* initial system (this math is probably WRONG)
* General code cleanup and OnExamined support
(holy moly this code sucks)
* UICode and related events foundation
TODO:
- Actually write the XAML UI and the underlying system
- Un-shitcode the entire thing
- Actually test everything...
* Working UI code
TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't.
* Remove one TODO for unshitcoding the examine code
* Add reminder
yea
* Make predicted (defenitely isn't)
(also defenitely isn't a copypaste from pressure pump code)
* It's predicted!
TODO:
- Give it snazzy predicted visuals!
- Have a different field for pressure entry, lest it gets bulldozed every UI update.
* Improve gas pressure relief valve UI
TODO: Reminder to reduce amount of dirties using deltafields
* Implement DirtyField prediction
* Entity<T> cleanup
A lot of Entity<T> conversions and lukewarm cleanup.
Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell.
* More cleanup and comments
* Remove TODO comment on bulldozing window title
* """refactoring"""
- Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance.
- More Entity<T> conversions because I like them.
- Move UI creation handling over entirely to the ActivatableUI system.
- Fix a hardcoded locale string (why????).
* Add visuals
* Revert debugging variable replacememt
yea
* Revert skissue
* Remove unused using directives and remove TODO
* Localize, cleanup, document
* Fix adminlogging discrepancy
* Add ability to construct, add guidebook entry
* Clear up comment
* Add guidebook tooltip to valve
* Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor
* Adds more input handling and adds autofill on open
* Un-deepfry input validator shitcode
Genuinely what was I smoking
* improve visuals logic
* Refactor again
- Update math to the correct implementation
- Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs
* I'm sorry but I hate warnings
* Remove unused using directive in AtmosphereSystem.Gases.cs
* Review and cleanup
* Lukewarm UI glossup
* Maintainer for the upstream project btw
* Remove redundant state sets and messy logic
* Unduplicate valve updater code
* Redo UI (im sorry Slarti)
* run tests
* Test refactored UI messaging
* Second round of UI improvements
- God please find a way to improve this system. Feels bad.
* Update loop implementation
* Further predict UI
* Clear up SetToCurrentThreshold
* cleanup
* Update to master + pipe layers and bug fixes
want to run tests
* fixes
* Deploy rename pipebomb
* Documentation and requested changes
* Rename the method that wiggled away
* Undo rounding changes
* Fix comment
* Rename and cleanup
* Apply suggestions from code review
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* spectra
* documentation
* added into liquid anomaly
* Update TemporaryStealthComponent.cs
* Update TemporaryStealthComponent.cs
* integrated
* new system
* mark old status effect system as obsolete
* ForcedSleeping new status effect
* work with reagents
* networking???
* Revert "integrated"
This reverts commit bca02b82bae18ae131af593d7eb86e6de2745157.
* Revert "Update TemporaryStealthComponent.cs"
This reverts commit 4a5be8c4b704a0d1ff9544b2e245d8b2701ec580.
* Revert "Update TemporaryStealthComponent.cs"
This reverts commit a4875bcb41347638854bd723d96a51c3e6d38034.
* Revert "added into liquid anomaly"
This reverts commit df5086b14bb35f1467158a36807c0f2163a16d99.
* Revert "documentation"
This reverts commit 3629b9466758cbdfa4dd5e67ece122fa2f181138.
* Revert "spectra"
This reverts commit 2d03d88c16d16ad6831c19a7921b84600daeb284.
* drowsiness status effect remove
* reagents work
* polish, remove test changes
* first Fildrance review part
* Update misc.yml
* more fildrance review
* final part
* fix trailing spaces
* sleeping status effect
* drowsiness status effect
* Create ModifyStatusEffect.cs
* some tweak
* Yay!!! Manual networking
* minor nitpick
* oopsie
* refactor: xml-docs, notnullwhen attributes, whitespaces
* fildrance and emo review
* refactor: simplify check in SharedStatusEffectsSystem by using pattern matching, TryEffectsWithComp now returns set of Entity<T, StatusEffectComponent>
---------
Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
* hey look I knocked out a todo :shockedface:
* Update Resources/Locale/en-US/electrocution/electrocute-command.ftl
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* adds hypereutactic back into the uplinks
* Disables hum
* Adds the Hypereutatic Blade for Nukies
* Actually makes the sound so quiet no one can hear it
* Apply suggestions from code review
* Update Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Fix styles color for group button in loadout menu
* Show selected item count in loadout group UI
Updated the loadout group container to display the number of selected items in a group. Added a new localization string to support this feature in the UI.
* Resolve required changes
* Make role ban pannel pretty
* Removed unused depencency
* refactor: wider panel (no jumping due to scroll in english lang) minor readability improvements
---------
Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
* Scurrets.
* Add missing equipment YAML
* Fix count of NamesFirstScurret
* Resolve PR comments, wa.
Also add like a bunch more wa replacements
* ed
* Update Resources/Textures/Mobs/Animals/scurret/displacement.rsi/meta.json
* :rivflabbergasted:
* Fixed spacings in scurret_last.ftl
* Fix mangled endings of some last names
* wawa
* the scug has a spear for self defence
* grass touch protocol - Rebases to latest master to fix conflicts
* aight local tests are passing lets see if our golf works
* It is 5 am and our ass COMPLETELY overcomplicated this lmaooo
* Addresses feedback - Clarifies comments, swaps internal var names for grasstouchless and selfdestructive, makes the third tier a little less demanding, and fixes 1 hours
* Addresses review - conflict fix
* This too
* Axes playtime exclusion for ghosts
* Use switch expression
code style nit
* Refactor/cleanup
Use IGameTiming.RealTime to track time instead of DateTime. Use nullable instead of magic values.
Expose the current day value through a property that is always up to date, instead of making the API to read the CVar that updates at inconsistent times. This also makes it trivial to debug with VV.
Other minor cleanup like using string interp, code style fixes, comments, etc.
---------
Co-authored-by: PJB3005 <pieterjan.briers+git@gmail.com>
* i'm just gonna put this here.
* I'm just gonna do it.
* Update ShowHTNCommand.cs
* I feel dumb.
* may as well with this too.
* this does in fact not work
* :/
* Thieves can innately pickpocket (#107)
Pickpocketing a skyrim guard's armor off
(cherry picked from commit 21b9f1ddb251ea3c7c6803e78871abefcaecbfb4)
* this isnt moff
* Make predicted, cleanup
* !skating-basketball
* orks are NOT the best trollface
* Implement much more sensible component replication prevention
---------
Co-authored-by: DuckManZach <144298822+duckmanzach@users.noreply.github.com>