* Content changes for engine delta-state PR (#28134)
* Update GasTileOverlayState
* Update DecalGridState
* Update NavMapState
* poke
* poke2
* poke3
* Poke dem tests
* Update engine to v223.0.0 (#28239)
* Update RobustToolbox
* Improve InteractionSystem range & BUI checks (#27999)
* Improve InteractionSystem range & BUI checks
* Ghost fixes
* AAA
* Fix test
* fix nullable
* revert to broadcast event
* Fixes for eengine PR
* Ah buckle code
* )
* Update engine to v223.0.0
* Update engine to v223.1.0
* Update engine to v223.1.1
* Hotfix for crashes from bad item names (#28256)
* Fix weapon error logs (#28264)
* Update engine to v223.1.2 (#28273)
* Update RobustToolbox
* Update RobustToolbox
* Fix dud modular grenade visuals (#28265)
* Fix not networking whitelist and blacklist in storage component (#28238)
* fix id card console not updating records (#28237)
* fix id card console not updating records
* test
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Co-authored-by: deltanedas <@deltanedas:kde.org>
* Remove the network tab (#28231)
It is useless and bloat, if a user needs to change these settings they are free to modify their cvars manually via the clientconfig.toml file or via the cvar command.
* antag objective issuing refactor (#28216)
* add AntagObjectives from GenericAntag
* add AntagRandomObjectives that traitor and thief can use
* make ObjectivesSystem use initial character name which AntagSelection passes
* make thief and traitor use AntagRandomObjectives
* remove now unused locale
* make sleeper agents rule use baseTraitorRule
* restore dragon rule oop
* bandaid for genericantag
* real
* typo
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Co-authored-by: deltanedas <@deltanedas:kde.org>
* move nukie profile loading into its own rule (#28208)
* move profile loading out of nukeops rule
* make BaseNukeopsRule and use AntagLoadProfileRule
* untroll
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Co-authored-by: deltanedas <@deltanedas:kde.org>
* fix antagSelect
* Objects ordered through cargo system shouldn't start anchored (#28115)
* Order normal space heater instead of anchored variant
* Make sure ordered objects don't spawn anchored
* Order space heater flatpack instead of a regular space heater
* Remove obsolete TODO
* Remove unnecessary name
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Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es>
* Move PendingZombieComponent to Shared (#28143)
* Move PendingZombieComponent to Shared
* network me boy
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Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
* Make it possible to hide full health bars below a total damage threshold (#28127)
* Make it possible to hide full health bars below a total damage threshold
* Fix not setting state
* Fix storage UI interactions (#28291)
* Fix storage UI interactions
* Add VV support
* Fix stripping not marking interactions as handled (#28292)
* Make NetworkConfigurator use BoundUserInterfaceCheckRangeEvent (#28293)
* Fix hypodarts not injecting with people that have ANY outerclothing (#28301)
Update darts.yml
* fix borg ui mispredict opening (#28305)
move borg ui junk to shared
* Add loadout group check (#28311)
Forgot to add it back in one of the rewrites.
* fix mirror server crashes (#28318)
* Remove bogus C# finalizers (#28315)
Begging people to learn how this programming language works before throwing random syntax into a file.
None of these finalizers ever worked. I also checked whether they were memory leaks and needed *proper* shutdown logic, but they're all instantiated-once UI controls that last for the entire lifetime of the program so it's probably fine.
* Cleans up some entity-related spawnmenu stuff (#28234)
* cleans up a lot of stuff in the spawnmenu
* skibidi dode
* spawners update
* Revert "spawners update"
This reverts commit bc27d9f556b29f6fb1f89cebbe0ac37e28319fd0.
* fix antag selection being evil (#28197)
* fix antag selection being evil
* fix test
* untroll the other tests
* remove role timer troll
* Allow tests to modify antag preferences
* Fix antag selection
* Misc test fixes
* Add AntagPreferenceTest
* Fix lazy mistakes
* Test cleanup
* Try stop players in lobbies from being assigned mid-round antags
* ranting
* I am going insane
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Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
* Revert "fix mirror server crashes (#28318)"
This reverts commit bcb0e555b058a4049d0cdb32d64eaf86c35a67be.
* fix
* Update engine to 223.2.0 (#28329)
* Update RobustToolbox
* Update RobustToolbox
---------
Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
Co-authored-by: DrSmugleaf <10968691+DrSmugleaf@users.noreply.github.com>
Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com>
Co-authored-by: Vasilis <vasilis@pikachu.systems>
Co-authored-by: eoineoineoin <github@eoinrul.es>
Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es>
Co-authored-by: Ady4ik <141335742+Ady4ik@users.noreply.github.com>
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
Co-authored-by: Mr. 27 <45323883+Dutch-VanDerLinde@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com>
Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
Co-authored-by: Kara <lunarautomaton6@gmail.com>
* Improvements to the medical hud interface
* Adds an icon for SSD players
* Indentation fix
* Update sprites, changes direction and adds new status icon.
* Adds decomposing icon
* Code cleaning
* Changes Crit Icon sprite
* Simplifies the decision structure
* Changes copyright line
* Changes Critical Icon sprite
* Makes the Critical Icon border darker
* Changes sprites to /tg/ station
* Updates copyright
* Makes Dead Icon animation slight faster
* Code cleaning
* Remove some unused imports
* Code cleaning and rename icon
* Minor code cleaning
* feat(star.yml): make throwable star damage stamina
* feat(Components): add new StaminaTresholdDamageOnEmbedComponent
* feat(SharedProjectileSystem): update system with new events to change
stamins treshold on embeed projectile remove / add
* feat(StaminaSystem): update system with new subscriptions
* feat(throwing_stars): update yml with new component
* feat(StaminaDamageOnEmbed): add stamina damage on embeed
* cleanup unused / ajust numbers
* fix(StaminaSystem / OnEmbedComponent ) apply requested changes
* Rest of the review
* another warning
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Move radiation collector to ECS
* Damagable system
* Remove IRadiationAct
* Add small helper field
* Update Content.Server/Radiation/Systems/RadiationSystem.cs
Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
* Delete comment
* Fixed total rads
Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
* Explosions
* fix yaml typo
and prevent silly UI inputs
* oop
* Use modified contains() checks
And remove IEnumerable
* Buff nuke, nerf meteors
* optimize the entity lookup stuff a bit
* fix tile (0,0) error
forgot to do an initial Enumerator.MoveNext(), so the first tile was always the "null" tile.
* remove celebration
* byte -> int
* remove diag edge tile dict
* fix one bug
but there is another
* fix the other bug
turns out dividing a ushort leads to rounding errors. Why TF is the grid tile size even a ushort in the first place.
* improve edge map
* fix minor bug
If the initial-explosion tile had an airtight entity on it, the tile was processed twice.
* some reviews (transform queries, eye.mapid, and tilesizes in overlays)
* Apply suggestions from code review
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* is map paused
* GetAllTiles ignores space by default
* WriteLine -> WriteError
* First -> FirstOrDefault()
* default prototype const string
* entity query
* misc review changes
* grid edge max distance
* fix fire texture defn
bad use of type serializer and ioc-resolves
* Remove ExplosionLaunched
And allow nukes to throw items towards the outer part of an explosion
* no hot-reload disclaimer
* replace prototype id string with int index
* optimise damage a tiiiiny bit.
* entity queries
* comments
* misc mirror comments
* cvars
* admin logs
* move intensity-per-state to prototype
* update tile event to ECS event
* git mv
* Tweak rpg & minibomb
also fix merge bug
* you don't exist anymore go away
* Fix build
Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Add admin logging, models, migrations
* Add logging damage changes
* Add Log admin flag, LogFilter, Logs admin menu tab, message
Refactor admin logging API
* Change admin log get method names
* Fix the name again
* Minute amount of reorganization
* Reset Postgres db snapshot
* Reset Sqlite db snapshot
* Make AdminLog have a composite primary key of round, id
* Minute cleanup
* Change admin system to do a type check instead of index check
* Make admin logs use C# 10 interpolated string handlers
* Implement UI on its own window
Custom controls
Searching
Add admin log converters
* Implement limits into the query
* Change logs to be put into an OutputPanel instead for text wrapping
* Add log <-> player m2m relationship back
* UI improvements, make text wrap, add separators
* Remove entity prefix from damaged log
* Add explicit m2m model, fix any players filter
* Add debug command to test bulk adding logs
* Admin logs now just kinda go
* Add histogram for database update time
* Make admin log system update run every 5 seconds
* Add a cap to the log queue and a metric for how many times it has been reached
* Add metric for logs sent in a round
* Make cvars out of admin logs queue send delay and cap
* Merge fixes
* Reset some changes
* Add test for adding and getting a single log
* Add tests for bulk adding logs
* Add test for querying logs
* Add CallerArgumentExpression to LogStringHandler methods and test
* Improve UI, fix SQLite, add searching by round
* Add entities to admin logs
* Move distinct after orderby
* Add migrations
* ef core eat my ass
* Add cvar for client logs batch size
* Sort logs from newest to oldest by default
* Merge fixes
* Reorganize tests and add one for date ordering
* Add note to log types to not change their numeric values
* Add impacts to logs, better UI filtering
* Make log add callable from shared for convenience
* Get current round id directly from game ticker
* Revert namespace change for DamageableSystem
* ECS and damage Data
* Comments and newlines
* Added Comments
* Make TryChangeDamageEvent immutable
* Remove SetAllDamage event
Use public SetAllDamage function instead
* Undo destructible mistakes
That was some shit code.
* Rename DamageData to DamageSpecifier
And misc small edits
misc
* Cache trigger prototypes.
* Renaming destructible classes & functions
* Revert "Cache trigger prototypes."
This reverts commit 86bae15ba6616884dba75f552dfdfbe2d1fb6586.
* Replace prototypes with prototype IDs.
* Split damage.yml into individual files
* move get/handle component state to system
* Update HealthChange doc
* Make godmode call Dirty() on damageable component
* Add Initialize() to fix damage test
* Make non-static
* uncache resistance set prototype and trim DamageableComponentState
* Remove unnecessary Dirty() calls during initialization
* RemoveTryChangeDamageEvent
* revert Dirty()
* Fix MobState relying on DamageableComponent.Dirty()
* Fix DisposalUnit Tests.
These were previously failing, but because the async was not await-ed, this never raised the exception.
After I fixed MobState component, this exception stopped happening and instead the assertions started being tested & failing
* Disposal test 2: electric boogaloo
* Fix typos/mistakes
also add comments and fix spacing.
* Use Uids instead of IEntity
* fix merge
* Comments, a merge issue, and making some damage ignore resistances
* Extend DamageSpecifier and use it for DamageableComponent
* fix master merge
* Fix Disposal unit test. Again.
Snapgrids were removed in master
* Execute Exectute