Commit Graph

1263 Commits

Author SHA1 Message Date
metalgearsloth
50cc526ebd Refactor standing to be ECS (#4142)
* Refactor standing to be ECS

E C S B A B Y

* DONE

* FIX IT FIX IT FIX IT

* IsDown event

* Change to methods

* Fixes

* Address some reviews

* Last of the Mohicans

* Final fixes

* Fix tests
2021-06-27 19:02:46 +10:00
Galactic Chimp
71d939bed5 #3927 beakers will now break and spill on landing after a throw (#4230) 2021-06-27 13:05:43 +10:00
Swept
d6805f47a3 Added fireaxe cabinets (#4221)
* Added fireaxe cabinets

* Now inserts and renamed ItemCabinetVisuals file

* Added netsync

* Cut out layers for future ItemCabinetVisualizer work and reorganized some RSIs

* Update Resources/Textures/Constructible/Storage/Cabinets/extinguisher_cabinet.rsi/meta.json

* Update Resources/Textures/Constructible/Storage/Cabinets/extinguisher_cabinet.rsi/meta.json

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2021-06-25 13:27:22 +10:00
DrSmugleaf
716bee0746 Remove IClientSingularityInstance, move visual effects to SingularityDistortionComponent (#4194)
* Remove IClientSingularityInstance

* In and out 5 minute refactor

* Component states for singularity distortion

* Fix distortion states

* Address reviews
2021-06-24 12:48:11 +10:00
Vera Aguilera Puerto
34e457b854 Gas Tanks no longer use NodeContainer, Gas Canisters no longer use passive gates. 2021-06-23 12:02:28 +02:00
collinlunn
f2816e8081 Moves Hands to shared, some prediction (#3829)
* HandsGuiState

* Gui state setting methods

* code cleanup

* Removes TryGetHands

* ClientHand

* Gui Hands

* Refactor WIP 1

* Hand index

* refactors 2

* wip 3

* wip 4

* wiip 4

* wip 5

* wip 6

* wip 7

* wip 8

* wip 9

* wip 11

* Hand ui mostly looks fine

* hands gui cleanup 1

* cleanup 2

* wip 13

* hand enabled

* stuff

* Hands gui gap fix

* onpressed test

* hand gui buttons events work

* bag activation works

* fix item use

* todo comment

* hands activate fix

* Moves Client Hands back to using strings to identify active hand

* fixes action hand highlighting

* diff fix

* serverhand

* SharedHand

* SharedHand, IReadOnlyHand

* Client Hands only stores SharedHand

* cleanup server hands

* server hand container shutdown

* misc renames, refactors of serverhand

* stuff 1

* stuff 3

* server hand refactor 1

* Undo API changes to remove massive diff

* More API name fixes

* server hands cleanup 2

* cleanup 3

* dropping cleanup

* Cleanup 4

* MoveItemFromHand

* Stuff

* region sorting

* Hand Putter methods cleanup

* stuff 2

* Merges all of serverhand and clienthand into sharedhand

* Other hands systems, hack to make inhands update (gui state set every frame, visualzier updated every frame)

* GetFinalDropCoordinates cleanup

* SwapHands cleanup

* Moves server hands code to shared hands

* Fixed hand selected and deselected

* Naming fixes

* Server hands system cleanup

* Hands privacy fixes

* Client hand updates when containers are modified

* HeldItemVisualizer

* Fixes hand gui item status panel

* method name fix

* Swap hands prediction

* Dropping prediction

* Fixes pickup entity animation

* Fixes HeldItemsVisualizer

* moves item pickup to shared

* PR cleanup

* fixes hand enabling/disabling

* build fix

* Conflict fixes

* Fixes pickup animation

* Uses component directed message subscriptions

* event unsubscriptions in hand system

* unsubscribe fix

* CanInsertEntityIntoHand checks if hand is enabled

* Moving items from one hand to another checks if the hands can pick up and drop

* Fixes stop pulling not re-enabling hand

* Fixes pickup animation for entities containers on the floor

* Fixes using held items

* Fixes multiple hands guis appearing

* test fix

* removes obsolete system sunsubscribes

* Checks IsFirstTimePredicted before playing drop animation

* fixes hand item deleted crash

* Uses Get to get other system

* Replaces AppearanceComponent with SharedAppearanceComponent

* Replaces EnsureComponent with TryGetComponent

* Improves event class names

* Moves property up to top of class

* Moves code for determining the hand visualizer rsi state into the visualizer instead of being determined on hand component

* Eventbus todo comment

* Yaml fix for changed visualizer name

* Makes HandsVisuals a byte

* Removes state from HandsVisualizer

* Fixes hand using interaction method name

* Namespace changes fixes

* Fix for changed hand interaction method

* missing }

* conflict build fix

* Moves cleint HandsSystem to correct folder

* Moved namespace fix for interaction test

* Moves Handsvisualizer ot correct folder

* Moves SharedHandsSystem to correct folder

* Fixes errors from moving namespace of hand systems

* Fixes PDA component changes

* Fixes ActionsComponent diff

* Fixes inventory component diff

* fixes null ref

* Replaces obsolete Loc.GetString usage with fluent translations

* Fluent for hands disarming

* SwapHands and Drop user input specify to the server which hand

* Pickup animation WorldPosiiton todo

* Cleans up hands gui subscription handling

* Fixes change in ActionBlockerSystem access

* Namespace references fixes

* HandsComponent PlayerAttached/Detached messages are handled through eventbus

* Fixes GasCanisterSystem drop method usage

* Fix gameticker equipping method at new location

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2021-06-21 19:21:20 +10:00
Vera Aguilera Puerto
efad7b8dbb Fix BaseConstructible and BaseConstructibleDynamic to use the new entity anchoring 2021-06-20 18:20:46 +02:00
Swept
a51305466e Makes more stuff destructible/breakable (#4081) 2021-06-19 19:34:01 +00:00
T-Stalker
a1cc4350ca Vox plushie (#4146)
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
2021-06-19 18:12:55 +00:00
Vera Aguilera Puerto
a2b737d945 Atmos pipe rework (#3833)
* Initial

* Cleanup a bunch of things

* some changes dunno

* RequireAnchored

* a

* stuff

* more work

* Lots of progress

* delete pipe visualizer

* a

* b

* pipenet and pipenode cleanup

* Fixes

* Adds GasValve

* Adds GasMiner

* Fix stuff, maybe?

* More fixes

* Ignored components on the client

* Adds thermomachine behavior, change a bunch of stuff

* Remove Anchored

* some work, but it's shitcode

* significantly more ECS

* ECS AtmosDevices

* Cleanup

* fix appearance

* when the pipe direction is sus

* Gas tanks and canisters

* pipe anchoring and stuff

* coding is my passion

* Unsafe pipes take longer to unanchor

* turns out we're no longer using eris canisters

* Gas canister inserted tank appearance, improvements

* Work on a bunch of appearances

* Scrubber appearance

* Reorganize AtmosphereSystem.Piping into a bunch of different systems

* Appearance for vent/scrubber/pump turns off when leaving atmosphere

* ThermoMachine appearance

* Cleanup gas tanks

* Remove passive gate unused imports

* remove old canister UI functionality

* PipeNode environment air, make everything use AssumeAir instead of merging manually

* a

* Reorganize atmos to follow new structure

* ?????

* Canister UI, restructure client

* Restructure shared

* Fix build tho

* listen, at least the canister UI works entirely...

* fix build : )

* Atmos device prototypes have names and descriptions

* gas canister ui slider doesn't jitter

* trinary prototypes

* sprite for miners

* ignore components

* fix YAML

* Fix port system doing useless thing

* Fix build

* fix thinking moment

* fix build again because

* canister direction

* pipenode is a word

* GasTank Air will throw on invalid states

* fix build....

* Unhardcode volume pump thresholds

* Volume pump and filter take time into account

* Rename Join/Leave atmosphere events to AtmosDeviceEnabled/Disabled Event

* Gas tank node volume is set by initial mixtuer

* I love node container
2021-06-19 13:25:05 +02:00
Galactic Chimp
53671aeee7 #3935 - Refactored ToysComponent functionality into ECS (#4127)
* #3935 - toys properly play sounds when: Activated, Landed (after throwing) and Used in hand

* #3935 - extracted BaseEmitSoundComponent

* #3935 - refactored EmitSound components to use ECS

* #3935 - added new components to client ignored components

* #3935 - added suggested stuff for EmitSoundSystem et al.

* #3935 added suggestions from PR

* #3935 implemented suggestions from PR

* #3935 updated namespace
2021-06-19 02:35:56 -07:00
SweptWasTaken
86ff812428 Fixes test 2021-06-17 16:15:35 -07:00
SweptWasTaken
e85a42ea29 Removes Warden from role-list 2021-06-17 14:54:06 -07:00
SweptWasTaken
d4abcc9671 PDA light is much weaker now compared to flashlight 2021-06-17 00:29:32 -07:00
mirrorcult
2333950bdc Lighting tweaks (#4171)
* lightning

* softness

* a little less orange
2021-06-16 15:55:55 -07:00
SethLafuente
288ebffe17 Made reinforced walls and airlocks unabled to eb destroyed by the RCD (#4185)
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
2021-06-16 13:36:13 +10:00
SethLafuente
1b429cd8b6 Made walls and windows stronger (#4175)
* Made plasma grindable

* Removed grindable paper :(

* Fixed tag being on the wrong item

* Made reinforced and plasma windows stronger and made walls and windows inmmune to punch damage

* Removed accidental plasma grindability 

sorry

* Fixed walls being immune to all blunt damage

* fixed windows being immune to piercing and slash damage

* changed plasma window resistance

Co-authored-by: Seth Lafuente <cetaciocascarudo@gmail.com>
2021-06-11 16:53:51 -07:00
SweptWasTaken
ede8df6007 Cargo IDs are ACTUALLY PascalCase 2021-06-11 16:53:03 -07:00
SweptWasTaken
fa808cb220 Converts all cargo IDs to camelCase and deletes unused/outdated cargo Dataset. 2021-06-11 16:38:02 -07:00
SweptWasTaken
a9121b1d6d Updates all cargo IDs to code quality guidelines 2021-06-11 16:19:14 -07:00
TaralGit
1188d3bafb Added claymore as a weapon (#4124)
Co-authored-by: and_a <and_a@DESKTOP-RJENGIR>
2021-06-09 05:21:08 +00:00
mirrorcult
1c7285825c Refactor ExtinguisherCabinet->ItemCabinet and actually maps them in, adds EntityWhitelist (#4154)
* i probably shouldnt have done this in one commit

* map nonsense

* fix example code

* unnecessary

* test

* reviews

* little fix for open datafield

* add soul
2021-06-09 12:10:29 +10:00
mirrorcult
22e5ad89a5 MindComponent loc, kitchenspike loc fixes, climbable loc fixes (#4071)
* mindcomp loc, kitchenspike loc fixes, climbable loc fixes

* add fluent functions for words that change on pronoun, add grammarcomponent to humans

* fix the()

* cleanup

* cleanup

* reviews

* holla holla get dolla
2021-06-08 13:59:32 -07:00
Sir Sikes
9d7094fbd7 Updated name formatting. (#4148)
Co-authored-by: Sebastian Sikes <sebastian.sikes@nsmg.com>
2021-06-07 01:36:39 +00:00
Swept
2319ad5c44 Updates Synaptizine healthChange from 0.70 to 0.67 2021-06-06 18:33:02 +00:00
SethLafuente
5f5af2aa6f Nerfs Synaptizine to 6 damage per 1u instead of 15 per 1u (#4145)
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
2021-06-06 18:14:46 +00:00
mirrorcult
8af3318c83 Remove InteractionOutline from full-tile entities (#4135) 2021-06-05 18:19:06 +00:00
SethLafuente
b76998b735 Added oil with functionality (#4120)
* Changed the submodule Issues

* Added oil with functionality

* submodule

* submodule 2

Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
2021-06-06 03:53:17 +10:00
mirrorcult
f744b655b8 Refactor MeleeWeaponComponent and related comps to be ECS (#4133)
* move everything to MeleeWeaponSystem

* refactor MeleeChemicalInjector

* hypospray and flash refactor

* stunbaton refactor

* bugfixes

* flash afterinteract

* resolve issues

* props

* playing the slots

* MeleeInteractEvent + bugfixes

* spear can actually use MeleeChemicalInjector
2021-06-05 09:20:52 +02:00
ScalyChimp
31fc7f63b5 Adds DamageMetabolism and some simple chems (#3958)
* adds damage metabolism

* tweaks words

* metabolism is kinda weird

* adds some simple chemicals

* renames DamageMetabolism to HealthChangeMetabolism

* tweaks like one chemical because it was annoying

* did some changes that the sloth told me to

* adds summary comments for those foolish enough to try and understand my code

* rewrites the component so that is uses a more elegant solution, and handles decimals

* Updates with suggestions from review

* changes stuff idk:

* git cringe

* changes one tiny lil thing

* Apply YAML suggestions

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
2021-06-05 16:23:09 +10:00
Swept
fd2a081539 Slims down disposal unit ui and fixes thrown collisions (#4122)
* Cleans up disposal unit yaml and fixes inability to throw things in them.

* Comments out mailing units because they are beyond broken and need a refactor.

* Makes Disposal UI look better

* Localized the disposal unit

* Removes title line

* Removes changes to VendingMachineMenu, mistakenly committed.

* Applies code reviews

* Now uses BaseMachinePowered
2021-06-03 17:26:08 -07:00
20kdc
6a78c401bf Singularity Fixes, Part 3 (#4105)
* Hopefully make singularity shader warping resolution-invariant

This may or may not fix intensity issues

* Fix singularity 'zero velocity' check

It got stuck in a corner. Twice. I really thought I'd fixed that.

* Make it easier to move around various power stuff by shrinking their AABBs a little and making singulo generator a circle

* Changes to some machine prototypes to reduce duplication of collision changes (#1)

* Changes to some machine prototypes to reduce duplication of collision changes

* BaseMachine.BaseMachineUnpowered -> BaseMachine.BaseMachinePowered
2021-06-03 00:55:50 -07:00
Pieter-Jan Briers
77bdc21f11 Fix YAML linter errors. 2021-05-31 10:03:07 +02:00
SweptWasTaken
065fac4e9b Fixes AME controller's physics 2021-05-29 10:20:42 -07:00
20kdc
a3d9562532 Makes the singularity engine actually work stably. (#4068)
* Add GNU Octave script for tuning singularity engine. startsingularityengine is now properly tuned & sets up radiation collectors. FTLize RadiationCollectorComponent.

* Fix bugs with radiation collectors producing infinite power.

* Ensure singularities don't instantly annihilate other singularities (causing new singularities to instantly dissolve)

Technically found by a "bug" where a singularity generator would make multiple singularities, but this renders that bug harmless.

* Tune singularity shield emitters to hopefully randomly fail less, and add an Octave script for looking into that

* Fix singularity shader

* Map in an unfinished PA into Saltern

* Correct PA particles being counted twice by singularity calculations, add singulo food component

* Hopefully stop "level 1 singulo stuck in a corner" issues by freezing it when it goes to level 1 from any other level

* Apply suggestions on 'jazz' PR
2021-05-28 11:44:13 +02:00
ShadowCommander
557fd29d3b Fix cloning machine and medical scanner pulling 2021-05-27 22:41:07 -07:00
SweptWasTaken
72a7208626 Adds a plasteel crate to cargo and fixes some cargo IDs 2021-05-27 21:18:25 -07:00
SethLafuente
3069bef30c Added HV and MV cables into the protolathe (#4095)
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
2021-05-28 03:41:03 +00:00
SethLafuente
6b1d582cf9 Protolathe Printing (#4094)
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
2021-05-27 22:43:10 +00:00
ShadowCommander
6d404734e7 Add bar access to captain 2021-05-27 15:26:22 -07:00
20kdc
c7f104cd93 More rotatability (#4067)
* Make barstools, PA components, and radiation collectors rotatable.

Making barstools rotatable is so that people can spin on the barstool. (RP moment.)

The other two are more "functional" changes for assembling a PA.

* Allow rotating a rotate-while-anchored object if you're buckled to it.

Barstool spinny

* Fix bug with rotation of an object that someone is buckled to

* BuckleSystem: Efficiency improvements with directed events

* Don't need to unsubscribe anymore from events, so in BuckleSystem, just don't
2021-05-27 12:51:14 +02:00
20kdc
ddcfc774a6 Gives spears some damage to let them actually be useful (#4083) 2021-05-27 12:47:49 +02:00
Vera Aguilera Puerto
0c68f2973e Adds YAML linter validators for content tiles.
- Removes invalid floor drops.
2021-05-27 11:42:04 +02:00
Vera Aguilera Puerto
2232dbd71d Fixed shard refining creating whole stacks. 2021-05-26 18:14:08 +02:00
20kdc
e88c092c3c Bring singularity back from the brink of "particles don't even hit" (#3963)
* Bring singularity back from the brink of "particles don't even hit anything"

* Remove force-disable-hard from singularity code so it doesn't just ignore containment

Shouldn't this be the prototype's job if they want that so much?
This might have some sorta downside, but this brings singulo back into being containable

* Apply ShadowCommander's suggested layers/masks for particles

Tested, singulo properly spawns and develops with this mask

Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>

Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
2021-05-23 21:14:15 -07:00
SethLafuente
48cd4a76c2 Protolathe Printing and R&D technology (#4039)
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
2021-05-24 00:38:26 +00:00
mirrorcult
ce70e8a38d Fix incorrect shard protoype being spawned when computers are destroyed (#4060) 2021-05-23 03:44:05 +00:00
Vera Aguilera Puerto
bbfc0c320a Fixes materials in lathe recipes 2021-05-22 11:30:11 +02:00
Swept
4ca854b142 Changes - name: in StorageFillComponent.cs to - id: (#4051)
* Changes all - name: fields to - id: fields to make more sense in StorageFillComponent.cs

* Fixes test
2021-05-21 23:30:03 +02:00
BulletGrade
46f7483b76 Nerf syndicate mini bomb (#4043) 2021-05-21 13:26:09 +02:00