* 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>
* better
* VendingMachineComponent upd
* move components
* small fix
* move some fields to VendingMachineEjectComponent
* move some fields to VendingMachineVisualsComponent
* fix
* move some fields to VendingMachineDispenseOnHitComponent
* move NextEmpEject to VendingMachineEjectComponent
* upd
* split shared system to eject
* no more dummies for name
* fix contraband inventory
* small fix
* and again
* move VendingMachineDispenseOnHitComponent to server
* upd dispense
* upd
* move visuals to client
* fix
* move canshoot to server
* fix client
* fix
* upd
* fix merge
* fix
* upd1
* afterhandlestate
* upd
* more docs and protoid
* upd visuals
* upd components
* reorganize
* Entity<>
* revert AfterAutoHandleState
* Resolve obsolete TransformComponent warnings
* all gas no lerp, a few unused imports
* Resolve TransformSystem via IEntityManager.System
* Revert to set anchored in ConstructionSystem.Graph
* pragma, no FIXME, redundant TransformSystems
* Remove unused variable
* Address sloth's suggestions
* oneliner rotation assignment
* Use spawn commands with rotation
* yet more spawnattachedto changes & cleanup
* Remove unused transform import
* more transform system cleanup, dump restock warn
* Revert "New not fun meteors (#37716)"
This reverts commit 423b38287b.
* Revert "Add SpawnAfter for SpawnEntitiesBehavior (#41004)"
This reverts commit 308c92b160.
* fard
* hell
* last revert
* forgor
* initial
* final
* this is gonna take a while.....
* more
* progress
* Shrink it
* Revert "Merge branch 'structs/health-bases' into structs/destructible-alwaysinherit"
This reverts commit 88fc74722b95942e1b12482e2346d846f47f2ffc, reversing
changes made to dcade0e7832cb86898ace1e854716b8d894bf366.
* windoors WOW
* okay
* Revert "windoors WOW"
This reverts commit 96bffc71642ec641da37c4cfbe4efeb7efc396fa.
* beds chairs carpets
* Revert "chairs"
This reverts commit 6aecd1e268d86caf509c21b31f6faf2109b977bf.
* a whole lot more
* windows
* break before machines
* random errors
* walls
* more walls
* machines
* Squish thresholds
* misc test fails
* mobs
* test
* self review
* another once over
* revert
* a bunch of changes
* remove squish
* more remove squish
* more self review
---------
Co-authored-by: iaada <iaada@users.noreply.github.com>
Co-authored-by: Princess Cheeseballs <66055347+Princess-Cheeseballs@users.noreply.github.com>
* i shitted
* fsasfaasffasfsafsafsafsafsasfasfa
* typo
* remove TODO that I forgot about
---------
Co-authored-by: iaada <iaada@users.noreply.github.com>
* Add SpawnAfter for SpawnEntitiesBehavior
* Retry
* Please tell me it is a random fail
* Revert partially
* Better code
* forgot about it
* Apply suggestion from @whatston3
Co-authored-by: Whatstone <166147148+whatston3@users.noreply.github.com>
* Review
* Review 2 part 1
* Review 2 part 2
* Fix random
* Review
---------
Co-authored-by: Whatstone <166147148+whatston3@users.noreply.github.com>
* Remove all IPrototypeManager instances
* Remove redundant IComponentFactory instances too
* Found some stragglers
* DestructibleSystem.PrototypeManager: no dependency
* not based
* Change to file scoped namespace
* Improve variable naming
* Remove unnecessary audiosystem
* Add automatic overkill
* Small cleanups
* Alphabetize dependencies
* Change to file scoped namespace
* Change to OnMapInit
* Fix overkill if no destruction node present
* Add overkill test
* Example cleanup
* Performance improvements
* Tuple event subscriptions
* Correct comment
* Realphabetize
I might be dyslexic. Or just stupid.
* Invert toggle behavior and rename
* Change from MapInit to ComponentInit
* Revert "Change from MapInit to ComponentInit"
This reverts commit 1ed9fa0ad49be00becd9adca5cfee45cf4fef3a2.
* Change to use index instead of raw int
* Explicit check not required
* Clean up overkill test
* Improve commenting
* Overhaul the test
* Little more
* Improve commenting
* Update DestructibleOverkillTest.cs
* Typo
* Change to tuple assignment
* Alphabetize dependencies
* Update Content.IntegrationTests/Tests/Destructible/DestructibleOverkillTest.cs
* Update Content.IntegrationTests/Tests/Destructible/DestructibleOverkillTest.cs
* Update Content.IntegrationTests/Tests/Destructible/DestructibleOverkillTest.cs
---------
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Everything except the YAML slop...
* She solution on my manager till I sajfslkahfsjakfhaskjfshajksafhfsakhfasjfas
* another 1000 lines
* fix chem dispenser size
* go my shnelf
* Implicit ass
* rider is being mean for some reason
* dasdas
* borger
* better formatting go!
* clothes/bloodstream
* Cartons
* cups and bottles
* mmm soder
* bar drinks
* Spray bottles and some size tweaks with hindsight
* 99 bottles of beer on the wall I hate YAML
* push that shit
* mmm burger
* Sneed
* sheets
* condiments
* mmm yummy
* fridge yummyfood
* meat...
* sub 300
* burger...
* bready
* let them eat cake
* does she know how to make a grilled cheese?
* pizza pie!
* misc shit
* soup or salad
* Food and drinks, vanquished
* the cubes!!!
* Almost free from YAML...
* fix test fails and some yaml issues
* fix prediction, almost done
* fix all test fails
* remove master merge artifacts and undo autonetworking
* review and compatibility
* graaah
* unfuck master merge I hate github
* merg conflicts
* sfsa
* ehoop
* sadas
* afsafsaasf
* merge conflicts
* fucked up the merge conflicts
* merge conflict is fucked I might need to completely redo this branch
* test fail
* no calcium????
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* 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>
* Decouple gibbing from the body system
* allow gibs that don't drop giblets
* pass through user
* prediction gon
* comment
* destructible
* playpvs
* very very very very very very very minor cleanup
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Made it so that vox now say they become fried chicken upon taking enough heat dmg
* updated a comment to be more clear
* changed the name of bodyburnvox-text-other to bodyburn-vox-text-other
* forgot that I needed to also update the text in vox.yml to go with the previous commit change
* BurnBodyBehavior now takes bodyburn-text-others as default
* fixed suggested changes
* Relized I forgot to do a suggested change, I have now done it
* Update Content.Server/Destructible/Thresholds/Behaviors/BurnBodyBehavior.cs
* Update Content.Server/Destructible/Thresholds/Behaviors/BurnBodyBehavior.cs
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* I’M SCREAMING INTO THE VOID AND IT’S NOT LISTENING
* review
* explodes pancakes with mind
* graaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
* Meteors RAAAAAAAAAAH
* I'm so tired of solutions
* whhop
* revert
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Update DamageableSystem to modern standards
* DamageContainerId -> DamageContainerID with lint flag
* Replace strings with protoids
* Make CVar subscription declarations all consistently whitespaced
* ChangeDamage -> TryChangeDamage, cope with C# jank
* Revert event signature changes
* Restore a comment
* Re-add two queries
* Init the queries
* Use appearanceQuery in DamageChanged
* Use damageableQuery in TryChangeDamage
* Use damageableQuery in SetDamageModifierSetId
* Final cleanup, fix sandboxing
* Rectify ExplosionSystem:::ProcessEntity's call to TryChangeDamage
* Re-organize DamageableSystem
* first big fuck you breaking change.
* THATS A LOT OF DAMAGE!!!
* Fix test fails
* test fixes 2
* push it
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* eye on the prize
* OnStackInteractUsing, TryMergeStacks, TryMergeToHands, TryMergeToContacts
* namespace
* Use, get count, getMaxCount
* component access
* add regions, mark TODO
* obsolete TryAdd, public TryMergeStacks
* GetMaxCount
* event handlers
* event handlers
* SetCount
* client server event handlers
* move to shared
* Revert "move to shared"
This reverts commit 45540a2d6b8e1e6d2a8f83a584267776c7edcd73.
* misc changes to shared
* split
* spawn and SpawnNextToOrDrop
* SpawnMultipleAtPosition, SpawnMultipleNextToOrDrop, CalculateSpawns, general server cleanup
* Rename Use to TryUse.
* Small misc changes
* Remove obsolete functions
* Remove some SetCount calls
* Partialize
* small misc change
* don't nuke the git dif with the namespace block
* Comments and reordering
* touchup to UpdateLingering
* Summary comment for StackStatusControl
* Last pass
* Actual last pass (for now)
* I know myself too well
* fixup
* goodbye lingering
* fixes
* review
* fix test
* second look
* fix test
* forgot
* remove early comp getting
---------
Co-authored-by: iaada <iaada@users.noreply.github.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Fix usages of TryIndex()
Most usages of TryIndex() were using it incorrectly. Checking whether prototype IDs specified in prototypes actually existed before using them. This is not appropriate as it's just hiding bugs that should be getting caught by the YAML linter and other tools. (#39115)
This then resulted in TryIndex() getting modified to log errors (94f98073b0), which is incorrect as it causes false-positive errors in proper uses of the API: external data validation. (#39098)
This commit goes through and checks every call site of TryIndex() to see whether they were correct. Most call sites were replaced with the new Resolve(), which is suitable for these "defensive programming" use cases.
Fixes#39115
Breaking change: while doing this I noticed IdCardComponent and related systems were erroneously using ProtoId<AccessLevelPrototype> for job prototypes. This has been corrected.
* fix tests
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* New Feature
* Cleanup
* Bump threshold
* Update
* Update
* Single change
* Me when I forgor the yaml
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Initial commit
* Removed mention of StationAiTurretComponent (for now)
* Prep for moving out of draft
* Fixing merge conflict
* Re-added new net frequencies to AI turrets
* Removed turret control content
* Removed unintended change
* Final tweaks
* Fixed incorrect file name
* Improvement to fire mode handling
* Addressed review comments
* Updated how turret wire panel auto-closing is handled
* Ranged NPCs no longer waste shots on stunned targets
* Fixed bug in tracking broken state
* Addressed review comments
* Bug fix
* Removed unnecessary event call
* move component to shared
* add fake systems
* update server explosion system and remove duplicate transform query
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
* Replace instances of SolutionContainerSystem with SharedSolutionContainerSystem
* guap
* More fixes
* Wait you can do that?
---------
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
* Meteors that leave behind asteroid ore
* bigger offset
* Bit more generic
* Better defaults
* hrm?
* I HATE CUSTOM SERIALIZERS
* More comments
* renamed a variable
---------
Co-authored-by: plykiya <plykiya@protonmail.com>
* move MinMax to shared
* cleanup MinMax
* move other ticking components to shared just because
* remove unused prototype file
* update everything to use shared components
* test
* test 2
* test 3
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
* Moved GasMixture to shared
* Temp Fix for sandbox violation, idk why Array.Resize isn't working properly. It's already sandboxed.
* The most powerful webedit in history
* Mega Antag Refactor
* last minute delta save
* more workshopping
* more shit
* ok tested this for once
* okkkkk sure
* generic delays for starting rules
* well darn
* nukies partially
* ouagh
* ballin' faded and smonkin wed
* obliterated the diff
* Spread my arms and soak up congratulations
* I've got plenty of love, but nothing to show for it
* but there’s too much sunlight
Shining on my laptop monitor, so I
Can’t see anything with any amount of clarity
* ok this junk
* OOK!
* fubar
* most of sloth's review
* oh boy
* eek
* hell yea!
* ASDFJASDJFvsakcvjkzjnhhhyh
* mobs burn to ashes on excessive heat damage
* remove comment, remove random lines I didn't mean to add
* combine code into behavior
* clean unused
* fix namespace
* drop next to
* fix spawn entities behavior spawning entities outside container
* move SolutionTransfer to shared and predict as much as possible
* fully move OpenableSystem to shared now that SolutionTransfer is
* fix imports for everything
* doc for solution transfer system
* trolling
* add scoopable system
* make ash and foam scoopable
* untroll
* untroll real
* make clickable it work
* troll
* the scooping room
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>