Commit Graph

85 Commits

Author SHA1 Message Date
DamianX
f19795edaf Added preferences backend (#465)
* Added preferences backend

* Gender -> Sex

* ClientPreferencesManager properties

* Username validation

* Fixed client init

* WIP db

* Actually working sqlite db

* Dropped shitty sqlite libraries, dropped DbUp, added MigrationManager

* Added profile deletion, test

* Docs, sanity, tests, cleanup

* Cleaned up profile and appearance, fixed running on .net core

Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2019-12-22 13:47:34 +01:00
Pieter-Jan Briers
1e696edcff Use C# 8. 2019-12-17 16:09:10 +01:00
Pieter-Jan Briers
a9f148c04e Let's pray it all works 2019-12-16 00:46:09 +01:00
Pieter-Jan Briers
5716671dcf Fix some compiler warnings. 2019-08-29 16:59:59 +02:00
Pieter-Jan Briers
ecb7cd3c66 Update all the NuGet packages & submodule. 2019-08-27 22:39:32 +02:00
Pieter-Jan Briers
77216af44e Don't copy project dependencies for content projects.
#850
2019-08-22 18:44:35 +02:00
Pieter-Jan Briers
3488ca0173 Try to work around space-wizards/space-station-14#284 2019-08-03 15:07:47 +02:00
Pieter-Jan Briers
8cf5195db6 .NET Core support.
Also dropped x86 because apparently unit tests still work.
2019-08-02 22:45:41 +02:00
Pieter-Jan Briers
f97977323a Improve integration testing 2019-06-29 01:58:16 +02:00
Injazz
10801af2f7 Explosions and Grenades, Triggers, OnDestroy, OnExAct, Fueltanks and destructible tables (#247)
* 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
2019-06-07 13:15:20 +02:00
Pieter-Jan Briers
56bccdbc3e Update submodule, update NuGet dependencies. 2019-05-29 14:04:57 +02:00
Pieter-Jan Briers
996b45a04f Project File Refactor (#241)
* Project file refactor, content edition

* Update submodule
2019-05-28 00:18:29 +02:00
Pieter-Jan Briers
a903ffb105 Allow admins to change round preset. 2019-05-15 15:49:02 +02:00
Pieter-Jan Briers
9a1f37d476 Update submodule, switch to .NET Framework 4.7.2 2019-05-11 16:10:09 +02:00
Pieter-Jan Briers
90620db5f8 Adds shoddy death match system.
It barely even works but oh well.
2019-05-08 09:55:36 +02:00
Pieter-Jan Briers
e35d5390db Storage system refactor & map init.
* 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.
2019-05-05 18:52:06 +02:00
Víctor Aguilera Puerto
fe0414eda7 Lathes (#207)
* 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.
2019-04-26 15:51:05 +02:00
Pieter-Jan Briers
747cb15888 OOC <-> Discord link. (#201) 2019-04-17 23:31:43 +02:00
PrPleGoo
903961771b Actual lockers (#195)
Adds storing entities into lockers the way we all know and love.
Relies on an implementation of ITileDefinition in https://github.com/space-wizards/space-station-14/pull/193 (just like origin/master)
#191
2019-04-17 23:26:00 +02:00
Silver
a18692bc46 Rename toolbox references from ss14 to robust 2019-04-15 21:11:38 -06:00
Pieter-Jan Briers
52af7d27da Re-implement chat in content. (#198)
* OOC is a word.

* Re-implement chat in content.
2019-04-13 09:45:09 +02:00
PrPleGoo
77753debeb Leather gloves and an LED tube light. (#187)
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.
2019-04-06 17:11:51 +02:00
Pieter-Jan Briers
f5bb790edb Footstep sounds. (#182) 2019-04-05 02:04:34 +02:00
Pieter-Jan Briers
0fe1407214 Move movement to client. 2019-04-04 16:18:43 +02:00
ScumbagDog
1af1ee2ad4 Made a fancier lasergun (#174)
Laserguns now have an internal capacitor that can be recharged by using it with a power cell

Makes the final fix for #138
2019-04-01 20:06:43 +02:00
Pieter-Jan Briers
2bfb03cd29 Update submodule, unfuck scripts, clean up solution file. 2019-03-30 23:20:50 +01:00
Silver
0869b05ffd Update Projects and References 2019-03-30 00:31:45 -06:00
Víctor Aguilera Puerto
d090e98bd4 [Ready] SoundComponent (#164)
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.
2019-03-28 14:31:49 +01:00
Víctor Aguilera Puerto
4f2ae14b3f Light bulbs can now be colored! (#154)
-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.
2019-03-23 22:30:05 +01:00
Pieter-Jan Briers
0882435293 Fancy guns. (#152) 2019-03-23 15:04:14 +01:00
Víctor Aguilera Puerto
b3aa1f6dcd Wall lights now require light bulbs. (#151)
* 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
2019-03-22 23:59:13 +01:00
Injazz
3b40b4aafa Healing component and Medkit (#143)
Medkit to heal yourself and your buddy
known issues:
- [ ] it doesn't restore screen effects that happens when health status go into crit and dead
2019-03-21 16:55:16 +01:00
Pieter-Jan Briers
e1f6a2bbd5 Spawn point system.
Hey we can place spawn points on the map now instead of hardcoding them!
Spawn points are simply invisible bare bones entities.
2019-03-17 15:52:27 +01:00
clusterfack
37df61113e Species Component (#130)
* 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
2018-12-13 14:47:18 +01:00
Pieter-Jan Briers
ef3007a603 Parallax (#131) 2018-11-30 21:54:30 +01:00
Pieter-Jan Briers
0230323563 Implement server status content side. 2018-11-26 10:02:47 +01:00
Pieter-Jan Briers
574512f1bf Extremely basic game ticker. (#126)
You can theoretically restart the round (resetting the map) now, but it breaks very badly if a client is connected due to various edge cases/race conditions.
2018-11-22 10:37:58 +01:00
Pieter-Jan Briers
f91488fa27 Popup message notifications. (#125)
* Popup message system v1

* Networking for the popup notifications.

Ship it.
2018-11-21 21:11:30 +01:00
Pieter-Jan Briers
b0f212bad5 Verbs (#124)
Right click verbs work.
2018-11-21 20:58:11 +01:00
Pieter-Jan Briers
4720182cf4 Flashlights now run off a power cell. (#121)
* Flashlight runs off a power cell now.

* Cleanup
2018-11-11 20:05:09 +01:00
Acruid
d186f18c20 Thrown Item Physics (#120)
* Thrown object speed is now based on force.
Fixed BoundingBox namespace.

* 100% more throwing.
CollisionGroup enum.

* Update Engine.
2018-10-30 09:13:10 +01:00
Acruid
3dc3031054 World Storage (#112)
* Added generic crate assets.
Added open flag to StorageComponent.

* StorageComponent door toggling works.

* Door now updates based on if someone is subscribed to the Storage.

* Added License to crate.rsi
Fixed Icon of crate.

* Added basic Locker.

* Added Fire Extinguisher.

* Added ability to close the storage UI by the server.
Notify the server that the UI is closed, so that the player is unsubscribed from the storage.
Unsubscribe the player from a storage if the player entity moves out of range.

* Add check to make sure entity is on the same map as the storage.

* Update Engine module.

* Update Engine.
2018-10-25 17:35:34 -07:00
Pieter-Jan Briers
c33daddda2 Power cells 2018-09-21 08:21:40 +02:00
PJB3005
b92a9b6d1a Admin Ghosting 2018-09-20 18:19:04 +02:00
Pieter-Jan Briers
7a91fb7512 Project file maintenance, C# 7.2 (#108)
1. Updates all the NuGet packages (except CommandLineParser because they ruined their API)
2. Makes all projects use C# 7.2 explicitly. (not latest)
3. Use some C# 7.2 features like readonly structs and default literals.
2018-09-13 20:09:53 +02:00
Centronias
ef506006b3 Toggleable flashlight (#106)
Fixes second half of #92 

Regarding the first half, Digitalis explained in discord that when an entity is picked up, visible components are made invisible by making the entire Godot scene node for the entity (based on the GodotTransformComponent) not visible. It's probably possible to exempt the pointlight from that invisibility, but that seems hacky and it seems like something that should be covered by a generic "items equipped in hands are visible" design.

Adds:
- Handheld light component for toggling light activation
- Lantern sprite with on and off layers
- Lantern prototype updates

Known issues:
- When light is on and on the ground, hovering over it with the cursor does not produce the outline effect. I'm not sure, but I think this is caused by the way I implemented the illuminated layer as an entire sprite rather than just the illuminated part. The outline only works on the first layer maybe? I checked it against the welder in its on state and it doesn't seem to outline the flame.
- Illuminated sprite (layer 1) is an entire flashlight, so to make it look okay, the whole first layer is turned off. Would be better / more correct to follow the example of the welder and just create an illuminated "cap" to overlay on the dark extinguished layer. I'd whip up some coder art myself, but I don't have the right tools to handle transparency.
- Illuminated sprite is slightly different from the extinguished sprite, so turning on the light makes it a little bit shorter.
2018-08-28 17:39:20 +02:00
Acruid
7b7b5cc59f Math Assembly (#102)
Included new Math assembly in projects.
2018-08-27 10:23:42 +02:00
Pieter-Jan Briers
cd4442b81e Antag Datums. Oh also minds. (#100)
AKA: Minds and there's a stupid basic roles framework.
2018-08-20 15:59:04 -07:00
Acruid
edb3eb5b2e HandsSystem now uses InputSystem. (#95)
Fixed TemperatureSystem namespace.
2018-08-18 15:28:02 -07:00
Acruid
ce5760d46c Click Migration (#94)
* Migrated Interaction system to the new Input system.

* Contexts are now set up in content.
2018-08-16 15:57:11 -07:00