zumorica
934e69d6e3
Merge branch 'master' into 2020-04-28-tool-component
...
# Conflicts:
# Content.Server/GameObjects/Components/AnchorableComponent.cs
# Content.Server/GameObjects/Components/Construction/ConstructionComponent.cs
# Content.Server/GameObjects/Components/Doors/AirlockComponent.cs
# Content.Server/GameObjects/Components/Gravity/GravityGeneratorComponent.cs
# Content.Server/GameObjects/Components/Interactable/Tools/CrowbarComponent.cs
# Content.Server/GameObjects/Components/Power/PowerTransferComponent.cs
# Content.Server/GameObjects/Components/WiresComponent.cs
2020-05-23 18:00:28 +02:00
Clyybber
1ad9a10050
Fix #274 ( #927 )
2020-05-23 17:23:25 +02:00
zumorica
3029e31e4a
Merge branch 'master' into 2020-04-28-tool-component
...
# Conflicts:
# Content.Server/GameObjects/Components/AnchorableComponent.cs
# Content.Server/GameObjects/Components/Gravity/GravityGeneratorComponent.cs
# Content.Server/GameObjects/Components/Interactable/Tools/CrowbarComponent.cs
# Content.Server/GameObjects/Components/Power/PowerTransferComponent.cs
# Content.Server/GameObjects/Components/WiresComponent.cs
# Content.Server/GameObjects/EntitySystems/Click/InteractionSystem.cs
# Resources/Prototypes/Entities/Items/tools.yml
2020-05-23 12:02:34 +02:00
chairbender
6a4d78cfac
Add interaction checks to all interactions ( #923 )
2020-05-23 11:27:31 +02:00
zumorica
06d2cc74ed
Refactor a bunch of stuff.
2020-05-19 14:17:48 +02:00
zumorica
ff5549a0d1
Finish refactoring tools. Add multitools. (as in multiple tools in one)
2020-04-29 13:48:32 +02:00
Tyler Young
ef751f68dc
Faster Power ( #596 )
...
uses SnapGridComponent to select nearby wires instead of entity list (only marginally faster if entity queries are using DynamicTree)
TheoreticalLoad double dipping property setter, reduced to one update
minor refactoring
Co-authored-by: Tyler Young <tyler.young@impromptu.ninja >
2020-02-06 14:50:52 +01:00
Acruid
a86363a6d2
API changes, renamed SpawnEntityAt to SpawnEntity.
2020-01-24 16:10:48 -08:00
Acruid
ece6e0a833
Map & Grid Entities ( #493 )
...
* Client & Server load with new scene hierarchy.
* Engine Update.
2019-12-22 13:23:38 +01:00
Acruid
c2c512a7e3
Adds base.Initialize() calls to components that were missing them.
2019-12-19 11:35:17 -08:00
Acruid
72cff220cf
Wires are now broken in explosions, and drop cables.
...
Using the wire cutters on a wire drops a cable.
Fix bug where bullets raise an exception when the hit object deletes itself.
2019-12-15 19:58:24 -08:00
Pieter-Jan Briers
ceb8cc8421
Use automatic component registration.
2019-07-31 15:07:54 +02:00
Silver
a18692bc46
Rename toolbox references from ss14 to robust
2019-04-15 21:11:38 -06:00
PrPleGoo
ee7a29326d
AttackBy with an EventArg object for a parameter
2019-04-05 19:22:38 +02:00
PJB3005
1dabe49234
VV support.
2018-09-09 15:34:43 +02:00
Pieter-Jan Briers
d7074bf74f
Construction System. ( #87 )
...
* Construction WiP
* Construction kinda works!
* Lots more construction work.
* It mostly works!
2018-08-02 08:29:55 +02:00
Pieter-Jan Briers
0dad2c863b
Fix powernet spreading edge cases.
2018-05-30 16:44:35 +02:00
Pieter-Jan Briers
147aad5064
Some work on the mess that is this power code.
...
Jesus.
Tons of fixes, refactors and other things.
The powernet's code is still awful though.
2018-05-27 16:44:50 +02:00
clusterfack
05d4b2793b
Adds wirecutter, powernet wire interaction ( #34 )
...
So it begins, the first of many interactions. Wirecutters cut powernet wires.
2018-02-13 00:07:50 -06:00
clusterfack
1f22f8ab6a
Power System (Complete) ( #25 )
...
* Power Commit 1
* Commit 2
* Powernet Part2, All components essentially complete
* Commit 4
* Commit 5
* Commit 6
Creates prototypes
* Finishes powernet code alpha
Adds prototypes and logic for powernet updating and regeneration
* Adds onremove functionality to all components
Without these bits of logic nothing makes any sense!
* And this
* Fixes a lot of bugs
* Fix powernet thinking devices are duplicates
* Fix bug and add comments
* woop woop thats the sound of the police
2018-02-03 21:35:42 -07:00