* Init Commit
* windows yelling at me to update commit
* working commit, need prediciton and more dehardcoding
* Project 0 warnings
* Working Commit (Near Final)
* ryder got confused commit
* I love Merge Conflicts :)
* Working commit, no prediction
* Forgot the yaml changes
* Comments and typos
* Apparently while the reduced launch mult of lube was initialized it was never used so I revered back to default
* Fixed an incorrect divisor
* bit of cleanup
* Prediciton fixed, and puddles now affect all entities
* FORGOT TO RENAME A VERY IMPORTANT VARIABLE OOPS
* Really big I forgor moment
* Even bigger I forgor moment
* four more merge conflicts to fix four more oopsies
* fixed actual divide by zero moment and also im very dumb
* Even bigger I forgor moment
* four more merge conflicts to fix four more oopsies
* fixed actual divide by zero moment and also im very dumb
* Fix all test fails
* code cleanup
* Webedit whitespace
* Code cleaup
* whitespace webedit
* whitespace webedit
* whitespace webedit
* whitespace removal
* Comments and cleanup
* Re-Added 20 warnings as per Ork's request
* Cleanups
* Spacing fix
* bugfixes and cleanup
* Small bugfix
* Actually dirty the slipComp for real
* Added Friction field to Reagent Prototype per design discussion
* Sliding system is kill
* DAG Adjacency Matrix & Tests
* Fix sandbox type errors
* First pass on procgen
* Procgen adjustments
* Networking
* Cruft and god and beauty and analysis console
* convert to data types that dont make me want to kill myself
* starting work on console UI
* drawing nodes n shit
* damn that ui FUCKS
* XAT
* Add a bunch of basic triggers
* Fix trigger gen
* Add node info into the analysis console UI
* Add node unlocking
* more trigger cuz thats pretty cool
* final triggers + incorporate gnostic faith
* some ui changes, mostly
* Fix orphaned procgen segments
* its not random dipshit
* yeah... this one will make pjb happy....
* we call it a day for the UI
* imagine... shared power code...
* extraction WIP but we gotta sidequest momentarily
* oh hey would you look at that its the actual functionality
* distrotrased
* Small departure for randomness.
* ok yep yep indeed that is an effect very cool.
* thanos snap oldcode
* fuck it we ball
* feat: node scanner now displays triggered nodes. Removed unused old artifact systems and related code (most of it). xml-doc and minor fixups.
* refactor: most of preparations, cleanup and groundwork. also segment-related tests
* feature: all basic effects returning
* feat: finished effects lits, created weight lists for struct and handheld artifacts, fixed throw trigger and music ApplyComponent artifact effects not working
* feat: prevent non-first-time-predicted calls in shared artifact effect systems
* fix: remove gun effect from artifact effects - as it interferes with 'activate artefact' action
* fix: foam reagent selection, neat ApplyComponents art effect scenarios, handheld art is RadiationReceiver again
* fix: moved spawn/ pry&throw effect systems back to server part of code - entity duplication bugs were not quite fun
* refactor: fix protos
* refactor: fix linter
* fix: fix old artifact component names in yml
* fix: no more throwing error on artifact spawn with empty XAEFoamComponent.Reagents
* fix: removed old component usage in maps
* fix: remove more deleted components from map
* fix: ContainerContainer is now part of initial artifact entity, it won't be affecting UninitializedSaveTest
* refactor: fix tests, add loc description to toolshed commands
* Changed node scanner to tell the whole story about current artifact state
* refactor: remove excessive get of EntityCoordinates in XAE systems, removed Value access in NodeScannerDisplay
* fix: turned off TriggerInteraction, removed XAESpawn usage and system, EmpSystem now can use EntityCoordinates,
* fix: moved SharedXenoArtifactSystem.CancelUnlockingOnGraphStructureChange into RebuildXenoArtifactMetaData to lessen code coupling
* fix: XenoArtifactEffectJunkSpawn moved invalid rolls declaration
* refactor: set default value for XenoArtifactComponent.EffectsTable for tests
* fix: now explosions XAE can be activated for effect
* refactor: added some usedelay so artifactuse would'nt be spammed
* refactor: artifact-related hints improvements
* fix: artifact no longer spawns fauna into itself
* refactor: xml-doc and minor refactoring
* refactor: xml-doc for Xeno Artifact systems, renaming of questionable XAT systems
* map for playtest, TODO REVERT THIS
* fix: magboots trigger art from a mile
* refactor: bind artifact animation to unlocking state
* feat: radiation dmg now have reference to source (and artifacts won't irradiate themselves)
* fix: random artifact node durability now is rolled for max and not current value
* refactor: gas effects are more rare, hand-held artifact effects are filtered properly now, rad dmg trigger now requires only 20 dmg for activation
* feat: animations and sound effects for artifact force-use and failed finish of unlocking phase
* use only 1 file with art use animation
* refactor: minor artifact dmg triggers tuning
* feat: now nodes that CAN be unlocked are displayed with specific color in console.
* feat: now unlocking stage time is dynamic and it depends on amount of triggers player activated correctly. Failed one stops incrementing
* feat: now non-active unlocked nodes return more points if durability was not wasted
* feat: now puddle/foam effects change description of node
* fix: fix test failure
* refactor: renamed phasing effect, fixed failing test for elkridge
* minor balance changes
* refactor: split rare materials into separate effects
* feat: unlocked nodes without successor wont listen to unlocks, node unlock is not activating node
* fix: removed OnIrradiatedEvent duplicate c-tor
* revert changes of reach for playtest
* revert last row empty line removal on reach.yml
* fix: fix PVS bug, born from attempt to relay event to art nodes that were not synced yet to the client
* fix: fix elkridge for tests (again)
* refactor: xml-doc, more stuff predicted, allocation optimization in XAE/XAT systems
* refactor: naming
* refactor: extract variable refactor for XAEApplyComponentsSystem.OnActivated insides
* fix: duplicate xeno artifact unlocking sound fixed
* feat: CreatePuddle xeno artifact effect now can have min and max borders for chamicals to be drafted, minor XAECreatePuddleSystem refactor
* feat: networking for shared XAE components + xml-doc leftovers
* refactor: more xml-doc, fix XAEApplyComponentsComponent.Components not being serializable but trying to be
* refactor: xml-docs and XAEThrowThingsAroundSystem now uses circle and not box for prying tiles
* refactor: xml-docs, minor refactors
* revert XenoArtifactCommand.ArtifactPrototype being PrototId
* refactor: simplify the way ExtractionResearchLabel works
---------
Co-authored-by: EmoGarbage404 <retron404@gmail.com>
Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
* Adding sorting to chem master
* Chem Master can now sort based on following categories
- Alphabetical
- Quantity
- Time Added to Machine
* Sorting is disabled by default and persist in the machine for everyone
* Removed some pointless code from Chem Master's UI
* Changed None and Time Added's text to reflect what they do better
* Minor adjustments to the code requested by maintainers
* Make shark plush janitor-bucketable
* fix bucketed grey shark texture
* Make sprites less shiny and adapt copyright notice
* Made shark way way less shiny
* Allow carp plush and rehydratables in mop bucket.
* Remove old mop bucket shark sprites
* Fix post-merge bugs
* Fix errors
* Move ReactiveContainer stuff to shared
That should mean it is now predicted.
* Custom eject verb for the mop bucket
* Fixes OnSolutionChange, removes pop-up as there already is one.
* .ftl is not necessary as the custom pop-up was removed
* Review fixes
* Update Content.Shared/Chemistry/Components/ReactiveContainerComponent.cs
* Update Content.Shared/Chemistry/EntitySystems/ReactiveContainerSystem.cs
---------
Co-authored-by: Psychpsyo <psychpsyo@gmail.com>
Co-authored-by: Psychpsyo <60073468+Psychpsyo@users.noreply.github.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Init testing
* copyright
* oops
* Tracking the embed entity uid
* testing stuff for gradual injection
* work
* weh
* god save me
* bleh
* Yippee!
* Again
* Mini syringe ammo
* cleaning up
* mini syringes have a texture for fill amount
* -3 cool points :(
* hitboxes
* init cleanup
* much needed fixes
* Fixes
* Returned functionality to industrial reagent grinders without un-nerfing recyclers
* Limited industrial reagent grinder to only extractable solutions
* 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
* Added the ability for blood to track DNA using ReagentData; Forensic Scanner now accounts for solution DNA, non-DNA holders have "Unknown DNA"
* Removes touch DNA for puddles, adds DNA to vomit
* DNA now leaves traces in containers and those marked without don't show DNA on scan (except for puddles), gibbed parts have DNA
* Fix stupid metamorphic glass bug grrr
* Removed SpillableComponent since DnaSubstanceTraceComponent is used instead
* Removes data field from maps, adds DNA tracking for some missed items
* Give default value, fix missing values.
* Fixes recipe bug
* Review changes
* Make the Data list into a nullable type
* Revert map changes
* Move gibbed unknown DNA to forensicssystem
* fix(jugs): Make max and minimum transfer amounts make sense
* fix name
* Better
* Implement bounds checks
* large beaker too
* More logical solution
* Bleh
* remove
* Doesn't make sense yet
WAS MISTAKEN AAAAAAAAAAAAAAD@ @!
* Shaking and Stirring
* Remove shake message
* Switch if order a bit
* Add doafter supprot for reactionmixer
* Fix nullability
* Timespan zero
* Forgot to remove loc string
* Reorganize usings
* Remove unneeded usings, fix b52 needing to be shaken
* Oh the possibilities
* Merge fixes
* Forgot to remote LavaSystem oops
* Changed EntityEffectArgs to EntityEffectBaseArgs and EntityEffectReagentArgs
* Throw exception for unimplemented effectargs
* Remove Json and overrideable datafields
* Fix test issues
* Actually fix the compiling issue
* Fix comments and remove EntityEffectArgs (no longer used, replaced with EntityEffectBaseArgs)
* BlockSolutionAccessComponent now only blocks one specified solution.
* Significant overhaul
Separated spilling when worn functionality into its own component/system.
Removed BlockSolutionAccessComponent.
Added an event for solution access.
* draft one of plant metabolism guidebook
* loc fix?
* add attributes loc
* fix loc syntax
* improved appearance
* last commit was undercooked, my bad
* last commit was still undercooked, my worse
* last commit was even still undercooked, my worst
* Addressed comments?
* Fix newlines
* Hopefully this works
* Cleanup, I think
* 2xs
* reagent dispenser: fancy window
* reagent dispenser: dispense button grid
* reagent dispenser: rearrange containers & info
* reagent dispenser: remove `reagent-dispenser-window-container-label`
* reagent dispenser: add `Scrollcontainer` on right side
* reagent dispenser: get rid of pointless actions
* reagent dispenser: cleanup actions and `inventory` field on bound ui state
* reagent dispenser: cool reagent cards & finishing touches
* reagent dispenser: final cleanup and formatting
* reagent dispenser: `ButtonGrid` and `ReagentDispenserSetDispenseAmountMessage` refactor
* reagent dispenser: cleanup code & address minor concerns
* reagent dispenser: text in reagent cards no longer clips
* reagent dispenser: oh wait i forgot to change this and thats why the builds keep failing probably
* reagent dispenser mayybe this
* reagent dispenser: remove `using FastAccessors;`
* delete unused classes
* disable reagent button when container is empty
* Make things a bit bigger
* remove obsolete text color override
* Added warning to tryGetSolution, moved SolutionContainer code to shared
- Added an optional warning (false by default) to print an error if a solution is missing when using tryGetSolution methods
- Moved ensuring solution containers to shared, left the old method stubs for compatability and marked them as obsolete.
* Update SharedSolutionContainerSystem.cs
* Update SharedSolutionContainerSystem.cs
* Update SolutionContainerSystem.cs
* Update SharedSolutionContainerSystem.cs
* Fixing ensuring chem solutions always returning false on client
- ensuring chem solutions will only return false on the client if it is waiting for a server solutionEntity to be synced
* Added concentration helpers
* fix whitespace
* Made more things blessable
* Removed junk
* Remove whatever that was
* Make bowls blessable
* New mixablesolution component, converted everything to work with it
* Fix minor mishaps
* Fix extra spaces in bottle yml
* Fix last extra space, fix bottle havign the wrong solution name
* Remvoe unneeded event(I think), fix alcohol bottles not being mixable
* I missed cans
* Implemented Shakeable
* Prevent shaking open Openables
* Prevent shaking empty drinks. Moved part of DrinkSystem to Shared.
* DrinkSystem can have a little more prediction, as a treat
* Cleanup
* Overhauled PressurizedDrink
* Make soda cans/bottles and champagne shakeable. The drink shaker too, for fun.
* We do a little refactoring.
PressurizedDrink is now PressurizedSolution, and fizziness now only works on solutions containing a reagent marked as fizzy.
* Documentation, cleanup, and tweaks.
* Changed fizziness calculation to use a cubic-out easing curve.
* Removed broken YAML that has avoid the linter's wrath for far too long
* Changed reagent fizzy bool to fizziness float.
Solution fizzability now scales with reagent proportion.
* Rename file to match changed class name
* DoAfter improvements. Cancel if the user moves away; block if no hands.
* Match these filenames too
* And this one
* guh
* Updated to use Shared puddle methods
* Various fixes and improvements.
* Made AttemptShakeEvent a struct
* AttemptAddFizzinessEvent too