Commit Graph

651 Commits

Author SHA1 Message Date
Pieter-Jan Briers
6d4618e8be Merge branch 'master' into 20-06-24-movement-prediction 2020-06-24 12:04:06 +02:00
Pieter-Jan Briers
d73f9d3721 Merge branch 'component-tweaks' into 20-06-24-submodule 2020-06-24 12:00:58 +02:00
Pieter-Jan Briers
5a5a3b8548 Move "players don't collide with mobs" to shared to fix mispredicts on it. 2020-06-24 11:58:13 +02:00
Pieter-Jan Briers
f3a816321c Merge branch 'master' into 20-06-24-movement-prediction 2020-06-24 04:04:43 +02:00
Pieter-Jan Briers
da45a52325 WiP movement prediction. 2020-06-24 02:21:20 +02:00
Víctor Aguilera Puerto
7089b60738 Rejuvenate now resets stuns.
Fixes #1198
2020-06-23 21:05:25 +02:00
Víctor Aguilera Puerto
137d32e6aa Timed spawners (#1196)
* "Spawner" is a word.

* Timed Spawners.

* Default interval is now 60s
2020-06-23 20:24:25 +02:00
Víctor Aguilera Puerto
ae541bbdab Balance stunbaton.
Now it has a different stun chance depending on whether the other mob is slowed down or not.
2020-06-23 18:35:48 +02:00
ShadowCommander
5a6417cadf Merge pull request #1184 from ShadowCommander/UnarmedAttack
Implement unarmed combat
2020-06-23 08:17:32 -07:00
ShadowCommander
264d3d3942 Add fist graphic and change some punch settings 2020-06-23 05:53:38 -07:00
metalgearsloth
805a5f1689 Refactor pathfinding updates and add AccessReader support (#1183)
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>
2020-06-22 18:55:50 +02:00
DrSmugleaf
ff0f082138 Fix being able to use invalid verbs as a ghost (#1157)
* 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
2020-06-22 18:54:56 +02:00
metalgearsloth
6fe7d11d54 Fix battery barrel low energy ratio exception (#1187)
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-06-22 15:19:01 +02:00
metalgearsloth
ac2c7da31f Add magazine auto-eject message back in (#1191)
I goofed.

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-06-22 15:18:41 +02:00
Tyler Young
4b64aa2b9d fix benchmark
improve some test diagnostics

fix some bug where order of shutdown of AiControllerComponent mattered or Processor was never initialized
2020-06-22 04:49:54 -04:00
Víctor Aguilera Puerto
3f7bd3010c Fix RevolverBarrelComponent ExposeData not checking if serializer is reading 2020-06-22 04:10:44 +02:00
ShadowCommander
9bf53a4218 Implement unarmed combat 2020-06-21 18:31:56 -07:00
Víctor Aguilera Puerto
8e23f8fd40 Food trash is optional by default. Fix FoodBase not having a FoodComponent. 2020-06-21 23:02:58 +02:00
DrSmugleaf
0e92a0c88c Add backpack bombing (#1156)
* 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
2020-06-21 21:57:22 +02:00
metalgearsloth
62bbf59def Fix AIController throwing on shutdown (#1177)
Fixes EntityTest

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2020-06-21 21:55:56 +02:00
metalgearsloth
95995b6232 Add a LOT more dakka (#1033)
* 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>
2020-06-21 21:47:15 +02:00
DrSmugleaf
ac19ad7eac Fix crash when the round restarts (#1161) 2020-06-21 17:28:43 +02:00
DrSmugleaf
99a5e06b98 Adds eating with utensils (#1136)
* 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
2020-06-19 15:20:59 +02:00
Vince
cda8f8b2bc Changed "Run" to "Walk" in code (#1154)
* 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
2020-06-19 15:15:25 +02:00
Víctor Aguilera Puerto
5495f88583 HandComponents now have a default hand, fixes crash 2020-06-18 19:26:55 +02:00
metalgearsloth
5391d3c72a Add utility AI (#806)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2020-06-18 14:52:44 +02:00
Pieter-Jan Briers
960287c65d Merge branch '20-06-16-click-detect' into 20-06-18-merge 2020-06-18 02:35:03 +02:00
Pieter-Jan Briers
c5b1042573 Merge branch 'drop-decimal-use-cannyfastmath' into 20-06-18-merge 2020-06-18 02:34:47 +02:00
F77F
a1ce0555f3 Add id_swipe.ogg , change pda eject sound (#1146)
Co-authored-by: scuffedjays <yetanotherscuffed@gmail.com>

Hi Memory
2020-06-17 01:21:41 +02:00
Pieter-Jan Briers
c5f64248c1 Remove interaction system bounding box check. 2020-06-16 16:10:38 +02:00
Acruid
189ed9309f Removes the ConstructorComponents and moves the construction blueprint feature into a new ECS system. (#1114) 2020-06-15 12:30:11 -07:00
Tyler Young
de274de9e3 use CannyFastMath in various places even where it might not be any different
also update a bunch of packages

clean up redundant YamlDotNet references
2020-06-14 09:36:53 -04:00
Víctor Aguilera Puerto
64dd3b0860 Moves SharedInteractionSystem to Content.Shared namespace 2020-06-13 16:10:26 +02:00
Pieter-Jan Briers
518a006d70 Fix nullability warning. 2020-06-13 03:18:34 +02:00
Bright0
4b9a6c18fe Adds hacking UI pop-up when using a hacking tool on an open panel (#1100)
Co-authored-by: Bright0 <nsmoaksmoakna@gmail.com>
2020-06-12 18:51:30 +02:00
DamianX
7817681894 Refactored GalacticBankManager (#1089) 2020-06-12 18:31:57 +02:00
Víctor Aguilera Puerto
cb5acf7cd3 Cooldown for status effects (#1109) 2020-06-12 16:22:36 +02:00
Tyler Young
077e726c33 add complete strings that aren't defined in content files to allow them to be mapped (#1105) 2020-06-12 04:15:10 +02:00
Víctor Aguilera Puerto
df342548b5 Fix SpeciesComponent not taking state CanEquip/CanUnequip/CanChangeDirection into account 2020-06-09 02:35:22 +02:00
Pieter-Jan Briers
a897be3c99 Remove stray usings in TransformableContainerComponent.cs
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.
2020-06-08 20:05:46 +02:00
Pieter-Jan Briers
433198a123 Fix a bunch of compiler warnigns. 2020-06-08 14:44:11 +02:00
Pieter-Jan Briers
60a875456a Merge branches '20-06-08-submodule', 'virtualize-netids', 'betterConstruction' and '20-06-08-addcomp-default' 2020-06-08 14:20:05 +02:00
Pieter-Jan Briers
fb5179b3b6 Revert "Fix integration tests."
This reverts commit d2a38bdb00.
2020-06-08 14:14:37 +02:00
Clyybber
2995981b5e Better item construction 2020-06-07 19:42:00 +02:00
Leo
acaa63493a Re-adds ISuicideAct to microwave (#1085) 2020-06-07 17:00:05 +02:00
Víctor Aguilera Puerto
952fa9f7ed Drop items on entering dead or crit states (#1082)
* Drop items on dead or crit
2020-06-07 16:48:53 +02:00
Memory
21c41f28ed Refactor all references to AudioSystem functions now that the old ones are obsolete. (#1081)
Co-authored-by: FL-OZ <anotherscuffed@gmail.com>
2020-06-07 15:55:15 +02:00
Víctor Aguilera Puerto
b8338bc64c Fix exceptions on round restarts due to accessing deleted entities' components 2020-06-07 15:32:38 +02:00
Pieter-Jan Briers
83f5c4ed04 Remove duplicate data from preset ID cards.
It is now fetched from the corresponding job.
2020-06-06 22:55:00 +02:00
FL-OZ
cec86f0533 EntityStorage empties contents on destroy. (#1074)
Co-authored-by: FL-OZ <anotherscuffed@gmail.com>
2020-06-05 23:48:42 +02:00