Commit Graph

298 Commits

Author SHA1 Message Date
Pieter-Jan Briers
e0a4735fe2 Switch to TG hair sprites.
This removes the need for a separate shader because they're multiply-based instead of additive like /vg/ or Bay.
2020-01-12 02:04:13 +01:00
Pieter-Jan Briers
411c23c46e Item status! 2020-01-09 00:28:04 +01:00
Pieter-Jan Briers
a7f86a4333 Clear out some unused sprites. 2019-12-04 01:10:24 +01:00
Víctor Aguilera Puerto
fedc0ad71c Adds playable instruments, IDropped, IHandSelected and IHandDese… (#368)
* Instrument test.

* Midi stuff

* Some more work

* This actually works now!

* update

* Midi Audio works!

* Lots of stuff, and cool interfaces for items

* Update

* Fix a few things

* It just works

* Move textures to another folder, remove placeholder description from instruments

* Fix warning

* Use renderer enum

* Instruments now use DisposeRenderer method, and send MidiEvents as they receive them. Deletes InstrumentSystem whoo.

* Fix incorrect sprite paths

* Instruments take midi file size check into account when enabling/disabling midi playback buttons

* Fix crash when pressing drop on empty hand.

* Use new renderer return values for midi/input

* Xylophones are no longer handheld instruments, fix their sprites.

* Use new API

* Remove nfluidsynth from solution

* Timing information

* Use IGameTiming.CurTime for timestamps instead
2019-11-25 00:11:47 +01:00
Ephememory
d63c879404 Crowbar floor tiles and placement (#429)
* Adds tile removing behavior to CrowbarComponent.
Add FloorTileItemComponent.
Add genhit.ogg
Add tile.png for testing

* fixes

* Gives ContentTileDefinition a default value for tile item to drop.
Adds a few more tileitems.

* Changes per review request

* move stack.use and if statement
2019-11-23 22:10:05 +01:00
DamianX
3a7a3a89ba Added hair, facial hair, magic mirror (#452)
* Added hair, facial hair, magic mirror

* I forgot to commit the textures lmao

* Use shader to fix hair color blending
2019-11-23 21:55:46 +01:00
metalgearsloth
58709d2d26 Add power cell and weapon chargers (#430)
* Add power cell and weapon chargers

Functionality's similar to SS13. The cell charger won't show the discrete charging levels because effort to not make it spam appearance updates over the network.
There's some stuff I wasn't sure on:
1. Updating power? Particularly around fixing rounding
2. Duplicating the full and empty sprites as I couldn't figure out a way to not have AppearanceVisualizer throw if the state isn't found
3. I made a BaseCharger abstract class under the assumption that when a mech / borg charger is added it would also inherit from it.
4. GetText currently isn't localized

* Address PJB's feedback

Updated the BaseCharger
* Change nullref exception to invalidoperation
* If the user doesn't have hands it will just return instead
2019-11-21 23:48:56 +01:00
Pieter-Jan Briers
841bb101c5 Visualize melee weapon cooldowns in HUD. 2019-11-12 01:43:11 +01:00
metalgearsloth
de148fc98f Add hunger and thirst (#363)
* Add hunger and thirst

Based on the SS13 systems.
Food (Nutriment) / Drink -> Stomach -> Hunger / Thirst

* Cleanup rebase

* Cleanup stuff that was prototyped

* Address feedback

Still need to add a statuseffects system in a separate branch

* More cleanup on nutrition

Fix Remie's feedback and also damage tick.

* Re-implement nutrition with master

* Updated to use the StatusEffectsUI update
* Removed all clientside components as they only receive the UI updates now
* Implemented PR feedback
* Had to make a slight adjustment to the chemistry SolutionComponent given it doesn't have an Owner, same with Solution

Still TODO:
* Metabolisation effects
* Change drink contents to alcohol / wine etc.
* Add items to the dispensers
* For transparent containers use RecalculateColor

Could probably genericise DrinkFoodContainer as well to be a temporary item dispenser

* Fix broken bottle parent
2019-11-11 22:20:03 +01:00
metalgearsloth
63611cef80 Port Discordia shoes (#422)
Where no icon was found used the equipped sprites
Also updated the vending machine prototypes but more items will need adding in the future.
2019-11-09 12:09:42 +01:00
metalgearsloth
0b5759abe6 Port Discordia gloves (#419)
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.
2019-11-06 17:23:35 +01:00
moneyl
e8679d9308 Add chemistry sprites. Move existing ones into RSIs (#401)
* Add chemistry sprites and move existing ones into RSIs

There are already a few chemistry sprites that are sitting loose in folders. More of them will be needed soon such as pill and other chem machine sprites. This adds RSIs with chemistry sprites from CEV-Eris and moves existing ones into the relevant RSIs.

* Separate machine screens into their own sprites.

Separates screens and machines into their own sprites.
2019-11-03 15:33:23 +01:00
Swept
8a6751711a Changed the color of buckshot and bullets (#409) 2019-10-24 22:04:35 +02:00
Pieter-Jan Briers
50755a040b Gas mask sprite from Eris. 2019-10-22 23:34:15 +02:00
Pieter-Jan Briers
0e1eb71149 Make research point source turn on/off with power. 2019-10-21 23:46:16 +02:00
Pieter-Jan Briers
e4bba4cb6f Fix off lights not being offset correctly. 2019-10-14 14:54:27 +02:00
Pieter-Jan Briers
9a38577a18 Improve autolathe & protolathe visuals.
Used correct Eris autolathe sprite.
Gave them an unlit layer.
2019-10-14 09:57:57 +02:00
Pieter-Jan Briers
f3f05b0396 Correctly implement opening animation for airlocks with open maintenance panel. 2019-10-14 00:20:01 +02:00
Pieter-Jan Briers
b556fd0019 Mute lights on base airlock sprites.
They are only visible when unpowered and as such should be muted.
2019-10-13 16:52:26 +02:00
Pieter-Jan Briers
74dd24f39c Add science & medical closets. 2019-10-13 01:19:16 +02:00
Pieter-Jan Briers
3634b17be4 Add science & medbay airlocks. 2019-10-13 00:23:31 +02:00
metalgearsloth
bd5a4e33ab Port outerclothing from discordia (#382)
Inhand sprites are half-scaled of the sprite
2019-10-11 18:09:34 +02:00
moneyl
963bb28f0f Reagent dispensers (#360)
* Expose more private values of Solution and SolutionComponent

Expose SolutionComponent.ContainedSolution and Solution.Contents. Both needed by ReagentDispenserComponent.

* Implement IExamine for SolutionComponent

Allows players to see the contents of a solution by examining the entity which contains it.

* Implement ReagentDispenserComponent

Adds ReagentDispenserComponent. A component which can add or remove reagents from a solution container. It's written in a general way so that it can be used for things such as the Chemical dispensers in chemistry, but also the booze and soda dispensers in the bar. 

The chemicals it may dispense are defined in yaml, similar to the way that vending machines define which entities they can dispense, by defining a reagent pack.

* Add chemical dispenser and equipment

Adds the chemical dispenser, beaker, large beaker, dropper, and a few more chemicals.

* Add booze and soda dispensers.

Adds the booze and soda dispensers, and a few chemicals for them to dispense. There's no drink mixing or drunkenness yet.

* Update engine submodule.

* Remove unneeded and commented out code

Had a few WIP notes and debug code bits I forgot to remove beforehand.

* Make SolutionComponent._containedSolution and it's values private again

- Remove `SolutionComponent.ContainedSolution` property, replace with specific access functions to maintain safety.
- Make Solution.Contents return a `ReadOnlyCollection` instead of `_contents` to prevent uncontrolled access to the Solution values.
- Add `SolutionComponent.RemoveAllSolution()`

* Update Content.Shared/Chemistry/Solution.cs

Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`.

Co-Authored-By: Remie Richards <remierichards@gmail.com>

* Update Content.Shared/GameObjects/Components/Chemistry/SolutionComponent.cs

Commits a suggestion from RemieRichards to match the coding style of the rest of the codebase. Using `IReadOnlyList` instead of `IReadOnlyCollection`.

Co-Authored-By: Remie Richards <remierichards@gmail.com>

* Add import for IReadOnlyList to Shared/SolutionComponent.cs

* Add documentation

* Improve localization

Improve use of ILocalizationManager.

* Resolve ReagentDispenserWindow._localizationManager before using it

Forgot to do this in the last commit, resulting in a crash. Oops.

* Add SolutionCaps.FitsInDispenser. Use in ReagentDispenserComponent.

Used to limit large containers like buckets or mop buckets from being placed in a dispenser. Both have large capacities (500) and weren't designed to hold certain chemicals like a beaker is, so for now they can be blocked from being put in a dispenser by giving them that flag.

* Add colors to new reagents

* Update engine submodule
2019-10-05 15:10:05 +02:00
Pieter-Jan Briers
02d509fc5f Shitty combat mode & animations. (#367)
* Combat mode UI & targeting zones.

* Fix inventory hud positioning.

* Crappy attack animations.

* Import TG combat sounds

* More work on arcs.

* Implement hit sounds.

* Lunging, hit effects, some more stuff.
2019-09-26 22:32:32 +02:00
Swept
66c327805f Added a bunch more textures (#356) 2019-09-24 22:15:26 +02:00
DamianX
10ca375284 Changed YouTool and EngiVend to use sprites from Bay (#352) 2019-09-20 20:40:36 +02:00
DamianX
364279e0f7 Added medical scanner (#338)
* Added medical scanner

* RegisterIgnore
2019-09-18 20:24:55 +02:00
DamianX
6e2799f048 ID card console (#324)
* ID card console

* Container -> ContainerSlot
2019-09-06 08:12:44 +02:00
Víctor Aguilera Puerto
ba8b495ec0 Adds Research, unlockable technologies, Protolathes... (#264)
* Work on Research so far
More work on UI...
Fix ResearchClient and Protolathe UI stuff.
Fix infinite select -> request state -> select -> ... loop
Add UI to ResearchClient, etc.
Technology Database states, and a bit of work on the research console ui
A bit of work on Research Console UI
Protolathe sync
Stuff that actually does things
Protolathe databases yay
Alright got my motivation back
Yeah, no. It's almost 3 AM already
Fix serialization bug again
More work on stuff
Stuff
Adds files for most new components/systems.

* Protolathes actually work now

* Research. Just Research.

* Adds icons from Eris.

* Address reviews

* Change LatheMenu resize behaviour

* Update Content.Client/GameObjects/Components/Research/ResearchConsoleBoundUserInterface.cs

Co-Authored-By: Pieter-Jan Briers <pieterjan.briers@gmail.com>

* Update Content.Client/Research/ResearchConsoleMenu.cs

Co-Authored-By: Pieter-Jan Briers <pieterjan.briers@gmail.com>

* Move IoC Resolve out of for loop

* Address review

* Localize stuff
2019-09-03 22:51:19 +02:00
metalgearsloth
b62fb4a318 Add ammo boxes (#325)
Same as magazines except they can't be loaded into a weapon.
You can transfer ammo to and from magazines / boxes freely where the caliber matches so you don't need to necessarily match the magazine type.
Used popups to reflect transfer amount.
Also fixed the mag sprite showing as 0 capacity on spawn and the 10mm smg flash magazine prototype
2019-09-03 22:35:19 +02:00
DamianX
f3b460c8b4 IDs and access (#319)
* something about access

* Fixed deny animation
2019-09-01 22:57:22 +02:00
DamianX
264a63b7f6 Wires! (#315)
* Wires!

* Use state instead of messages

* cleanup

* Update submodule

* actually fix conflict

* Maybe fix conflicts?

* Localized strings, removed hardcoded sprite path

* cleanup

* More localization and sounds
2019-09-01 22:15:34 +02:00
metalgearsloth
ecd77d6c48 Add more hats (#318)
Removed existing ones for simplicity.

Will need to add toggles later.
2019-08-29 19:26:30 +02:00
metalgearsloth
03ac153417 Fix 9mm guns (#311)
I r dumb.

Fix calibers and fix my script import of the top-mounted image.
2019-08-25 13:00:37 +02:00
metalgearsloth
9431011ba5 Add more dakka (#307)
* Add more dakka

Some slight codebase changes to facilitate more robust behaviour.

* Update Content.Server/GameObjects/Components/Projectiles/ProjectileComponent.cs

Co-Authored-By: Pieter-Jan Briers <pieterjan.briers@gmail.com>

* Remix last stereo to mono

hpistol + ltrifle
2019-08-22 11:08:32 +02:00
DamianX
f0053f15bf Added pickaxe, asteroid rock and floors (#301) 2019-08-21 22:50:15 +02:00
DamianX
225bc86d73 Revert "full mime outfit, HoP hat and uniform" (#305)
This reverts commit 89c485200b.
2019-08-16 18:08:43 +02:00
DamianX
88920696f3 Vending Machines (#296)
* Vending Machines

* addressed review
2019-08-14 10:49:28 +02:00
Pieter-Jan Briers
f116e887ea Make light positioning not look as stupid. 2019-08-13 12:05:33 +02:00
Pieter-Jan Briers
73ab543cc2 Fix bad RSI state names causing issues on Windows. 2019-08-13 10:27:28 +02:00
Pieter-Jan Briers
96eb4afdf6 Import a ton of backpack types. 2019-08-12 21:34:35 +02:00
Pieter-Jan Briers
3a25395ff9 Chairs. 2019-08-12 19:16:25 +02:00
Pieter-Jan Briers
d4384aef73 Eris computer sprites, visualizer. 2019-08-12 18:43:24 +02:00
metalgearsloth
4b30c7e710 Add more tiles and walls (#289) 2019-08-10 14:17:49 +02:00
scuffedjays
89c485200b full mime outfit, HoP hat and uniform 2019-08-08 21:46:25 -05:00
scuffedjays
81fd26f5db Capitan 2019-08-08 12:34:05 -05:00
Sauberstaub
4cd99fc624 his name chef 👨‍🍳 (#290)
* his name chef

* fixed inhand sprites!!!!!

* typo fix
2019-08-07 20:56:08 +02:00
Pieter-Jan Briers
de334904b4 Spears get inhands. 2019-08-02 22:45:41 +02:00
Acruid
2ea8bbf4eb Reagents & Solutions (#280)
* Added the ReagentPrototype class.

* Added the new Solution class.

* Added new shared SolutionComponent to the ECS system.

* Added some basic element and chemical reagent prototypes.

* Added a new Beaker item utilizing the SolutionComponent. This is a testing/debug entity, and should be removed or changed soon.

* Added filters for code coverage.

* Nightly work.

* Added the server SolutionComponent class.

* Added a bucket.
Verbs set up for solution interaction.

* Adds water tank entity to the game.

* Added a full water tank entity.
Solutions are properly serialized.
Solution can be poured between two containers.

* Solution class can now be enumerated.
SolutionComponent now calculates the color of the solution.

* Minor Cleanup.
2019-07-31 14:10:06 +02:00
Pieter-Jan Briers
930cb61af8 Flashlight improvements:
1. Sound effects
2. fixed sprite having a hole
2019-07-27 11:56:36 +02:00