* Add SegmentedBarChart
* CryoPodWindow: Integrate SegmentedBarChart
* Remove BeakerBarChart
* SegmentedBarChart: Fix first frame jank
To update the entries' widths, it needed Control.Width, but that wouldn't be available until later. I moved things around so that it gets updated in ArrangeOverride the first time.
* GasAnalyzerWindow: Integrate SegmentedBarChart
* AbsorbentItemStatus: Integrate SegmentedBarChart
* Remove SplitBar
* SegmentedBarChart: Fix UI scale bug
With 200% UI scale the gaps would be half the intended size.
* SegmentedBarChart: Explicit deltaSeconds
* AbsorbentItemStatus: Use bar chart's background color
* SegmentedBarChart: Edit comments
* SegmentedBarChart: Edit calculation explanation
* SegmentedBarChart: Fix a subtle UI scale bug
MinSmallNotchScreenDistance was promised to be in UI units in the comment, but it was actually in pixels.
* SegmentedBarChart: Add sheetlet and doc comments
* SegmentedBarChart: Use StylePropertyDefault instead of TryGetStyleProperty
* SegmentedBarChart: Remove unnecessary helper
* SegmentedBarChart: Small redundancy removal
* AbsorbentItemStatus: Small adjustments based on feedback
* SegmentedBarChart: Use named colors
* AbsorbentItemStatus: Draw a medium notch every six notches instead of five
This is because the capacity of mops was changed to 12. It looks a little better this way.
* SegmentedBarChart: Reorder functions, add doc comment
* icon group prototype
* prototype v2
* agent id uses groups
* working UI using groups
* UI work, new header
* formatting and misc work
* fix some texture scaling
* aesthetics
* tabs, scrollbar, MinSize
* commit
* commit
* commit
* commit
* Revert "commit"
This reverts commit 8f29ae30c69670c6dc8d5fba3dd6bd98f574830d.
* we're back
* well enough
* Final visuals for the Id (for now)
* code cleaning
* minor cleanup
* self review
* id card system changes
* try index -> resolve
* DisposeAllChildren -> RemoveAllChildren
* fix the id cards
* all pretty
* unneeded
* merge
* Review by Fildrance
* Review by Pok
* fix
* cleanup
* refactor: revert icon setsize changes back to good old '32', made container button be resizable for localization reasons
* jobIconGroup
---------
Co-authored-by: iaada <iaada@users.noreply.github.com>
Co-authored-by: Pok245 <113675512+Pok27@users.noreply.github.com>
Co-authored-by: Fildrance <fildrance@gmail.com>
Correctly scope button pseudoclass generation
I was fighting in RT for a while trying to figure out why random
controls with new PseudoClasses would turn into black, but it turns out
THESE RULES broke it all...
* Commit
* add the form post
* dv
* fixes
* Change wording
* Address review
* wording change
* Added some stuff
* New format
* bruh
* thanks perry!
* yes
* More fixes!
* typo
* Add a command to show the list, improve the UI slightly, split up command names
* Fix UI controller
* Add better comment
* Get rid of weird recursive thing
* Cleanup
* Work on moving feedback popups out of simulation
* Move round end screen subscription to feedback ui controller
* Finish moving feedback popups out of simulation
* Fix _ as parameter
* Clean up FeedbackPopupUIController
* Clean up commands
* Fix prototype yaml
* Fix openfeedbackpopup command description
* Update Resources/Locale/en-US/feedbackpopup/feedbackpopup.ftl
Co-authored-by: Simon <63975668+Simyon264@users.noreply.github.com>
* Apply suggestions from code review
Co-authored-by: Simon <63975668+Simyon264@users.noreply.github.com>
* Address reviews
* Address reviews
* Fix FeedbackPopupPrototype.cs using empty string instead of string.empty
* Address some more of the reviews, style nano is still trolling sadly
* Fix feedback popup styling
* Fix PopupPrototype ID field not having a setter
* Address reviews
* Add label when no feedback entries are present
Change link button to not show when no link is set
---------
Co-authored-by: beck-thompson <beck314159@hotmail.com>
Co-authored-by: SlamBamActionman <slambamactionman@gmail.com>
Co-authored-by: Simon <63975668+Simyon264@users.noreply.github.com>
* Initial toggle switch styling
* tweak toggle switch textures
* Simplify toggle SVG images a bit
* Better name for switch button
* Update CheckButtons that were already just regular buttons
* Match checkbox/text field outline colour instead of slider outline colour
* Use switch button for APC power
* Update switch button styling; add separate style for power buttons
* Use new switch button in midi channels menu
* Add spacer
* adjust switch button icon proportions, position
* Add disabled toggle switch styles, use improved pressed style setup, make APC breaker state visible to all
* Use Janet Blackquill's icon design; remove StyleClassPowerSwitchButton. Co-authored-by: Janet Blackquill <uhhadd@gmail.com>
* Style switch children directly instead of with propagated styles
* Add attributions file
* Turns out source is a required field
* Move SwitchButton out of engine
* Move styles to sheetlet
* Make workaround for child controls not updating work in content
* Icon layers
* Set up ISwitchButtonConfig
* Fix disabled switch label font color
* Don't redefine base pseudostyles
* Use pseudoclass helpers for better readability
* Use margin instead of padding element
* Remove unused using statements
* Remove extra image file
* Update attributions for changed files
* initial visual nubody
* oops overlay
* im so pheeming rn
* conversion...
* tests
* comeback of the underwear
* oops eyes
* blabbl
* zeds
* yaml linted
* search and visible count constraints
* reordering
* preserve previously selected markings colors
* fix test
* some ui niceties
* ordering
* make DB changes backwards-compatible/downgrade-friendly
* fix things again
* fix migration
* vulpkanin markings limit increase
* wrapping
* code cleanup and more code cleanup and more code cleanup and more code cleanup and
* fix slop ports
* better sampling API
* make filter work + use the method i made for its intended purpose
* fix test fails real quick
* magic mirror cleanup, remove TODO
* don't 0-init the organ profile data
* remove deltastates
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
All of this was doing sRGB -> OkLAB conversions without linearizing the sRGB first, so it was broken. I could have sworn I pointed this out in review but I guess that got lost.
Also, add a gamut clipping step since we have out-of-gamut colors and I don't want random negative values causing weird nightmare bugs somewhere. Shouldn't change anything in regular rendering.
* Apply patch 1777eea9a4..6b32bb2b14
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* make red squiggly line go away
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Add todo list
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Add palette to `TextureButton`
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Rename `PalettedButtonSheetlet` to `NTButtonSheetlet` and move useful methods to `ButtonSheetlet`
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* migrate `ContextMenu` styles
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Update todo
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* tweak NT colors
* New stylesheet: `InterfaceStylesheet` & `InterfaceTooltipSheetlet`
* Move inheritance of `IButtonConfig` to `NanotransenStylesheet.Buttons`
* move `MenuButtonSheetlet` & actually implement `InterfaceStylesheet` correctly
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* tweak color & update todo
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* chat is this real (update chat palette)
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Update todo
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* `SmallButton` and remove some obsolete things from `StyleNano`
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* rename `StyleClasses` to `StyleClass` so `Stylesheets.Redux.StyleClasses` syntax is dead
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* replace `ButtonColorGreen` with `Positive`
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* `Placeholder`
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Examine popup buttons
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* move over more things & cleanup `StyleNano` more (under 1000 lines!!!!)
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Remove some more redundant stuff
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Undo style change for chat window
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* paper editing works now
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* `OptionButton` styles
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* `ListContainer`, move `DefaultWindow` styles (for now) & more cleanup
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* fix `ActionButton` not having highlighting
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* remove imports of `Robust.Client.UserInterface.StylesheetHelpers` & format
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* `ButtonBig` and more cleanup
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Move items inheriting from `ISheetletConfig` into their own directory
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Cleanup & move `Label` styles
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Action search box styles
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Moved, stuff is
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* rename `LabelSubtext` to `LabelSubText` & move more stuff (were almost there!!)
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* yap & move over MORE stuff (just like one thing left!!!)
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Change status classes to appropriate existing classes
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* remove remaining references to `StyleNano`
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Fix some hardcoding & broken code, `GetFromControl`
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Scrollbars!
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* chores
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* clean up `StyleClass.cs`
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* `ItemListSheetlet` refactor
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* more chores!
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Consistency w/ directory structure
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Move `MainMenuSheetlet`
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* `ColorPalette`
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* whoopsie
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Remove most sheet-specific sheetlets
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* fix warnings, cleanup, & fix scrollbar (this is why we fix warnings boys)
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* yap
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* MASSIVE resharper skill issue
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* actually use `ISheetletConfig`
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* have specific sheetlet be specific
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* `GetResourceOr`
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* cleanup & move / remove `IPalette`s
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* actually do specific stylesheets correctly & fix tooltips
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* cleanup & logging
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Move `FontKind` and `FontKindExtensions` to their own files
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* rename `InterfaceStylesheet` to `SystemStylesheet`
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* change `ButtonHovered` etc to `PseudoHovered` etc
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* give the palettes fun names
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* `StyleSpace` is no more
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* It should compile now! I am now going to bed (fr) if it fails it fails
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* make squiggly red line go away
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* add additional type restrictions to sheetlets
* `CommonStylesheet`
* minor cleanup
* Make `GetSheetletRules` not horrible
* wait this was duplicating style rules. oops!
* move some sheetlets to their associated xamls
* oh wait apparently that was important
* review pass 1
* review pass 2 (font & color stuff)
* review pass 3: remove unused stuff / filename fix
* fix warnings & "replace cast with explicit variable type"
* move `Palette` stuff to its own directory
* tweak colors (they're different now that I actually fixed the OKlab thing)
* review pass 4: little things
* make window close button grey before hovering
* refactor `HLine` to make it less terrible and allow it to be styled
* fix `NanoHeading` (it's been broken for a while whoops) and cleanup hardcoding
* band-aid missing references in `StyleNano`
* move `StyleBox` generating functions out of `IButtonSheetlet` into `StyleBoxHelper`
* remove dictionary field from `IStylesheetManager`
* Add check for unloaded sheetlets
* style tweaks to satisfy OCD
* I somehow missed this: `Caution` styleclass replaced with `negative`, refactor `PowerChargeWindow`
* tweak palettes for like the fourth time
* construct `StyleNano` / `StyleSpace` in `StylesheetManager` and mark them as obsolete
* rename `BackgroundPanel` classes for consistency
* tweak window / `ListContainer`
* oh right you use `///` not `/**`
* font system is bad, make it temporary
* acknowledge Divider funkyness
* remove use of class `Disabled`
* `ColorPalette` allow overriding colors with brace initialization
* review pass again
* tweak disabled button colors
* `StatusPalette` tweaks
* typo
* Make squiggly red line go away
* Delete `Redux`
* Remove all references to `Redux`
* make red less radioactive
* Store stylesheet name inside stylesheet class
* fix merge errors
* use RT's Oklab support instead
* shuffle around `StylesheetManager` fields
* apply stylesheets based off `StylesheetComponent`
* simplify `ColorPalette` construction
* add todo for `SheetletConfigType`
* `OptionButton` has a background color now
* fix disabled buttons
* sigh (red color palette fixed)
* make `ItemList` use primary palette
* Revert "apply stylesheets based off `StylesheetComponent`"
This reverts commit c05b147da845f6e04ff33d1cbd91a18a92c676d7.
* dead code removal
* buttons are green when pressed (we need togglebuttons)
---------
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
Co-authored-by: Janet Blackquill <uhhadd@gmail.com>
* fax upgraded
* improve resizable
* move Paper type settings & change margins
* change margins & Aling of text
* Rearrange Fax UI
Group paper-type with print-file.
Group refresh button with destination list.
Add some panels to differenciate functionality for faxing an inserted
sheet of paper and printing a local file to a new paper.
* Whitespace
* Remove unnecessary style definition
* Remove whitespace
---------
Co-authored-by: VideoKompany <135313844+VlaDOS1408@users.noreply.github.com>
* Add ENERGYWATTHOURS() loc function
Takes in joules (energy), displays as watt-hours.
* Add simple OnOffButton control
* Re-add Inset style class
This was sloppily removed at some point?? Whatever, I need it.
* Add helper functions for setting title/guidebook IDs on FancyWindow
Reagent dispenser uses these, more in the next commits.
* Add BuiPredictionState helper
This enables me to implement coarse prediction manually in the battery UI.
Basically it's a local buffer of predicted inputs that can easily be replayed against future BUI states from the server.
* Add input coalescing infrastructure
I ran into the following problem: Robust's Slider control absolutely *spams* input events, to such a degree that it actually causes issues for the networking layer if directly passed through. For something like a slider, we just need to send the most recent value.
There is no good way for us to handle this in the control itself, as it *really* needs to happen in PreEngine. For simplicity reasons (for BUIs) I came to the conclusion it's best if it's there, as it's *before* any new states from the server can be applied. We can't just do this in Update() or something on the control as the timing just doesn't line up.
I made a content system, BuiPreTickUpdateSystem, that runs in the ModRunLevel.PreEngine phase to achieve this. It runs a method on a new IBuiPreTickUpdate interface on all open BUIs. They can then implement their own coalescing logic.
In the simplest case, this coalescing logic can just be "save the last value, and if we have any new value since the last update, send an input event." This is what the new InputCoalescer<T> type is for.
Adding new coalescing logic should be possible in the future, of course. It's all just small helpers.
* Battery interface
This adds a proper interface to batteries (SMES/substation). Players can turn IO on and off, and they can change charge and discharge rate. There's also a ton of numbers and stuff. It looks great.
This actually enables charge and discharge rates to be changed for these devices. The settings for both have been set between 5kW and 150kW.
* Oops, forgot to remove these style class defs.
* Implement client-side theming for OutputPanel scroll-down button.
* Use OutputPanel constant for button class name
* Remove unused string
* Enable scroll button for ChatBox
* Update RobustToolbox
* Update to merged RT version
* Initial resources commit
* Initial code commit
* Added additional resources
* Continuing to build holopad and telephone systems
* Added hologram shader
* Added hologram system and entity
* Holo calls now have a hologram of the user appear on them
* Initial implementation of holopads transmitting nearby chatter
* Added support for linking across multiple telephones/holopads/entities
* Fixed a bunch of bugs
* Tried simplifying holopad entity dependence, added support for mid-call user switching
* Replaced PVS expansion with manually networked sprite states
* Adjusted volume of ring tone
* Added machine board
* Minor features and tweaks
* Resolving merge conflict
* Recommit audio attributions
* Telephone chat adjustments
* Added support for AI interactions with holopads
* Building the holopad UI
* Holopad UI finished
* Further UI tweaks
* Station AI can hear local chatter when being projected from a holopad
* Minor bug fixes
* Added wire panels to holopads
* Basic broadcasting
* Start of emergency broadcasting code
* Fixing issues with broadcasting
* More work on emergency broadcasting
* Updated holopad visuals
* Added cooldown text to emergency broadcast and control lock out screen
* Code clean up
* Fixed issue with timing
* Broadcasting now requires command access
* Fixed some bugs
* Added multiple holopad prototypes with different ranges
* The AI no longer requires power to interact with holopads
* Fixed some additional issues
* Addressing more issues
* Added emote support for holograms
* Changed the broadcast lockout durations to their proper values
* Added AI vision wire to holopads
* Bug fixes
* AI vision and interaction wires can be added to the same wire panel
* Fixed error
* More bug fixes
* Fixed test fail
* Embellished the emergency call lock out window
* Holopads play borg sounds when speaking
* Borg and AI names are listed as the caller ID on the holopad
* Borg chassis can now be seen on holopad holograms
* Holopad returns to a machine frame when badly damaged
* Clarified some text
* Fix merge conflict
* Fixed merge conflict
* Fixing merge conflict
* Fixing merge conflict
* Fixing merge conflict
* Offset menu on open
* AI can alt click on holopads to activate the projector
* Bug fixes for intellicard interactions
* Fixed speech issue with intellicards
* The UI automatically opens for the AI when it alt-clicks on the holopad
* Simplified shader math
* Telephones will auto hang up 60 seconds after the last person on a call stops speaking
* Added better support for AI requests when multiple AI cores are on the station
* The call controls pop up for the AI when they accept a summons from a holopad
* Compatibility mode fix for the hologram shader
* Further shader fixes for compatibility mode
* File clean up
* More cleaning up
* Removed access requirements from quantum holopads so they can used by nukies
* The title of the holopad window now reflects the name of the device
* Linked telephones will lose their connection if both move out of range of each other
* Back in the saddle again! <(8o)
* if you like my STYLE you should see my SHEETS ;-)
* stylesheet change works for ItemStatusNotHeld but broken for ItemStatus. Just using xaml for now.
* teehee
* beeg
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Clear search criteria on loading aHelp window
* Pinning technology.
* Relay to aHelp window and discord if a user disconnect/reconnect
* Fix pinning localization
* Log disconnect, reconnects, bans to relay and admin in aHelp
* Drop to 5min to hold active conversations
* Update Content.Server/Administration/Systems/BwoinkSystem.cs
Co-authored-by: Chief-Engineer <119664036+Chief-Engineer@users.noreply.github.com>
* discord text styling if diconnect,reconnect,banned message.
* Pin icons instead of text
* Better Icons
* space
* Move button generation in to its own XAML
* List entry control
* Fix spaces
* Remove from active conversations on banned
* Discord if else block cleanup
* Better pin icons
* Move icons to stylesheet styleclass
* Better field order.
* PR review fixes
* fixes
---------
Co-authored-by: Chief-Engineer <119664036+Chief-Engineer@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Give jobs & antags prototypes a guide field
* A
* space
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
* Add todo
* Fix merge errors
---------
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
* Adds Support for Guidebook Buttons in UIs
* read it from the component
* the code is perfect
* moony review
---------
Co-authored-by: ike709 <ike709@github.com>
* Always display item status panel fully
Initial feedback from the UI changes seems to be that a lot of people go "why is there empty space" so let's fix that.
* Fix item status middle hand being on the wrong side
I think I switched this around when fixing the left/right being inverted in the UI code.
* Minor status panel UI tweaks
Bottom-align contents now that the panel itself doesn't dynamically expand, prevent weird gaps.
Clip contents for panel
* Fix clipping on implanters and network configurators.
Made them take less space. For implanters the name has to be cut off, which I did by adding a new ClipControl to achieve that in rich text.
* Update visibility of item status panels based on whether you have hands at all.
This avoids UI for borgs looking silly.
Added a new "HandUILocation" enum that doesn't have middle hands to avoid confusion in UI code.
* Use BulletRender for laser guns too.
Provides all the benefits like fixing layout overflow and allowing multi-line stuff. Looks great now.
This involved generalizing BulletRender a bit so it can be used for not-just-bullets.
* Fix geiger word wrapping if you're really fucked
* THE RETURN OF ITEM STATUS
Item status is now inline with the hands again. You can now see item status for both hands at once.
If you have more than 2 hands, the last active hand of that side is displayed in the respective item status.
The item status for the active hand is also highlighted.
Item status has been given a new look so it looks unique and matches every UI theme.
* Shrink item status to 125px
This is going to require fixing the existing controls. Do that later.
* New bullet item status rendering
sex
* Make gun item status look just a little bit nicer.
Avoid only one or two bullets ending up on a single row of an item status.
* Delete Eris theme files
* More improvements
Fixed the fact that left/right were flipped around when assigning status panel locations. Involved renaming all the UI textures.
Redid how content margins are set from the theme. Less complex and cleaner now.
Made the item name always left-aligned, just looks better since other UI elements don't adapt anyways.
* Compact down item status text
Now it fits 3 lines of text on one line. Yay.
This is achieved by compacting RichTextLabels by reducing their line height and giving them a negative bottom margin.
* Add item status sprites for Ashen theme.
* Add status control to show beaker/bucket/jug solution/transfer volumes
Also PollingItemStatusControl I'll be using that more.
* Fix welder item status, clean up welder code
The item status control implementation was ancient and bad. That's why it was buggy.
Removed all the complex dated networking stuff for welders, we just sync the solution contents now anyways so none of that is needed anymore. This moves a buncha stuff to shared and just removes code.
Cleanup. The code was doing some really dumb stuff.
* Spray bottles show contents in item status.
* cowtools
* Fix plasmafire and clockwork themes.
Actual git gaslighting wtf.
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Adds a new slider to the misc tab in options that lets the player set chat window transparency
* Tweaked variable names
* Fixed order to match UI
* Renamed set chat window transparency function
* Changed and refactored to opacity instead of transparency
* Remove unnecessary int to float conversions
Slider used to be 0-100 while the CCVar was 0.0-1.0f. This is confusing and was only used for rounding to 2 decimal points.
* Round the value to two decimal points
* Remove rounding for now
* Rename
* Unhardcode chat color by moving to stylesheet
* Fix indent
* Make opacity slider only change opacity
---------
Co-authored-by: Your Name <you@example.com>
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
* Initial radial menu prototyping for the RCD
* Radial UI buttons can send messages to the server
* Beginning to update RCDSystem
* RCD building system in progress
* Further updates
* Added extra effects, RCDSystem now reads RCD prototype data
* Replacing tiles is instant, multiple constructions are allowed, deconstruction is broken
* Added extra functionality to RadialContainers plus documentation
* Fixed localization of RCD UI strings
* Menu opens near cursor, added basic RCD
* Avoiding merge conflict
* Implemented atomized construction / deconstruction rules
* Increased RCD ammo base charges
* Moved input context definition to content
* Removed obsoleted code
* Updates to system
* Switch machine and computer frames for electrical cabling
* Added construction ghosts
* Fixed issue with keybind detection code
* Fixed RCD construction ghost mispredications
* Code clean up
* Updated deconstruction effects
* RCDs effects don't rotate
* Code clean up
* Balancing for ammo counts
* Code clean up
* Added missing localized strings
* More clean up
* Made directional window handling more robust
* Added documentation to radial menus and made them no longer dependent on Content
* Made radial containers more robust
* Further robustness to the radial menu
* The RCD submenu buttons are only shown when the destination layer has at least one children
* Expanded upon deconstructing plus construction balance
* Fixed line endings
* Updated list of RCD deconstructable entities. Now needs a component to deconstruct instead of a tag
* Bug fixes
* Revert unnecessary change
* Updated RCD strings
* Fixed bug
* More fixes
* Deconstructed tiles/subflooring convert to lattice instead
* Fixed failed tests (Linux doesn't like invalid spritespecifer paths)
* Fixing merge conflict
* Updated airlock assembly
* Fixing merge conflict
* Fixing merge conflict
* More fixing...
* Removed erroneous project file change
* Fixed string handling issue
* Trying to fix merge conflict
* Still fixing merge conflicts
* Balancing
* Hidden RCD construction ghosts when in 'build' mode
* Fixing merge conflict
* Implemented requested changes (Part 1)
* Added more requested changes
* Fix for failed test. Removed sussy null suppression
* Made requested changes - custom construction ghost system was replaced
* Fixing merge conflict
* Fixed merge conflict
* Fixed bug in RCD construction ghost validation
* Fixing merge conflict
* Merge conflict fixed
* Made required update
* Removed lingering RCD deconstruct tag
* Fixing merge conflict
* Merge conflict fixed
* Made requested changes
* Bug fixes and balancing
* Made string names more consistent
* Can no longer stack catwalks
* guidebook pages defined
* species info button in character profile editor
* if current species has no guidebook page then open the parent page
* skrek
* destroying evidence of secret vox plot
* icon size adjustment, no icon if guidebook page for species does not exist
* finished pages
* additional info
* weh
* Facelift Microwave UI
Includes new background light in UI, Uses predictive input, UI now properly disables buttons when microwave is active
* Microwave now shows Elapsed time
* Fixed bad formatting
* Added new term for "BottomMargin"
* Change yellow color
* Update StyleNano.cs
just spacing fixed
* Cook time countdown now detached from server
Instead of the server constantly sending out messages for the cook countdown, it is now predicted client side using TimeSpan
* Update MicrowaveMenu.xaml
forgot to re-add item space
* Implement basic font support
Add NotoEmoji font
Add emoji font to default font stacks
* Remove unneded change
* L
* Remove emoji font from default font stacks
* Adds uses before delay so actions can be used multiple times before cooldown
* adds methods to get remaining charges, to set uses before delay, and to set use delay
* adds method to change action name
* moves set usedelay
* action upgrade ECS
* adds method to reset remaining uses
* adds upgrade events
* refactors action upgrade event and adds logic to parse it
* fix serialization issue
* adds level up draft method
* adds action commands and a command to upgrade an action
* more warning lines to help
* Gets action to upgrade properly
* Removes unneeded fields from the action upgrade component and now properly raises the level of the new action
* Cleans up dead code and comments
* Fixes punctuation in actions-commands and adds a TryUpgradeAction method.
* removes TODO comment
* robust fix
* removes RT
* readds RT
* update RT to 190
* removes change name method
* removes remaining uses & related fields and adds that functionality to charges
* Adds Charges to action tooltips that require it