Commit Graph

21520 Commits

Author SHA1 Message Date
Ubaser
ba4b03f9be Core update (#22909)
add
2023-12-23 23:57:51 -07:00
Darkie
a3fbab84e6 ItemToggle system expansion (#22369)
* Fixed EnergySword and variants having incorrect sound on attacking when in their Off state.

* Removed the unused ItemToggle from the serverside and created a new shared ItemToggleComponent and System, now used for the e-blade family of items. Also added e-blade hum and swing sounds. Thanks Sloth for the initial code!

* Changing Stunbaton system to include the itemToggle system.

* Adapted changes that have come up in the meantime.

* Changed damagespecifier to be serializable and autoNetworked in melee weapon components. Fixes a bug that makes it so client-side, damage values are not updated on toggle.

* Made the ItemToggleSystem have both a shared and a server component. Ported the Stun Baton and Stun Prod to the new toggleable system. Added a failure to activate noise component.

* Ported the welders to the new item toggle system. Set it so deactivated damage and item size default to the item's regular options.

* Removed unnecessary usings.

* Small modification to the stun prod.

* Made the integration test use the new method to turn the welders on.

* Fixed a few testing issues, applied a few changes requested by Delta.

* Updated Stunbaton code for consistentcy when it comes to calling the itemToggle component.

* Removed a redundant return; as per Delta.
Made examining the stun baton for charge rely on the battery component instead.

* Removed the welder visualizer system, now using the generic one. Removed some unused usings. Removed the welder visuals and layers.
Ported lighters to the new system.
Added zippi (sic) lighters.

* Renamed variables used to make them less generic.

* Simplified the light update code.

* Fixed the unit test to use the itemToggle system for welders now.

* Made the name shorter. I can't tell if the welding damage when interacted with actually does anything though. I can't figure out how to trigger it.

* Fixed some YML issues.

* Added a client side item toggle system just to make the shared code run on local UID's too.

* Fixed some more Yaml.

* Made the Zippi lighter have its own parent item, so it doesnt' conflict with the random pattern on the regular lighter.

* Made the zippi lighter its own in-hand sprites.

* Added a summary for the activated property in itemtoggle component.

* Fixed a typo in the itemToggle Component.

* Fixed a typo.

* Added to the remarks for the ItemToggleComponent.

* Fixed up the lighter yaml to make it use a generic term instead of a toggle layer enum for the random skin.

* Fixed a bug I introduced accidentally with the humming sound.

* Removed 2 unnecessary events from the ItemToggleSystem and component.

* Fixed a bug by only making the server run the item activation code, since the client cannot predict whether or not the activation will be cancelled.

* Cleaned up some names and functions getting called.

* Renamed a couple of variables and removed the explicit datafields from the component. Removed "activated: false" from yml since they're already deactivated by default.

* Added an IsActivated function, used it in the welder and stun baton systems code.
Refactored welder code to remove the WelderToggle event, now using the ItemToggleActivatedEvent instead for eye protection check.

* Fixed a typo. Added some comments.

* Split the ItemToggle into smaller components.
Changed the items that used the toggle system to work with the smaller components.
Made the mirror shield reflect energy shots with a 95% chance.

* Fixed the namespaces for the server components and whatnot.

* Fixed a doubled deactivation sound from using activated wieldable items (like the double Esword).
Fixed wrong yml with the e-dagger.
Fixed the disarm malus code.

* Added the zippo lighter to the detective's trench coat.

* Removed the default hit sound for the double e-sword since it was unnecessary.

* Changed e-sword damage numbers to be in line with the changes made by Emisse.

* Made no damage sounds be autoNetworked, so it changes can be changed on activation/deactivation of items.
Made Welders and Eswords sound like themselves but quieter if they hit for 0 damage, instead of taps.
You can choose what sound to play when a weapon does 0 damage when activated now.
Fixed a bug with swing sounds.

* Typo.

* Fixed a bug where the welder would blind you if you used it while it was off.

* Created a single abstract method called when an item has completed its toggle.

* Update Content.Server/Eye/Blinding/EyeProtection/EyeProtectionSystem.cs

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Fixed a comment.

* Made most component variables readOnly for ItemToggle. There is no need to be able to change them from within the variable viewer.

* Removed trailing white spaces.

* Made the Use a field instead of a property in the itemToggleActivation/Deactivation attempt events.

* Small fixes.

* Removed ForceToggle, just use the toggle method instead.

* Fixed a bug with item sharpness staying even after getting deactivated, if the item gained sharpness that way (esword).

* Used ProtoId in the welder component.

* Made damage NetSerializable as well.

* Added networking and data fields to a couple of components.

* Made component variables autonetworked. Added some comments.

* Moved the events that modify item components on toggle to events, handled (where possible) in the systems linked to said components.

* Made all the component variables readWrite again.

* Added the component get to the WelderStatus.

* Added a predictable bool to the item toggle component.

* Replaced the Activated/Deactivated events with ToggleDone, with an Activated argument. Used that to simplify some systems.

* Added a reflect update raise event.

* Removed the Zippo changes. To add in a later PR.

* Removed the zippo from meta.json too.

* Small fix.

* Another small fix.

* Fixed the wieldable system thing in ItemToggle.

---------

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2023-12-24 17:11:05 +11:00
chromiumboy
1de682e23f Power monitoring console overhaul (#20927)
* Prototyping whole station wire map

* More prototyping

* Added icons for the different power distributors and toggleable cable displays

* Power cable layouts are now only sent to the client when the power monitor is open

* UI prototyping

* Power monitors can now see the sprites of distant entities, long entity names are truncated

* Updated how network devices are added to the player's PVS

* More feature prototypes

* Added source / load symbols

* Final prototype! Time to actually code it properly...

* Start of code clean up

* Continuing code clean up

* Fixed UI appearance

* Code clean up complete

* Removed unnecessary changes

* Updated how power values are calculated, added UI warnings for power sinks and power net checks

* Updated how power values are calculated again, added support for portable generators

* Removed unnecessary files

* Map beacons start toggled off, console map now works outside the station, fixed substation icon

* Made some of Sloth's requested changes. Power distributors don't blink anymore, unless selected

* Moved a number of static variables in PowerMonitoringHelper to sensible places in the main files. Added a NavMapTrackableComponent so that you can specify how individual entities appear on the navmap

* Updated the colors/positions of HV cables and SMESes to improve contrast

* Fixed SMES color in map legend

* Partially fixed auto-scrolling on device selection, made sublists alphabetical

* Changed how auto-scroll is handled

* Changed the font color of the console warning messages

* Reduced the font size of beacon labels

* Added the station name to the console

* Organized references

* Removed unwanted changes to RobustToolbox

* Fix merge conflict

* Fix merge conflict, maybe

* Fix merge conflict

* Updated outdated reference

* Fixed portable_generator.yml

* Implemented a number of requested changes, move bit masks to a shared component

* Navigate listings via the navmap

* First attempt at improving efficiency

* Second attempt at optimization, entity grouping added for solar panels

* Finished solar panel entity joining

* Finished major revisions, code clean up needed

* Finializing optimizations

* Made requested changes

* Bug fix, removed obsolete code

* Bug fixes

* Bug fixes

* STarted revisions

* Further revisions

* More revision

* Finalizing revisions. Need to make RT PR

* Code tidying

* More code tidying

* Trying to avoid merge conflicts

* Trying to avoid merge conflicts

* Removed use of PVS

* Improving efficiency

* Addressed a bunch of outstanding issues

* Clear old data on console refresh

* UI adjustments

* Made node comparison more robust. More devices can be combined into one entry

* Added missing component 'dirty'
2023-12-24 17:07:41 +11:00
lzk
e6b52cc294 Fix nettle seeds inhand sprite (#22891)
fix
2023-12-23 22:25:50 -07:00
StanTheCarpenter
734da59202 Added Santa's hardsuit and helmet. (#22898)
* Added Santa's hardsuit and helmet.

* Fixed missing files
2023-12-23 22:25:12 -07:00
lzk
54a2f84fda Fix missing pipe on barratry (#22889)
* Update barratry.yml

* Revert "Update barratry.yml"

This reverts commit c8bbaae930c4129a45c65ddbdf003f4378716e41.

* Update barratry.yml
2023-12-23 22:13:13 -07:00
Kevin Zheng
ecf65fbacc Clamp after AdjustMoles() (#22907)
Clamping is needed because x - x can be negative with floating point
numbers. If we don't clamp here, the caller always has to call
GetMoles(), clamp, then SetMoles(), which makes this function not very
useful.
2023-12-23 23:56:39 -05:00
deathride58
30ff5fde69 Adds a vscode launch option for starting the client in the compatibility renderer (#22904)
adds a vscode launch option to start the client with the compatibility renderer
2023-12-23 19:42:14 -08:00
lzk
5d0624bd34 fix cargo backpack inhand sprite (#22888)
Update inhand-right.png
2023-12-23 20:56:01 -05:00
github-actions[bot]
1db2230ecf Update Credits (#22906)
Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com>
2023-12-23 20:21:46 -05:00
deathride58
3addd3e32c fixes drug shader in compatibility mode FOR REAL THIS TIME (#22903)
fixes drug shader FOR REAL THIS TIME
2023-12-23 14:27:46 -08:00
router
f2cb05bc61 Fix accidental plasma burn nerf (#22894) 2023-12-23 11:35:22 -08:00
deathride58
9870c7f9eb Fixes GLES2 crashing when compiling the drug shader (#22899)
fixes drug shader not compiling in gles2 and also applies DRY
2023-12-24 05:36:56 +11:00
SpaceyLady
9103061ac0 Correct spelling mistakes for daily tips (#22893)
Update tips.yml
2023-12-23 07:57:58 -06:00
Chief-Engineer
0f6d062da4 temporarily override WizDen admin names (#22878)
update global WizDen cvars
2023-12-23 05:49:14 -06:00
Velcroboy
dfa71af1f8 Add Chef's Belt (#22868)
* Add Chef's Belt

* Reduce contents in filled belt to just s&p

---------

Co-authored-by: Jeff <velcroboy333@hotmail.com>
2023-12-23 00:11:30 -07:00
Alzore
a09efd47cd Add a bottle of water to the survival box (#22881)
* BO'OH'O'WA'ER

* smallbottle

* extendedbox
2023-12-22 23:33:20 -07:00
Nemanja
06a663d3ab Move HUD options to general options tab (#22884) 2023-12-22 23:32:56 -07:00
Nemanja
9b18357a88 Corner Clothing UI (#22883)
* Corner clothing (save point)

* IT WORKS. YIPPEE

* the last of it

* template rejigs
2023-12-22 23:32:23 -07:00
liltenhead
33399db6c2 Vial Drinking (#22886)
vial drink
2023-12-22 23:32:13 -07:00
lapatison
6baf564fa0 Cargo request plasma canister locale (#22858)
* name and desc removal

* locale

* shouldnt have touch that for now
2023-12-23 00:42:19 -05:00
deathride58
e61b7d105c Drug overlay shader rework - a little more motion-sickness friendly, a little less shonky (#22872)
* reworks the drug overlay effect to be less motion-sickness inducing and a bit less shonky

* UNAUTHORIZED fucking THING. DESTROY it immediately

* further tweaks - adds another gradient to control the color effect too
2023-12-23 00:35:46 -05:00
Moomoobeef
c64c98ec1d New sprites for books on bookshelves in order to look less sad. (#22874)
Changed sprites for books on bookshelves, added one missing sprite
2023-12-23 00:34:19 -05:00
Ed
3f8ad3a13d Anomaly synchronizer buff (#22771)
* Update production.yml

* Update electronics.yml

* Wat

* Update anomaly_sync.yml

* Update anomaly_sync.yml
2023-12-22 23:46:51 -05:00
lzk
8604efc520 add saturation to TC inhand sprites (#22870)
change
2023-12-22 20:26:01 -07:00
deltanedas
ffe4569854 jaws cant pry bolted doors (#22860)
* jaws cant pry bolted doors valid jaws can

* no valid jaw

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>
2023-12-22 20:22:12 -07:00
Ed
def4e0f60e Doggy Ears (#22832)
* add content

* sprite update

* goodbuy nose
2023-12-22 20:20:08 -07:00
Kevin Zheng
99d6aff7be Check for divide by near zero (#22876) 2023-12-22 17:10:33 -08:00
Chief-Engineer
e559c080ff Update WizDen's borg definition of crew (#22873)
update borg definition of crew
2023-12-22 18:27:22 -06:00
lzk
fe8e0e6f9f Remove job specific traitor items from vendors (#22867)
Update chapel.yml
2023-12-22 14:54:54 -08:00
LordCarve
7d69055291 Use different chatbox placeholder when dependent keys unbound (#22747) 2023-12-22 11:39:29 -08:00
LordCarve
524dbf9a78 Consistent Absorbent System behavior (#22723) 2023-12-22 11:02:09 -08:00
Leon Friedrich
b6bd82caa6 Use ECS prototype-reload events (#22613)
* Use ECS prototype-reload events

* better constructors

* Maybe this fixes tests?
2023-12-23 01:13:45 +11:00
magmodius
053c1e877f Rigged boxing gloves have variant TC costs. (#22851)
Made the rigged boxing gloves have variant TC costs.O[Oi
2023-12-22 02:54:20 -07:00
Ed
5a1e317e0f It's time to build a barbershop! (#22565)
* barber!

* 5% change to maintenance
2023-12-22 02:54:00 -07:00
Emisse
5d185483b4 Reach update (#22854)
* reach update

* lights n shit
2023-12-22 20:53:42 +11:00
lzk
3389955648 hotfix for party hats (#22852)
lololo
2023-12-22 00:32:11 -07:00
Kevin Zheng
054321d2c2 Add YAML gas reactions (#22803)
* Add YAML gas reactions

* Convert more reactions

* Use enum names

* Convert more names

* Add migration for MiasmaCanister

* Prevent reactants from going negative

* Fix energy conservation, lift energy calculation

* Fix comment

* Comment

* Add rate multiplier
2023-12-22 00:30:56 -07:00
MACMAN2003
0828c32abf Add some clothes to the uniform printer (#22829)
all the clothes (ft. emag)
2023-12-22 00:26:38 -07:00
Leon Friedrich
907b873145 Fix various errors/exceptions (#22841)
* Fix entity storage localization

* Fix HumanoidAppearanceComponent resolve

* Fix null reference exceptions

* Fix duplicate key error

* Fix artifact error spam

* actually maybe this is what its meant to do

* Fix entities playing sounds on deletion
2023-12-22 00:26:08 -07:00
2013HORSEMEATSCANDAL
af753c13a5 Glossary (#22840)
* Added a glossary to the guidebook to help new players understand slang.

🆑 2013HORSEMEATSCANDAL
- add: What's a Greytide ? The new edition of your employee guidebook now has a glossary !

* added one more definition
2023-12-22 00:25:56 -07:00
lzk
279d345e6c PARTY HATS YIPPIE (#22850)
* :party:

* a little trolling
2023-12-22 00:25:20 -07:00
chromiumboy
09c48c710b Fixed issue with the station map UI (#22848)
Fixed issue with dragging the nav map in the station map UI
2023-12-22 18:15:51 +11:00
LordCarve
cb6884e5bb DumpableComponent on an empty container no longer stops other interactions (#22831)
DumpableComponent does not block the entity from being disposed via InteractOn a DisposalUnit
2023-12-21 21:26:40 -07:00
Emisse
d066b6a2c9 add gambling to cargo (#22842)
* gambling

* fix typos
2023-12-21 21:24:00 -07:00
Guilherme Ornel
fb47c4c83b Added ashtrays (#22837)
added
2023-12-21 21:21:01 -07:00
RiceMar1244
c7052f5a6c Adds top surgery scar markings to the character creator (#22806)
* Adds top surgery scar markings to the character creator

* Darkens scars and adds new short and long variants
2023-12-21 21:20:21 -07:00
Ilya246
fcd1a4dde8 adds embedding + throw damage to cybersun pen (#22822)
cyberpen throw damage
2023-12-21 21:20:02 -07:00
Leon Friedrich
ce5875f29d Fix a collection enumeration modification exception in ArrivalsSystem (#22839)
Fix collection enumeration
2023-12-21 21:19:12 -07:00
Leon Friedrich
0b803e5f8d Try fix invalid entities in device networks (#22845)
* Try fix invalid entities in device networks

* more fixes

* a

* fix device merging
2023-12-21 21:18:40 -07:00