* Add draggable tabletop component
* Use EntityCoordinates instead
* Don't send coordinates every frame
* Add chessboard + verb WIP
* Add documentation, verb networking works now
* Work so far
Need PVS refactor before being able to continue
Current code is broken
* viewsubscriber magic
* yes
* Fix map creation
* Add chess pieces, attempt prediction
* Add chess sprites and yml
* Clamping + other stuff
* fix
* stuff
* StopDragging() StartDragging()
* add piece grabbing
* Refactor dragging player to seperate event
* 🤣 Who did this 🤣💯👌
* 📮 sussy 📮
* Update chessboard sprite, scale piece while dragging
* yes
* ye
* y
* Close tabletop window when player dies
* Make interaction check more sane
* Fix funny behaviour when stunned
* Add icon
* Fix rsi
* Make time passed check more accurate
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Use EyeManager.PixelsPerMeter
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Add missing import
* Move viewport properties to XAML
* Make shared system and component abstract
* Use built in EntityManager
* Use RaiseNetworkEvent instead of SendSystemNetworkMessage
* Cache ViewSubscriberSystem
* Move unnecessary code to prototype
* Delete map on component shutdown instead of round restart
* Make documentation match rest of codebase
* Use ComponentManager instead of TryGetComponent
* Use TryGetComponent instead of GetComponent
* Add nullspace check to ClampPositionToViewport()
* Set world pos instead of local pos
* Improve server side verification
* Use visualizer
* Add netsync: false to sprites using visualizer
* Close window when chessboard is picked up
* Update to master
* Fix bug when opening window while another is opened
* Use ComponentManager
* Use TryGetValue
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Refactors flashes to ECS, sunglasses protect you from being flashed.
* VV ReadWrite for FlashImmunity Enabled.
* Use cached IEntityLookup.
* Consistent formatting.
* Fix flashbang duration.
Flash duration is a mess.
* Small area flash code cleanup.
* Flashable state is only sent to attached player.
* Ambient sound system
Client-side system that plays audio from nearby objects that are randomly sampled.
* Decent
* Tweaks
* Tweaks
* Comment this out for now
* reduce VM sound
* Fix rolloff
* Fixes
* Volume tweak
* Rename SolutionContainerCaps -> Capability
* Move IExamine event to Chemistry System.
* ECS the ISolutionChange into SolutionChangeEvent
* Unify SolutionContainer into a single shared component
* Replace ISolutionInteraction with SolutionContainerComponent
* Move all methods from SolutionContainer to ChemistrySystem
* Refactor EntitySystem calls to Dependencies
* Refactor SolutionContainer to SolutionManager
* Fix yamls
* Fix test fails
* Fix post merge issues
* Fix various issues with SolutionManager
* More fixes
* Fix more components
* Fix events not being directed
* Fixes for Hypospray
* Separate removal and iteration on Metabolism
* Fix creampie problems
* Address some of sloth's issues
* Refactors for Systems
* Refactored solution location
* Fix tests
* Address more sloth issues
* Fix dependency
* Fix merge conflicts
* Add xmldocs for Capabilities components
* Remove HasSolution/TryGetDefaultSolution and Add/Remove Drainable/Refillable
* Replace Grindable/Juiceable with Extractable
* Refactor field names
* Fix Drainable
* Fix some issues with spillable and injector
* Fix issues with Grinder
* Fix Beaker having duplicate solutions
* Fix foaming
* Address some MGS issues
* Fix Uid issues
* Fix errors in solution Tranfer
* Fixed some extra values constant values
* Cola is drinkable now
From what I could tell whenever LobbyState is entered it makes a new Lobby + CharacterSetup GUI via Startup. These events are never disposed of under Shutdown + the lobby should be null whenever we're not in LobbyState (as the control ends up disposed).
The lobby == null checks could probably also be null asserts as they shouldn't be null when those methods are being called.