Commit Graph

3333 Commits

Author SHA1 Message Date
Nemanja
b8ba867456 advanced parts recipes (#11541) 2022-09-26 21:45:36 -05:00
Nemanja
3774a00a5c Machine upgrading framework [NO CONTENT YET] (#11528)
* upgrading parts baseline

* don't hardcode prototypes

* 0xsomethingsomething review i sorry i forgot your name
2022-09-26 15:18:31 -05:00
Flipp Syder
0e1a190e0e Humanoid fixes (#11538)
* humanoid sexmorph sprite restoration

can't believe i broke sex/gender AGAIN

* fixes default species appearances with no profile, tweaks randomization to no longer randomize species

* A

* fixes an oops

#11494
2022-09-26 14:46:57 -05:00
Morb
af4037d74a Localize seeds (#11377)
* Localize seeds

* Update noun for spores
2022-09-26 14:44:28 -05:00
theashtronaut
35404af0a2 Add a hot drinks vending sound (#11437)
* Add hot drink vending sound

* make sound a little louder

* audio is hard
2022-09-26 14:43:21 -05:00
Peptide90
9686ab4da7 Pillar fixes and update (#11496)
* Pillar fixes and update

* ore machine, drozd ammo fix

* salvage moved back to cargo
2022-09-26 14:35:41 -05:00
Scribbles0
11f2590959 Change Drozd magazine text & gun description texts (#11512) 2022-09-26 14:51:52 +10:00
estacaoespacialpirata
0794c6ddbf fix: change mushrooms seeds to spores (#11527)
Co-authored-by: zero <ribeirolucasdev@gmail.com>
2022-09-26 14:51:11 +10:00
Nemanja
e19f2bab4d fix incorrect event weight for mouse migration (#11509) 2022-09-24 21:44:28 -07:00
Peptide90
5bdc4cc9e3 Splitstation Fixes and Minor Update (#11499)
* update and fixes for splitstation

* ore processor
2022-09-24 16:48:39 -05:00
Morb
324e5ca8ab Remove tabs from smoking pipes (#11482) 2022-09-23 15:46:12 -05:00
Nemanja
6b9cdf5585 give shot glasses and shaker descriptions. (#11466) 2022-09-22 16:55:31 -07:00
Flipp Syder
5a0a04bde7 Humanoid appearance refactor (#10882)
* initial commit
- species prototype modifications
- markings points as its own file
- shared humanoid component

* adds a tool to convert sprite accessories to markings (in go)

* removes a fmt call

* converts sprite accessory to markings

* adds hair and facial hair to marking categories

* multiple changes
- humanoid visualizer system
- markings modifications for visualizer
- modifications to shared humanoid component
- lays out a base for humanoid system

* hidden layers, ports some properties from appearance component, shrinks DefaultMarkings a little

* squishes the initialize event calls into one function

adds stuff to set species/skin color externally from a server message - currently laid out as if it a dirty call to a networked component, may be subject to change (server-side has not been implemented yet)

* makes the sprite pipeline more obvious

* apply all markings, hidden layer set replacement

* ensures that markings are cleared when the new set is applied

* starts refactoring markingsset (unfinished)

* more additions to the markingset api

* adds constructor logic to markingset

* adds a method to filter out markings in a set based on a given species

* fixes enumerators in markingset

* adds validator into MarkingSet, fixes ForwardMarkingEnumerator

* modifications to the humanoid visual system

* ensuredefault in markingset

* oop

* fixes up data keys, populates OnAppearanceChange in visualizer

* changes to humanoid component, markings

marking equality is now more strict, humanoidcomponent is now implemented for client as a child of sharedhumanoidcomponent

* markings are now applied the visualizer by diffing them

* base sprites are now applied to humanoids from humanoidvisualizer

* passes along base sprite settings to the marking application so that markings know to follow skin color/alpha or not (see: slimes)

* custom base layers on humanoids

* merges all data keys into one data class for humanoid visualizers

* setappearance in sharedhumanoidsystem, removes custombaselayercolors

* humanoidcomponent, system (empty) in server

* adds some basic public API functions to HumanoidSystem

* add marking, remove marking

* changes appearance MarkingsSet to a List<Marking>, adds listener for PlayerSpawnCompleteEvent in HumanoidSystem

* ensuredefaultmarkings, oninit for humanoids

* markingmanager API changes

* removes MarkingsSet

* LoadProfile, adjusts randomization in humanoid appearance to account for species

* base layer settings in humanoidsystem, eye color from profile

* rearranges files to centralize under Humanoid namespace

* more reorganization, deletes some stuff

gotta break stuff to make other things work, right?

goodbye SpriteAccessory...

* fixes a good chunk of server-side issues

still does not compile, yet

* singlemarkingpicker xaml layout

* singlemarkingpicker logic

* magic mirror window (varying pieces of it, mostly client-oriented)

* removes some imports, gives MagicMirror a BUI class (not filled in yet)

* populates magic mirror BUI functionality / window callbacks

* fixes up some errors in humanoidprofileeditor

* changes to SingleMarkingPicker

SingleMarkingPicker now accepts a List<Marking>, species, and total possible markings available in that marking category

* fixes up hair pickers on humanoid profile editor

* fixes the errors in markingpicker

* markingsystem is now gone

* fixes a bunch of build errors

* so that's why i did it like that

* namespace issues, adds robustxamlloader to singlemarkingpicker

* another robustxamlloader

* human, lizard sprites/points

* prototype fixes, deletion of old spriteaccessory

* component registration, fixes dwarf skin toning

no, 'ReptilianToned' does not exist

* removes component registration from abstract humanoid component

* visualizer data now cloneable

* serialize for visualizer key

* zero-count edge case

* missing semi-colon moment

* setspecies in humanoidsystem

* ensures that default markings, if empty, will cause ensuredefault to skip over that given category

* tryadd instead of add

* whoops

* diff and apply should properly apply markings now

* always ensure default, fixes double load for player spawning

* apply skin color now sets the skin color property in humanoidcomponent

* removes sprite from a few species prototypes

* sprite changes for specific base layers based on humanoid sex

* layer ordering fix, and a missing base layer should now disallow markings on that layer

* anymarking base layer, adds the right leg/foot for humans

* loading a profile will now clear all markings on that humanoid

* adds missing layers for humans

* separates species.yml into respective species prototype files

* ensures that if layer visibility was changed, all markings have to be reapplied

* server-side enforcement of hiding hair (and other head-related markings) when equipping things that hide hair

* slime fix, clothingsystem now dictates layer visibility server side

* sussy

* layer settings should now ensure a marking should match the skin tone

* whoops

* skincolor static class and functions in UI

* skin color validation in humanoidcharacterappearance

* markingpicker now shows only the markings for the selected category in used

* getter for slot in singlemarkingpicker now ensures slot is 0 if markings exists

* FilterSpecies no longer attempts to do removal while iterating

* expands for SingleMarkingPicker

* humanoid base dummy has blank layers now (and snout/tail/headside/headtop)

* fixes an issue with visualizer system if the marking count was different but the markings themselves were (somewhat) the same

* whoops

* adds edge case handlers for count differences in humanoid markings

* preview now loads profile instead of directly setting appearance

* moves marking set loading to update controls

* clones a marking set in markingpicker by using the deep clone constructor

* whoops (deep cloning a marking now copies the marking id)

* adds replace function for markingset

* points should now update after the markings are remove/added

* merging base layer sprites into a humanoid should now clear them before merging

* sets dirty range start to count only if the dirty range start was never set above 0

* fixes up some issues with singlemarkingpicker

* color selector sliders in single marking picker should now expand

* hair from hair pickers should now apply in profile loading (client-side)

* category in singlemarkingpicker now sets the private category variable

* slot selector should now populate

* single marking picker buttons now have text, also shows the category name over all user-clickable elements

* removes a comment

* removing hair slots now sets it to bald, defaults to zero used slots if current hair is bald on hair/facial hair

* random skin color, eye color

* populate colors now checks if the marking count is greater than zero in singlemarkingpicker

* hair/facial hair pickers now just get the first possible hair from the respective species list

* different approach to random skin color

* oh, that's why it wasn't working

* randomize everything now just updates every single control

* selecting a new marking in SingleMarkingPicker should attempt to copy over old colors, populate list now uses cache,

* markingmanager now uses OnlyWhitelisted to populate by category and species

* filterspecies now uses onlyWhitelist to filter markings based on whitelist or not

* oops

* ui fix for singlemarkingpicker, ensures that cache is not null if it is null when populatelist is called

* order of operations for the horizontal expand for add/remove

* hair pickers should now update when you add/remove the hair slot

* fixes variable naming error in character appearance

* loc string fix in singlemarkingpicker

* lizards, vox now have onlyWhitelist, vox restriction for hair/facialhairs

* having zero possible hairs should no longer cause an exception in randomization

* setting species should now update hair pickers

* ignore categories for marking picker

* and a clear as well for the category button

* places that functionality in its own function instead

* adds eye base sprite, vox now also have their own custom eye sprites

* loading a profile client-side should do FilterSpecies for markings now

* client-side load profile does filter species after adding in the hairs now

* magic mirror

* callbacks now call the callback instead of adding it on construct

* whoops

* in removemarking too

* adds missing synchronize calls

* comments out an updateinterface call in magic mirror

* magic mirror window title, minimum sizing

* fixes minsize, adds warning for players who try to set their hair for species that have no hair

* removes spaces in xaml

* namespace changes/organization

* whoopsie (merge conflicts)

* re-enables identity from humanoid component

* damagevisuals now uses the enum given to it instead of the layerstate given on that layer tied to the enum

* removes commas from json

* changes to visuals system so the change is consistent

* chest

* reptilian

* visualizer system now handles body sprite setting/coloration, similar to how characterappearance did it

not a big fan of this

* adds a check in applybasesprites

* adding/removing parts should now make them invisible on a humanoid

* body part removal/adding now enumerates over sublayers instead

* synchro now runs in bodycomponent startup

* parts instead of slots

* humanoidcompnent check

* switches from rsi to actualrsi

* removes all the body stuff (too slow)

* cleans up resolves from humanoid visualizer system

* merging sprites now checks if the base sprites have been modified or not (through things like species changes, or custom base sprite changes)

* not forgetting that one again

* merging now returns an actual dirty value

* replaces the sequenceequal with a more accurate solution

* permanent layers, layer visibility on add/remove part in body

* should send all hidden layers over now

* isdirty in visualizer system for base layers

* isdirty checks count as well

* ok, IsDirty should now set the base layers if the merged sprites are different

* equals override in HumanoidSpritePrototypes.cs

temporary until record prototypes :heck:

* makes fields readonly, equates IDs instead

* adds forced markings through marking picker

* forced in humanoidsystem api, ignorespecies in markingpicker

* marking bui

* makes that serializable as well

* ignore species/forced toggles now work

* adds icon to modifier verb, interface and keys to humanoid bases

* needs the actual enum value to open, no?

* makes the key the actual key

* actions now propagate upwards

* ignore species when set now repopulates markingpicker

* modifiable base layers in the markings window

* oops!

* layout changes

* info box should now appear

* adds ignorespecies for marking picker, collapsible for base layer section of appearance modification window

* collapsible layout moment

* if base layers have changed, all markings are now dirty (and if a base layer is missing, the marking is still 'applied' but it's now just invisible

* small change to marking visibility

* small changes to modifier UI

* markings now match skin on zombification

* zombie stuff

* makes the line edit in marking modifier window more obvious

* disables vox on round start

* horizontal expand on the single label in base layer modifiers

* humanoid profiles in prototypes

* randomhumanoidappearance won't work if the humanoid has a profile already stored

* removes unused code

* documentation in humanoidsystem server-side

* documentation in shared/client

* whoops

* converts accessory into marking in locale files (also adds marking loc string into single marking picker)

* be gone, shared humanoid appearance system from the last upstream merge

* species ignore on randomization (defaults to no ignored species)

* more upstream merge parts that bypassed any errors before merge

* addresses review (also just adds typeserializers in some places)

* submodule moment

* upstream merge issues
2022-09-22 17:19:00 -05:00
lapatison
454ec1586a Update identification_cards.yml (#11421) 2022-09-22 16:00:14 -05:00
Morb
db7e84b7c7 Add salvage & botany backpacks (#11445)
* Add salvage & hydroponics backpacks

* Fix path

* Add new salvage backpacks to starting gear

* Add new botany duffle to starting gear

* Add botany duffle to hydrobe vending
2022-09-22 14:02:30 -05:00
Flipp Syder
b6a548fb97 adds examinable text for address to some device networked entities (#11455) 2022-09-22 14:00:54 -05:00
corentt
5464e8a0d7 Cleanup and re-parenting of wallmount/door electronics (#11397) 2022-09-23 01:57:24 +10:00
Mervill
7e60cdd07e Forensic pad is now tagged as a document (#11424) 2022-09-23 01:46:11 +10:00
Nemanja
635142aa1c ian fortnite burger (#11435) 2022-09-20 19:16:59 -07:00
0x6273
d9b25f6a42 Fix cargo computer boards (#11430) 2022-09-20 19:09:59 +10:00
Flipp Syder
1c4e1ba5de Adds a component to require an entity to be powered to receive DeviceNetwork packets. (#11390) 2022-09-19 16:59:32 -07:00
Nemanja
2ed3779405 cleaning up more stuff with crematoriums and morgues (#11384) 2022-09-19 16:59:04 -07:00
themias
d8dc54f836 Add smoking pipe (#11419)
* Add smoking pipe

* fix access issue

* try fix init issue

* fixed for real
2022-09-19 18:54:33 -05:00
Morb
7dbfe2aa63 Fix invisible stun baton (#11394) 2022-09-19 16:48:29 -07:00
Nemanja
11f8c92173 Fix broken medical techfab visualizer (#11415) 2022-09-19 12:35:31 -07:00
Nemanja
6611611fa2 Update lathe.yml (#11404) 2022-09-18 19:44:25 -05:00
Matthias
fcf712888a Fix comfy chair rotation (#11402)
Co-authored-by: matthst <32034333+matthst@users.noreply.github.com>
2022-09-18 14:56:50 -05:00
corentt
a26d7b218c SMES are no longer filled when constructed (#11401) 2022-09-18 11:02:45 -07:00
Nemanja
5c330dd401 Folding Chairs (#11398)
* folding chair

* rsi moment
2022-09-18 12:47:31 -05:00
Nemanja
4fe4ba1575 wall mounted lockers (#11382) 2022-09-17 13:05:39 -07:00
Morb
9e8d0a51ad Localize gases (#11376) 2022-09-17 12:34:53 -05:00
Kara
7d17d4001c Add appraisal tool to startinggear and lathe (#11379) 2022-09-17 11:16:36 -05:00
theashtronaut
525d5c9ad7 Fix drobes and lockers contents (#11366) 2022-09-17 07:43:33 -07:00
Flipp Syder
576441214b Fixes pills and tinned meat not having flavors (#11370) 2022-09-17 14:33:43 +10:00
lapatison
58811c07df Combat gloves removed from atmosdrobe (#11365) 2022-09-16 19:05:05 -07:00
Nemanja
2e7dcb1ed8 Lathe Refactor and ECS (#11201)
* lathe and material storage refactor

* materialStorage ECS

it kinda sus tho

* beginning the lathe shitcode dive

* couple lathe visuals and lathe system

* lathe changes and such

* dynamic lathe databases

* rewrote internal logic

on to ui

* da newI

* material display clientside

* misc ui changes

* component state handling and various other things

* moar

* Update Content.Shared/Lathe/LatheComponent.cs

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* first volley of sloth review

* more fixes

* losin' my mind

* all da changes

* test fix and other review

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2022-09-16 18:49:05 -05:00
corentt
c477a5e482 Add jetpack to cargo (#11350) 2022-09-16 14:21:46 -07:00
Morb
edd41c04e0 Remove tab from chemistry yml (#11354) 2022-09-16 09:42:56 -07:00
Jukereise
810e051e99 Allow players to spend 3x more time as an intern role (Technical Assistant, Medical Intern, Security Cadet) (#11327) 2022-09-16 07:45:20 -07:00
Morb
80da7edecc Add variants of equipped headsets sprite (#11240) 2022-09-16 07:43:18 -07:00
rolfero
0ae6c80e4d changes SpawnPrototype to GivePrototype where it makes sense (#11182)
Co-authored-by: CommieFlowers <rasmus.cedergren@hotmail.com>
2022-09-16 07:41:21 -07:00
ChilbroBaggins
86f63a17d4 Rasta hat (#11269)
Co-authored-by: Jeff <velcroboy333@hotmail.com>
2022-09-16 07:40:49 -07:00
metalgearsloth
14d48f4306 Pointing arrow changes (#11097) 2022-09-16 07:37:15 -07:00
lapatison
fd77678ddf Add 2 bottle boxes to chemistry supplies crate (#11330) 2022-09-16 07:27:28 -07:00
metalgearsloth
4df4238c4c Nerf bible (#10023) 2022-09-16 07:27:05 -07:00
Justin Trotter
6bf45709e9 Add access locks to gas canisters (#10575) 2022-09-16 07:06:29 -07:00
Nemanja
dc1d8ec9b4 random loadout support (#11027) 2022-09-16 07:03:45 -07:00
NoobyLegion
62260da16b Changes the large beaker size to 10. (#11219)
Co-authored-by: - <no@email.local>
Co-authored-by: Visne <39844191+Visne@users.noreply.github.com>
2022-09-16 04:10:23 -07:00
Peptide90
464f4853c9 NSS Pillar mk2 - New Pillar (#11200)
* new pillar

* finished atmos etc

* misc changes
2022-09-15 21:55:43 -05:00
lapatison
374e59c01b Salami Lid 1984 (#11332)
* Update food.yml

* Update food.yml

* Update food.yml

* Update Resources/Prototypes/Catalog/Fills/Crates/food.yml

Co-authored-by: Moony <moonheart08@users.noreply.github.com>

Co-authored-by: Moony <moonheart08@users.noreply.github.com>
2022-09-15 17:15:44 -05:00