Commit Graph

1281 Commits

Author SHA1 Message Date
Pieter-Jan Briers
65d1681cb3 Fix error about game.diagonalmovement being registered multiple times. 2020-03-25 22:21:29 +01:00
Pieter-Jan Briers
42814fcfe7 Update submodule 2020-03-25 08:36:06 +01:00
Pieter-Jan Briers
d7f138ef44 Refactor Controls to default to MouseFilterMode.Ignore (#753)
* Refactor Controls to default to MouseFilterMode.Ignore

* Clean up MouseFilterMode.Ignore from Controls

* Refactor ContainerButtons to use a StyleClass for formatting instead of typeof

* Refactor CharacterSetupButton into a ContainerButton

* Update submodule

Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2020-03-25 02:32:53 +01:00
PrPleGoo
fa27e44fd4 Sets drawdepth "Mobs" on the Human prototype (#788)
* Update .gitignore

* Revert "Update .gitignore"

This reverts commit bea34f7f34.

* human entities now get their DrawDepth set to Mobs
2020-03-25 02:28:37 +01:00
Pieter-Jan Briers
957370a832 Merge branch 'master' into RefactorMouseFilterMode 2020-03-25 02:27:28 +01:00
Pieter-Jan Briers
8d1a019b86 Update submodule. 2020-03-25 02:24:40 +01:00
Decappi
a1357a1ff3 #391 Done Lathe animations (#774)
* Draft PR, do not merge

* Lathe now uses animations. Timing is still wrong, code is very wet, repetitions and unused layers are there.

* Removed (unneeded?) PowerDeviceVisualizer from the lathe
Refactored & Renamed code and variables
Renamed animation names

* WIP protolathe animation

* Working protolathe animation.
I still don't like the solution though.
2020-03-15 17:55:20 +01:00
PrPleGoo
020c74a9cb Changed Item_Base CollisionMask to 0 (#785) 2020-03-15 10:46:09 +01:00
ShadowCommander
8174fdd54b Update submodule 2020-03-10 19:42:55 -07:00
ShadowCommander
825ec7278c Merge branch 'master' into RefactorMouseFilterMode 2020-03-10 19:42:21 -07:00
py01
aecff31262 Construction recipes can specify if they should be build-able in… (#781)
Co-authored-by: py01 <pyronetics01@gmail.com>
2020-03-06 20:15:44 +01:00
Víctor Aguilera Puerto
e17ffbd76f Adds verb categories (#766)
* Adds verb categories

* Update Content.Shared/GameObjects/Verbs/Verb.cs

Co-Authored-By: Pieter-Jan Briers <pieterjan.briers@gmail.com>

* Make GetCategory virtual

Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-03-06 20:11:24 +01:00
PrPleGoo
5747eb5fac Leather gloves now have HeatResistance at the default heat of bu… (#784)
* Leather gloves now have HeatResistance at the default heat of bulbs.

* Remove trailing whitespace

* Changed Leather gloves to Botanist's leather gloves

* Fixed quotes and removed Heat Resistance from glubs
2020-03-06 20:10:52 +01:00
Swept
ae5924072f I can see clearly now (#778)
* Updates and crafting recipe

* Updated descriptions
2020-03-06 20:08:02 +01:00
py01
6c6ef3911d InRangeUnobstructed check for construction start and step progre… (#773) 2020-03-03 17:03:58 +01:00
Víctor Aguilera Puerto
0ec4cd4bea Fix crash when picking up black ak due case-sensitivity (#776) 2020-03-03 16:56:38 +01:00
Víctor Aguilera Puerto
d1ff84e95d Add CanAttack to IActionBlocker, prevent using guns when dead (#769) 2020-03-03 15:10:09 +01:00
py01
5e2cac78ac Fixes melee/hitscan raycast through airlocks (#777) 2020-03-03 15:09:07 +01:00
py01
6e4b72f6cb Medical scanner eject collision fix (#767)
* MedicalScanner ejection location

* MedicalScanner bounding box change
2020-03-03 14:40:57 +01:00
AJCM-git
9580003a45 Fixing map collisions (#765)
* Git please work as i want you to work

* There were some collision remanants, everything is clean now
2020-03-03 14:40:35 +01:00
AJCM-git
81ab31659b Little projectile enhancements (#764)
*  Little projectile enhancements

*  Lets see if this fixes my fuck up

* Im a weapon smoothbrain. This fixes caliber folders name
2020-03-01 09:09:30 +01:00
py01
196950fb7e Gun Code Modularization + Magazine Fed Shotgun (#751)
* Adds shotgun YAML files

* Adds shotgu ammo and magazine enum value, modularizes some projectile weapon methods

* Fixes guns consuming two bullets on fire

* Finishes shotgun behavior in Projectile Weapon Components

* Gun and ammo modularization

* Updates BallisticMagazineWeapons to be compatible with new AmmoWeapon

* Fixes shotgun spread angles, Fixes shogun YAML

* Gun documentation and ViewVariable specifications

* Removes todo messsage in gun code

* Default gun evenspread fix

* AmmoComponent Name fix

* Fixes Component name

* Projectile refactor code review fixes
2020-02-29 18:09:41 +01:00
Víctor Aguilera Puerto
4b1fd4cfd1 Don't unvisit before transferring mind (#760) 2020-02-29 16:09:03 +01:00
Víctor Aguilera Puerto
60d6b4af7d You can now pickup items inside obstructions (#759) 2020-02-28 17:52:18 +01:00
Víctor Aguilera Puerto
2df0f884ba Fix bug where InRangeUnobstructed wouldn't check for hard collid… (#748)
* Check for hard collidables too.

* ...and that's why you don't code at 7 AM!

* fugg
2020-02-28 16:29:45 +01:00
Pieter-Jan Briers
bdfdc2d63f Update submodule 2020-02-28 16:28:32 +01:00
ShadowCommander
bd773aef3b Fix CargoProducts (#750) 2020-02-28 14:58:43 +01:00
Swept
3e9b93faee Adds Skub (#740)
* Added Skub

* Added Skub crafting recipe
2020-02-28 14:58:25 +01:00
Swept
37c13099ad Fixes a problem with gloves (#754) 2020-02-28 14:57:25 +01:00
ShadowCommander
3edfdb8763 Refactor CharacterSetupButton into a ContainerButton 2020-02-27 04:15:02 -08:00
ShadowCommander
14f6cbb845 Refactor ContainerButtons to use a StyleClass for formatting instead of typeof 2020-02-27 04:15:00 -08:00
ShadowCommander
4bdb45731a Clean up MouseFilterMode.Ignore from Controls 2020-02-27 04:14:59 -08:00
ShadowCommander
526111923c Refactor Controls to default to MouseFilterMode.Ignore 2020-02-27 04:14:58 -08:00
Acruid
3011c06460 You can now pick up items that are not on a grid.
API changes for IMapManager.TryGetGridAt().
2020-02-27 02:12:57 -08:00
Leo
a99919538c Fix vending machine eject animation being played twice (#749) 2020-02-27 04:30:58 +01:00
Pieter-Jan Briers
37df6e6a11 Update submodule and fix race condition in wire component init 2020-02-27 00:16:39 +01:00
Pieter-Jan Briers
8cbb6841fc Fix compiler warning 2020-02-26 16:46:56 +01:00
Pieter-Jan Briers
0e6b55de66 Clean up client game ticker status code.
Fixes #495
2020-02-26 16:42:12 +01:00
Pieter-Jan Briers
0adc134cd4 Update submodule 2020-02-26 16:41:54 +01:00
Decappi
289ab4818f #621 - Added sandbox spawner documentation to tutorial (#737) 2020-02-26 06:31:08 +01:00
GlassEclipse
abc02fa504 Fixes 1 runtime error message (#742) 2020-02-26 06:30:56 +01:00
moneyl
a76f133a3c Add more components to client registerIgnore list (#746) 2020-02-26 00:47:58 +01:00
Pieter-Jan Briers
f569c4eee5 Update submodule for stability improvements 2020-02-25 22:38:11 +01:00
CC-4477
cbf3357c13 Added "mm" to boxes.yml into .45mm ammo containers (#739)
Co-authored-by: Check your git settings! <chris@chris-laptop>
2020-02-25 22:36:49 +01:00
Pieter-Jan Briers
cad06813a8 Notify message on changing state of InjectorComponent 2020-02-24 17:40:24 +01:00
Pieter-Jan Briers
58ab7631c2 Give every job their fancy ID types. 2020-02-24 16:58:25 +01:00
Injazz
15fa417a4f Explosion now throws affected entities, fixes probability/severi… (#732)
* throwforce and probability fixes for explosions

Applies force to all affected by explosion entities with ItemComponent
Fixes probability issues with explosion related callbacks

* dependency fix, throw helper

* delete TODO

Co-authored-by: gituhabu <48828502+gituhabu@users.noreply.github.com>
2020-02-24 03:52:15 +01:00
Víctor Aguilera Puerto
090dd8cee8 ControlMob verb and command (#724)
* ControlMob verb and command, mobs have MindComponent by default

* Use IActorComponent instead of MindComponent for User entity.
Fixes using Control Mob while aghosting/visiting an entity.

* Use static Loc class
2020-02-24 03:49:40 +01:00
Pieter-Jan Briers
8a5e879633 Glass airlocks actually let light through. 2020-02-24 01:55:44 +01:00
moneyl
1b7860aeda Add injectors + injected reagent metabolism via BloodstreamCompo… (#730)
* Add BloodstreamComponent and BloodstreamSystem

New component for metabolizing reagents that other organs like the stomach pass their input reagents to.

* Change StomachComponent to put ingested reagents in bloodstream after delay

Now StomachComponent does not metabolize any reagents. Instead, it tracks how long each reagent has been inside it, and once they pass "digestionDelay" they'll be put inside the bloodstream, where the bloodstream will handle metabolism of the reagent.

* Add reagent injectors

Injects reagents straight into the bloodstream when used on mobs with bloodstreams. Also allows draw/inject from beakers. Does not support drawing blood/reagents from the bloodstream yet.

* Address code review

Make use of `Loc` static class instead of using `ILocalizationManager`. Localize InjectorToggleMode enum properly.
2020-02-24 01:47:33 +01:00