* Power stuff
- Add shared IsPowered
- Add shared ResolveApc
- Move PowerChangedEvent to shared for now
- Add SlimPoweredLight that actually functions how you'd expect a PoweredLight to function it id didn't have a bunch of bloat on it.
* big update
* boing
* Remove client state from server AirAlarmComponent
Send information for all connected devices, not just the ones for the
current tab, as attempting to limit this breaks multiple users viewing
the same UI.
Fixes#12842
* Send device data as a list, rather than a dictionary
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Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es>
* greatly improve how the gas analyzer behaves
* don't close the analyzer when the object goes out of range
* cleanup
* always switch to the device tab when a new device is analyzed
* modern api part one
* modern api part 2
* modern api part three
* file scope namespace
* add verbose examine text to gas miners so their behaviour can be understood
* no need for these to be properties
* use an enum instead of two booleans for the miner state
* require the gas miner to be anchored in order to not be disabled
* xmldoc
* pr feedback
* file-scope namespace
* it's to late to hide my transgressions in a rebase
* turns out the normal examine distance is totally fine for this
* GET WORLD POSITON, ROTATION
* Missing parentheses
* ui system depndency
* the issue
* Unused
* Let the function do the transform
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Co-authored-by: plykiya <plykiya@protonmail.com>
* Replace EntityCoordiates.InRange() with TransformSystem.InRange()
* nullspace
* I figured it out
* man I have no clue how client side sutff works
* please have mercy
* remove RadiationPulseOverlay changes
* nullspace
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Co-authored-by: plykiya <plykiya@protonmail.com>
* blah, setup
* Updates GasTankSystem and InternalsSystem to not use Component.Owner
* squish the diff
* Fixa the rest
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Co-authored-by: plykiya <plykiya@protonmail.com>
Separate the environment check from CapSpawnAmount into GetValidEnvironment to make the code a little cleaner, and also makes these two checks independent.
CapSpawnAmount and GetValidEnvironment now both have zero side-effects
Broken renamed Idle to reflect its use. Broken in my mind implies that there's some method for fixing.
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Co-authored-by: Partmedia <kevinz5000@gmail.com>
Miners now can produce a fraction of their SpawnAmount corresponding
to the "remaining space" available in their environment according to
their MaxExternalPressure and MaxExternalAmount.
Miners' prototype have been changed to reflect this (I read
somewhere that we have about 1 atmos tick/0.5s, my tests show more
like 1/0.53 but that looks close enough).
This also means that miner's spawnAmount is now expressed in mol/s.
See: #18781
* add FireProtection system and event
* minor optimisation + make flammable use fire protection event
* add fire protection values to some things, nerf firesuit heat resistance
* bruh
* unrevert laser nerfs, make elite hardsuit fully fireproof
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Co-authored-by: deltanedas <@deltanedas:kde.org>
* Optimise navmaps significantly
- Reduce the delta state size significantly.
- Remove AirtightChangedEvent because this will spam them out constantly.
* weh
* review
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Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
* Moved GasMixture to shared
* Temp Fix for sandbox violation, idk why Array.Resize isn't working properly. It's already sandboxed.
* The most powerful webedit in history