* Fix client not knowing that the lobby is paused when joining after the pause
Also fixes a client thinking that a lobby is paused when joining a new one after leaving a previously paused one
* Add server announcement to delaying and pausing round start
There was some extra bloat in the path graph updates.
Now the queue should also just run if it gets too big regardless.
Un-anchored physics objects are no longer a hard fail for pathfinding.
Add AccessReader support so open / close doors show up for pathfinding
AI also ensure they call the operator's shutdown when they're shutdown so that should cancel the pathfinding job.
I tried to split these into 2 commits but they were kinda coupled together
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
* Add CanInteract check to 18 verbs
* Add more caninteract checks to verbs without it
Storage toggle open, ammo box dump, bolt open and close, revolver spin and magazine open and close
* Add extendroundstart message to extend lobby start timer
* Rename StartExtend to DelayStart
* Fix delaystart amounts above 59 not working
* Change delaystart seconds type from int to uint
* Change delaystart wrong args amount message
* Add forcegamepreset command
* Rename forcegamepreset to forcepreset and merged start and forcestart preset methods
* Fix index out of bounds exception when forcing suspicion to start
* Change game preset to match regardless of casing
* Add forcepreset unknown preset message
* Add and move in lobby checks
* Remove testing changes
* Change delaystart to pause/resume the timer when no seconds are specified
* Change pause message
* Remove testing code
* Change 0 seconds to not be a valid amount of seconds
* Replace MsgTickerLobbyCountdown Seconds with DateTime instead of uint
* Add one entire dot
* Replace Math.Min + Math.Max with Math.Clamp
Co-authored-by: ComicIronic <comicironic@gmail.com>
Co-authored-by: ComicIronic <comicironic@gmail.com>
* Change exploding storages to explode their contents as well
* Change storages to only trigger content explosions when the severity is heavy or destruction
* Make inventories explode their contents as well
* Change InventoryComponent IExAct into an explicit implementation
* Change chain explosions to only trigger for explosion severities larger than or equal to heavy
* Start adding flashy flash
* Change slop
Might give a smoother decline
* flashy flash
* Add flashbang and flash projectiles
Bang bang bang pull my flash trigger
* Add collision check to area flash
* Flash cleanupo
* flash.ogg mixed to mono
* Adjusted flash curve again
* Enhancing flashes with unshaded and lights and shit
Still a WIP
* Add the other ballistic gun types
Re-organised some of the gun stuff so the powercell guns share the shooting code with the ballistic guns.
* Re-merging branch with master
Also fixed some visualizer bugs
* Last cleanup
Fixed some crashes
Fixed Deckard sprite
Fixed Hitscan effects
Re-applied master changes
Re-factor to using soundsystem
Add some more audio effects
* Cleanup flashes for merge
Can put flashbangs in lockers so you don't get blinded
Fix some bugs
* Fix shotties
Also removed some redundant code
* Bulldoze some legacycode
brrrrrrrrt
* Fix clientignore warnings
* Add the other Stunnable types to StunnableProjectile
* Some gun refactoring
* Removed extra visualizers
* All casing ejections use the same code
* Speed loaders can have their ammo pulled out
* Bolt sound less loud
* Stop ThrowController from throwing
* Fix speed loader visuals
* Update hitscan collision mask and fix typo
* Cleanup
* Fit hitscan and flashbang collisions
* Use the new flags support
* Update taser placeholder description
* Update protonames per style guide
* Add yaml flag support for gun firerates
* Cleanup crew
* Fix Audio up (components, audio file, + remove global sounds)
* Add server-side recoil back-in (forgot that I was testing this client-side)
* Add Flag support for fire-rate selectors
* Wrong int you dolt
* Fix AI conflicts
Haha ranged bulldozer go BRR
(I'll rewrite it after the other AI systems are done).
* Mix bang.ogg from stereo to mono
* Make sure serializer's reading for guns
Fixes integration test
* Change EntitySystem calls to use the static function
Also removed the Pumpbarrel commented-out code
* Change StunnableProjectile defaults to 0
* Fix taser paralyse
Apparently removing defaults means you have to specify the values, whodathunkit
* Add slowdown to stunnableprojectiles and fix tasers
* Remove FlagsFor from gun components
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
Was banging my head against the wall for this because I R dumb.
It only ever popped up when large numbers of AI were spawned in.
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
* Add Utensil component
For eating. With utensils.
Added to fork, plastic fork, spoon, plastic spoon and plastic knife.
Ignored component on the client.
* Add break chance to utensils
Set to 20% for plastic ones
* Add break sound to utensils
* Add utensil kinds
None, fork, spoon and knife.
For sporks, forknifes and sporknifes, of course.
* Add restricting foods by utensils needed
* Fix utensils breaking when food isn't eaten
* Moved getting held utensils to FoodComponent
* Add breaking a clicking utensil even if its not necessary to eat the food
* Move use utensil code to a separate method
* Add telling a handless entity when they need an utensil to eat
The immersion is off the charts
* Change food trash to only be held when the food was also being held
* Fix Wi-Fi utensils
* Remove unnecessary utensil ItemGroup
* Made TryUseFood public, removed redundant trash position update
* Renamed UtensilKind to UtensilType
* Remove eating food when clicking with it on nothing
* Disable eating food when clicked directly if it requires an untensil to eat
* Changed "Run" to "Walk" in code
Fixes#844
* Revert "Changed "Run" to "Walk" in code"
This reverts commit bf70dc7214d08c208823bccd5d3f36854d6b80de.
* Changed "Run" to "Walk" in code
Fixes#844
For some reason there was a using for ICSharpCode.SharpZipLib.Zip.Compression and this is problematic because removing the library in the engine will mean this file will stop compiling, so let's avoid that.