* Bring singularity back from the brink of "particles don't even hit anything"
* Remove force-disable-hard from singularity code so it doesn't just ignore containment
Shouldn't this be the prototype's job if they want that so much?
This might have some sorta downside, but this brings singulo back into being containable
* Apply ShadowCommander's suggested layers/masks for particles
Tested, singulo properly spawns and develops with this mask
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
* First pass
* Fix access and rename banananium to bananium
* Fix captialization of CookTimeInfoLabel
* Fix InteractUsing calls
* Remove unused [Dependency]
* Replace obsolete references to Anchored with BodyType
* Assign default value to shoving someone in disposals
* Fix naming
* Replace Initialize TryGetComponents with EnsureComponent
* Rework AnchorableComponent
* Fix singularity component
* Replace obsolete usages of Angle.South
* Fix efcore warning
* Fix container tests
* Fix DebugPressurePump invalid PressurePump yaml
* Fix getting pathfinding region of grid 0
* Fix atmos plaque missing layer and add info message when it happens
* Fix AiSteeringSystem steering in an invalid grid in entity test
* Make content able to choose which log level leads to test failures
* Revert container test fix for Acruid
* Fix sprite, pipe and saving errors
Make EntityTest print all errors instead of stopping on the first
* Reorder singularity visualizer
* Disable pvs for container occlusion adn simple predict reconcile, they use entities other than map ones
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Some stuff
* Fix NaN angular velocity
* Optimise a bit
* Give throwing a bit of a spin
* Reality can be whatever I want
* Biffing it
* Cleanup
* Update submodule
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
* Content side new physics structure
* BroadPhase outline done
* But we need to fix WorldAABB
* Fix static pvs AABB
* Fix import
* Rando fixes
* B is for balloon
* Change human mob hitbox to circle
* Decent movement
* Start adding friction to player controller
I think it's the best way to go about it to keep other objects somewhat consistent for physics.
* This baby can fit so many physics bugs in it.
* Slight mob mover optimisations.
* Player mover kinda works okay.
* Beginnings of testbed
* More testbed
* Circlestack bed
* Namespaces
* BB fixes
* Pull WorldAABB
* Joint pulling
* Semi-decent movement I guess.
* Pulling better
* Bullet controller + old movement
* im too dumb for this shit
* Use kinematic mob controller again
It's probably for the best TBH
* Stashed shitcode
* Remove SlipController
* In which movement code is entirely refactored
* Singularity fix
* Fix ApplyLinearImpulse
* MoveRelay fix
* Fix door collisions
* Disable subfloor collisions
Saves on broadphase a fair bit
* Re-implement ClimbController
* Zumzum's pressure
* Laggy item throwing
* Minor atmos change
* Some caching
* Optimise controllers
* Optimise CollideWith to hell and back
* Re-do throwing and tile friction
* Landing too
* Optimise controllers
* Move CCVars and other stuff swept is beautiful
* Cleanup a bunch of controllers
* Fix shooting and high pressure movement controller
* Flashing improvements
* Stuff and things
* Combat collisions
* Combat mode collisions
* Pulling distance joint again
* Cleanup physics interfaces
* More like scuffedularity
* Shit's fucked
* Haha tests go green
* Bigmoneycrab
* Fix dupe pulling
* Zumzum's based fix
* Don't run tile friction for non-predicted bodies
* Experimental pulling improvement
* Everything's a poly now
* Optimise AI region debugging a bit
Could still be better but should improve default performance a LOT
* Mover no updater
* Crazy kinematic body idea
* Good collisions
* KinematicController
* Fix aghost
* Throwing refactor
* Pushing cleanup
* Fix throwing and footstep sounds
* Frametime in ICollideBehavior
* Fix stuff
* Actually fix weightlessness
* Optimise collision behaviors a lot
* Make open lockers still collide with walls
* powwweeerrrrr
* Merge master proper
* AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
* AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
* AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
* Ch ch ch changesss
* SHIP IT
* Fix #if DEBUG
* Fix vaulting and item locker collision
* Fix throwing
* Editing yaml by hand what can go wrong
* on
* Last yaml fixes
* Okay now it's fixed
* Linter
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: Vera Aguilera Puerto <zddm@outlook.es>
* serv3 in shared pt 1
* beginning of deepclone api
* progress in implementing ideepclone & serv3 in content
* adds target
* its cant hurt you it cant hurt you
* more changes to content.server
* adds dataclasses
* almost there
* renamed & edited entry
* finishes refactoring content to use serv3
* gasmixture runtimes, next: reagentunit
* fucin hell that was an annoying one
* adds flags
* fixes some yaml errors
* removes comment
* fixes generic components for now
* removes todo
actually clones values my god paul
fixes bug involving resolving custom data classes from other proj
renames dataclass
fixes spritecomp
adds WithFormat.Constants support
* adds deepclone to ResistanceSet
* adds a bunch of deepclone implementations
adds a deepclone analyzer (TODO)
adds a deep clone fallback for classes & structs
* fixes a bunch of runtimes
* adds deepclone to entityuid
* adds generator to sln
* gets rid of warnings
* fixes
* argh
* componentdata refactors
* more deepclone impl
* heck me i reworked all of content deepclone
* renames custom dataclasstarget
* misc
* reworks prototypes
* deepclone nuke
* renamed customdataclass attribute
* fixes everything
* misc fixed
* the killcommit
* getting there
* changed yamlfieldattribute namespace
* adds back iselfserialize
* renames everything to data(field/definition)
* ouch
* Fix most errors on content
* Fix more errors in content
* Fix some components
* work on tests
* fixes some customdataclasses
* fuggin shit
* yes
* yeas
* Remove data classes
* Data field naming fixes
* arg
* Git resetti RobustToolbox
* Merge fixes
* General fixes
* Fix startup serialization errors
* Fix DamageContainerPrototype when supported classes or types are null
* Implement construction graph step type serializer
* Fix up construction serialization
* Fix up construction serialization part 2
* Fix null list in technology database component
* Fix body serialization
* Fix entity storage serialization
* Fix actions serialization
* Fix AI serialization
* Fix reaction serialization
* Fix body serialization
* Fix grid atmosphere serialization
* Rename IServ3Manager to ISerializationManager
* Convert every non generic serializer to the new format, general fixes
* Serialization and body system fix
* pushinheritance fix
* Update all prototypes to have a parent and have consistent id/parent properties
* Merge fixes
* smh my head
* cuddling slaps
* Content commit for engine PR
* stuff
* more fixes
* argh
* yes even you are fixed
* changelog fixes
* fixes seeds
* argh
* Test fixes
* Add writing for alert order prototype
* Fix alert order writing
* FIX
* its been alot ok
* Fix the rest of the visualizers
* Fix server alerts component tests
* Fix alert prototype tests not using the read value
* Fix alert prototype tests initializing serialization multiple times
* THIS IS AN AMERICAN CODEBASE GOD BLESS THE USA
* Add ImplicitDataDefinitionForInheritors to IMechanismBehavior
Fixes the behaviors not being found
* Fix NRE in strap component
Good night to the 1 buckle optimization
* Fix clothing component slot flags serialization tag
* Fix body component in all components test
* Merge fixes
* ffs
* Make construction graph prototype use serialization hooks
* human yaml linted
* a
* Do the thing for construction
* stuff
* a
* monke see yaml linter
* LINT HARDER
* Remove redundant todo
* yes
* Add skip hook argument to readers and copiers
* we gamin
* test/datafield fixes
* adds more verbose validation
* moves linter to action
* Improve construction graph step type serializer error message
* Fix ammo box component NRE
* gamin
* some updates to the linter
* yes
* removes that test
* misc fixes
* array fix
priority fix
misc fixes
* adds proper info the validation
* adds alwaysrelevant usa
* Make yaml linter take half as long to run (~50% less)
* Make yaml linter 5 times faster (~80% less execution time)
* based vera being based
* fixes mapsaving
* warning cleanup & moves surpressor
* removes old msbuild targets
* Revert "Make yaml linter 5 times faster (~80% less execution time)"
This reverts commit 3e6091359a26252c3e98828199553de668031c63.
* Add -nowarn to yaml linter run configuration
* Improve yaml linter message feedback
* Make dependencies an argument instead of a property on the serialization manager
* yamllinting slaps
* Clean up type serializers
* Move yaml linter code to its own method
* Fix yaml errors
* Change yaml linter action name and remove -nowarn
* yaml linter please shut
* Git resetti robust toolbox
Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
* Content side new physics structure
* BroadPhase outline done
* But we need to fix WorldAABB
* Fix static pvs AABB
* Fix import
* Rando fixes
* B is for balloon
* Change human mob hitbox to circle
* Decent movement
* Start adding friction to player controller
I think it's the best way to go about it to keep other objects somewhat consistent for physics.
* This baby can fit so many physics bugs in it.
* Slight mob mover optimisations.
* Player mover kinda works okay.
* Beginnings of testbed
* More testbed
* Circlestack bed
* Namespaces
* BB fixes
* Pull WorldAABB
* Joint pulling
* Semi-decent movement I guess.
* Pulling better
* Bullet controller + old movement
* im too dumb for this shit
* Use kinematic mob controller again
It's probably for the best TBH
* Stashed shitcode
* Remove SlipController
* In which movement code is entirely refactored
* Singularity fix
* Fix ApplyLinearImpulse
* MoveRelay fix
* Fix door collisions
* Disable subfloor collisions
Saves on broadphase a fair bit
* Re-implement ClimbController
* Zumzum's pressure
* Laggy item throwing
* Minor atmos change
* Some caching
* Optimise controllers
* Optimise CollideWith to hell and back
* Re-do throwing and tile friction
* Landing too
* Optimise controllers
* Move CCVars and other stuff swept is beautiful
* Cleanup a bunch of controllers
* Fix shooting and high pressure movement controller
* Flashing improvements
* Stuff and things
* Combat collisions
* Combat mode collisions
* Pulling distance joint again
* Cleanup physics interfaces
* More like scuffedularity
* Shit's fucked
* Haha tests go green
* Bigmoneycrab
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
* Namespace changes for moving IPauseManager to shared.
* Namespace changes for moving ITimerManager from Timers to Timing.
* Rebase Fixes.
* Update engine submodule to v0.3.8
* Engine namespace changes.
* Automated remove redundant using statements.
* Simplified Graphics namespace.
* Apparently the container system stores full type names in the map file.😞 This updates those names.
* API Changes to LocalizationManager.LoadCulture.
* Update submodule to v0.3.2
* Singularity Engine: Containment field emitters emit light, making use of soft shadows
* Singularity Engine Containment Emitter Lights: Clean up component dependencies & remove now-useless point light enable check
* Singularity Testing Map: Add a command to auto-config the singularity engine
* Singularity Testing Map: Add the singularity testing map
A derivative of 20kdcstation.
* basic radiation generator
* might need this
* thonk
* big thonk
* oop
* e
* werks
* sprite
* oopsy woopsy
* radiation
* clean up file
* makes it work, probably
* minor fixes
* resources
* progress on component
* this will no longer be necessary
* radiation go brrrr
* finally fix container issues
* out var
Co-authored-by: Remie Richards <remierichards@gmail.com>
* second out fix
* another out fix
Co-authored-by: Remie Richards <remierichards@gmail.com>
* switch case
* fix switch
* sound and improvements
* nullable
* basic containment field system
* ensure alignment
* fix beam placement logic
* field generation fully working
* fix potential crash
* working containment functionality
* extremely basic emitter functionality
* fix radiation panel naming
* emitter stuff
* oopsies
* fixes
* some fixes
* cleanup
* small fix and move emitter file
* add sprite resources for PA
* slight rework of the singulo
adds rads
* pushing for smugleaf :)
* added radiationpanels
* some fixes for the singulo
* containmentfield
* pa wip
* progress
* pa working
* emitter fix
* works :)
* ui works
* some work on ui & pa
* progress
* ui work & misc fixes
* GREYSCALE
* pa ui polish
containmentfieldgen rework
* singulo rework
added snapgrid
* getcomponent get out
* singulo rework
added collisiongroups underplating & passable
* yaml work:
- collision boxes
- singulo now unshaded
* no unlit
* misc changes
* pa wires
* add usability check
* nullable enable
* minor fix
* power need added
* reenables containment field energy drain
menu close button
singularity collider fix
* sprite replacement
* finished singulo pulling
* pjb fixes
* fixing sprites & minor adjustments
* decrease containmentfield power
* some yml adjustments
* unlit layers
singulogenerator
* singulogen
* everything works just not the powergetting on the pa
i wanna die
* Adds PA construction graphs, PA construction works
* Snap to grid parts when completing construction
* updated to newest master
* inb4 i work on power
* fixes upstream merge
adds power need to particleaccelerator
* properly implements power & apc power
* Emitters are now fancy.
* I have actually no idea how this happened.
* Give PA a wiring LayoutId
* PA is an acronym
* indicators
fixes hacking
* Singulo is a word you blasphemous IDE.
* Rewrite the PA.
* Fancy names for PA parts.
* Wiring fixes, strength wire cutting.
* fixes projectile & ignores components
* nullability errors
* fixes integration tests
Co-authored-by: unusualcrow <unusualcrow@protonmail.com>
Co-authored-by: L.E.D <10257081+unusualcrow@users.noreply.github.com>
Co-authored-by: Remie Richards <remierichards@gmail.com>
Co-authored-by: Víctor Aguilera Puerto <zddm@outlook.es>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>