* Draft PR, do not merge
* Lathe now uses animations. Timing is still wrong, code is very wet, repetitions and unused layers are there.
* Removed (unneeded?) PowerDeviceVisualizer from the lathe
Refactored & Renamed code and variables
Renamed animation names
* WIP protolathe animation
* Working protolathe animation.
I still don't like the solution though.
* Add BloodstreamComponent and BloodstreamSystem
New component for metabolizing reagents that other organs like the stomach pass their input reagents to.
* Change StomachComponent to put ingested reagents in bloodstream after delay
Now StomachComponent does not metabolize any reagents. Instead, it tracks how long each reagent has been inside it, and once they pass "digestionDelay" they'll be put inside the bloodstream, where the bloodstream will handle metabolism of the reagent.
* Add reagent injectors
Injects reagents straight into the bloodstream when used on mobs with bloodstreams. Also allows draw/inject from beakers. Does not support drawing blood/reagents from the bloodstream yet.
* Address code review
Make use of `Loc` static class instead of using `ILocalizationManager`. Localize InjectorToggleMode enum properly.
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.
* added Character Setup
* whoops
* reverted unrelated changes
* Made everything work post-rebase
* Removed unused PreferencesChanged event
* nope, don't need this
* HumanoidProfileEditorPanel -> HumanoidProfileEditor
* Set initial data for hair pickers
* Fixed nullable warning
* Renamed LooksComponent -> HumanoidAppearanceComponent
* Renamed LooksComponentState -> HumanoidAppearanceComponentState
* Final renaming maybe
* Use a human-like dummy instead of a real human
* Change preferences structs back to classes
* 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
* 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
* 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
* 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
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.
* 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.