan Briers
58f025ba80 THE RETURN OF ITEM STATUS (#22986)
* THE RETURN OF ITEM STATUS

Item status is now inline with the hands again. You can now see item status for both hands at once.

If you have more than 2 hands, the last active hand of that side is displayed in the respective item status.

The item status for the active hand is also highlighted.

Item status has been given a new look so it looks unique and matches every UI theme.

* Shrink item status to 125px

This is going to require fixing the existing controls. Do that later.

* New bullet item status rendering

sex

* Make gun item status look just a little bit nicer.

Avoid only one or two bullets ending up on a single row of an item status.

* Delete Eris theme files

* More improvements

Fixed the fact that left/right were flipped around when assigning status panel locations. Involved renaming all the UI textures.

Redid how content margins are set from the theme. Less complex and cleaner now.

Made the item name always left-aligned, just looks better since other UI elements don't adapt anyways.

* Compact down item status text

Now it fits 3 lines of text on one line. Yay.

This is achieved by compacting RichTextLabels by reducing their line height and giving them a negative bottom margin.

* Add item status sprites for Ashen theme.

* Add status control to show beaker/bucket/jug solution/transfer volumes

Also PollingItemStatusControl I'll be using that more.

* Fix welder item status, clean up welder code

The item status control implementation was ancient and bad. That's why it was buggy.

Removed all the complex dated networking stuff for welders, we just sync the solution contents now anyways so none of that is needed anymore. This moves a buncha stuff to shared and just removes code.

Cleanup. The code was doing some really dumb stuff.

* Spray bottles show contents in item status.

* cowtools

* Fix plasmafire and clockwork themes.

Actual git gaslighting wtf.

---------

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2024-04-21 23:16:23 +10:00
Nemanja
e5a5196b1f make filled inventory slots blank (#27150)
* blank filled slots

* Update InventoryTemplatePrototype.cs
2024-04-20 13:17:29 +10:00
metalgearsloth
c91ed96853 Revert Paint (#26593)
* Revert "Fix build (#26258)"

This reverts commit 6de5fbfafb.

* Revert "Spray Paint (Review Ready) (#23003)"

This reverts commit e4d5e7f1ae.

# Conflicts:
#	Resources/Prototypes/Entities/Structures/Holographic/projections.yml
2024-03-31 16:12:52 +11:00
chromiumboy
02273ca0e7 Improved RCDs (#22799)
* Initial radial menu prototyping for the RCD

* Radial UI buttons can send messages to the server

* Beginning to update RCDSystem

* RCD building system in progress

* Further updates

* Added extra effects, RCDSystem now reads RCD prototype data

* Replacing tiles is instant, multiple constructions are allowed, deconstruction is broken

* Added extra functionality to RadialContainers plus documentation

* Fixed localization of RCD UI strings

* Menu opens near cursor, added basic RCD

* Avoiding merge conflict

* Implemented atomized construction / deconstruction rules

* Increased RCD ammo base charges

* Moved input context definition to content

* Removed obsoleted code

* Updates to system

* Switch machine and computer frames for electrical cabling

* Added construction ghosts

* Fixed issue with keybind detection code

* Fixed RCD construction ghost mispredications

* Code clean up

* Updated deconstruction effects

* RCDs effects don't rotate

* Code clean up

* Balancing for ammo counts

* Code clean up

* Added missing localized strings

* More clean up

* Made directional window handling more robust

* Added documentation to radial menus and made them no longer dependent on Content

* Made radial containers more robust

* Further robustness to the radial menu

* The RCD submenu buttons are only shown when the destination layer has at least one children

* Expanded upon deconstructing plus construction balance

* Fixed line endings

* Updated list of RCD deconstructable entities. Now needs a component to deconstruct instead of a tag

* Bug fixes

* Revert unnecessary change

* Updated RCD strings

* Fixed bug

* More fixes

* Deconstructed tiles/subflooring convert to lattice instead

* Fixed failed tests (Linux doesn't like invalid spritespecifer paths)

* Fixing merge conflict

* Updated airlock assembly

* Fixing merge conflict

* Fixing merge conflict

* More fixing...

* Removed erroneous project file change

* Fixed string handling issue

* Trying to fix merge conflict

* Still fixing merge conflicts

* Balancing

* Hidden RCD construction ghosts when in 'build' mode

* Fixing merge conflict

* Implemented requested changes (Part 1)

* Added more requested changes

* Fix for failed test. Removed sussy null suppression

* Made requested changes - custom construction ghost system was replaced

* Fixing merge conflict

* Fixed merge conflict

* Fixed bug in RCD construction ghost validation

* Fixing merge conflict

* Merge conflict fixed

* Made required update

* Removed lingering RCD deconstruct tag

* Fixing merge conflict

* Merge conflict fixed

* Made requested changes

* Bug fixes and balancing

* Made string names more consistent

* Can no longer stack catwalks
2024-03-30 23:29:47 -05:00
Nemanja
d576f5cbbb dynamic alert sprites (#25452)
* dynamic alert sprite

* fix fat cooldowns
2024-03-28 17:32:56 +11:00
DoutorWhite
018832707c Fix Medical Hud death icon animation and Changes critical icon (#26391)
Fix Dead Icon animation and changes Critical Icon
2024-03-24 12:38:03 -04:00
Killerqu00
45d6c03407 Initial Infected can see each other (#25934)
initial infected icon
2024-03-18 15:57:36 -06:00
brainfood1183
e4d5e7f1ae Spray Paint (Review Ready) (#23003)
* Spray Paint (Draft)

* paint colors, paints in maints loot, cargo crate of paints.

* fix

* remove paint (sort of)

* moved paintcleaner into own system

* Moved paint to server (had to unfortunately)

* doafter now breaks when moving away.

* cant paint mobstatecomp

* loads of fixes

* fixes

* fixes

* nopaintshadercomp

* fixes

* fix

* use locale for paint remove string

* remove nopaintshadercomponent and use blacklist

* remove enabled.true from visualizer

* paint doafter event.

* add verbs for paint and remove paint and icon for paint verb.

* fixes

* no longer replaces shader when shader exists.

* replace forloop with foreach, check shader before adding and removing.

* paint doafter now separate so no copy paste code

* Entities in sprayed targets item slots are also now correctly sprayed.

* fix

* fix

* fix airlock psray painter now removes painted before painting door.

* spray paints now use openablecomponent.

* fix

* fix damn accesstypes.

* fix

* fix
2024-03-18 15:29:48 -06:00
DoutorWhite
8d40bc36a9 Improves Medical Hud interface and functionality (#26027)
* Improvements to the medical hud interface

* Adds an icon for SSD players

* Indentation fix

* Update sprites, changes direction and adds new status icon.

* Adds decomposing icon

* Code cleaning

* Changes Crit Icon sprite

* Simplifies the decision structure

* Changes copyright line

* Changes Critical Icon sprite

* Makes the Critical Icon border darker

* Changes sprites to /tg/ station

* Updates copyright

* Makes Dead Icon animation slight faster

* Code cleaning

* Remove some unused imports

* Code cleaning and rename icon

* Minor code cleaning
2024-03-19 00:56:12 +11:00
LankLTE
88d424e877 Return Detective to Security (#25986)
* Revert "detective patch (#24739)"

This reverts commit 8ef69ff2e1.

* Revert "Detectives gain independency (#23114)"

This reverts commit 807f5facbb.
2024-03-11 14:33:08 +11:00
Arendian
60b9d89e4d Criminal record hud icons (#25192)
* Security hud shows icon based on criminal record status

* Criminal status now linked to name instead of identity

* parole loc

* Test fix

* review changes

* Check station records instead of storing names on criminal record consoles.

* cleanup

* more cleanup

* review changes

* change outdated comments

* rename

* review changes

* remove event subscription

* replaced event with trycomp

* default value
2024-03-11 14:12:52 +11:00
exincore
c8cc806a8f feat(inventory): Add secondary smart-equip star (#25696)
* feat(inventory): Add secondary quick-remove star

* style: Fix end of file newline

* feat(inventory): Change secondary smart-equip star to silver star

* feat(inventory): Decrease secondary quick-equip star luminosity to better match the primary
2024-03-02 18:57:42 -05:00
Brandon Hu
bc2dee9f70 fix(seizures): remove seizures from the game (#25722)
* fix(seizures): remove seizures from the game

* Reduced animation time to 2 seconds
2024-03-02 15:17:46 -05:00
LordCarve
8c6c19c993 Fix PDA home icon (#25721)
Fix PDA home icon.
2024-02-29 20:22:12 +01:00
Ubaser
ad7256750c Remove Eris UI theme (#25673)
add
2024-02-28 23:53:48 -06:00
Julian Giebel
0752acdc2c News UI overhaul and PDA notifications (#19610) 2024-02-26 21:38:00 -04:00
Ubaser
f463cdf3a5 Satchel empty space is now fully transparent (#25147)
* add

* thin spaces

* update
2024-02-25 18:24:59 -05:00
Ubaser
9a4c10cc89 pAI map button sprite change (#25384)
* add

* ya

* add
2024-02-25 15:41:13 +11:00
Ubaser
531d722c13 Increase contrast with hand select for Ashen UI theme (#25517)
add
2024-02-24 22:29:20 -06:00
Ubaser
573f9a3b46 New HUD theme: Ashen (#25408)
* add

* add

* add
2024-02-20 23:26:55 -06:00
Golinth
79dc4e4d6f Mindshield outline flashes, (#25409)
* Add animation support to status icons

Animated like any other entity. Change the png to have all frames, add delays in meta.json, and you're good to go.

* Dirty "fix" for the crashing.

Still have no idea why files cannot be read without changing their path in the yaml.

* Sloth review ig

I still have no idea why it wont work with /Textures/ missing as a prefix.
2024-02-20 17:26:48 -05:00
Pieter-Jan Briers
bd40c0ce26 Set nav map icon textures to use bilinear filtering (#25411)
This just makes them look slightly better when zoomed.
2024-02-20 22:31:32 +11:00
Golinth
bced73f676 Kill Seperated Mindshield Icons (#25303)
* Unghettoify mindshield icons

Adds support for layers in status icons, through the StatusIconLayer enum and the new "layer" datafield. Defaults to the Base layer where functionally remains unchanged.

* TG icon for shield

probably better than the shitty one I made in paint

* forgor meta.json

I forgor

* Emo review

Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>

---------

Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
2024-02-16 10:58:28 -05:00
Mr. 27
8ef69ff2e1 detective patch (#24739)
* inital

* fikss

* nuh uh
2024-02-01 17:49:53 -05:00
SlamBamActionman
1862f8aa17 Visitor job (#23972)
* Adds Visitor role and ShowInIdCardConsole property

* Add visitor to Agent ID card

* Fixes yaml test

* Fixes based on feedback

* Fixes based on feedback
2024-02-01 21:13:44 +11:00
lzk
50f1b4b009 Fix eris hud hand slot sprites (#24662)
* Fix eris style hand slot sprites

* rename meta to meta.json
2024-01-28 10:13:29 -05:00
I.K
dc994f9c66 Improve visibility of gun bolts (#23711)
* add overlay

* ??????
2024-01-07 23:23:41 -07:00
PrPleGoo
eed663e8b4 Add health bar overlays for eye equipment (#21980)
* PR 1

* fix an error with health bar overlay (#1292)

* Revert "Revert "Replace `ResourcePath` with `ResPath` (#15308)" (#155… (#15566)

* [1612] change ShowHealthBarsComponent's DamageContainer field to a list (#1662)

* fix build

* no crit entities from not updating

* cleanup

* namespace

* undu irrelevant changes

* undo icon change

* make health bar 1 px taller and icon 1 px shorter

* fix medibot

* fix comment

* don't show health bar ratio when in crit

* fix build

* put the crit bar back

* don't render healthbars for mobs that are in containers

* draw more boxes without the background sprite

* fine status icon for all bio mobs

* add wacky mandatory things

* attempt 2

* whoops wrong file

* cool, this works too

* move null check to top

* only 1 init

* security huds

* remove shader

* fix build after cleanup

* slight cleanup

* little more cleanup

* Remove clothing grant component system

* security HUD now shows a job icon on entities with a body

* remove sec stuff and do similar changes to split off PR + remove unused comp

* process comments

* don't return

* update to ComponentAddedOverlaySystemBase

* no cache

* colors and not rendering out of sight

* touch ups

* fix build & cleanup

* undo

* remove shader from icons

* process comments

* documentation

* fix licence

* validate prototype id

* just use args

* rename method and append in method

* type

* just fucken delete the command

* space

* undo

* remove

* don't use LocalPlayer

* re-add showhealthbars command, but working

* rename icon lists and conform health icon code to the others

* space

* undo

* update command

* oops

---------

Co-authored-by: Rane <60792108+Elijahrane@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2024-01-04 11:48:57 -05:00
VMSolidus
84a2356831 Adding PAI Slot to PDA (#21086)
* Adding PAI Slot to PDA

* Update PdaComponent.cs

* Update pda.yml

* Update tags.yml

Sorting it alphabetically

* Adding PDA UI Elements.

* Addressing reviews

* Update PdaComponent.cs

* Update Content.Shared/PDA/SharedPdaSystem.cs

Co-authored-by: faint <46868845+ficcialfaint@users.noreply.github.com>

* Update Content.Shared/PDA/SharedPdaSystem.cs

Co-authored-by: faint <46868845+ficcialfaint@users.noreply.github.com>

* Update Resources/Prototypes/Entities/Objects/Devices/pda.yml

Co-authored-by: faint <46868845+ficcialfaint@users.noreply.github.com>

* Update PdaComponent.cs

* Update PdaComponent.cs

---------

Co-authored-by: faint <46868845+ficcialfaint@users.noreply.github.com>
2024-01-04 05:56:14 -07:00
brainfood1183
b06d9cb64a Adds Hellspawn (Nar'Sie demon mob) (#20291)
* HellSpawn Mob

* added spawner

* summary for the namespace

* larger collider, cannot enter single tile corridors.

* fix

* remove duplicate from yml, fix attributions.

* moved action to shared, moved comp to shared, networked comp, separated heal, fixed attributions

* removed flammable from hellspawn
removed the healing effect from firestarter ability (healing can be separate ability).

* Update attributions.yml

fix attributions

* fix

* fix
2024-01-04 05:53:15 -07:00
Errant
93f03ac284 skull warning border (#23433)
skullie contrast
2024-01-03 01:35:36 -08:00
deathride58
aa6645c8e9 Blindness rework - damaged eyes are now a stylized simulation of legal blindness (#23212)
* blindness rework - damaged eyes now simulate legal blindness

* hEY THATS FOR DEMONSTRATION PURPOSES ONLY AAA

* attributions

* makes eyeclosecomponent adminbus compatible

* useshader(null)
2024-01-03 01:07:02 -08:00
LordCarve
1836bdf3ed Add icon to Change Voice Mask Action (#23239) 2023-12-30 18:13:27 -05:00
chromiumboy
1de682e23f Power monitoring console overhaul (#20927)
* Prototyping whole station wire map

* More prototyping

* Added icons for the different power distributors and toggleable cable displays

* Power cable layouts are now only sent to the client when the power monitor is open

* UI prototyping

* Power monitors can now see the sprites of distant entities, long entity names are truncated

* Updated how network devices are added to the player's PVS

* More feature prototypes

* Added source / load symbols

* Final prototype! Time to actually code it properly...

* Start of code clean up

* Continuing code clean up

* Fixed UI appearance

* Code clean up complete

* Removed unnecessary changes

* Updated how power values are calculated, added UI warnings for power sinks and power net checks

* Updated how power values are calculated again, added support for portable generators

* Removed unnecessary files

* Map beacons start toggled off, console map now works outside the station, fixed substation icon

* Made some of Sloth's requested changes. Power distributors don't blink anymore, unless selected

* Moved a number of static variables in PowerMonitoringHelper to sensible places in the main files. Added a NavMapTrackableComponent so that you can specify how individual entities appear on the navmap

* Updated the colors/positions of HV cables and SMESes to improve contrast

* Fixed SMES color in map legend

* Partially fixed auto-scrolling on device selection, made sublists alphabetical

* Changed how auto-scroll is handled

* Changed the font color of the console warning messages

* Reduced the font size of beacon labels

* Added the station name to the console

* Organized references

* Removed unwanted changes to RobustToolbox

* Fix merge conflict

* Fix merge conflict, maybe

* Fix merge conflict

* Updated outdated reference

* Fixed portable_generator.yml

* Implemented a number of requested changes, move bit masks to a shared component

* Navigate listings via the navmap

* First attempt at improving efficiency

* Second attempt at optimization, entity grouping added for solar panels

* Finished solar panel entity joining

* Finished major revisions, code clean up needed

* Finializing optimizations

* Made requested changes

* Bug fix, removed obsolete code

* Bug fixes

* Bug fixes

* STarted revisions

* Further revisions

* More revision

* Finalizing revisions. Need to make RT PR

* Code tidying

* More code tidying

* Trying to avoid merge conflicts

* Trying to avoid merge conflicts

* Removed use of PVS

* Improving efficiency

* Addressed a bunch of outstanding issues

* Clear old data on console refresh

* UI adjustments

* Made node comparison more robust. More devices can be combined into one entry

* Added missing component 'dirty'
2023-12-24 17:07:41 +11:00
Nemanja
9b18357a88 Corner Clothing UI (#22883)
* Corner clothing (save point)

* IT WORKS. YIPPEE

* the last of it

* template rejigs
2023-12-22 23:32:23 -07:00
Errant
4ecbf0cd82 Unbreak the Geneva Conventions (#22741)
Unbreak the Geneva Convention
2023-12-19 21:28:02 -07:00
Flareguy
d82312e329 The HUDening™️ (SS13 HUD themes, Classic as default, and more) (#22287)
* updates the classic ui theme, ports some ss13 ui themes

* adds retro theme

* the rest of it. probably

* web pockets for retro

* begrudgingly bring back modernized
2023-12-11 02:28:17 -07:00
chromiumboy
b70c0845d0 Crew monitor revisit (#22240) 2023-12-10 16:38:50 +11:00
Nemanja
8112f84c33 Mark the last item stored in storage for smart-equip (#22236)
* mark the last item stored in grid inventory

* shift
2023-12-08 12:43:57 -06:00
Nemanja
9ca84ac3fb Grid inventory fixes (#22161)
* Gridinv fixes

* eek

* oh yeah this too

* eek
2023-12-05 16:38:10 -07:00
Nemanja
cc8984d096 Grid Inventory (#21931)
* Grid Inventory

* oh boy we keep cracking on

* auto insertion is kinda working? gross, too!

* pieces and proper layouts

* fix the sprites

* mousing over grid pieces... finally

* dragging deez nuts all over the screen

* eek!

* dragging is 90% less horrendous

* auto-rotating

* flatten

* Rotation at last

* fix rotation and change keybind for removing items.

* rebinding and keybinding

* wow! look at that! configurable with a button! cool!

* dragging is a bit cooler, eh?

* hover insert, my beloved

* add some grids for storage, fix 1x1 storages, fix multiple inputs at once

* el navigation

* oh yeah some stuff i forgor

* more fixes and QOL stuff

* the griddening

* the last of it (yippee)

* sloth review :)
2023-12-04 16:04:39 -07:00
coolmankid12345
0f7189e8b5 Ghetto Mindshield Icon (#20958)
* Looks like shit frfr

* White for sure

* New icon

---------

Co-authored-by: coolmankid12345 <coolmankid12345@users.noreply.github.com>
2023-12-02 12:21:10 -05:00
Nemanja
ac5e9cd70b Fix borg mobstates (#21307)
* Add dead states to borgs

* this?

* ack
2023-11-09 16:14:06 -07:00