* First Prototype
* Command Window
* Dropdown
* Is this better?
* That's kinda better?
* Added divider
* Shit
* Check if Admin Menu & Commands are allowed
* -Funcy Shit
-Now gets properly the playerlist
-Fixed kick reason
* Dropdown Improvement with some more func
* -Added DirectCommand for commands that don't need a ui
-Added RestartRound
* Better way to make DirectCommandButtons
* -Some new Tabs
-Player list
* -Split Buttons
-Regions
-Fixed Test Command
* Some server buttons
* Playerlist alignment
* Fucky SpawnEntites & SpawnTiles in AdminBus
* -Debug Buttons
-Few more commands
* -Make dem controls thicc
-SpinBox
* Escape Kick Reason
* Only create the window when you press the button
* Adds StationEvents
* Nullable "fixes"
* This thing wasn't made for buttons
* Call other constructor for empty CommandButton
* Request method in the interface
* -Pushed most Controls to be fields
-No more dict passing
-Removed test cmd
-Regions to better navigate
* -Bound to key
-Removed from escape menu
-Remember cmd windows
-Close all cmd windows on toggle
* -Moved dependency
* Merge fixes
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
* First Accent Prototype
* -RegisterSystem
-Fixed addaccent cmd
-Spanish accent
* -list is now ?
-Checks if the accent is already added
-Made components public
* owo whats this
* special word filter
* Eeeeeeeeee
* Better?
* -Use a delegate func
-Made some funcs not static
-Moved SentenceRegex
* InjectDependencies
* Name change?
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>
* Add NPC faction tags
Some stuff isn't easy to represent by the existence of components so tags are intended to provide that functionality for AI usage.
I was 50/50 on having all tags in the 1 component or splitting it into 2. I'm leaning towards 2. This would be for stuff like say "CanMimic" so the mimic knows it's allowed to look like a specific prototype, or something like "smg" on a gun so it can say smg-specific barks for instance (as currently smgs and pistols look the same from a component perspective).
This also means combat behaviors aren't hardcoded per faction, plus it makes it easy to update faction relations during events.
* Factions command
Update faction relationships via commands.
* Remove command TODO
* Woops
Forgot to commit these items
* Serializer writing and parsing
* linq me up fam
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
* 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
* Added playing parameter to radiatingLightComponent, changed it's animation key to radiatingLight
* refactored RadiatingLight into a visualizer
* Added different light animations for differnt power states of a flashlight
* split out the radiating light visualizer into two seperate visualizers
* further refactored and tweaked handheldlight animations
* further lantern light tweaks
* removed un-used attributes in flashlight and lantern prototypes
* fix null check in handheldlightcomponent
* As discussed on the Discord, xenos are not humans
* Add living component for living beings without a defined body
* Merge LivingDamageable and Damageable components
* Fix ruinable and state manager inconsistencies
* Fix ruinable exposedata
* Fix new destructibles yamls
* Fix healing not healing
* Fix alive not being a valid state
* Fix valid state checking
* Initial commit
* Climbing uses its own controller now
* Missed a check
* Get rid of hands check
* Cleanup
* Get rid of speciescomponent stuff
* Remove unneeded check, add separate case for moving other players.
* Add DoAfter
* IClientDraggable added to ClimbingComponent
* Added some basic integration tests. Renamed ClimbMode to Climbing.
* oops
* Minor fixes
* ffff
* Table fix
* Revamped system so its more predicted, uses proper logic for de-climbing. Get hype!!!
* Flag check fix
* Distance check and reset numticksblocked
* get rid
* Switches PDAs with tg ones and renames flashlight component
* Which chucklefuck hid the ID cards in the clothing folder
* Removes Mime PDA as i'm gonna do that in another PR
* Moves EVERY SINGLE PDA over by exactly one pixel so they're aligned perfectly with the UI slot
* On second thought moves back the id-cards since I don't want to deal with conflicts
* 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
* Increase all walls hp by 5 times
* Increase reinforced and riveted wall hp as well
* Revert "Increase reinforced and riveted wall hp as well"
This reverts commit a9d95670e3f6c4d7fb2b2cf3c84503496f685e26.
* Increase reinforced and riveted wall hp as well
* Merge conflict fixes
* Reduced wall hp slightly
* added a lantern
* Add A Lantern with radiating light
* Added a GasVapor system and made a base for extinguisher spray.
* switched to using solution component for fire extinguisher
* made it so fire extinguisher's can run out of water vapor
* Added actual Gas to Gas Vapor, now getting atmosphere for touched tiles.
* Made it so gasVapor reacts and dissapates on reacting
* GasVapor now dissapates exponentially while traveling
* Added in-hands for fire extinguisher
* Added Spraysound to gasSprayer and to fire extinguisher prototype
* parameterized GasSprayer and GasVapor
* removed un-used imports in gasSprayer and gasVapor components and systems
* removed accidential threading import into gasmixturecomponent
* add a shared extinguisher component for extinguisher spray rotation instead of piggy-backing on RogueArrow
* paremeterized fuelCost and fuel name in GasSprayerComponent
* Paremeterized gasAmount, removed un-used code from gasVaporComponent
* Removed BaseItem Parent from Extinguisher_spray
* added GasVapor and GasSprayer to Ingored Components list
* reduced offset of spawned extinguisher vapor from player
* Update IgnoredComponents.cs
* renamed SharedExtinguisherComponent to SharedGasSprayerComponent and removed reference to RoguePointingArrow
* renamed shareExtinguisherComponent to SharedGasSprayerComponent
* Update Content.Server/Atmos/GasSprayerComponent.cs
Added check for solution component on GasSprayer.
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
* Update Content.Server/Atmos/GasSprayerComponent.cs
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
* Add test for non abstract entities without icons
Fixes#575.
Test will now fail if an entity is added that is not abstract but has no icon.
Also added icons or made entities abstract that failed the test.
No non abstract entities actually missed textures.
Some notes: Changed name of "constructionghost" from "spooky ghost" to "construction ghost", and changed name of "AdminObserver" from "observer" to "admin observer" to avoid overlap in names.
* Split up client side and server side tests