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.
* Guidelines, access, IDs resprite
* Import CEV-Eris maintenance doors
* more cleaning
* Restore the IDs so they dont (hopefully) appear in the log
* Airlocks and a little bit of organizing/cleanup
* fixing a mistake
* Remove excess line feeds in airlock_types.yml
* some enhancements
* formating IDs
* Applying feedback
* Fixing all (this time for real)
* deleting empty spaces in spawn_point
* Renaming the jobs and adding maint airlocks
* Placing the airlocks
* fix tiny fuckup
* Import cargo airlock from CEV-Eris
* Cargo airlocks
* Fixes sufficient access type. Renames airlocks to match the guidelines
* I give up
* I tried really hard, okay?
Co-authored-by: Hugo Laloge <hugo.laloge@gmail.com>
Addresses #606
Sprites fixed so no short versions used (for now) and some of the extra states were removed (clarissa).
When I originally PR'd pascal case wasn't the decided name so I also updated the IDs.
* Implement Cargo Console
Add to CargoConsoleComponent GalacticBank information for syncing Bank Account Balance.
Implement CargoOrderDatabase on the server side and a list of orders in the CargoOrderDatabaseComponent on the client side. This makes it easier to change data on the server side but also utilize the state syncing between components.
Implement GalacticMarketComponent.
Only productIds get sent. Both client and server create their lists from YAML.
Implement basic spawning of items from approved orders in CargoOrderDatabase.
* Finish Cargo Console
Add validation to make sure Order Amount is one or more.
Implement approve and cancel buttons to CargoConsoleMenu orders list row.
Add price to CargoConsoleMenu product list row.
Implement CargoOrderDataManager to consolidate CargoOrder lists.
Refactor CargoOrderDatabaseComponent to use CargoOrderDataManager instead of storing duplicate lists.
Implement canceling orders.
Implement approving orders.
Fix sprite links.
Implement Cargo Request Console.
Still need descriptions on the items to be done but the groundwork is there.
Could also do with layers for stuff that should light up in the darkness but I wasn't entirely sure what should and shouldn't.
* Add more dakka
Some slight codebase changes to facilitate more robust behaviour.
* Update Content.Server/GameObjects/Components/Projectiles/ProjectileComponent.cs
Co-Authored-By: Pieter-Jan Briers <pieterjan.briers@gmail.com>
* Remix last stereo to mono
hpistol + ltrifle
* Demonstrated map init working with guns, toolboxes, tool lockers.
* Refactored EntityStorage and ServerStorage to have a common interface.
* EntityStorage no longer uses ServerStorage PURELY for visuals.
Use an appearance visualizer instead.
Added BurnTemperature to bulbs.
Added HeatResistance to clothing and species.
Added HeatResistanceComponent which resolves armor vs skin.
Made the hand burn on lamps only happen when heat resistance is too poor.
* Add Ointment and Brutepack to StackType
* Add Ointment and Brutepack sprites
* HealingComponent now works correctly with StackComponent
* Adds Ointment and Brutepack prototypes
* Adds Ointment and Brutepack to stationstation