* Scope creep my ass
* why was this shit not pushed????
* gone...
* fix that
* review plus buildd
* asfsafsafsafsafas
* grug
* burber
* I'll fix this later
* shrimply die
* also this
* it's snerf or snuthin
* assaads
* round snend
* aaaa
* fix this shit for real
* actually, don't start GameRules until MapInit now that I think aboot it.
* forgot u
* don't actually need this part nullable
* Deffer comp removal
* one liner
* do that too
* chungus
* Honestly makes more sense here, plus WHY are we doing all that shit on "GameRuleAdded" rather than GameRuleStarted(?)
* deferred removal :V
* aaaaaaaaaaaaaaa
* whhop
* Whoop
* better
* landmine that I placed for myself then forgot about lmao
* cleanup
* FUCKING `!`
* gotovo
* amogus
* please don't check by metadata I beg
* waawsasfdfsasfa
* sfafsasfafsas
* fdsaasffsasfa
* code
* fix
* fasasffasfasfsad
* chungaas
* I may be stupid
* gra
* graaaaaaaaaaaaaaaaa
* comment
* gra
* clearing is not predicted and would require major refactors, so don't cache on client.
* lame shit :P
* last holes
* nukeopsfsafsasafsfafsa
* why was that shit public bruh
* bubrbgwahrghfaka
* dynamic
* revert change that did nothing lmao
* component outline
* System port
* super bonk detour
* working good!
* relay changes
* the death of clumsy
* why it stop working??
* now to test it
* tested it
* Actual genuine tests
* final checks
* buff up catch test
* annoying test fail
* refactor: minor whitespace and var rename changes
* refactor: changed comments on top of methods to xml-doc for ClumsyStatusEffectSystem
---------
Co-authored-by: iaada <iaada@users.noreply.github.com>
Co-authored-by: Fildrance <fildrance@gmail.com>
* What sitting on code does to a branch + no mo owner v2
* Replacing ViewVariables with AutoNetworkedField + Missed One V2
* Removing Virtual Methods & Renaming ForensicsSystem to SharedForensicsSystem (Also made it abstract) V2
* IProduceWidgets Review Changes & some of my own V2
* Lil Cleanup V2
* Part 1 of Review Changes (Only thing left is the BUI stuff and the constructor) V2
* It now WORKS!!! (Still needs the BUI and constuctor changes, ill figure it out later)
* Test (Removal of ServerSide VomitSystem.cs)
* Ok...
* Moved System BloodstreamSystem.cs to SharedBloodstreamSystem.cs & deleted client BloodStreamSystem.cs to make SharedBloodstreamSystem.cs sealed. (No Unregistered errors)
* Prediction
* Fix?
* No mo log error?
* Revert "No mo log error?"
This reverts commit 50c15a3deab6af9dffd7baed45820bae5558e41f.
* Constructor going up
* No ForensicScannerBoundUserInterface.cs (It doesnt wanna scan anymore but it doesnt crash)
* For Conflicts
* Guh
* Yea
* Organization & no ErrorHell (maybe)
* Dirtying
* Dirtying take 2
* Revert "Dirtying take 2"
This reverts commit 5735012e21f43808db3ae010fce268eac24d0583.
* the dirties dont do much here
* For Conflict
* Readded
* Another Conflict Commit Fix
* Conflict Fix Thrice
* Empty Space
* Keep it simple
* Add it back in
* Move BloodstreamSystem stuff thats causing the error back to system. This'll prob fix the conflict
* Conflict fix?
* Trust the fix
* Looked at other prediction PR's, they had better code.
* To not mix up the system in client
* Removing Conflict
* For conflict
* For the conflic fix, will be removed later
* Scuffed Fix
* Removal & Adding the Decouple
* Took some HEAVY pointers from SirWarocks work. The Roadblock has been CLEARED, DOAFTERS WORK NOW!!
* Cleanup & Optimizing, mostly comps.
* More Optimization, most of this is just imported Warock Code, his QOL included. Did not want to remove SolutionDNA's tho, mostly due to a Log.Debug in OnPrint.
* Forgot that the Print Refreshes, more of Warocks work.
* Removing Loc.GetString
* All of BloodStream to Shared, hopefully no errors.
* Sketchy Dirty Removed
* Removed Timer.Spawn, added FrameUpdate cause anything else only updated when the window opened, & a bit of cleanup.
* No mo Mispredict
* GenerateDnaEvent Predicted
* Forgot the user
* I knew it was real, bloodstutter is REAL and now GONE.
* Cant dirty NewEntityBloodData due to potential stutter, so its safer to put it all back into server. again...
* Clearer
* Thank you leahcat, no more identity leak.
* Routine Maintenance
* sealing the class
* it checks for this now?!
* While im here, FileScope Namespaces & removing unused namespaces
* Update Attribute Type (SirWarock Import), it works and is much easier to read.
* Forever Fixing Conflicts
* Readonly Genocide & Partial Maxing
* LGTM, BloodstreamSystem moved to SharedBloodstreamSystem!
* Sohn
* If OG Github back push this commit
* One Billionth Commit Fix
* Removed client/server stuff
* Made implicit
* NewLine & comment on why AutoGenCompState is true
* Updatin the rest of the Popups to use Entity
* I think that's what they meant? It looks cleaner at least.
* Mass Attribute for LocalEvents that are safe to change.
* Putting it back as abstract
* maybe?
* Guhh, rolling back empty client/server of BloodStream
* Removed Client/Server BloodstreamSystems, changed access modifier from protected to private, & renamed SharedBloodstreamSystem to BloodstreamSystem
* From Protected to Private
* Removed comment & made it explicit on what changed to true
* Guh, hopefully thats all of it...
* Forgot
* Review
* Test Push
* Line 316 in SharedForensicsSystem was causing the errors, better to play it safe
* Review Changes
* Update Content.Shared/Forensics/Events.cs
Co-authored-by: Whatstone <166147148+whatston3@users.noreply.github.com>
* The only thing SolutionDNAs does is search and clears itself. I see no reason to keep it
* The print.disabled didnt properly disable when cleared. So ill just use the old if check
* Figured out the rest of the SubscribeLocalEvents and networking BloodData cause its fully in Shared
---------
Co-authored-by: Whatstone <166147148+whatston3@users.noreply.github.com>
* add user id to adminlogs command, allow opening logs for specific player
* replace ban list with opening player logs in ahelp window
* add entity logs verb
* make it less obvious I blatantly copied stuff from admin notes
* player log verb now actually working as intended
* use logic, not call command
* implement TryGetLastMind and TryGetLastMindOwner
* replace double condition with TryGetLastMind
* oops
* Apply suggestion from @AJCM-git
---------
Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com>
* Store last player whose mind was in container
* Send last player who controlled the entity's session ID along with other quick info
* No more spam
* Display last player info if there is no active player on entity
* Better looking separator
* Better looking separator but I didnt forget to ctrl s this time
* newline
* Address reviews
* cleaning
* Tiny tweaks
---------
Co-authored-by: ScarKy0 <scarky0@onet.eu>
Co-authored-by: Connor Huffine <chuffine@gmail.com>
* needs to be anchored datafield
* add verb
* improve description
* Use Captalization
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* remove redudant thing
* remove redudant check
* update examine text
* make stinkt person not show examine text of a gas miner
* Update Content.Shared/Atmos/Components/GasMinerComponent.cs
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* redundant members
* catch IonLawSystem instances
* return the ion law sawmill, fix LogMan instances
* SalvageSystem LogManager inst
* IonLawSystem: public Sawmill
* what even is initialization order?
* Remove all IPrototypeManager instances
* Remove redundant IComponentFactory instances too
* Found some stragglers
* DestructibleSystem.PrototypeManager: no dependency
* not based
* Add AFK kicks back in
Fixes the previous issues and also makes it a big window so users can close it / manually mark themselves as not being AFK now.
* review
* scar but im too lazy to apply suggestions and mess with commits
* sane minimums
* asd
* review
* augh
* Fix afk minimum + requested admin bump
* airhorn
This implements the SS13 feature where ahelps display a link to get quick info when a character name is mentioned.
Also just some cleanup of bwoink code cuz it sucks.
* Initial commit
* Added pods
* Transit tubes should no longer connect with disposal pipes
* Updated the transit tube sprites
* Revisited how the transit tubes work
* Fixing merge conflict
* Updated sprites
* Simplified disposal component collections and updated yaml
* Moved the majority of the disposals code to Shared
* Move disposed ents via physics
* Disposal unit now use generic visualizers
* Followers of disposed entities have predicted movement
* Made BeingDisposedSystem shared
* Added documentation for some components
* Code clean up
* Removed unneeded container entries, tubes use directions instead of angles
* Many EntityUid/Comp -> Entity<Comp> changes
* Updated DisposableSystem
* Review of DisposalTubeSystem
* Review of DisposalUnitSystem
* Review of DisposalSignalRouterSystem
* Unit updates
* Fixing merge conflict
* Merge conflict resolved
* Re-organization of systems and components
* Allow trapped entities to escape endless loops
* Fix for item ejection
* UI updates
* Minor tweak
* Fixes for transit tubes
* Removed placeholder sprite
* Removed transit tubes (for now)
* Moved exit stun time to DisposalHolderComponent
* Added a limit on the amount of damage that can sustained from disposals travel
* Fix for PVS-related sound issues
* Added a limit on the number of entities that can be inserted into units
* Clean up
* Undid file scoping
* Fixed test fail
* Fixed test fail
* Increased min default capacity of disposal units
* Fixed audio spam occurring when dumping multiple items into a disposal unit
* Tile prying now occurs whenever exiting an open pipe
* Prevent attacking and interactions while traveling through disposals
* Added generic verbs for entering/exiting disposal units
* Fixed UI prediction bug
* Bug fixes
* Small improvements
* Moved the disposal holder prototype from the disposal entry to the unit
* Minor clean up
* Added support for a disposal holder despawn effect
* Added prediction guard
* Test fail fix
* Re-added new escape behavior
* Removed outdated PVS code
* Clean up
* More escape behavior changes
* More clean up
* Updated exit selection logic
* Bug fix
* More clean up
* Split up disposal unit code
* Cleaned up disposal units some more
* Adjusted exit throw distance
* Capitalized disposal and mailing unit window titles
* Bug fixes
* Taggers and routers show existing tags when the UI opens
* Fixed test fail
* test fail fix
* Minor performance improvement
* Minor improvement in pathing
* merge conflicts
* Fix heisentest
* Fixed mispredict
* Updated system referencing conventions
* Updated to account for changes made to the code
* Attempting to fix submodule issue
* Addressing test fails
* Additional fixes for tests
* Addressing reviewer comments
* Cleaned up exit randomization
* T-ray can see disposal pipes when in 'pipe' mode
* Fix for flush animation flickering
* mild thing
* fix both
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>