* Forced UpdateLevel in HandHeldLightSystem.cs always to dirty the component to resolve visual glitch
* Revert "Forced UpdateLevel in HandHeldLightSystem.cs always to dirty the component to resolve visual glitch"
This reverts commit 95fa28f454007179dfde47f681898afd7afafef0.
* Removed spurious charge level null upon turning off flashlights
* 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
* Predict Light Replacers
* Public once more
* Light changes
* Introduce an OrderList.
* Added Radial Menu
* Fix missing Dirty()
* Introduce EntityProvider
* Migratiooon!
* Adress Reviews
* Forgot Comments
* Test-Fail Fix
* Fixes
* Update buttons
* Revert "Update buttons"
This reverts commit f84d8f2502600905a2ab4bce5463af6f2b4b1c3e.
* Introduce Dedicated Short String
* review
* Another review has hit the PR
Co-Authored-By: Whatstone <166147148+whatston3@users.noreply.github.com>
* Adressing reviews
Co-Authored-By: Whatstone <166147148+whatston3@users.noreply.github.com>
* Update LightReplacerMenuBoundUserInterface.cs
* refactor: do not pass ref type by ref, try not to create impure methods where it is not required
* refactor: random xml-doc changes
* refactor: more xml-doc, and 1 call per line convention
* Small fixes
* Iterate through the container
* updated xml docs
* IReadOnlyfix
* refactor: renaming, whitespaces, use deconstructor in foreach, use Enumerable instead of creating additional list when its possible that it will be empty and wont be modified
* refactor: fix collction cloning to not throw during modificaiton
* Replace popups with sounds.
* Added singular sounds
* refactor: fix error on moving items from one EntityProvider to another and back when they have some spawned entities in container
* Replaced Popup with Sound
---------
Co-authored-by: Pok245 <113675512+Pok27@users.noreply.github.com>
Co-authored-by: Whatstone <166147148+whatston3@users.noreply.github.com>
Co-authored-by: Fildrance <fildrance@gmail.com>
* Make every EntitySystem partial
* Oobs thats for a diff PR
* Also oops on that one
* Test systems
* git are we fr
* Update file templates
* cleanup empty classes while we are here
* forgor
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Co-authored-by: AJCM-git <ajcm_mail@disroot.org>
* Ignore space tiles for rooves
If we get spacelight this looks better.
* Add spacelight
SS13 parity idk if wanted. Dampened the color a bit as it came off a bit strong.
* Apply suggestion from @metalgearsloth
* SpookyExtinguish, oooooo
* comments, intensity
* Use allowedIntensity in GhostSystem
* commento-stuffed
* GhostComponent: return to BooCount for sanity
* unindento
* fix ghost component, dependency order (holy shit)
* More cleanup than feature at this point
* Add partial to PoweredLightSystem
* event field order, ghost system comments
* Separate spooky, consistency w.r.t. DoGhostEvent
* BooActionEvent handler to GhostSystem.Boo, fix ext
* featuring kenny blankenship and vic romano
* fix maximum value
* Fix BooIntensity comment
* remove whitespace
* comments, RevenantSystem: set handled
* "for a typical ghost"
* Address PR suggestions
* Use Handled, SpookyLight: BooIntensity->Intensity
* Use Handled in BooActionEvent handler, update name
* remove query
* address beck-thompson's requested changes + Handled
* ResponseIntensity setter, private Handled setter
* Check Handled, not !Handled
* there is a third
* the hell was this using placement
* Obsolete Extinguish, Try with Entity<T>
* why wasn't this using TimeOffsetSerializer
---------
Co-authored-by: iaada <iaada@users.noreply.github.com>
* cleanup
* fix fixtures
* this belongs into the next PR
* review
* misc
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Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@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>
* Predict dumping
- This got soaped really fucking hard.
- Dumping is predicted, this required disposals to be predicte.d
- Disposals required mailing (because it's tightly coupled), and a smidge of other content systems.
- I also had to fix a compnetworkgenerator issue at the same time so it wouldn't mispredict.
* Fix a bunch of stuff
* nasty merge
* Some reviews
* Some more reviews while I stash
* Fix merge
* Fix merge
* Half of review
* Review
* re(h)f
* lizards
* feexes
* feex
* Added expendable light source refueling. Also fixed it to use the name modifier system so attributes like glue show up.
* Removed a duplicate line of code.
* Replaced TryGetComponent with TryComp, changed a variable name to be a little more clear.
* Removed the removed field "spentDesc" in flares and glowsticks
* Fixed to comply with slarticodefast's review. Name modifiers don't work yet (fixing that tmr)
* Fixed the localization!!!! :DDDD
* Extracts magic strings from Tag calls
When #36281 gets merged, the `TagSystem` methods will all give warnings. Let's fix those warnings before they even happen!
* Adds missing libraries
* Remove not yet implemented TagSystem changes
* Fix tag spelling error
Genuinely surprised there was only 1!
* Styling and proper type changes
* Styling
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
---------
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Implements a Dynamic Lighting System on maps.
* Edit: the night should be a little bit brighter and blue now.
* Major edit: everything must be done on the client side now, with certain datafield replicated.
Changes were outlined in the salvage to accommodate the new lighting system.
* Edit: The offset is now serverside, this makes the time accurate in all situations.
* Removing ununsed import
* Minor tweaks
* Tweak in time precision
* Minor tweak + Unused import removed
* Edit: apparently RealTime is better for what I'm looking for
* Fix: Now the time is calculated correctly.
* Minor tweaks
* Adds condition for when the light should be updated
* Add planet lighting
* she
* close-ish
* c
* bittersweat
* Fixes
* Revert "Merge branch '22719' into 2024-09-29-planet-lighting"
This reverts commit 9f2785bb16aee47d794aa3eed8ae15004f97fc35, reversing
changes made to 19649c07a5fb625423e08fc18d91c9cb101daa86.
* Europa and day-night
* weh
* rooves working
* Clean
* Remove Europa
* Fixes
* fix
* Update
* Fix caves
* Update for engine
* Add sun shadows (planet lighting v2)
For now mostly targeting walls and having the shadows change over time. Got the basic proof-of-concept working just needs a hell of a lot of polish.
* Documentation
* a
* Fixes
* Move blur to an overlay
* Slughands
* Fixes
* Apply RoofOverlay per-grid not per-map
* Fix light render scales
* sangas
* Juice it a bit
* Better angle
* Fixes
* Add color support
* Rounding bandaid
* Wehs
* Better
* Remember I forgot to do this when writing docs
---------
Co-authored-by: DoutorWhite <thedoctorwhite@gmail.com>
* Implements a Dynamic Lighting System on maps.
* Edit: the night should be a little bit brighter and blue now.
* Major edit: everything must be done on the client side now, with certain datafield replicated.
Changes were outlined in the salvage to accommodate the new lighting system.
* Edit: The offset is now serverside, this makes the time accurate in all situations.
* Removing ununsed import
* Minor tweaks
* Tweak in time precision
* Minor tweak + Unused import removed
* Edit: apparently RealTime is better for what I'm looking for
* Fix: Now the time is calculated correctly.
* Minor tweaks
* Adds condition for when the light should be updated
* Add planet lighting
* she
* close-ish
* c
* bittersweat
* Fixes
* Revert "Merge branch '22719' into 2024-09-29-planet-lighting"
This reverts commit 9f2785bb16aee47d794aa3eed8ae15004f97fc35, reversing
changes made to 19649c07a5fb625423e08fc18d91c9cb101daa86.
* Europa and day-night
* weh
* rooves working
* Clean
* Remove Europa
* Fixes
* fix
* Update
* Fix caves
* Update for engine
* Add sun shadows (planet lighting v2)
For now mostly targeting walls and having the shadows change over time. Got the basic proof-of-concept working just needs a hell of a lot of polish.
* Documentation
* a
* Fixes
* Move blur to an overlay
* Slughands
* Fixes
* Remove v2 work
* Finalise
---------
Co-authored-by: DoutorWhite <thedoctorwhite@gmail.com>
* Station AI overlay
* implement
* Bunch of ports
* Fix a heap of bugs and basic scouting
* helldivers
* Shuffle interactions a bit
* navmap stuff
* Revert "navmap stuff"
This reverts commit d1f89dd4be83233e22cf5dd062b2581f3c6da062.
* AI wires implemented
* Fix examines
* Optimise the overlay significantly
* Back to old static
* BUI radial working
* lots of work
* Saving work
* thanks fork
* alright
* pc
* AI upload console
* AI upload
* stuff
* Fix copy-paste shitcode
* AI actions
* navmap work
* Fixes
* first impressions
* a
* reh
* Revert "navmap work"
This reverts commit 6f63fea6e9245e189f368f97be3e32e9b210580e.
# Conflicts:
# Content.Client/Silicons/StationAi/StationAiOverlay.cs
* OD
* radar
* weh
* Fix examines
* scoop mine eyes
* fixes
* reh
* Optimise
* Final round of optimisations
* Fixes
* fixes
* Power stuff
- Add shared IsPowered
- Add shared ResolveApc
- Move PowerChangedEvent to shared for now
- Add SlimPoweredLight that actually functions how you'd expect a PoweredLight to function it id didn't have a bunch of bloat on it.
* big update
* boing
* Everything but the submodule
* stuff I forgot
* heat
* missed lights
* behonky
* LocId
* I guess it was a skill issue?
* predicted audio
* It works with lights now
* Borg equality
* Gorilla gauntlet grants protection from anomaly returned damage when attacking it
* woops, there we go
* NONE
* Use DamageModifierSets, remove Behonker damage
* Reviews dealt with
---------
Co-authored-by: plykiya <plykiya@protonmail.com>
* Allow Flares to light cigarettes
* !IsHot check
* nicer looking(and I think the right way to do that...)
* heh, whoops
* Adds IgnitionEvent, IgnitionSource now functions as IsHot when Ignited
* Fixes + remove redundancy
* Hows this?
* press enter
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
* Flare is not forever hot anymore
* Formatting fixes
* Make IgnitionEvent readonly
---------
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
* Emergency Lights now change color depending on alert level and whether or not they are powered.
* Made a condition for null alert level, added summary doc.
* Refactored uid and emergencylightcomponent into Entity<EmergencyLightComponent>
* Replaced uses of Dirty(Component) with Dirty(Uid, Component)
Modified some systems (notably pulling-related) to use uids.
* Missed a few
* Revert changes to pulling
* No
* Merge BreakOnWeightlessMove and BreakOnMove. Provide different theshold for weightless movement.
* Adjust WeightlessMovementThresholds. Put a thing I forgot to put in the doafterargs.
* Make DoAfterArgs only use OnMove to determine whether to check for
movement and MoveThreshold to determine the threshold regardless of
weightlessness. Gave DistanceThreshold a default value which will always
be checked now.
* Fix issue introduced by merge.
* Use interaction system for determining whether a distance is within range
* Fix incorrect doafter args introduced by previous merge.
Forgor to commit these.
* Exorcise ghost.
The execution system should have been deleted when I merged previously.
For a reason I cannot comprehend it came back, but only the execution
system.
* Exorcise ghost Pt. 2
* Allow for movement check to be overriden in zero g and adjust doafter args where needed.
You can now override checking for movement in zero g with the BreakOnWeightlessMove bool. By default it will check.
The following doafters were made to ignore the movement check in zero g:
- Healing yourself with healing items,
- Removing embedded projectiles,
- Using tools like welders and crowbars
* Adjust distance for cuffing/uncuffing to work. Make injections not break on weightless movement.
* Fix evil incorrect and uneeded comments