Github will cuck me no more.
I tried the old google machine to find if there's a way to inherit these but it was failing me.
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
* Make IInteractUsing async, make tools use DoAfter.
* Disable warning 1998 in Content.Server
* Update Content.Server/GameObjects/Components/AnchorableComponent.cs
* Add initial atmospherics framework
* Make walls and airlocks airtight
* Add the basic atmosphere gas system
* Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils
* Optimize vending machine code a bit.
* Address feedback from Atmos PR, make code compile
Fix use of OnMove -> SnapGridComponent.OnPositionChanged.
Added pause checking to atmos simulations.
* Improvements to the existing ZAS prototype (#996)
* Rename Volume -> Quantity in GasProperty
This makes the name consistent with the rest of the code, given that
it's meant to be a mol value.
* Replace Gas enum with GasPrototype
Unused as of yet, but laying the groundwork for future changes.
* Update AtmosphereMap, improving maths
Adds a temporary default atmosphere, hardcoded in for testing. It will
be replaced eventually.
Fixed a maths mistake in the original code involving unit conversions.
Added the Take() method to IAtmosphere, for taking some volume of
mixture out of a gas mix. This will be pretty handy in the future, but
for now it's used by walls to delete air where they are built.
* Fix merging, splitting logic for zones
Removing a cell from a zone now correctly reduces its volume.
Adding a cell to a zone now correctly increases its volume.
* Improvements to atmos code, reorganising of types
Moved GasPrototype to shared, because it's going to be used by the
client later.
Split up the atmosphere code. Now zones are explicitly their own kind of
atmosphere, which should speed up some loops and also solve
inconsistencies in the volume calculation.
GasMixtures are another type of atmosphere, for more general use.
Try to fix the splitting/merging code, which was quite cryptic and not
clear at all. It *should* work now.
* Switch zones back to MapIndices
Turns out I'm an idiot who misunderstood the code. MapIndices can be
used as one-per-tile, which is what is needed for atmos. GridCoordinates
are many-per-tile, and were causing lots of problems.
* Add zone debugging overlay
This is the first example of zone information being sent to a client.
It adds the `togglezoneinfo` command, which overlays the tiles and gas
information for the zone currently occupied by the user on the screen.
This was helpful for debugging the GridCoordinates problem.
* Fix position of atmos zone debug text
* Make AirtightComponent only activate on MapInit
This should stop it splitting atmospheres in mapping.
* Doc comments improvements to AtmosphereMap
Fix some malformed comments, inherit some useful docs, document some
more functions.
* Add zone logic for changing tiles to/from space
Zones are now correctly created when all the tiles in a room are built,
and destroyed when one of the tiles is destroyed.
* update engine
* right
* Cleanup code
* Port GasMixture, further cleanup
* Fix windows not being airtight, some other stuff
* Work on atmos
* Difference between ZoneBlocked and AirBlocked
* Big GridAtmosphereManager cleanup, zones are broken now oops
* Remove zones, add excited group implementation
* Further cleanup
* Further work on atmos
* Work on gas overlay.
* PumpGasTo and ReleaseGasTo methods for GasMixture.
* Adds Tile Overlay System.
* More work on atmos
* Gasses spread, equalize and all that
* Fix a few crashes
* Gas can actually spread from room to room after opening airlocks
* Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc.
* More work
* Remove atmoschem, add "performant" gas overlays
* what the fuck git
* More work I guess?
* Fix stuff, create a few (empty) components for future work
* Fix temperature
* Fix tile air sharing
* Atmos optimizations
* Further atmos optimizations
* Even more optimizations!
* Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
* Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
* Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
* Address a few reviews
* Oops, forgot to remove this
* Update Content.Server/Atmos/AtmosphereMap.cs
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
* Fix compile
* Improved client gas tile overlays
* Less allocations
* Even less allocations!
* some stuff dunno
* Big refactor time, oh yeah
* it truly is 1 AM
* bruh
* No idea why now it doesn't work.
Oh well! I'll fix this on thursday 😌
* Basic atmos serialization
* Fix bugs, add VV attributes
* Start adding stuff for gas reactions
* Add a few atmos commands
* Fill gas command
* Changes to gas opacity
* Fixes I guess
* Fixes, add space wind sound
* High pressure movement!
* Better high pressure movements.
* Fix direction, maybe?
* And now it works great
* Science!
* and this is why you don't trust people
* remove logging
* Turns out I'm fucking dumb
* Work on hotspots and reactions, add tritium gas
* IGridAtmosphereComponent interface! For future unsimulated grids.
* Makes atmos updates NoGC.
* C E A S E
* Add settemp atmos command
* Important reminder.
* Remove useless AtmosCooldown.
* More work on hotspots
* Overlays for hotspots. Fire works!
* Turns out I suck at coding
* Fire texture change
* Yeah let's make that an absolute value, hmm?
* Support for atmos after teleporting grid (more or less)
* fix attempt (doesn't actually fix it)
* Make static variable not static
* Remove magic numbers
* Stopwatch moment
* Slight cleanup.
* More cleanup.
* Atmos optimizations
* Fix build
* Remove useless ghost atmos shit
* Adds CanSeeGases component for gas overlay stuff
* Component and prototype ignores
* ExcitedGroups now dispose on being merged with others
* Some tweaking.
* Atmos now uses frame time for updates.
* Nullable boogaloo
* IExamine fix
* Fix build
* Fix restartround
* Atmos tweaking, use invalid direction
* Increase high pressure movement force
* Better sort
* Update submodule.
* NULLABILITY AAAAH
Special thanks to monster860 and all monstermos contributors!
Co-authored-by: Campbell Suter <znix@znix.xyz>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: ComicIronic <comicironic@gmail.com>
Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
* added Character Setup
* whoops
* reverted unrelated changes
* Made everything work post-rebase
* Removed unused PreferencesChanged event
* nope, don't need this
* HumanoidProfileEditorPanel -> HumanoidProfileEditor
* Set initial data for hair pickers
* Fixed nullable warning
* Renamed LooksComponent -> HumanoidAppearanceComponent
* Renamed LooksComponentState -> HumanoidAppearanceComponentState
* Final renaming maybe
* Use a human-like dummy instead of a real human
* Change preferences structs back to classes
* initial explosiveComponent
* remove garbagee
* assets
* tile mass deletion baby
* grenades
* tweaks
* Update Content.Server/GameObjects/Components/Explosion/ExplosiveComponent.cs
Co-Authored-By: Pieter-Jan Briers <pieterjan.briers@gmail.com>
* Ex_act based on damage, fixes and tweaks
* One finishing touch
Done the most cringe way
* ex_act explosions, tables are destructible now
also adds fuel tanks
* adds ex_act to mobs
* Demonstrated map init working with guns, toolboxes, tool lockers.
* Refactored EntityStorage and ServerStorage to have a common interface.
* EntityStorage no longer uses ServerStorage PURELY for visuals.
Use an appearance visualizer instead.
* Recipe stuff.
* Lathe GUI and stuff
* god dammit
* Lathe menu works, yay.
* EventArgs henk
* Some work
* SS14 -> Robust
* More SS14 -> Robust
* Lathe materials
* Lathe works, Lathe GUI, Queue GUI, etc
too many changes to name them here
* Remove materials button, add ViewVariables and update lathe on connect
* Add Autolathe RSI
* Adds new recipes, fixes a few bugs.
* Remove unused ScrollContainers
* Use same delegate for spawn.
* Removes client-side LatheComponent in favor of BoundUserInterface
* Remove GetMaterial and TryGetMaterial
* Use auto-properties in a few places.
* Adds LatheDatabase, and a bunch of other changes
* Remove useless log.
* Remove lathetype from prototypes.
* Turns Storage, Lathe and Database into autoproperties
* Remove Hacked property from LatheRecipePrototype
* Remove unneeded dependency injection from components
* Refactors LatheDatabaseComponent to use ComponentState
* Refactors MaterialStorageComponent to use ComponentState
* Oopsie
* Another oopsie
* Last oopsie, I hope
* Fix missing Close call.
Added BurnTemperature to bulbs.
Added HeatResistance to clothing and species.
Added HeatResistanceComponent which resolves armor vs skin.
Made the hand burn on lamps only happen when heat resistance is too poor.
Requires https://github.com/space-wizards/space-station-14/pull/768
- [x] Play sounds
- [x] SoundSchedules actually work
- [x] Send sound to specific users
- [x] Make existing components use SoundComponent
- [x] Add ScheduledSounds from prototypes
- [x] Add Play methods equivalent to those of AudioSystem.
- [x] Document most code.
-Also fixes a bug where bulb type didn't matter when inserting a new bulb into a light fixture.
-And a bug where bulb state changing didn't change the light itself.
P.S. Also note I didn't add any colored lightbulb prototypes, as I don't think they're necessary right now. To see the changes, please use VV! In the future, it might be possible to change the lightbulb's color with a multitool or something in-game.
* Adds light_tube.rsi
Sprites taken from CEV Eris!
* Adds LightBulbComponent
* Wall lights now use light bulbs!
* Light bulb now updates its sprite when it changes.
* Comments the code.
* Adds license and copyright to new sprites
* Fix this
fug
oksure
Creates the initial species component, damage states, and threshold templates and hooks them into the damageable component
* More rebase fixes
* test
* Pre future rebase
* Please
* Lol
* Lol2
* SHADERS
* Update Engine
* yml file
* Fix an initialization issue, injects dependencies
* Fix error in loading shaders
* Makes a master character ui controller component added upon client attachment to entity and remove upon client detachment from entity
* Fixes just about everytrhing
* Address PJB's comments
* geeze
* Make overlays work in worldspace instead of screen space and not cover user interfaces
* update submodule