* Use new Subs.CVar helper
Removes manual config OnValueChanged calls, removes need to remember to manually unsubscribe.
This both reduces boilerplate and fixes many issues where subscriptions weren't removed on entity system shutdown.
* Fix a bunch of warnings
* More warning fixes
* Use new DateTime serializer to get rid of ISerializationHooks in changelog code.
* Get rid of some more ISerializationHooks for enums
* And a little more
* Apply suggestions from code review
Co-authored-by: 0x6273 <0x40@keemail.me>
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Co-authored-by: 0x6273 <0x40@keemail.me>
* Predict two-way levers
Annoys me the rare occasions I touch cargo. Doesn't predict the signal but at least the lever responds immediately.
* space
* a
* Pulling rework
Fixing up the FOUR systems managing pulling, all the shitcode, and also making it nicer ingame.
* More pulling cleanup
* stats
* More cleanup
* First draft
* More pulling
* weh
* Fix puller
* Pulling working
* Fix merge
* Dunked
* Self-merge time
* Moves FlashComponent.cs, FlashOnTriggerComponent.cs, and SmokeOnTriggerComponent.cs to Shared
* Moves ExplodeOnTriggerComponent.cs, OnUseTimerTriggerComponent.cs, ActiveTimerTriggerComponent.cs, and SmokeOnTriggerComponent.cs to Shared
* Delete .run/Content Server+Client.run.xml
HOW DID THIS GET IN HERE ITS NOT AHHHH
* Update Content.Client/Explosion/SmokeOnTriggerSystem.cs
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
* Update Content.Shared/Explosion/Components/ActiveTimerTriggerComponent.cs
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
* Update Content.Shared/Explosion/Components/OnUseTimerTriggerComponent.cs
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
* Update Content.Shared/Explosion/Components/OnUseTimerTriggerComponent.cs
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
* Update Content.Shared/Explosion/EntitySystems/SharedTriggerSystem.cs
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
* Update Content.Shared/Explosion/EntitySystems/SharedSmokeOnTriggerSystem.cs
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
* Update ExplodeOnTriggerComponent.cs
* Revert "Delete .run/Content Server+Client.run.xml"
This reverts commit 29ee05f57de60eab5c92158d8eba5e3acba483c2.
* Fix?
* cannot figure out how to get this to go back please forgive
* Fixes a network issue
* leftovers
* Fixes
---------
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Raise `StationPostInitEvent` broadcast
* Basic variation pass handling
* standardize names + rule entities
* why does it work like that?
* add to defaults
* light break variation pass
* ent spawn entry
* move some stationevent utility functions to gamerule + add one for finding random tile on specified station
* forgot how statistics works
* powered light variation pass is good now
* station tile count function
* public method to ensure all solutions (for procedural use before mapinit)
* move gamerulesystem utility funcs to partial
* ensure all solutions before spilling in puddlesystem. for use when spilling before mapinit
* trash & puddle variation passes!
* oh yeah
* ehh lets live a little
* std
* utility for game rule check based on comp
* entprotoid the trash spawner oops
* generalize trash variation
* use added instead of started for secret rule
* random cleanup
* generic replacement variation system
* Wall rusting variation rule
* account for modifying while enumerating
* use localaabb
* fix test
* minor tweaks
* reinforced wall replacer + puddletweaker
* Various sounds ported
* Replace wall_bonk.ogg
* Metal/metalglass break sound pass
* Replace metalbreak.ogg
* Replace woodhit
* Replcae tap.ogg n some smack uses
* Fix lint
* Replace bang.ogg and some instances of hit_kick.ogg
* couple more
* fix wood sound
* i may be stupid
* le attributing
* bro what
* standardize more destruction sounds
* fix melee hit sound cutting off
* window threshold sounds and remove `destroySound` it literally doesnt exist
Change the slot ID back to what it was to keep old map saves with an item in the slot loading correctly.
This also fixes the "You can't put this in the dispenser!" message not appearing when inserting an item without FitsInDispenserComponent because the whitelisted slot name wasn't changed.
* Add limited-reagent dispensers
* Add empty versions for all dispensers
* Fix lint
* Set initial window size so all buttons are visible
* Simplify logic, add parenthesis
* Use localized name for initial labels
* Adjust button style
* Avoid touching items before MapInit
* Remove pre-labeling
* Reduce diff
* Clean up YAML
* Fix test
* Really fix test
* Document
* Adjust based on review
* Add labels for obnoxiously long bottles
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Co-authored-by: AWF <you@example.com>
* add primary departments
* make command and station specific secondary
* add a unit test
* fixy
* compile
* webedit ops
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Co-authored-by: deltanedas <@deltanedas:kde.org>
* Give .props files 2-space indents.
* Move to Central Package Management.
Allows us to store NuGet package versions all in one place. Yay!
* Update NuGet packages and fix code for changes.
Notable:
Changes to ILVerify.
Npgsql doesn't need hacks for inet anymore, now we need hacks to make the old code work with this new reality.
NUnit's analyzers are already complaining and I didn't even update it to 4.x yet.
TerraFX changed to GetLastSystemError so error handling had to be changed.
Buncha APIs have more NRT annotations.
* Remove dotnet-eng NuGet package source.
I genuinely don't know what this was for, and Central Package Management starts throwing warnings about it, so YEET.
* Remove Robust.Physics project.
Never used.
* Remove erroneous NVorbis reference.
Should be VorbisPizza and otherwise wasn't used.
* Sandbox fixes
* Remove unused unit test package references.
Castle.Core and NUnit.ConsoleRunner.
* Update NUnit to 4.0.1
This requires replacing all the old assertion methods because they removed them 🥲
* Oh so that's what dotnet-eng was used for. Yeah ok that makes sense.
* Add Robust.Analyzers.Test
* Update submodule
* commit to re-run CI
* more balanced constructing and unscrewing for metal objects
- computer frame, machine frame, rack and meatspike can be deconstructed while anchored by screwing
- Computer frames now need time to be constructed.
- it now takes a reasonable time to make a meatspike. If you can construct a machine frame in 2.5, surely you can make a meatspike in 2.
* Fixes test
* AutoCompState + ItemToggle fixes
Fix a lot of the comp states that are never actually networked and also cleaned up ItemToggle events a bunch. ItemToggle will still need some future work for lights and sounds.
* Also catch these