* Update saltern.yml
Adds Firelocks, some Airlocks and wires to power those
* Update saltern.yml
Forgot to switch some firelocks. Also reinforced the only row of unreinforced windows that are connected to space because my brain went "ree consistency"
Co-authored-by: Víctor Aguilera Puerto <zddm@outlook.es>
Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
- Powerful
- Data-oriented
- Approved by PJB
- Powered by node graphs and AI pathfinding
- Coded by the same nerd who brought you atmos
Co-authored-by: Exp <theexp111@gmail.com>
* Fix breathing
* WIP changes because I don't trust git stash after 2 weeks
* My imports
* Add gasping, adjust breathing values and fix test
* Make the gasp message appear to others
* Add PopupMessageEveryone extension
* Change used percentage to use a single number instead
* Remove unnecessary logging
* Fix air consistency test
* Add test map to SkippedMaps array
* Adds mime job
* Adds mime spawn point
* Moves the ID prototypes/textures to Objects/Misc
* The things I do to avoid conflicts
* identification_cards.yml's final resting place
* Adds ID card and PDA
* Center mime id
* Puts pen and paper in the mimes pocket
* Adds mime spawnpoint to Saltern
* Revert "Adds mime spawnpoint to Saltern"
This reverts commit 56c6cf729baae0958b8b41dd83f71355e4e5f9aa.
* Add mime spawn point
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
* Removes all deprecated wires, generators and apcs
* Removes all deprecated power entities
* Updates to master
* Map g2g
* Map new power system and some materials
* Remove old power entities from stationstation
* Removes deprecated shit AGAIN
* Remove outdated wires from stationstation
Co-authored-by: Julian Giebel <j.giebel@netrocks.info>
Co-authored-by: juliangiebel <juliangiebel@live.de>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
* Add collision to disposal unit and pipes
Make disposal unit and pipes pullable
Implement proper handling of collisions in disposals
* Implement IsExiting
Move DisposalSystem to shared
* Change SharedDisosalUnitComponent to call manager.ContainsEntity directly
* Update saltern.yml
Co-authored-by: Julian Giebel <j.giebel@netrocks.info>
* I think this is a good selection of signs
* Added the rest of the directional signs
* Map Changes
* Fixed phoron plaque
* PROPERLY maps the map :))
* there
* Added a couple more signs
* a TON of little map changes
* Parents
* Why doesn't this work
* Ok Hugal
* Add description and add original atmos plaque
Co-authored-by: Víctor Aguilera Puerto <zddm@outlook.es>
* Add unique gas mixture serialization for atmos
* Refactor doAfterEventArgs
* Adds atmos commands
* Roundstard now has correct ratio of gases
* Fixed hashcode for gasmixture, better grid atmos serialization
* Airlocks create gas based on adjacent tiles now.
* Enables barotrauma component damage
* NodeContainerComponent serializes a set of Nodes with ExposeData
* Fixes Nodes to work when being created by serializer
* ConduitNode
* ConduitPlacer to replace WirePlacer
* ConduitNode ConduitLayer setter
* Map update
* Comments
* Map update again
* Method ordering by privacy
* Removes conduits
* ignored component
* reorg
* map update
* readd wireplacer
Co-authored-by: py01 <pyronetics01@gmail.com>
* 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>
* Start adding flashy flash
* Change slop
Might give a smoother decline
* flashy flash
* Add flashbang and flash projectiles
Bang bang bang pull my flash trigger
* Add collision check to area flash
* Flash cleanupo
* flash.ogg mixed to mono
* Adjusted flash curve again
* Enhancing flashes with unshaded and lights and shit
Still a WIP
* Add the other ballistic gun types
Re-organised some of the gun stuff so the powercell guns share the shooting code with the ballistic guns.
* Re-merging branch with master
Also fixed some visualizer bugs
* Last cleanup
Fixed some crashes
Fixed Deckard sprite
Fixed Hitscan effects
Re-applied master changes
Re-factor to using soundsystem
Add some more audio effects
* Cleanup flashes for merge
Can put flashbangs in lockers so you don't get blinded
Fix some bugs
* Fix shotties
Also removed some redundant code
* Bulldoze some legacycode
brrrrrrrrt
* Fix clientignore warnings
* Add the other Stunnable types to StunnableProjectile
* Some gun refactoring
* Removed extra visualizers
* All casing ejections use the same code
* Speed loaders can have their ammo pulled out
* Bolt sound less loud
* Stop ThrowController from throwing
* Fix speed loader visuals
* Update hitscan collision mask and fix typo
* Cleanup
* Fit hitscan and flashbang collisions
* Use the new flags support
* Update taser placeholder description
* Update protonames per style guide
* Add yaml flag support for gun firerates
* Cleanup crew
* Fix Audio up (components, audio file, + remove global sounds)
* Add server-side recoil back-in (forgot that I was testing this client-side)
* Add Flag support for fire-rate selectors
* Wrong int you dolt
* Fix AI conflicts
Haha ranged bulldozer go BRR
(I'll rewrite it after the other AI systems are done).
* Mix bang.ogg from stereo to mono
* Make sure serializer's reading for guns
Fixes integration test
* Change EntitySystem calls to use the static function
Also removed the Pumpbarrel commented-out code
* Change StunnableProjectile defaults to 0
* Fix taser paralyse
Apparently removing defaults means you have to specify the values, whodathunkit
* Add slowdown to stunnableprojectiles and fix tasers
* Remove FlagsFor from gun components
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
Access is now done through a list of access lists, instead of the necessary/sufficient system that was extremely confusing.
Added a "deny" list so you can screw over sec.
Cleaned the API up so it all uses sets and such.
PDA now relays access read-only to fix edge cases.
* Guidelines, access, IDs resprite
* Import CEV-Eris maintenance doors
* more cleaning
* Restore the IDs so they dont (hopefully) appear in the log
* Airlocks and a little bit of organizing/cleanup
* fixing a mistake
* Remove excess line feeds in airlock_types.yml
* some enhancements
* formating IDs
* Applying feedback
* Fixing all (this time for real)
* deleting empty spaces in spawn_point
* Renaming the jobs and adding maint airlocks
* Placing the airlocks
* fix tiny fuckup
* Import cargo airlock from CEV-Eris
* Cargo airlocks
* Fixes sufficient access type. Renames airlocks to match the guidelines
* I give up
* I tried really hard, okay?
Co-authored-by: Hugo Laloge <hugo.laloge@gmail.com>
Addresses #606
Sprites fixed so no short versions used (for now) and some of the extra states were removed (clarissa).
When I originally PR'd pascal case wasn't the decided name so I also updated the IDs.
* Implement Cargo Console
Add to CargoConsoleComponent GalacticBank information for syncing Bank Account Balance.
Implement CargoOrderDatabase on the server side and a list of orders in the CargoOrderDatabaseComponent on the client side. This makes it easier to change data on the server side but also utilize the state syncing between components.
Implement GalacticMarketComponent.
Only productIds get sent. Both client and server create their lists from YAML.
Implement basic spawning of items from approved orders in CargoOrderDatabase.
* Finish Cargo Console
Add validation to make sure Order Amount is one or more.
Implement approve and cancel buttons to CargoConsoleMenu orders list row.
Add price to CargoConsoleMenu product list row.
Implement CargoOrderDataManager to consolidate CargoOrder lists.
Refactor CargoOrderDatabaseComponent to use CargoOrderDataManager instead of storing duplicate lists.
Implement canceling orders.
Implement approving orders.
Fix sprite links.
Implement Cargo Request Console.
Still need descriptions on the items to be done but the groundwork is there.
Could also do with layers for stuff that should light up in the darkness but I wasn't entirely sure what should and shouldn't.