Commit Graph

1067 Commits

Author SHA1 Message Date
metalgearsloth
593804b517 Mob collisions (#34580)
* Conveyor optimisations

- Optimise movement for moving stuff. Better flags + less resolves + slapped parallelrobustjob on it.
- Sleeping for entities getting conveyed into walls.

* Blocker version

* Finish

* Final

* Mob collisions

* impulses

* Collision smoothing

* Locked in

* 30tps working

* r

* fixes

* Best

* Fixes + CVars

* CVars in place

* Pushies

* Opt attempt 1

* Revert "Opt attempt 1"

This reverts commit 5ccd72dcbea09261a992aa1f7f05df169a1ce676.

* Fix mispredicts

* Ready-ish

* better

* Cleanup

* Fix conveyor power mispredict

* Forgetting to actually do deltas

* Fix buckle pushes

* Bagel save

* Revert "Bagel save"

This reverts commit 1b93fda81fb852d89b89b0beae0b80f8a61165f2.

* Conveyor resave

* Fix prediction

* Mob movement rewrite

* Bandaid

* Working version

* Tentatively working

* Friction to fix cornering

* More fixes

* Revert bagel

* Revert this

* Bad parity

* Working

* Fixes

* Woops

* Doc comments

* Pen cap cvar

* StandingState cleanup and sub

* Fix downed mobs

* fish

* client

* Disable pushing on tests

* More variables

* Movement mods

* Mass diff

* 1 more tweak

* Cvar
2025-04-05 00:33:52 +11:00
pathetic meowmeow
e9b89a1c6b Improve sprite fading behaviour (#35863)
* Click through faded sprites

* Count the mouse position for which sprites to fade
2025-04-03 09:58:05 +03:00
Fildrance
19f3497b35 refactor: simple radial menu for easier creation (#34639)
* it works! kinda

* so it works now

* minor cleanup

* central button now is useful too

* more cleanup

* minor cleanup

* more cleanup

* refactor: migrated code from toolbox (as it was rejected as too specific)

* feat: moved border drawing for radial menu into RadialMenuTextureButton. Radial menu position setting into was moved to OverrideArrange to not being called on every frame

* refactor: major reworks!

* renamed DrawBagleSector to DrawAnnulusSector

* Remove strange indexing

* Regularize math

* refactor: re-orienting segment elements to be Y-mirrored

* refactor: extracted radial menu radius multiplier property, changed color pallet for radial menu button

* refactor: removed icon backgrounds on textures used in current radial menu buttons with sectors, RadialContainer Radius renamed and now actually changed control radius.

* refactor: in RadialMenuTextureButtonWithSector all sector colors are converted to and from sRGB in property getter-setters

* refactor: renamed srgb to include Srgb suffix so devs gonna see that its srgb clearly

* fix: enabled any functional keys pressed when pushing radial menu buttons

* fix: radial menu sector now scales with UIScale

* fix: accept only one event when clicking on radial menu ContextualButton

* fix: now radial menu buttons accepts only click/alt-click, now clicks outside menu closes menu always

* feat: simple radial menu prototype for easier creation

* refactor: cleanup, restored emote filtering, button models now have class hierarchy

* refactor: remove usage of closure from 'outside code'

* refactor: remove non existing type from UiControlTest

* refactor: remove unused using

* refactor: revert ability to declare radial menu layers in xaml, scale 32px sprites using scale in radial menu

* refactor: whitespaces

* refactor: subscribe for dispose on existing radial menus

* feat: now simple radial menu button models can have custom color for each sector background (and hover background color). Also added OpenOverMouseScreenPosition inside SimpleRadialMenu

* fix: AI door menu now can be closed by verb if it gets unpowered

* refactor: simplify hiding border, extended xml-doc for simple radial menu settings

* refactor: remove linq

* fix: fix AI radial action serialization using invalid type

* refactor: fix duplicate ShowDeviceNotRespondingPopup for AI by properly checking if it can interact

* refactor: whitespaces, changed list to array in simple radial button preparing methods

---------

Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es>
2025-03-31 12:57:47 +03:00
Tayrtahn
587afe7598 Delete AccessReaderTest.TestTags (#36153) 2025-03-29 15:45:37 +01:00
Tayrtahn
b9517fcbe8 Fix embedded projectile deletion not being tracked by container (#36123)
* Remove deleted projectiles from the container tracking them

* Gotta dirty the container

* Remove the container component when all embedded projectiles are gone

* Add test

* No clientside deletion of networked entities

* Move cleanup logic before deletion
2025-03-28 11:43:13 +03:00
Tayrtahn
0096dedb18 Fix error when disconnecting the client while a projectile is embedded (#36048)
* Add test for disconnecting the client while a projectile is embedded

* Add check for non-terminating grid or map

* Add test that an embeddable detaches when the target is deleted.

* Remove Explicit tag from TestDisconnectWhileEmbedded
2025-03-25 01:16:13 +01:00
Tayrtahn
ae07c5d841 Allow NukeOps test to function with multiple RuleGrids (#36049) 2025-03-24 19:59:13 +01:00
Tayrtahn
d4c8ddb0ac Fix migrations not being applied to PostMapInitTest (#35933)
* Fix migrations not being applied to PostMapInitTest

* formatting

* Raise the event outside the loop so it only happens once
2025-03-23 21:07:01 +11:00
Tayrtahn
ecf22daff7 Fix wrong assert message in DeviceLinkingTest (#35964) 2025-03-20 20:58:09 +01:00
metalgearsloth
9292e3a43c Sloth's subfloor vismask adventure (#35347)
* Add a subfloor vismask

Significantly cuts down on sent entity count.

* More optimisations

* Fix command

* Fixes

* namespace cleanup

* Review

* Vismasks

* Content update

* Bandaid

* awewa

* Revert these

* reh

* Update Content.Shared/SubFloor/TrayScannerComponent.cs

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
2025-03-21 00:57:04 +11:00
Tayrtahn
95055b43bf Add a test to verify that all device signal sink ports can trigger (#35891)
* Add test of all device link sink ports

* Revert the fixed problem to prove that the test works.
Revert "Fix SpawnAndDeleteAllEntitiesInTheSameSpot heisentest (#32330)"

This reverts commit 4704309b4e.

* Revert "Revert the fixed problem to prove that the test works."

This reverts commit cf0dbe797243552d8a63afefced2acd6829c3887.

* Assert that test devices aren't deleted between port triggers

* Test each port on a different map too

* Convert Linq to guard clauses

* Update Content.IntegrationTests/Tests/DeviceLinking/DeviceLinkingTest.cs

* More informative failure message

* Delete map after each test

* Don't bother sorting by ID

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
2025-03-18 00:44:38 +01:00
Tayrtahn
deb3ed3ed2 Let LocalizedDatasetPrototypeTest report multiple failures (#35876) 2025-03-16 22:32:08 +01:00
Tayrtahn
af36b3983c Make NukeOpsTest list RuleGrids on failure (#35873) 2025-03-16 12:20:13 -04:00
Milon
7f4672f963 clear buyer conditions in StoreDiscountAndRefundTest (#35847)
* fun

* Update Content.IntegrationTests/Tests/StoreTests.cs

Co-authored-by: Hannah Giovanna Dawson <karakkaraz@gmail.com>

* Update Content.IntegrationTests/Tests/StoreTests.cs

Co-authored-by: Hannah Giovanna Dawson <karakkaraz@gmail.com>

---------

Co-authored-by: Hannah Giovanna Dawson <karakkaraz@gmail.com>
2025-03-15 21:58:13 +01:00
Tayrtahn
5efcccc81f Add interaction tests for vending machines (#35801)
* Add interaction test for vending machines

* Add test of UI basic UI interactions

* Added test for dispensing an item

* Simplify and internalize test yaml

* Add check for restocking with wrong restock box

* Add test for breaking and repairing
2025-03-15 17:07:04 +11:00
metalgearsloth
a695a527f0 Update b2dynamictree (#30630) 2025-03-08 14:49:13 +11:00
deltanedas
cca537fb33 Add AssertMultiple to ContrabandTest (#35662)
* add AssertMultiple to ContrabandTest

* do the same for magazine visuals test

* :trollface:

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>
2025-03-08 13:37:26 +11:00
Winkarst
08bc8436a5 Cleanup: Use `MapSystem.DeleteMap instead of IMapManager.DeleteMap in StartingGearPrototypeStorageTest` (#35474)
* Cleanup

* Fix
2025-02-24 21:26:40 +01:00
Winkarst
4d72a2d5f3 Cleanup: Use `MapSystem.DeleteMap instead of IMapManager.DeleteMap in MindTests` (#35473)
* Cleanup

* Fix
2025-02-24 21:26:04 +01:00
Winkarst
16787a0281 Cleanup: Use `MapSystem.DeleteMap instead of IMapManager.DeleteMap in MaterialPrototypeSpawnsStackMaterialTest` (#35472)
* Cleanup

* Fix
2025-02-24 21:12:25 +01:00
Winkarst
e22c3b1eeb Cleanup: Use `MapSystem.DeleteMap instead of IMapManager.DeleteMap in MaterialArbitrageTest` (#35471)
Cleanup
2025-02-24 21:11:33 +01:00
Winkarst
5fbe217db3 Cleanup: Use `MapSystem.DeleteMap instead of IMapManager.DeleteMap in InteractionTest` (#35470)
Cleanup
2025-02-24 21:10:59 +01:00
Winkarst
059c64a75f Cleanup: Use `MapSystem.DeleteMap instead of IMapManager.DeleteMap in HumanInventoryUniformSlotsTest` (#35469)
* Cleanup

* Fix
2025-02-24 21:10:09 +01:00
Winkarst
363eec1465 Cleanup: Use `MapSystem.DeleteMap instead of IMapManager.DeleteMap in HandTests` (#35468)
* Cleanup

* Update

* Fix
2025-02-24 21:09:24 +01:00
Winkarst
d1415d9dcb Cleanup: Use `MapSystem.DeleteMap instead of IMapManager.DeleteMap in CargoTest` (#35467)
* Cleanup

* Update

* Fix
2025-02-24 21:04:54 +01:00
metalgearsloth
5385683b7e Fix admin test arena (#35444)
* Fix admin test arena

* Add to GridsLoadableTest

* QueueDel map, remove nullable

---------

Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
2025-02-24 17:05:59 +11:00
Tayrtahn
9cb6503319 Add interaction tests for prying airlocks (#35409) 2025-02-24 00:46:59 +11:00
metalgearsloth
fa35c9623d Revert "Purge uses of TransformComponent.Anchored.set. Also adds parentheses." (#35332) 2025-02-21 00:12:12 +11:00
TemporalOroboros
a4001fba1b Purge uses of TransformComponent.Anchored.set. Also adds parentheses. (#34938) 2025-02-20 23:06:39 +11:00
Leon Friedrich
e8199c5421 Remove unnecessary prototype reloading in integration tests (#35199) 2025-02-18 23:48:41 +11:00
Ignaz "Ian" Kraft
6d1cdd8639 Added a test for the MagazineVisualsComponent and fixed found issues (#34491) 2025-02-18 23:32:54 +11:00
ElectroJr
b43cb069e9 Expand whitelist 2025-02-17 01:45:14 +13:00
ElectroJr
81ff9bdda0 Fix merge conflict 2025-02-17 01:38:32 +13:00
ElectroJr
afc41947a7 Merge branch 'master' of https://github.com/space-wizards/space-station-14 into pr/34711 2025-02-17 01:16:22 +13:00
Leon Friedrich
2bd7bb17f2 Refactor map loading & saving (#34020) 2025-02-16 21:36:35 +11:00
metalgearsloth
b6ee183dc6 Add planet lighting (#32522)
* 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>
2025-02-16 19:35:32 +11:00
ElectroJr
eedc992d57 Merge branch 'master' of https://github.com/space-wizards/space-station-14 into map-load-refactor 2025-02-16 16:52:51 +13:00
Leon Friedrich
d798d4d3f5 Update StaticFieldValidationTest (#34287) 2025-02-15 20:52:47 +01:00
Tayrtahn
fcc668863a Filter prototypes checked by NoStaticPriceAndStackPrice test and skip spawning (#35136)
* Filter NoStaticPriceAndStackPrice ents for StaticPriceComponent

* Remove redundant TryComp

* Use dependency shortcuts

* hol' up

* This filter is redundant

* Don't need EntityManager now
2025-02-13 21:01:43 +01:00
Ed
47cb8a0b08 RoomSpawner mask (#33110)
* RoolFill can now spaw rooms with any size

* tile ignoring

* upgrade interior

* simplify

* Update DungeonSystem.Rooms.cs

* center rooms

* Update RoomFillComponent.cs

* Update RoomFillComponent.cs

* Update DungeonSystem.Rooms.cs

* Remove roomfillcoponent from integration test

* Update EntityTest.cs

* remove nullable size, replaced with minsize and maxsize

* clear existing logic refactor

* delete this one
2025-02-12 15:47:48 +03:00
Vortebo
3ab1db99c1 Relic station (#34988)
* 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.
2025-02-09 16:24:13 -07:00
Spessmann
afede7d4d0 Removes Cog station (#34996)
freedom!!!
2025-02-09 14:01:31 -07:00
deltanedas
1f5fab5761 move lathe recipes into packs (easier for forks and maintaining) (#33095)
* 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>
2025-02-07 19:22:49 +01:00
Killerqu00
e876befe0e Merge branch 'master' into DONOTMAPTEST 2025-02-04 12:56:47 +01:00
ActiveMammmoth
ca4e99b819 Store Test Change (#34844) 2025-02-03 17:11:06 -05:00
Spessmann
a07df05858 New Highpop map: Convex recreational complex (#33346)
* 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?
2025-01-29 19:44:45 -07:00
Killerqu00
32f7ea6c29 slight text adjustment 2025-01-29 13:24:14 +01:00
Killerqu00
d15a770078 convert it to entity category 2025-01-29 12:22:38 +01:00
Killerqu00
02f7dad6f3 Thou shall not map items with "do not map" suffix 2025-01-28 17:42:17 +01:00
Ignaz "Ian" Kraft
033f8444ba added missing allowed department to the restricted severity (#34558)
* added missing allow job to the base restricted severity

* no need to make a list

* no more linq in ContrabandTest

* less nesting in ContrabandTest
2025-01-23 09:01:45 -05:00