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OldThink/Content.Client/Entry/IgnoredComponents.cs

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// ReSharper disable ArrangeTrailingCommaInMultilineLists
namespace Content.Client.Entry
{
public static class IgnoredComponents
{
public static string[] List => new[]
{
"Anchorable",
"AmmoBox",
"Pickaxe",
2021-12-05 07:56:27 +13:00
"IngestionBlocker",
"Charger",
Cloning (#1932) * Add art assets for cloning * Added a 'Scan DNA' button to the medical scanner * Made the UI update unconditional for the medical scanner until checks for power changes are in place * Update Medical scanner to reflect powered status and fix #1774 * added a 'scan dna' button the the medical scanner that will add the contained bodies Uid to a list in CloningSystem, fixed an issue with the menu not populating if the scanner starts in an unpowered state * Add disabling logic to 'Scan DNA' button on medical scanner * Removed un-used libraries * changed scan dna button to Scan and Save DNA * Added cloning machine code infrastructure copied from Medical Scanner * Added a list to cloning menu containing some numbers * Cloning Machine UI sends a message to the cloning component with the entityUID * New scans now show up in cloning pod menu * fixed cloning machine collision shape * cloning machine can now spawn the right player profile assuming the attatched entity is still correct. * refactored cloning system to use a map of integer ids to player Minds * Added a return to body cloning loop for the ghost * Fixed warning for _playerManager being possibly null, added TODO note for ghost return to body button acting as a toggle * removed #nullable from cloningMachineWindow" * Trying to get rid of nullable error * fix CloningMachine to not initilize with it's owner components * updated CloningMachine server component to play nice with the new nullable rules * replace flag with eventBus message for sending a ghosts mind to a clone body * Refactor cloning so that a popup option is used to get user consent for cloning * Refactoring * Reverting unused changes for cloning component * Added proper cloning pod sprites and a visualizer so 'idle' and 'cloning' states are properly reflected * added missing robust toolbox contents * Added cloning NoMind State and made cloning take time * Added cloning progress bar and mind status indicator to cloning pod * Added missing localization calls, removeed 'returned to cloned body' from ghostUI * Added unsubscribe for cloningStartedMessage in Mindcomponent.cs OnRemove * Added eject button to cloningMachine and clamped the cloning progress bar to 100% * Added condition to eject body on cloningmachine so bodies can't be ejected until cloning is done * Add click-dragOn functionality to the medical scanner for things with a bodyManager * Messed with scan query so it doesn't fail on dead bodies as long as Mind still owns the mob * refactored clonning scan check on medical scanner so it doesn't do a linq query * merge with rogue toolbox * Change the name of Cloning Machine to the less generic Cloning Pod * Changed Cloning Pod so it pauses cloning while the power is out * Removed the evil LocalizationManager from the cloning menus and used the static Loc instead * removed localization dependency from bound accpetCloning user interface * Removed Ilocalization dependency I accidentally added to ghost ui * Update Content.Client/GameObjects/Components/MedicalScanner/MedicalScannerComponent.cs Co-authored-by: Exp <theexp111@gmail.com> * Changed null check to tryget in case for cloning UiButton.Clone * Parameterized Cloning time on serverside component * tried to reset Robust toolbox module to current master * Added null check to ghost client component message handling, unsubscribe to the mind component listening to the cloning question ui, fixed _clonningProgress typo, moved CloningPod component dependencies to actually be dependencies, removed un-needed disposals of cloning windows, added disposals missing in boundUserInterfaces. * Reset submodule * corrected exception for cloning pod visualizer to refer to cloning pod state and not medical scanner state * Fix typo * Unsubscribe from onUiReceiveMessage in mindcomponent in the onRemove function, not the acceptcloningui function * unsubscribe from OnUiReceiveMessage in CloningPodComponent * unssubscribe from ghostreturn message in cloningpodComponent onRemove Co-authored-by: Exp <theexp111@gmail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
2020-09-02 06:07:54 -04:00
"CloningPod",
"HealthExaminable",
"Destructible",
"Temperature",
"AtmosExposed",
"Explosive",
"Vocal",
"OnUseTimerTrigger",
"WarpPoint",
"EmitSoundOnUse",
"EmitSoundOnLand",
2022-02-14 19:41:08 -07:00
"NameIdentifier",
"EmitSoundOnActivate",
"HeatResistance",
"EntityStorage",
"MeleeWeapon",
"MeleeChemicalInjector",
"Dice",
"PaperLabel",
"Construction",
"PoweredLight",
"Smes",
"LightBulb",
"GlassTable",
"Healing",
"Material",
"RandomAppearance",
Diseases (#7057) * Disease system first pass * Renamed HealthChange * First working version of diseases (wtf???) * Fix the cursed yaml initialization * Pop-Up effect * Generic status effect * Create copy of prototype * CureDiseaseEffect * Disease resistance * Spaceacillin * Nerf spaceacillin now that we know it works * Sneezing, Coughing, Snoughing * Fix queuing, prevent future issues * Disease protection * Disease outbreak event * Disease Reagent Cure * Chem cause disease effect * Disease artifacts * Try infect when interacting with diseased * Diseases don't have to be infectious * Talking without a mask does a snough * Temperature cure * Bedrest * DiseaseAdjustReagent * Tweak how disease statuses work to be a bit less shit * A few more diseases * Natural immunity (can't get the same disease twice) * Polished up some diseases, touched up spaceacillin production * Rebalanced transmission * Edit a few diseases, make disease cures support a minimum value * Nitrile gloves, more disease protection sources * Health scanner shows diseased status * Clean up disease system * Traitor item * Mouth swabs * Disease diagnoser machine * Support for clean samples * Vaccines + fixes * Pass on disease resistant clothes * More work on non-infectious diseases & vaccines * Handle dead bodies * Added the relatively CBT visualizer * Pass over diseases and their populators * Comment stuff * Readability cleanup * Add printing sound to diagnoser, fix printing bug * vaccinator sound, seal up some classes * Make disease protection equip detection not shit (thanks whoever wrote addaccentcomponent) * Mirror review * More review stuff * More mirror review stuff * Refactor snoughing * Redid report creator * Fix snough messages, new vaccinator sound * Mirror review naming * Woops, forgot the artifact * Add recipes and fills * Rebalance space cold and robovirus * Give lizarb disease interaction stuff * Tweak some stuff and move things around * Add diseases to mice (since animal vectors are interesting and can be used to make vaccines) * Remove unused reagent
2022-03-13 21:02:55 -04:00
"DiseaseProtection",
"DiseaseDiagnoser",
"DiseaseVaccine",
"DiseaseVaccineCreator",
"Mineable",
"RangedMagazine",
"Ammo",
"AiController",
"Computer",
"ResearchServer",
"ResearchPointSource",
"ResearchClient",
"IdCardConsole",
"ThermalRegulator",
Diseases (#7057) * Disease system first pass * Renamed HealthChange * First working version of diseases (wtf???) * Fix the cursed yaml initialization * Pop-Up effect * Generic status effect * Create copy of prototype * CureDiseaseEffect * Disease resistance * Spaceacillin * Nerf spaceacillin now that we know it works * Sneezing, Coughing, Snoughing * Fix queuing, prevent future issues * Disease protection * Disease outbreak event * Disease Reagent Cure * Chem cause disease effect * Disease artifacts * Try infect when interacting with diseased * Diseases don't have to be infectious * Talking without a mask does a snough * Temperature cure * Bedrest * DiseaseAdjustReagent * Tweak how disease statuses work to be a bit less shit * A few more diseases * Natural immunity (can't get the same disease twice) * Polished up some diseases, touched up spaceacillin production * Rebalanced transmission * Edit a few diseases, make disease cures support a minimum value * Nitrile gloves, more disease protection sources * Health scanner shows diseased status * Clean up disease system * Traitor item * Mouth swabs * Disease diagnoser machine * Support for clean samples * Vaccines + fixes * Pass on disease resistant clothes * More work on non-infectious diseases & vaccines * Handle dead bodies * Added the relatively CBT visualizer * Pass over diseases and their populators * Comment stuff * Readability cleanup * Add printing sound to diagnoser, fix printing bug * vaccinator sound, seal up some classes * Make disease protection equip detection not shit (thanks whoever wrote addaccentcomponent) * Mirror review * More review stuff * More mirror review stuff * Refactor snoughing * Redid report creator * Fix snough messages, new vaccinator sound * Mirror review naming * Woops, forgot the artifact * Add recipes and fills * Rebalance space cold and robovirus * Give lizarb disease interaction stuff * Tweak some stuff and move things around * Add diseases to mice (since animal vectors are interesting and can be used to make vaccines) * Remove unused reagent
2022-03-13 21:02:55 -04:00
"DiseaseMachineRunning",
"DiseaseMachine",
2021-10-19 21:15:23 +02:00
"AtmosFixMarker",
"CablePlacer",
"Drink",
"Food",
"DeployableBarrier",
"MagicMirror",
Diseases (#7057) * Disease system first pass * Renamed HealthChange * First working version of diseases (wtf???) * Fix the cursed yaml initialization * Pop-Up effect * Generic status effect * Create copy of prototype * CureDiseaseEffect * Disease resistance * Spaceacillin * Nerf spaceacillin now that we know it works * Sneezing, Coughing, Snoughing * Fix queuing, prevent future issues * Disease protection * Disease outbreak event * Disease Reagent Cure * Chem cause disease effect * Disease artifacts * Try infect when interacting with diseased * Diseases don't have to be infectious * Talking without a mask does a snough * Temperature cure * Bedrest * DiseaseAdjustReagent * Tweak how disease statuses work to be a bit less shit * A few more diseases * Natural immunity (can't get the same disease twice) * Polished up some diseases, touched up spaceacillin production * Rebalanced transmission * Edit a few diseases, make disease cures support a minimum value * Nitrile gloves, more disease protection sources * Health scanner shows diseased status * Clean up disease system * Traitor item * Mouth swabs * Disease diagnoser machine * Support for clean samples * Vaccines + fixes * Pass on disease resistant clothes * More work on non-infectious diseases & vaccines * Handle dead bodies * Added the relatively CBT visualizer * Pass over diseases and their populators * Comment stuff * Readability cleanup * Add printing sound to diagnoser, fix printing bug * vaccinator sound, seal up some classes * Make disease protection equip detection not shit (thanks whoever wrote addaccentcomponent) * Mirror review * More review stuff * More mirror review stuff * Refactor snoughing * Redid report creator * Fix snough messages, new vaccinator sound * Mirror review naming * Woops, forgot the artifact * Add recipes and fills * Rebalance space cold and robovirus * Give lizarb disease interaction stuff * Tweak some stuff and move things around * Add diseases to mice (since animal vectors are interesting and can be used to make vaccines) * Remove unused reagent
2022-03-13 21:02:55 -04:00
"DiseaseSwab",
"FloorTile",
"RandomInsulation",
"Electrified",
"Electrocution",
"Paper",
2022-02-10 17:15:06 -05:00
"Drone",
"Bloodstream",
"TransformableContainer",
"Mind",
Diseases (#7057) * Disease system first pass * Renamed HealthChange * First working version of diseases (wtf???) * Fix the cursed yaml initialization * Pop-Up effect * Generic status effect * Create copy of prototype * CureDiseaseEffect * Disease resistance * Spaceacillin * Nerf spaceacillin now that we know it works * Sneezing, Coughing, Snoughing * Fix queuing, prevent future issues * Disease protection * Disease outbreak event * Disease Reagent Cure * Chem cause disease effect * Disease artifacts * Try infect when interacting with diseased * Diseases don't have to be infectious * Talking without a mask does a snough * Temperature cure * Bedrest * DiseaseAdjustReagent * Tweak how disease statuses work to be a bit less shit * A few more diseases * Natural immunity (can't get the same disease twice) * Polished up some diseases, touched up spaceacillin production * Rebalanced transmission * Edit a few diseases, make disease cures support a minimum value * Nitrile gloves, more disease protection sources * Health scanner shows diseased status * Clean up disease system * Traitor item * Mouth swabs * Disease diagnoser machine * Support for clean samples * Vaccines + fixes * Pass on disease resistant clothes * More work on non-infectious diseases & vaccines * Handle dead bodies * Added the relatively CBT visualizer * Pass over diseases and their populators * Comment stuff * Readability cleanup * Add printing sound to diagnoser, fix printing bug * vaccinator sound, seal up some classes * Make disease protection equip detection not shit (thanks whoever wrote addaccentcomponent) * Mirror review * More review stuff * More mirror review stuff * Refactor snoughing * Redid report creator * Fix snough messages, new vaccinator sound * Mirror review naming * Woops, forgot the artifact * Add recipes and fills * Rebalance space cold and robovirus * Give lizarb disease interaction stuff * Tweak some stuff and move things around * Add diseases to mice (since animal vectors are interesting and can be used to make vaccines) * Remove unused reagent
2022-03-13 21:02:55 -04:00
"DiseaseCarrier",
"StorageFill",
"Absorbent",
"CableVis",
"BatterySelfRecharger",
"Puddle",
"Stomach",
"SpeedLoader",
"Hitscan",
"Sharp",
"StunOnCollide",
"ExaminableDamage",
"RandomPottedPlant",
"Brain",
"CommunicationsConsole",
"BarSign",
"SolarPanel",
"BodyScanner",
"Stunbaton",
"Tool",
"TilePrying",
2020-07-30 01:22:26 +00:00
"RandomSpriteColor",
"ConditionalSpawner",
"TemperatureProtection",
"DamageOnToolInteract",
"ExaminableBattery",
"PottedPlantHide",
"Lock",
"PresetIdCard",
"SolarControlConsole",
2021-11-21 17:09:49 +11:00
"Thruster",
"FlashOnTrigger",
"SoundOnTrigger",
"TriggerOnCollide",
"DeleteOnTrigger",
"EmptyOnMachineDeconstruct",
"ExplodeOnTrigger",
"Utensil",
"UnarmedCombat",
"TimedSpawner",
"NodeContainer",
"PowerSupplier",
"PowerConsumer",
"Battery",
"Lung",
"BatteryDischarger",
"Apc",
"IntrinsicUI",
"PowerProvider",
"ApcPowerReceiver",
"Cable",
"StressTestMovement",
"EmitSoundOnThrow",
"SalvageMagnet",
"Flash",
"Docking",
"Telecrystal",
"RCD",
"RCDAmmo",
2020-07-28 06:46:43 +00:00
"CursedEntityStorage",
Diseases (#7057) * Disease system first pass * Renamed HealthChange * First working version of diseases (wtf???) * Fix the cursed yaml initialization * Pop-Up effect * Generic status effect * Create copy of prototype * CureDiseaseEffect * Disease resistance * Spaceacillin * Nerf spaceacillin now that we know it works * Sneezing, Coughing, Snoughing * Fix queuing, prevent future issues * Disease protection * Disease outbreak event * Disease Reagent Cure * Chem cause disease effect * Disease artifacts * Try infect when interacting with diseased * Diseases don't have to be infectious * Talking without a mask does a snough * Temperature cure * Bedrest * DiseaseAdjustReagent * Tweak how disease statuses work to be a bit less shit * A few more diseases * Natural immunity (can't get the same disease twice) * Polished up some diseases, touched up spaceacillin production * Rebalanced transmission * Edit a few diseases, make disease cures support a minimum value * Nitrile gloves, more disease protection sources * Health scanner shows diseased status * Clean up disease system * Traitor item * Mouth swabs * Disease diagnoser machine * Support for clean samples * Vaccines + fixes * Pass on disease resistant clothes * More work on non-infectious diseases & vaccines * Handle dead bodies * Added the relatively CBT visualizer * Pass over diseases and their populators * Comment stuff * Readability cleanup * Add printing sound to diagnoser, fix printing bug * vaccinator sound, seal up some classes * Make disease protection equip detection not shit (thanks whoever wrote addaccentcomponent) * Mirror review * More review stuff * More mirror review stuff * Refactor snoughing * Redid report creator * Fix snough messages, new vaccinator sound * Mirror review naming * Woops, forgot the artifact * Add recipes and fills * Rebalance space cold and robovirus * Give lizarb disease interaction stuff * Tweak some stuff and move things around * Add diseases to mice (since animal vectors are interesting and can be used to make vaccines) * Remove unused reagent
2022-03-13 21:02:55 -04:00
"DiseaseArtifact",
Add the trash man (#1367) * Add disposal.rsi * Rename disposal resource to disposal.rsi and create basic components * Add disposal nets * Add pushing entities along the disposal network * Add disposal unit * Unregister disposable component * Add flush and selfinsert verbs to disposal unit * Add gradual disposals movement * Fix being able to walk through space for a while after exiting disposals * Multiply disposals speed by 10 And fix early returns when moving an entity * Rename Disposable component to InDisposals * Remove DisposalNet and add on anchor events * Remove anchored events, moved to interfaces * Code cleanup * Fix adjacent tubes' connections when a tube connects * Fix jittery movement in disposals * Remove Logger.Debug call * Move disposals updates to InDisposalsComponent * Fix adjacent connection valid directions check * Disposal tubes now throw you out where they are facing * Add disposal unit exit cooldown * Set different disposal pipe sprite state depending on anchored value * Add recycler * Add recycler animation * Add bloody texture to the recycler when grinding a living being * Add PowerDevice component to the disposal unit * Made the Recycler center on the grid * Add disposal junction * Add picking a random direction if junction is entered from the output side * Add disposal flush and clang sounds Taken from VGStation * Move disposal flush and clang sound file names to exposedata * Add disposalsmap.yml to test with * Add summaries to DisposalUnit fields * Add sideDegrees yaml property to disposal junctions * Fix outdated usings * Add conveyor resources * Update RobustToolbox * More merge fixes Add conveyor collision masks * Add ConveyorComponent * Fix crash when reentering a body * Merge branch 'master' into disposals-1147 * Reduce recycler bounds, set hard to false, add summary and expose "safe" to yaml * Move IAnchored and IUnAnchored to AnchorableComponent * Update power components and remove old disposals map * Remove redundant sprite layers * Add tile pry command * Fix tilepry command * Fix DisposalJunctionComponent missing a component reference * Add anchor by radius command * Add Y-Junctions * Add disposal bend * Add unanchor command * Change DisposalJunction prototypes to specify their angles * Fix disposal units being hidden below the floor * Removed IAnhored and IUnAnchored interfaces * Replace CanBeNull annotation with nullable reference types * Update showwires command * Add recycler recycling items * Added angle and speed properties to ConveyorComponent * Fix conveyort textures * Add animation to the disposal unit * Fix anchor and unanchor commands sometimes not finding any entities * Fix not reading flush_time from disposal unit prototype * Fix merge conflict wrong using * Fix disposal, recycling and conveyor texture paths Delete diverters * Update visualizer names * Add DisposableComponent, change drag and drop to work with multiple components Ignoreinsideblocker client side for drag and drops, like on the server Add more comments * Add conveyor belts properly moving entities on top * Anchorr wires * Change conveyor bounds to 0.49 * Anchor catwalks, airlocks, gravity generators, low walls, wires and windows * Add starting/stopping conveyors * Add reversed conveyors * Add conveyor switches * Move InDisposalsComponent code to DisposableComponent * Add ExitVector method to tubes * Fix not updating tube references when disconnecting one * Replace IoCManager call with dependency * Add tubes disconnecting if they move too far apart from one another * Move disposals action blocking to shared * Add rotating and flipping pipes * Make conveyor intersection calculations approximate * Fix 1% chance of the server crashing when initializing the map Happens when emergency lockers remove themselves * Add disposal unit interface * Make disposal units refuse items if not powered * Make disposal tubes hide only when anchored * Make disposal junction arrows visible to mere mortals * Add disposal tubes breaking * Add tubeconnections command * Add missing verb attribute * Add flipped disposal junction * Add ids and linking to conveyors and switches * Add conveyor switch prying and placing * Add anchoring conveyor switches and refactor placing them * Add missing serializable attributes from DisposableComponentState * Make conveyor speed VV ReadWrite * Change drawdepth of conveyors to FloorObjects * Make conveyor anchored check consistent * Remove anchoring interaction from switches * Add conveyor switch id syncing and move switches slightly when pried * Make entities in containers not able to be moved by conveyors * Add conveyor and switches loose textures * Merge conflict fixes * Add disposal unit test * Add flushing test to disposal unit test * Add disposal unit flush fail test * Add disposals to the saltern map * Fix saltern disposal junctions * Add power checks to the recycler * Fix disposal unit placement in maintenance closet * Remove disposal junctions from saltern * Readd junctions to saltern * Add the chemmaster to saltern at the request of Ike * Move the chemistry disposal unit * Fix casing of disposal flush sound * More merge conflict fixes * Fix a compiler warning. * Remove popup invocation from buckle * Remove showPopup parameter from InteractionChecks * Remove unnecessary physics components Fixes the physics system dying * Replace PhysicsComponent usages with CollidableComponent * Update existing code for the new controller system * Change conveyors to use a VirtualController instead of teleporting the entity * Remove visualizer 2d suffix and update physics code * Transition code to new controller system * Fix shuttles not moving * Fix throwing * Fix guns * Change hands to use physics.Stop() and remove item fumble method * Add syncing conveyor switches states * Fix the recycler wanting to be a conveyor too hard * Fix showwires > showsubfloor rename in mapping command * Fix wifi air conveyors * Fix test error * Add showsubfloorforever command Changes drawdepth of the relevant entities * Disable opening the disposal unit interface while inside * Add closing the disposal unit interface when getting inside * Add closing the interface when the disposal unit component is removed * Add removing entities on disposal unit component removal * Delay disposal unit flush and fix serialization * Implement pressure in disposal units * Fix chain engaging a disposal unit * Implement states to the disposal unit * Fix missing imports from merge conflict * Update Content.Server/GameObjects/Components/Conveyor/ConveyorComponent.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address some reviews * Fix za buildo * Use container helper to detach disposables * Make conveyors use the construction system * Make conveyor groups and syncing sane * Make flip flip brave * Add activate interface to conveyor switches * Fix not removing the switch from its group when it's deleted * Fix not registering conveyors and switches on initialize * Stop using 0 as null * Disconnect conveyors and switches when disposing of a group * Make disposal units not able to be exited when flushing * Make disposal units flush after a configurable 30 seconds * Add handle and light layers to the disposal unit * Merge engaging and flushing * Update saltern.yml * I love using 0 as null * Make disposal unit visual layers make sense * Remove duplicate remove method in disposal units and update light * Replace DisposableComponent with disposal holders * Fix disposal holders deleting their contents on deletion * Account for disposal unit pressure in tests and make a failed flush autoengage * Rename disposable to holder * Fix junction connections * Disable self insert and flush verbs when inside a disposal unit * Fix spamming the engage button making the animation reset * Make the recycler take materials into account properly Fix cablestack1 not existing * Merge conflict fixes * Fix pipes not being saved anchored * Change conveyors and groups to not use an id Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-07-30 23:45:28 +02:00
"Radio",
2022-02-07 05:26:10 +03:00
"GasArtifact",
"SentienceTarget",
"VentCritterSpawnLocation",
2022-02-07 05:26:10 +03:00
"RadiateArtifact",
"TemperatureArtifact",
Add the trash man (#1367) * Add disposal.rsi * Rename disposal resource to disposal.rsi and create basic components * Add disposal nets * Add pushing entities along the disposal network * Add disposal unit * Unregister disposable component * Add flush and selfinsert verbs to disposal unit * Add gradual disposals movement * Fix being able to walk through space for a while after exiting disposals * Multiply disposals speed by 10 And fix early returns when moving an entity * Rename Disposable component to InDisposals * Remove DisposalNet and add on anchor events * Remove anchored events, moved to interfaces * Code cleanup * Fix adjacent tubes' connections when a tube connects * Fix jittery movement in disposals * Remove Logger.Debug call * Move disposals updates to InDisposalsComponent * Fix adjacent connection valid directions check * Disposal tubes now throw you out where they are facing * Add disposal unit exit cooldown * Set different disposal pipe sprite state depending on anchored value * Add recycler * Add recycler animation * Add bloody texture to the recycler when grinding a living being * Add PowerDevice component to the disposal unit * Made the Recycler center on the grid * Add disposal junction * Add picking a random direction if junction is entered from the output side * Add disposal flush and clang sounds Taken from VGStation * Move disposal flush and clang sound file names to exposedata * Add disposalsmap.yml to test with * Add summaries to DisposalUnit fields * Add sideDegrees yaml property to disposal junctions * Fix outdated usings * Add conveyor resources * Update RobustToolbox * More merge fixes Add conveyor collision masks * Add ConveyorComponent * Fix crash when reentering a body * Merge branch 'master' into disposals-1147 * Reduce recycler bounds, set hard to false, add summary and expose "safe" to yaml * Move IAnchored and IUnAnchored to AnchorableComponent * Update power components and remove old disposals map * Remove redundant sprite layers * Add tile pry command * Fix tilepry command * Fix DisposalJunctionComponent missing a component reference * Add anchor by radius command * Add Y-Junctions * Add disposal bend * Add unanchor command * Change DisposalJunction prototypes to specify their angles * Fix disposal units being hidden below the floor * Removed IAnhored and IUnAnchored interfaces * Replace CanBeNull annotation with nullable reference types * Update showwires command * Add recycler recycling items * Added angle and speed properties to ConveyorComponent * Fix conveyort textures * Add animation to the disposal unit * Fix anchor and unanchor commands sometimes not finding any entities * Fix not reading flush_time from disposal unit prototype * Fix merge conflict wrong using * Fix disposal, recycling and conveyor texture paths Delete diverters * Update visualizer names * Add DisposableComponent, change drag and drop to work with multiple components Ignoreinsideblocker client side for drag and drops, like on the server Add more comments * Add conveyor belts properly moving entities on top * Anchorr wires * Change conveyor bounds to 0.49 * Anchor catwalks, airlocks, gravity generators, low walls, wires and windows * Add starting/stopping conveyors * Add reversed conveyors * Add conveyor switches * Move InDisposalsComponent code to DisposableComponent * Add ExitVector method to tubes * Fix not updating tube references when disconnecting one * Replace IoCManager call with dependency * Add tubes disconnecting if they move too far apart from one another * Move disposals action blocking to shared * Add rotating and flipping pipes * Make conveyor intersection calculations approximate * Fix 1% chance of the server crashing when initializing the map Happens when emergency lockers remove themselves * Add disposal unit interface * Make disposal units refuse items if not powered * Make disposal tubes hide only when anchored * Make disposal junction arrows visible to mere mortals * Add disposal tubes breaking * Add tubeconnections command * Add missing verb attribute * Add flipped disposal junction * Add ids and linking to conveyors and switches * Add conveyor switch prying and placing * Add anchoring conveyor switches and refactor placing them * Add missing serializable attributes from DisposableComponentState * Make conveyor speed VV ReadWrite * Change drawdepth of conveyors to FloorObjects * Make conveyor anchored check consistent * Remove anchoring interaction from switches * Add conveyor switch id syncing and move switches slightly when pried * Make entities in containers not able to be moved by conveyors * Add conveyor and switches loose textures * Merge conflict fixes * Add disposal unit test * Add flushing test to disposal unit test * Add disposal unit flush fail test * Add disposals to the saltern map * Fix saltern disposal junctions * Add power checks to the recycler * Fix disposal unit placement in maintenance closet * Remove disposal junctions from saltern * Readd junctions to saltern * Add the chemmaster to saltern at the request of Ike * Move the chemistry disposal unit * Fix casing of disposal flush sound * More merge conflict fixes * Fix a compiler warning. * Remove popup invocation from buckle * Remove showPopup parameter from InteractionChecks * Remove unnecessary physics components Fixes the physics system dying * Replace PhysicsComponent usages with CollidableComponent * Update existing code for the new controller system * Change conveyors to use a VirtualController instead of teleporting the entity * Remove visualizer 2d suffix and update physics code * Transition code to new controller system * Fix shuttles not moving * Fix throwing * Fix guns * Change hands to use physics.Stop() and remove item fumble method * Add syncing conveyor switches states * Fix the recycler wanting to be a conveyor too hard * Fix showwires > showsubfloor rename in mapping command * Fix wifi air conveyors * Fix test error * Add showsubfloorforever command Changes drawdepth of the relevant entities * Disable opening the disposal unit interface while inside * Add closing the disposal unit interface when getting inside * Add closing the interface when the disposal unit component is removed * Add removing entities on disposal unit component removal * Delay disposal unit flush and fix serialization * Implement pressure in disposal units * Fix chain engaging a disposal unit * Implement states to the disposal unit * Fix missing imports from merge conflict * Update Content.Server/GameObjects/Components/Conveyor/ConveyorComponent.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address some reviews * Fix za buildo * Use container helper to detach disposables * Make conveyors use the construction system * Make conveyor groups and syncing sane * Make flip flip brave * Add activate interface to conveyor switches * Fix not removing the switch from its group when it's deleted * Fix not registering conveyors and switches on initialize * Stop using 0 as null * Disconnect conveyors and switches when disposing of a group * Make disposal units not able to be exited when flushing * Make disposal units flush after a configurable 30 seconds * Add handle and light layers to the disposal unit * Merge engaging and flushing * Update saltern.yml * I love using 0 as null * Make disposal unit visual layers make sense * Remove duplicate remove method in disposal units and update light * Replace DisposableComponent with disposal holders * Fix disposal holders deleting their contents on deletion * Account for disposal unit pressure in tests and make a failed flush autoengage * Rename disposable to holder * Fix junction connections * Disable self insert and flush verbs when inside a disposal unit * Fix spamming the engage button making the animation reset * Make the recycler take materials into account properly Fix cablestack1 not existing * Merge conflict fixes * Fix pipes not being saved anchored * Change conveyors and groups to not use an id Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-07-30 23:45:28 +02:00
"DisposalHolder",
"DisposalTagger",
"DisposalRouter",
Add the trash man (#1367) * Add disposal.rsi * Rename disposal resource to disposal.rsi and create basic components * Add disposal nets * Add pushing entities along the disposal network * Add disposal unit * Unregister disposable component * Add flush and selfinsert verbs to disposal unit * Add gradual disposals movement * Fix being able to walk through space for a while after exiting disposals * Multiply disposals speed by 10 And fix early returns when moving an entity * Rename Disposable component to InDisposals * Remove DisposalNet and add on anchor events * Remove anchored events, moved to interfaces * Code cleanup * Fix adjacent tubes' connections when a tube connects * Fix jittery movement in disposals * Remove Logger.Debug call * Move disposals updates to InDisposalsComponent * Fix adjacent connection valid directions check * Disposal tubes now throw you out where they are facing * Add disposal unit exit cooldown * Set different disposal pipe sprite state depending on anchored value * Add recycler * Add recycler animation * Add bloody texture to the recycler when grinding a living being * Add PowerDevice component to the disposal unit * Made the Recycler center on the grid * Add disposal junction * Add picking a random direction if junction is entered from the output side * Add disposal flush and clang sounds Taken from VGStation * Move disposal flush and clang sound file names to exposedata * Add disposalsmap.yml to test with * Add summaries to DisposalUnit fields * Add sideDegrees yaml property to disposal junctions * Fix outdated usings * Add conveyor resources * Update RobustToolbox * More merge fixes Add conveyor collision masks * Add ConveyorComponent * Fix crash when reentering a body * Merge branch 'master' into disposals-1147 * Reduce recycler bounds, set hard to false, add summary and expose "safe" to yaml * Move IAnchored and IUnAnchored to AnchorableComponent * Update power components and remove old disposals map * Remove redundant sprite layers * Add tile pry command * Fix tilepry command * Fix DisposalJunctionComponent missing a component reference * Add anchor by radius command * Add Y-Junctions * Add disposal bend * Add unanchor command * Change DisposalJunction prototypes to specify their angles * Fix disposal units being hidden below the floor * Removed IAnhored and IUnAnchored interfaces * Replace CanBeNull annotation with nullable reference types * Update showwires command * Add recycler recycling items * Added angle and speed properties to ConveyorComponent * Fix conveyort textures * Add animation to the disposal unit * Fix anchor and unanchor commands sometimes not finding any entities * Fix not reading flush_time from disposal unit prototype * Fix merge conflict wrong using * Fix disposal, recycling and conveyor texture paths Delete diverters * Update visualizer names * Add DisposableComponent, change drag and drop to work with multiple components Ignoreinsideblocker client side for drag and drops, like on the server Add more comments * Add conveyor belts properly moving entities on top * Anchorr wires * Change conveyor bounds to 0.49 * Anchor catwalks, airlocks, gravity generators, low walls, wires and windows * Add starting/stopping conveyors * Add reversed conveyors * Add conveyor switches * Move InDisposalsComponent code to DisposableComponent * Add ExitVector method to tubes * Fix not updating tube references when disconnecting one * Replace IoCManager call with dependency * Add tubes disconnecting if they move too far apart from one another * Move disposals action blocking to shared * Add rotating and flipping pipes * Make conveyor intersection calculations approximate * Fix 1% chance of the server crashing when initializing the map Happens when emergency lockers remove themselves * Add disposal unit interface * Make disposal units refuse items if not powered * Make disposal tubes hide only when anchored * Make disposal junction arrows visible to mere mortals * Add disposal tubes breaking * Add tubeconnections command * Add missing verb attribute * Add flipped disposal junction * Add ids and linking to conveyors and switches * Add conveyor switch prying and placing * Add anchoring conveyor switches and refactor placing them * Add missing serializable attributes from DisposableComponentState * Make conveyor speed VV ReadWrite * Change drawdepth of conveyors to FloorObjects * Make conveyor anchored check consistent * Remove anchoring interaction from switches * Add conveyor switch id syncing and move switches slightly when pried * Make entities in containers not able to be moved by conveyors * Add conveyor and switches loose textures * Merge conflict fixes * Add disposal unit test * Add flushing test to disposal unit test * Add disposal unit flush fail test * Add disposals to the saltern map * Fix saltern disposal junctions * Add power checks to the recycler * Fix disposal unit placement in maintenance closet * Remove disposal junctions from saltern * Readd junctions to saltern * Add the chemmaster to saltern at the request of Ike * Move the chemistry disposal unit * Fix casing of disposal flush sound * More merge conflict fixes * Fix a compiler warning. * Remove popup invocation from buckle * Remove showPopup parameter from InteractionChecks * Remove unnecessary physics components Fixes the physics system dying * Replace PhysicsComponent usages with CollidableComponent * Update existing code for the new controller system * Change conveyors to use a VirtualController instead of teleporting the entity * Remove visualizer 2d suffix and update physics code * Transition code to new controller system * Fix shuttles not moving * Fix throwing * Fix guns * Change hands to use physics.Stop() and remove item fumble method * Add syncing conveyor switches states * Fix the recycler wanting to be a conveyor too hard * Fix showwires > showsubfloor rename in mapping command * Fix wifi air conveyors * Fix test error * Add showsubfloorforever command Changes drawdepth of the relevant entities * Disable opening the disposal unit interface while inside * Add closing the disposal unit interface when getting inside * Add closing the interface when the disposal unit component is removed * Add removing entities on disposal unit component removal * Delay disposal unit flush and fix serialization * Implement pressure in disposal units * Fix chain engaging a disposal unit * Implement states to the disposal unit * Fix missing imports from merge conflict * Update Content.Server/GameObjects/Components/Conveyor/ConveyorComponent.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address some reviews * Fix za buildo * Use container helper to detach disposables * Make conveyors use the construction system * Make conveyor groups and syncing sane * Make flip flip brave * Add activate interface to conveyor switches * Fix not removing the switch from its group when it's deleted * Fix not registering conveyors and switches on initialize * Stop using 0 as null * Disconnect conveyors and switches when disposing of a group * Make disposal units not able to be exited when flushing * Make disposal units flush after a configurable 30 seconds * Add handle and light layers to the disposal unit * Merge engaging and flushing * Update saltern.yml * I love using 0 as null * Make disposal unit visual layers make sense * Remove duplicate remove method in disposal units and update light * Replace DisposableComponent with disposal holders * Fix disposal holders deleting their contents on deletion * Account for disposal unit pressure in tests and make a failed flush autoengage * Rename disposable to holder * Fix junction connections * Disable self insert and flush verbs when inside a disposal unit * Fix spamming the engage button making the animation reset * Make the recycler take materials into account properly Fix cablestack1 not existing * Merge conflict fixes * Fix pipes not being saved anchored * Change conveyors and groups to not use an id Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-07-30 23:45:28 +02:00
"DisposalTransit",
"DisposalEntry",
"DisposalJunction",
"DisposalBend",
"Recycler",
"Conveyor",
"Flippable",
Adds atmos (#1389) * Add initial atmospherics framework * Make walls and airlocks airtight * Add the basic atmosphere gas system * Atmos: move CardinalToIntVec and Offset into extention methods in EntityNetworkUtils * Optimize vending machine code a bit. * Address feedback from Atmos PR, make code compile Fix use of OnMove -> SnapGridComponent.OnPositionChanged. Added pause checking to atmos simulations. * Improvements to the existing ZAS prototype (#996) * Rename Volume -> Quantity in GasProperty This makes the name consistent with the rest of the code, given that it's meant to be a mol value. * Replace Gas enum with GasPrototype Unused as of yet, but laying the groundwork for future changes. * Update AtmosphereMap, improving maths Adds a temporary default atmosphere, hardcoded in for testing. It will be replaced eventually. Fixed a maths mistake in the original code involving unit conversions. Added the Take() method to IAtmosphere, for taking some volume of mixture out of a gas mix. This will be pretty handy in the future, but for now it's used by walls to delete air where they are built. * Fix merging, splitting logic for zones Removing a cell from a zone now correctly reduces its volume. Adding a cell to a zone now correctly increases its volume. * Improvements to atmos code, reorganising of types Moved GasPrototype to shared, because it's going to be used by the client later. Split up the atmosphere code. Now zones are explicitly their own kind of atmosphere, which should speed up some loops and also solve inconsistencies in the volume calculation. GasMixtures are another type of atmosphere, for more general use. Try to fix the splitting/merging code, which was quite cryptic and not clear at all. It *should* work now. * Switch zones back to MapIndices Turns out I'm an idiot who misunderstood the code. MapIndices can be used as one-per-tile, which is what is needed for atmos. GridCoordinates are many-per-tile, and were causing lots of problems. * Add zone debugging overlay This is the first example of zone information being sent to a client. It adds the `togglezoneinfo` command, which overlays the tiles and gas information for the zone currently occupied by the user on the screen. This was helpful for debugging the GridCoordinates problem. * Fix position of atmos zone debug text * Make AirtightComponent only activate on MapInit This should stop it splitting atmospheres in mapping. * Doc comments improvements to AtmosphereMap Fix some malformed comments, inherit some useful docs, document some more functions. * Add zone logic for changing tiles to/from space Zones are now correctly created when all the tiles in a room are built, and destroyed when one of the tiles is destroyed. * update engine * right * Cleanup code * Port GasMixture, further cleanup * Fix windows not being airtight, some other stuff * Work on atmos * Difference between ZoneBlocked and AirBlocked * Big GridAtmosphereManager cleanup, zones are broken now oops * Remove zones, add excited group implementation * Further cleanup * Further work on atmos * Work on gas overlay. * PumpGasTo and ReleaseGasTo methods for GasMixture. * Adds Tile Overlay System. * More work on atmos * Gasses spread, equalize and all that * Fix a few crashes * Gas can actually spread from room to room after opening airlocks * Add explosive depressurization, tile prying on depressurization, gas spreading on wall break. Etc. * More work * Remove atmoschem, add "performant" gas overlays * what the fuck git * More work I guess? * Fix stuff, create a few (empty) components for future work * Fix temperature * Fix tile air sharing * Atmos optimizations * Further atmos optimizations * Even more optimizations! * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/GameObjects/EntitySystems/GasTileOverlaySystem.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address a few reviews * Oops, forgot to remove this * Update Content.Server/Atmos/AtmosphereMap.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Fix compile * Improved client gas tile overlays * Less allocations * Even less allocations! * some stuff dunno * Big refactor time, oh yeah * it truly is 1 AM * bruh * No idea why now it doesn't work. Oh well! I'll fix this on thursday :relieved: * Basic atmos serialization * Fix bugs, add VV attributes * Start adding stuff for gas reactions * Add a few atmos commands * Fill gas command * Changes to gas opacity * Fixes I guess * Fixes, add space wind sound * High pressure movement! * Better high pressure movements. * Fix direction, maybe? * And now it works great * Science! * and this is why you don't trust people * remove logging * Turns out I'm fucking dumb * Work on hotspots and reactions, add tritium gas * IGridAtmosphereComponent interface! For future unsimulated grids. * Makes atmos updates NoGC. * C E A S E * Add settemp atmos command * Important reminder. * Remove useless AtmosCooldown. * More work on hotspots * Overlays for hotspots. Fire works! * Turns out I suck at coding * Fire texture change * Yeah let's make that an absolute value, hmm? * Support for atmos after teleporting grid (more or less) * fix attempt (doesn't actually fix it) * Make static variable not static * Remove magic numbers * Stopwatch moment * Slight cleanup. * More cleanup. * Atmos optimizations * Fix build * Remove useless ghost atmos shit * Adds CanSeeGases component for gas overlay stuff * Component and prototype ignores * ExcitedGroups now dispose on being merged with others * Some tweaking. * Atmos now uses frame time for updates. * Nullable boogaloo * IExamine fix * Fix build * Fix restartround * Atmos tweaking, use invalid direction * Increase high pressure movement force * Better sort * Update submodule. * NULLABILITY AAAAH Special thanks to monster860 and all monstermos contributors! Co-authored-by: Campbell Suter <znix@znix.xyz> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: silicons <2003111+silicons@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-08-02 20:08:20 +02:00
"Airtight",
"MovedByPressure",
"Spray",
"Ringer",
"Vapor",
"AddAccentClothing",
"DamageOnHighSpeedImpact",
"SolutionContainerManager",
"RefillableSolution",
"DrainableSolution",
"ExaminableSolution",
"DrawableSolution",
"InjectableSolution",
"Barotrauma",
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
"GasVentPump",
"GasPassiveVent",
"GasVentScrubber",
"GasOutletInjector",
"GasMiner",
"GasPressurePump",
"GasVolumePump",
"GasPassiveGate",
"GasValve",
"GasThermoMachine",
"Respirator",
"Metabolizer",
"AiFactionTag",
"PressureProtection",
"AMEPart",
"AMEFuelContainer",
"AMEShield",
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
"AtmosDevice",
"SignalReceiver",
"SignalSwitch",
"SignalTransmitter",
"SignalButton",
"SignalLinker",
"ItemCabinet",
"FireExtinguisher",
2020-09-11 13:34:01 +02:00
"Firelock",
"AtmosPlaque",
"Spillable",
"SpaceVillainArcade",
"Flammable",
"Smokable",
"Cigar",
"Matchstick",
"Matchbox",
2020-09-28 18:03:05 +00:00
"BlockGameArcade",
Headsets (#2023) * add headset component * add basic headset logic * fix formatting in listening component, add dependency to headset * test function for headset * implement headset as listener * ANNIHILATES ListeningComponent, refactor of radio/listener sys * basic headset functionality * rename RadioComponent to HandheldRadioComponent * change channel to list of channels * basic headset implementation complete * message now always excludes ';' * add radio color; state channel freq. and source name * undocumented game breaking bug commit (DO NOT RESEARCH) actually just changes frequency from 1457 (what signalers are set to by default) to 1459, the actual frequency for common * Add more sprites * Reorganizes * Added job headsets * Adds headset as an ignored component * Jobs now spawn with headsets * remove system.tracing * Catchup commits * Add headset property serialization * Turn GetChannels into a property * ListenRange property and serializatioon * Adjust interfaces * Address reviews * Cleanup * Address reviews * Update rsi * Fix licenses and copyright * Fix missing textures * Merge fixes * Move headset textures from objects/devices to clothing/ears * Fix rsi state names and add equipped states * Fix headsets not working * Add missing brackets to channel number in chat * heck * Fix broken rsi * Fix radio id and names * Put quotes around headset messages * Fix method names * Fix handheld radios * Fix capitalization when using radio channels and trim * Remove unnecessary dependency * Indent that * Separate this part * Goodbye icons * Implement IActivate in HandheldRadioComponent * Add examine tooltip to radios and headsets * Rename IListen methods Co-authored-by: Bright <nsmoak10@yahoo.com> Co-authored-by: Swept <jamesurquhartwebb@gmail.com> Co-authored-by: Bright0 <55061890+Bright0@users.noreply.github.com>
2020-10-07 14:02:12 +02:00
"Rehydratable",
"Headset",
"ComputerBoard",
"GasAnalyzable",
"GasCanister",
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
"GasPort",
"GasPortable",
2021-07-12 09:59:45 +02:00
"AtmosPipeColor",
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
"AtmosUnsafeUnanchor",
"GasMixer",
2020-10-23 15:56:13 +02:00
"Cleanable",
"Configuration",
"PlantHolder",
"SeedExtractor",
"Produce",
"Log",
"Seed",
"ActivatableUI",
"ActivatableUIRequiresPower",
"Internals",
"GasTank",
"BreathMask",
Singularity, Particle Accelerator & Radiation Collectors (#2169) * basic radiation generator * might need this * thonk * big thonk * oop * e * werks * sprite * oopsy woopsy * radiation * clean up file * makes it work, probably * minor fixes * resources * progress on component * this will no longer be necessary * radiation go brrrr * finally fix container issues * out var Co-authored-by: Remie Richards <remierichards@gmail.com> * second out fix * another out fix Co-authored-by: Remie Richards <remierichards@gmail.com> * switch case * fix switch * sound and improvements * nullable * basic containment field system * ensure alignment * fix beam placement logic * field generation fully working * fix potential crash * working containment functionality * extremely basic emitter functionality * fix radiation panel naming * emitter stuff * oopsies * fixes * some fixes * cleanup * small fix and move emitter file * add sprite resources for PA * slight rework of the singulo adds rads * pushing for smugleaf :) * added radiationpanels * some fixes for the singulo * containmentfield * pa wip * progress * pa working * emitter fix * works :) * ui works * some work on ui & pa * progress * ui work & misc fixes * GREYSCALE * pa ui polish containmentfieldgen rework * singulo rework added snapgrid * getcomponent get out * singulo rework added collisiongroups underplating & passable * yaml work: - collision boxes - singulo now unshaded * no unlit * misc changes * pa wires * add usability check * nullable enable * minor fix * power need added * reenables containment field energy drain menu close button singularity collider fix * sprite replacement * finished singulo pulling * pjb fixes * fixing sprites & minor adjustments * decrease containmentfield power * some yml adjustments * unlit layers singulogenerator * singulogen * everything works just not the powergetting on the pa i wanna die * Adds PA construction graphs, PA construction works * Snap to grid parts when completing construction * updated to newest master * inb4 i work on power * fixes upstream merge adds power need to particleaccelerator * properly implements power & apc power * Emitters are now fancy. * I have actually no idea how this happened. * Give PA a wiring LayoutId * PA is an acronym * indicators fixes hacking * Singulo is a word you blasphemous IDE. * Rewrite the PA. * Fancy names for PA parts. * Wiring fixes, strength wire cutting. * fixes projectile & ignores components * nullability errors * fixes integration tests Co-authored-by: unusualcrow <unusualcrow@protonmail.com> Co-authored-by: L.E.D <10257081+unusualcrow@users.noreply.github.com> Co-authored-by: Remie Richards <remierichards@gmail.com> Co-authored-by: Víctor Aguilera Puerto <zddm@outlook.es> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2020-10-28 19:19:47 +01:00
"RadiationCollector",
"Emitter",
"SingularityGenerator",
"ParticleProjectile",
"ParticleAcceleratorControlBox",
"ParticleAcceleratorEmitter",
"ParticleAcceleratorEndCap",
"ParticleAcceleratorFuelChamber",
"ParticleAcceleratorPowerBox",
"BodyBagEntityStorage",
"MorgueEntityStorage",
"MorgueTray",
"CrematoriumEntityStorage",
"RandomSpriteState",
Rerun of "Add Reagent Grinder/Juicer" (#2570) * commit skeleton reagent grinder component * add reagentgrinder bounduserinterface, add suffix to grinder yml, add reagentgrinder sprites * implement much more of the grinder ui functionality * get more use out of hasbeaker bool * complete wiring up most of the chamber/beaker UI controls * remove whitelist prototype id. add grindable tag component * add juiceable component * rename boolparam to be clearer * more juice * add some juice reagents and apply them to their drink prototypes * re add glassyellow * implement juicing and results * add time delay to grindjuice * add reagent grinder visualizer, add reagent grinder sounds, fix some yaml errors too * interface has clear indication of currennt operation, and busy status * add ReagentGrinder to Client ignnored components * Update Content.Client/GameObjects/Components/Kitchen/ReagentGrinderBoundUserInterface.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Update Content.Client/GameObjects/Components/Kitchen/ReagentGrinderBoundUserInterface.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Update Content.Shared/Kitchen/SharedReagentGrinderComponent.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * implemennt sloth changes * fix isbusy * Disable grind/juice buttons if there's nothing to grind or juice, also some misc fixes * unsubscribe from messages on remove + fix xmlcomment * fix bounding box * Add these to dictionary * Add these to client ignore * Whitespace and unneeded import fixes * tommy's toes * Where'd these newlines come from * power * improve bounding box * Check power better & show contents when beaker is ejected * check power here * Disable eject buttons when running * improve comments * readwrite for viewvars on work time and capacity * Address most of Sloth's reviews * Make this cleaner * add grindablecomponent to motherfucking everything * Fix reviews * some more null suppressions * remove unused random field Co-authored-by: scuffedjays <yetanotherscuffed@gmail.com> Co-authored-by: namespace-Memory <66768086+namespace-Memory@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2020-11-26 14:53:42 +02:00
"ReagentGrinder",
"Extractable",
"WelderRefinable",
"TwoWayLever",
"SolutionInjectOnCollide",
"Machine",
"MachinePart",
"MachineFrame",
"MachineBoard",
"ChemicalAmmo",
"TraitorDeathMatchRedemption",
2021-12-30 13:19:41 +01:00
"CanHostGuardian",
"SliceableFood",
"DamageOtherOnHit",
"SinguloFood",
2021-01-08 11:14:58 -04:00
"DamageOnLand",
"SmokeSolutionAreaEffect",
"FoamSolutionAreaEffect",
"GasFilter",
2021-01-19 08:53:39 +00:00
"Recyclable",
"LightReplacer",
"SecretStash",
"Toilet",
2022-02-02 18:04:38 +11:00
"ClusterGrenade",
"Repairable",
"SolutionTransfer",
"Evaporation",
"ReagentTank",
2021-02-20 19:24:54 +00:00
"UtilityAI",
"FlashImmunity",
"GhostTakeoverAvailable",
"GhostRoleMobSpawner",
2021-03-16 03:07:02 +01:00
"GhostOnMove",
"RandomSpawner",
"SpawnAfterInteract",
"DisassembleOnAltVerb",
"ExplosionLaunched",
"BeingCloned",
"Advertise",
"Bible",
"PowerNetworkBattery",
"BatteryCharger",
Moving PDA to ECS (#4538) * Moved pen slot to separate component * Moved it all to more generic item slot class * Add sounds * Item slots now supports many slots * Some clean-up * Refactored slots a bit * Moving ID card out * Moving pda to system * Moving PDA owner to ECS * Moved PDA flashlight to separate component * Toggle lights work through events * Fixing UI * Moving uplink to separate component * Continue moving uplink to separate component * More cleaning * Removing pda shared * Nuked shared pda component * Fixed flashlight * Pen slot now showed in UI * Light toggle now shows correctly in UI * Small refactoring of item slots * Added contained entity * Fixed tests * Finished with PDA * Moving PDA uplink to separate window * Adding-removing uplink should show new button * Working on a better debug * Debug command to add uplink * Uplink send state to UI * Almost working UI * Uplink correcty updates when you buy-sell items * Ups * Moved localization to separate file * Minor fixes * Removed item slots methods events * Removed PDA owner name * Removed one uplink event * Deleted all uplink events * Removed flashlight events * Update Content.Shared/Traitor/Uplink/UplinkVisuals.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Update Content.Server/Containers/ItemSlot/ItemSlotsSystem.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Update Content.Server/Containers/ItemSlot/ItemSlotsSystem.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Update Content.Server/GameTicking/Presets/PresetTraitorDeathMatch.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Item slots system review * Flashlight review * PDA to XAML * Move UplinkMenu to seperate class, fix WeightedColors methods * Move UI to XAML * Moved events to entity id * Address review * Removed uplink extensions * Minor fix * Moved item slots to shared * My bad Robust... * Fixed pda sound * Fixed pda tests * Fixed pda test again Co-authored-by: Alexander Evgrashin <evgrashin.adl@gmail.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Visne <vincefvanwijk@gmail.com>
2021-10-03 07:05:52 +03:00
"UnpoweredFlashlight",
"Uplink",
"SpawnItemsOnUse",
"AmbientOnPowered",
"Wieldable",
"IncreaseDamageOnWield",
2021-10-01 13:59:06 -07:00
"TabletopGame",
2021-10-10 03:43:50 -07:00
"LitOnPowered",
"TriggerOnSignalReceived",
"ToggleDoorOnTrigger",
"DeviceNetworkComponent",
"WiredNetworkConnection",
"WirelessNetworkConnection",
"ExtensionCableReceiver",
"ExtensionCableProvider",
"ApcNetworkConnection",
"SuitSensor",
"CrewMonitoringConsole",
"ApcNetSwitch",
"HandLabeler",
"Label",
"Nuke",
"NukeCodePaper",
"GhostRadio",
"Armor",
"AtmosMonitor",
"AtmosAlarmable",
"FireAlarm",
"AirAlarm",
"RadarConsole",
"Guardian",
"GuardianCreator",
"GuardianHost",
2021-11-14 19:33:16 +03:00
"Udder",
2021-11-28 20:25:36 -06:00
"PneumaticCannon",
"Spreader",
"GrowingKudzu",
"MonkeyAccent",
2022-03-13 07:23:43 +03:00
"LizardAccent",
Add ability to resist out of welded lockers and locked closets (#5958) * Enable lighting of Cigars with IsHotEvent Subscribed to IsHotEvent in ThrusterSystem, added AfterInteractEvent to SmokingSystem.Cigar which will set SmokableState to Lit if IsHotEvent returns true This should mean that cigs/Cigars should light on anything hot * Revert "Enable lighting of Cigars with IsHotEvent" This reverts commit db896e1f80940892a87d34aa7182b9c605fa53bc. * Add the ability to kick your way out of welded or locked closets Added a ResistLocker component/system that hooks into OnRelayMove to begin resisting out of lockers so that players aren't stuck in lockers forever Also added check to EntityStorageComponent to not print out welded shut message if the entity attempting to open the locker is inside of it. * Changes based on review minor formatting changes make components passed into AttemptResist nullable and resolve them inside of the function Remove incorrectly named .ftl file * Changes based on review Ditched async DoAfter Used PopupSystem over User.PopupMessage Added Cancel token to ResistLockerComponent Subscribed to EntRemovedFromContainer event to cancel DoAfter if the player is removed from a container * I am in formatting hell, apparently * Changes based on review Added TryComp for the EntityStorageComponent instead of the event passed one * Changes based on review * Apply suggestions from code review Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com> * Formatting changes based on review * Shuffle functions around in LockSystem to properly trigger visualizer Moved all the unlocking logic to a Lock method inside of LockSystem and TryUnlock calls this method if the user passes all of the access checks * Formatting, replacing Resolve with TryComp and making AttemptResist arguments optional Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> * Check if the player is inside THE container not A container me no read good * ok ok I give my code is bad Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com> Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
2022-01-05 23:18:48 -07:00
"ReplacementAccent",
"ResistLocker",
"IgniteOnCollide",
"SpawnArtifact",
"TelepathicArtifact",
"ArtifactGasTrigger",
"ArtifactInteractionTrigger",
"ArtifactTimerTrigger",
"ArtifactHeatTrigger",
"ArtifactElectricityTrigger",
"Artifact",
"RandomArtifactSprite",
2022-02-05 13:33:24 +00:00
"EnergySword",
"DoorRemote",
"InteractionPopup",
"HealthAnalyzer"
};
}
}