* Implements a Dynamic Lighting System on maps.
* Edit: the night should be a little bit brighter and blue now.
* Major edit: everything must be done on the client side now, with certain datafield replicated.
Changes were outlined in the salvage to accommodate the new lighting system.
* Edit: The offset is now serverside, this makes the time accurate in all situations.
* Removing ununsed import
* Minor tweaks
* Tweak in time precision
* Minor tweak + Unused import removed
* Edit: apparently RealTime is better for what I'm looking for
* Fix: Now the time is calculated correctly.
* Minor tweaks
* Adds condition for when the light should be updated
* Add planet lighting
* she
* close-ish
* c
* bittersweat
* Fixes
* Revert "Merge branch '22719' into 2024-09-29-planet-lighting"
This reverts commit 9f2785bb16aee47d794aa3eed8ae15004f97fc35, reversing
changes made to 19649c07a5fb625423e08fc18d91c9cb101daa86.
* Europa and day-night
* weh
* rooves working
* Clean
* Remove Europa
* Fixes
* fix
* Update
* Fix caves
* Update for engine
* Add sun shadows (planet lighting v2)
For now mostly targeting walls and having the shadows change over time. Got the basic proof-of-concept working just needs a hell of a lot of polish.
* Documentation
* a
* Fixes
* Move blur to an overlay
* Slughands
* Fixes
* Remove v2 work
* Finalise
---------
Co-authored-by: DoutorWhite <thedoctorwhite@gmail.com>
* Filter NoStaticPriceAndStackPrice ents for StaticPriceComponent
* Remove redundant TryComp
* Use dependency shortcuts
* hol' up
* This filter is redundant
* Don't need EntityManager now
* General structure mostly complete.
* I thiiiiiink I am done with air alarms. And pipes. Maybe.
* Decals, shuttle, rust.
* Small fixes.
* Shuttle more or less where I want it.
* Security is prettier, spawns are more fun.
* Shuttle done. Almost done with one checklist.
* Map renders now.
* Checklists done.
* Adjusted min player count.
* Should pass the Build & Test Debug check now.
* add LatheRecipePackPrototype
* change Lathe and EmagLathe to use packs
* add AddRecipesFromPacks helper to SharedLatheSystem
* update lathe logic to work with packs and clean up some stuff
* migrate individual recipes to recipe packs
* update client
* remove node/artifact scanner from techs
* :trollface:
* fix test and make it include emag recipes
* add test that every dynamic recipe must be researched
* pro
* fix
* fix
* fix all tests, genuinely good test i wonder who made it
* add unused uranium and incendiary drozd mags to tech and lathe
* add recipes
* add incendiary prototype
* undo some changes
* troll
* :trollface:
* true
Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>
* shitmed real
Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>
* update funny test
* :trollface:
* :trollface:
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>
* start ig
* command work +AI
* finished bridge, added signs to departments
* engi partly done
* finish engi + atmos except for cams
* added med yippie
* carGODO
* nerd department finished
* se(x)c finish
* courtroom + service power
* man im tweaking out
* service propa done
* hallways
* added cams everywhere and named all the doors :pain:
* arrivals maints + exterior catwalk
* more maints
* voxob
* draft done
* holopadpilled + gaspipesensor based
* added convex name everywhere it needed to be
* nvm i guess we dont do oxford comma
* redid ALL THE HGOLOPADS FAAAAAAAAAAAAAAAAAAAAA
* Fix conflicts?
* ok let me try something
* this works right?
* atmos updated + jani lights
* uniform hallway tiles +roundstart TEG
* fixed some hidden atmos stuff
* Update map_attributions.txt
* :finnadie: no map review ...
* the fog is coming
* maints theater redone
* light dirt and the murder of most trims
* 💔
* decal based and tileoverlay pilled
* updated arrivals/library
* bungus
* yvgh
* 6 hours later...
* finished for real?
* Plasma Station initial commit
* Map fixes 1
Expanded science's SMES array
Added advanced SMES
Redone stamped documents with custom stamps
Expanded atmospherics with more storage tanks
Added status displays
Add missing beacons to solars
Replaced the passive gates in science with valves
Removed protolathe in engineering
Added guitar to CE office
Replaced throngler plushie with weh cloak
Add a lattice tile outside the atmos burn chamber and storange tanks
Added atmos network monitor in bridge
* Add cargo and emergency shuttle
* Updated maps
* Add plasma to map testing list
* Map fixes 2
Reworked pipenets to not go under walls
Redid salvage and disposals
Reworked the bar to include a new bar extension facing the pool
Replaced arrivals cryo with an arcade
Replaced the toilets in the service plaza with cryo
Removed the cryo in dorms
Added more details to hallways
Redid tools room to include a front desk for the janitor closet
Reconnected sci to power roundstart
Removed some unideal spawns
Expanded the TEG airlock to be 2x3 instead of 1x3
Reduced the size of the SMES bank from 10 to 6
Disabled the plasma miners (downstreams or admins can re-enable them)
Replaced illegal maint items
* Fixes a 6 pack destroying the universe
Ok maybe cracking a cold one with the boys wasn't a great idea.
* Map fixes 3
* Quick research assistant fix
* Map fixes 4
* Map fixes 5
* webedit go brrrt
* Map fixes 6
* Map fixes 7
* Map fixes 8
* Fixes non-existent object
It's amazing this game runs at all
* Map fixes 9
* update pools
* Map fixes 10
* forgot to clear my multitool
I love mapping I love mapping I love mapping I love mapping I love mapping
---------
Co-authored-by: Emisse <99158783+Emisse@users.noreply.github.com>
* named apcs, doors, air alarms, cameras, fire alarms, substations, SMESs
* updated PostMapInitTest.cs to include Cell
* added psychologist spawn
* fixed scanner console link, fixed disposals conveyors, and more
* added janitor service lights, maints firelocks, and more
* added more fun maint rooms
* improved head offices, kitchen, psych. added maints between science and arrivals
* fixed spawners placed over solid objects
* added unique evac shuttle, the Cilium
* evac shuttle is now orientated correctly
* added unique cargo shuttle
* updated kitchen area
* renamed Cell Station to Elkridge Depot, removed most main hall airlocks for smoother travel
* general last-minute touch-ups around the bridge and sec
* changed station name in PostMapInitTest.cs
* Add a test to check that all lathes accept the materials for all their recipesy
* Add check for storage limit
* Track total recipe material volume
* Check dynamic and emag recipes too
* Move AllLatheRecipesValidTest from ResearchTest to LatheTest
* Extremely minor modernization
* Initial Commit with two departments done
* Checkpointing work
* Added most of service and science
* Started work on medbay
* Modified TEG setup and set up atmos pipes for engineering
* Re-added medbay, added chapel and janitorial, started routing disposals and generally the final layout of the map is coming together
* Plenty of additions, too many to list in a commit message
* Major update
* Nearly done with the map, just have to do decals and emergency lights
* Added all decals, only thing missing is department signs
* Toned back the dirt decals a bunch, added hallway signs and other decorations
* Finishing touches on the map before testing.
* Fixed invalids
* Renamed the station to Amber, and made a couple adjustments
* Completely redid cargo, added maints around sec
* Added Amber to the map post init integration test
* Many small updates addressing issues.
* Ran a script to update all the camera names, also ran fixgridatmos, fixrotations, tilewalls, and variantize
* Started addressing some of the issues brough up by Emisse and others
* Addressed all issues mentioned by reviewers. Added mail system.
* Wrapped up meeting all the issues raised by reviewers, also did a bunch of testing and resolved issues found during those tests
* Addressed additional requested changes, and nabbed some ship designs from Frontier. Redesigned south east maints and surrounding meteor nets based off of those designs
* Making a couple more requested changes
* Reduced the amount of Nitrogen Closets, made several small adjustments. Ready for review again!
* Removed invalids!
* web edit lmao
---------
Co-authored-by: Emisse <99158783+Emisse@users.noreply.github.com>
This should be the primary changes for the future-proof "Modern HWID" system implemented into Robust and the auth server.
HWIDs in the database have been given an additional column representing their version, legacy or modern. This is implemented via an EF Core owned entity. By manually setting the column name of the main value column, we can keep DB compatibility and the migration is just adding some type columns.
This new HWID type has to be plumbed through everywhere, resulting in some breaking changes for the DB layer and such.
New bans and player records are placed with the new modern HWID. Old bans are still checked against legacy HWIDs.
Modern HWIDs are presented with a "V2-" prefix to admins, to allow distinguishing them. This is also integrated into the parsing logic for placing new bans.
There's also some code cleanup to reduce copy pasting around the place from my changes.
Requires latest engine to support ImmutableArray<byte> in NetSerializer.
* Mind Role Entities wip
* headrev count fix
* silicon stuff, cleanup
* exclusive antag config, cleanup
* jobroleadd overwerite
* logging stuff
* MindHasRole cleanup, admin log stuff
* last second cleanup
* ocd
* minor cleanup
* remove createdTime datafield
* now actually using the event replacement I made for role time tracking
* weh
* Add failing unbuckle InteractHand test
* Skip trybuckle if strap doesn't have space
* Unbuckle others not just user
* Fix test failing due to delay
* Change to raise event instead of calling OnInteractHand
* Add test for buckle and unbuckle on InteractHand
* Add tick delay
* Remove unneeded tick delay and clean up
* Comment code
* Cleanup
* Swap to fastest checks first
* Fix reading empty sequence when there are no buckled entities
* feat: #26107 uplink discounts for traitors and nukies
* refactor: #26107 extracted discount label from price of StoreListingControl
* refactor: minor renaming
* refactor: parametrized adding discounts to uplink store
* fix: #26107 prevent exception on empty discountOptions
* feat: uplink now have 'Discounted' category which contains all discounted items on this session.
* after merge fixups
* rename discount categories according to common sense
* refactor: DiscountOptions is now optional (nullable) on ListingData
* add nullability check ignore for already checked listingData.DiscountOptions
* fix after merge store menu ui
* remove unused using
* final fix after merge conflicts
* [refactor]: #26107 fix variables naming in UplinkSystem
* fix: #26107 fix after merge
* refactor: #26107 now supports discountDownUntil on ListingItem, instead of % of discount
* feat: #26107 support multiple currency discount in store on side of discount message label
* refactor: #26107 extracted discounts initialization to separate system. StoreDiscountData are spread as array and not list now
* refactor: #26107 move more code from storesystem to StoreDiscountComponent
* refactor: #26107 separated StoreSystem and StoreDiscountSystem using events
* fix: #26107 placed not-nullable variable initialization in ListingData for tests
* refactor: #26107 minor renaming, xml-docs
* fix: #26107 changed most of discounts to be down to half price for balance purposes
* ids used in with discounts are now ProtoIds, dicountCategories are now prototypes, code with weights simplified
* decoupled storesystem and store discount system
* xml-docs
* refactor: #26107 xml-doc for StoreDiscountSystem
* is now a thing (tmp)
* fix: compilation errors + StoreDiscountData.DiscountCategoryId
* refactor: rename ListingDataWithCostModifiers, fix all cost related code, enpittyfy performance, uglify uplink_catalog
* refactor: removed unused code, more StoreDiscountSystem docs, simplify code
* refactor: moved discount category logic to respective system, now creating ListingData c-tor clones all mutable fields as expected
* refactor: rename back (its not prototype)
* refactor: move ListingItemsInitializingEvent to file with handling logic
* refactor: comments for StoreBuyFinishedEvent handling, more logging
* refactor: moved StoreInitializedEvent, xml-doc
* refactor: simplify StoreDiscountSystem code (reduce nesting) + xml-doc
* refactor: restore old listing data cost field name
* refactor: fix linter in uplink_catalog.yml
* refactor: xml-doc for ListingDataWithCostModifiers
* refactor: limit usage of ListingData in favour of ListingDataWithCostModifiers
* refactor: purged linq, removed custom datafield names, minor cleanup
* refactor: removed double-allocation on getting available listings
* refactor: StoreSystem.OnBuyRequest now uses component.FullListingsCatalog as reference point (as it was in original code)
* fix: minor discount categories on uplink items changes following design overview
* refactor: StoreBuyListingMessage now uses protoId and not whole object
* refactor: store refund and discount integration test, RefreshAllListings now translates previous cost modifiers to refreshed list, if state previous to refresh had any listing items
---------
Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
* Work on abstracting out chargeup functionality/ui from grav gen
* Work on station anchor
* Finish implementing station anchors
* uhh yeah
* ok.
* fix tests
* whoops
* Get the last extraneous yaml fail
* PJB review
* beast mode... ACTIVATE!
---------
Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com>
Co-authored-by: EmoGarbage404 <retron404@gmail.com>