Pieter-Jan Briers
551973fbb9
Clean up PDA code a little.
2020-07-22 02:22:21 +02:00
DrSmugleaf
20b175d997
Add mapping command ( #1411 )
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Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com >
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com >
2020-07-19 18:43:16 +02:00
ike709
915fffb635
Latejoin Job Selection ( #1284 )
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* UI version 1
* Latejoining
* cleanup
* missed a line
* Various fixes
* comment
2020-07-10 15:27:55 +02:00
DrSmugleaf
793f843ae8
Fixing these namespaces was a mistake
2020-07-07 00:33:57 +02:00
DrSmugleaf
b850ac2437
Merge branch 'master' into buckle-locker-fix-1262
2020-07-07 00:20:07 +02:00
chairbender
b35333d366
Click Drag Functionality + Refactor Interaction Interfaces ( #1125 )
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Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com >
Co-authored-by: ComicIronic <comicironic@gmail.com >
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com >
2020-07-06 23:27:03 +02:00
ike709
c019d428a7
Antag preferences and antag prototype ( #1264 )
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Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com >
2020-07-06 23:24:29 +02:00
DrSmugleaf
81647d696e
Disable interactions for entities in storage
2020-07-03 23:57:19 +02:00
DrSmugleaf
73eb53da46
Fix a player's mob continuing to move after disconnecting ( #1265 )
2020-07-03 23:32:41 +02:00
Pieter-Jan Briers
579ff6bb26
Use async DB queries.
2020-06-26 03:46:28 +02:00
DrSmugleaf
78085855db
Fix a late joining client not knowing if the lobby has been paused ( #1199 )
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* Fix client not knowing that the lobby is paused when joining after the pause
Also fixes a client thinking that a lobby is paused when joining a new one after leaving a previously paused one
* Add server announcement to delaying and pausing round start
2020-06-23 21:30:37 +02:00
metalgearsloth
b6966a9b7f
Add inhands support for startingGear ( #1166 )
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Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com >
2020-06-21 22:37:03 +02:00
DrSmugleaf
d91a8c4925
Add delaystart and forcepreset commands ( #1163 )
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* Add extendroundstart message to extend lobby start timer
* Rename StartExtend to DelayStart
* Fix delaystart amounts above 59 not working
* Change delaystart seconds type from int to uint
* Change delaystart wrong args amount message
* Add forcegamepreset command
* Rename forcegamepreset to forcepreset and merged start and forcestart preset methods
* Fix index out of bounds exception when forcing suspicion to start
* Change game preset to match regardless of casing
* Add forcepreset unknown preset message
* Add and move in lobby checks
* Remove testing changes
* Change delaystart to pause/resume the timer when no seconds are specified
* Change pause message
* Remove testing code
* Change 0 seconds to not be a valid amount of seconds
* Replace MsgTickerLobbyCountdown Seconds with DateTime instead of uint
* Add one entire dot
* Replace Math.Min + Math.Max with Math.Clamp
Co-authored-by: ComicIronic <comicironic@gmail.com >
Co-authored-by: ComicIronic <comicironic@gmail.com >
2020-06-21 22:05:47 +02:00
DrSmugleaf
ac19ad7eac
Fix crash when the round restarts ( #1161 )
2020-06-21 17:28:43 +02:00
Pieter-Jan Briers
d724c56d38
Adds round metrics for prometheus.
2020-06-08 01:18:40 +02:00
Pieter-Jan Briers
19e58d4d0b
Fix access not being set to ID cards at round start.
2020-06-06 21:59:52 +02:00
Víctor Aguilera Puerto
e1df008bce
Add conditional spawning component ( #1069 )
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* Add conditional spawning component
* Remove null checks
* Remove leftover return
* Properly spawn items when game rule gets added
* Fix duplicate uids in saltern
* GameRules returns IEnumerable using yield.
2020-06-05 19:42:43 +02:00
Pieter-Jan Briers
0f43e5e6ad
Access refactor
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Access is now done through a list of access lists, instead of the necessary/sufficient system that was extremely confusing.
Added a "deny" list so you can screw over sec.
Cleaned the API up so it all uses sets and such.
PDA now relays access read-only to fix edge cases.
2020-06-03 11:46:59 +02:00
Pieter-Jan Briers
94917a63a6
Fix compiler warnings
2020-05-28 17:44:51 +02:00
FL-OZ
4c20a504a5
Add basic PDA/Syndicate Uplink. ( #942 )
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Co-authored-by: FL-OZ <anotherscuffed@gmail.com >
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com >
2020-05-28 13:22:47 +02:00
Pieter-Jan Briers
195c16d800
Wire hacking is now fancy.
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1. new UI
2. wires are correctly randomized.
3. wires layouts
are shared across machines in the same round.
2020-05-27 15:24:07 +02:00
Pieter-Jan Briers
65d46899c0
Switch to saltern.
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It's not done yet.
2020-05-24 01:50:56 +02:00
Víctor Aguilera Puerto
5d7514674e
Suspicion on the Space Station gamemode ( #849 )
2020-05-03 11:25:39 +02:00
Pieter-Jan Briers
c4f147bab4
Store original character name in mind.
2020-04-18 00:38:19 +02:00
zumorica
01e8e4784b
Joining round as observer greys out return to body button
2020-04-17 19:16:42 +02:00
zumorica
73d754e2d2
Observers now get correct name on observe from lobby
2020-04-17 18:51:51 +02:00
Pieter-Jan Briers
478fd35502
Merge pull request #802 from FL-OZ/round_end_screen
2020-04-16 22:33:38 +02:00
Pieter-Jan Briers
a1c9ea8bbd
GameTicker watchdog update integration.
2020-04-16 21:24:43 +02:00
scuffedjays
43b27e93bc
Fix the duration timing again.
2020-04-16 13:07:58 -05:00
scuffedjays
7ae8f8429d
Fixed calculation of round duration
2020-04-15 17:46:53 -05:00
FL-OZ
e5847910c7
Merge branch 'master' into round_end_screen
2020-04-15 14:00:56 -05:00
scuffedjays
1605a50098
Changed duration to use TimeSpan.
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Using actual round realtime span to determine round length.
2020-04-14 23:26:37 -05:00
Pieter-Jan Briers
dc9f8d551b
Merge pull request #805 from Zumorica/2020-04-09-comms-console-roundend
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Adds working communications console that ends the round
2020-04-10 17:02:49 +02:00
scuffedjays
3ce50879b7
New struct for basic round end info per player.
2020-04-10 01:37:14 -05:00
zumorica
64eafde0c3
Adds working communications console that ends the round
2020-04-09 00:28:56 +02:00
scuffedjays
02f9c5259c
Add foundation for Round End Summary Screen.
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Adjust GamePreset class, added title alongside description.
2020-04-08 06:07:54 -05:00
zumorica
7f19381bec
Ghost command, some other stuff
2020-03-03 20:37:26 +01:00
Pieter-Jan Briers
58ab7631c2
Give every job their fancy ID types.
2020-02-24 16:58:25 +01:00
Acruid
ee6eec9c40
SubscribeEvent() has been split into SubscribeNetworkEvent() and SubscribeLocalEvent() methods on EntitySystem.
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Most methods on EntityEventBus now require callers to specify the source (Local or Network) of the events.
2020-02-19 17:08:59 -08:00
Acruid
e719745b10
Removed the Sender object from events. If you needed this field, add it to the event class.
2020-02-19 14:39:00 -08:00
Pieter-Jan Briers
913b4d97a1
Allow more lobby parameters to be configured.
2020-02-08 21:23:37 +01:00
ike709
dea2be8321
Fixes "joingame" command allowing players to join before round s… ( #595 )
2020-02-06 16:15:39 +01:00
Acruid
a86363a6d2
API changes, renamed SpawnEntityAt to SpawnEntity.
2020-01-24 16:10:48 -08:00
Víctor Aguilera Puerto
09a27df6db
Makes players spawn on job spawn markers on roundstart ( #543 )
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* Adds job type to spawn points, makes players spawn on job spawn markers on roundstart
* Update Content.Server/GameObjects/Components/Markers/SpawnPointComponent.cs
Co-Authored-By: Pieter-Jan Briers <pieterjan.briers@gmail.com >
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com >
2020-01-23 17:31:47 +01:00
Pieter-Jan Briers
73693b88f6
Don't accidentally commit your testing cvar change.
2020-01-20 18:48:54 +01:00
Pieter-Jan Briers
425b85d5a7
Fix spawning of non-clothing items via starting gear.
2020-01-20 10:30:07 +01:00
Pieter-Jan Briers
75aa9541e0
Equip clothing to preview dummies in the lobby.
2020-01-20 10:30:06 +01:00
Acruid
7c562af0aa
Nullspace map entity is created every time the client joins the server. This fixes #520 .
2020-01-20 00:36:34 -08:00
Pieter-Jan Briers
aaf0b7a645
Game ticker now has a job assignment system.
2020-01-19 19:08:35 +01:00
DamianX
a4e369e629
added Character Setup ( #511 )
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* added Character Setup
* whoops
* reverted unrelated changes
* Made everything work post-rebase
* Removed unused PreferencesChanged event
* nope, don't need this
* HumanoidProfileEditorPanel -> HumanoidProfileEditor
* Set initial data for hair pickers
* Fixed nullable warning
* Renamed LooksComponent -> HumanoidAppearanceComponent
* Renamed LooksComponentState -> HumanoidAppearanceComponentState
* Final renaming maybe
* Use a human-like dummy instead of a real human
* Change preferences structs back to classes
2020-01-18 01:54:13 +01:00