* Update for new render API
- Fix mob movement incorrectly causing rotation lerps sometimes.
- Update API calls to use the new render-specific methods.
* Thanks rider
* augh wrong event
* Buckle, vehicle, and mover fixes
* Rename render poses to render transforms
* garbage
* adjust fields of meal recipe prototype
* document microwave recipe datafields
* use file scoped namespace for microwave recipes
* more of this
* localize every microwave recipe
* make microwave system shared
* refactor recipe reagent contents
* refactor recipe solids + add material ingredient datafield
* im making this a bit less silly
* awa
* move this shit out
* move this shit out also
* refactor Wzhzhzh
* im gonna shorten this parameter by 1 actually
* move this into recipes
* make processcontents a little better(?)
* clean imports
* rename a struct
* use cooking ingredients struct
* comment
* use whitelist for this
* unused dependency
* rearranged the parameters of get recipe portions
* rearrange some stuff
* clean up more imports
* move container related functions into separate file
* move this function out of ProcessContents
* prevent microwaves from having items inserted while active
* use IsPowered in microwave system
* use byref syntax and Entity<>
* moving the override up
sorry i like it being up here
* refactor microwave updating
* clean up recipe finish logic
* im renaming this function actually
* move some functions around
* move more stuff around
* some comments
* fix compiler error
* fix the yml of all microwave recipes
* use materials instead of solids for this stuff
* oops
* fix this
* turn microwave sparks into datafield
* move activelymicrowaved events into separate folder
* make UpdateUserInterfaceState use entity only
* rearrange some functions
* move UI functions out
* comment microwave UI stuff
* more comments
* comment recipe functions
* refactor GetTotalIngredients to use an operator
* give CookingIngredients addition methods
* comment the rest of CookingIngredients
* make subtraction functions clearer?
* remove redundant comment
* handle zero/negative ingredient cases
* simplify subtract contents logic
* fix these comments
* typo
* add microwave recipe test
* move active microwave methods
* comment active microwave methods
* comment cooking methods
* comment microwave methods
* change setappearance to use entity<>
* add some public api decorators
* comment all of MicrowaveComponent
* use file-scoped namespace for MicrowaveComponent
* comment
* fix baguette sword
* maybe...?
* oh oops
* document the rest of the owl
* kill the massive YML breaking change
* fix protoman dependency
* move shared microwave stuff to SharedMicrowaveSystem
* fix usings
* move microwave components to shared
* fix up microwave datafields
* move APIs to shared
* move activemicrowave methods to shared
* initialize on shared
* move ui functions to shared
* add actor here
* stuff
* predict microwave update loop
* make clientside microwave system
* adjust the update loop for microwaves
* clean up
* add field deltas to microwaves
* dirty fields instead of whole component
* move this to the partial
* move GetRecipesForMicrowave to shared
* comments
* predict microwave BUI
* oops
* refactor microwave bui update
* move UI messages to shared
* move messages to UI file
* move init to shared
* move container methosd to shared
* oops my using
* move cooking functions into partial
* move cooking methods to shared
* move microwave recipe methods to shared
* move the rest of the microwave events to shared
* update imports
* remove custom type serializer
* better (?) microwave UI prediction
* fix list notations
* OK IT WAS THE DATAFIELDS
* add IOC inject
* dont use IOC for htis
* sealed
* prediction fixes pt1
* make microwave cooking updates more consistent
* datafield tweaks
* test for multiple portions in microwave recipes
* test for multiple recipe portions
* better(?) prediction for malfunctions
* remove redundant comment
* prevent solution reactions in microwave
* cleanup some microwave stuff
* eh i think this should be container actually
* this can be API i think
* reduce system redundancy
* this has to be public
* use resolve pattern for explode
* use GetMicrowaveContents in microwave system
* this can be an API too
* add conversion script for unlocalized recipes
* use EnsureComp instead of AddComp
* suffering
* fix recipe prediction
* fix the audio
* reduce redundant networking
* i think this should be autopaused?
* nevermind we use dynamic portions in the test
* oops i wrote the test wrong
* make lemoon cake take 2 lemoons again
sorry test fail
* rename "materials" to "stacks"
realized theyre different
* add stack guidebook quantities
* Kill audio
* fix lemoon cake recipe for real?
* mark PortionedRecipe as a datadefinition
* fix the microwave timer
* review
* cleanup
* Update SharedMicrowaveSystem.Recipes.cs
* update
* add audio params
* review: inject microwavesystem
* review: named variable
* review: move dependencies
* review: use gametest for recipe test
* review: make access attributes standalone
* rename prototypes and datafields
* review: rename this var
* review: move this function down
* review: remove these scripts
* actually this should stay
* refactor cook time buttons
* review: use a color name for this
* fix timer reset
* Dirty
* review: make ActivelyMicrowavedComponent networked
* review: slarti comments part 1
* review: remove serializable attribute from CookingIngredients
* rename file
* review: more microwave audio boilerplate. yippee!
* review: use resolve pattern for TryGetStackId
i dont like the way this makes the rest of the code look but we ball maybe. i dont know what else to do here
* review: move ui update to constructor
* review: kill LastCookUpdated
* actually i do this instead
* fixed up the PR
* cleanup
* ///
* Update microwave.yml
---------
Co-authored-by: Princess Cheeseballs <66055347+Princess-Cheeseballs@users.noreply.github.com>
Co-authored-by: Pok245 <113675512+Pok27@users.noreply.github.com>
* destroy firelock empty sprites with fury
* fix the meta.json
* remove unused states
* we need all the layers
* string? never heard of it
* DoorSystem cleanup, FirelockSystem layer checks
* DoorComponent cleanup
* FirelockComponent cleanup
* firelock panel animation
* fix offset (-15/16, bad math)
* component cleanup and comments
* door cleanup
* 9-state firelock animations, no locked/deny state
* "comments"
* dedicated edge firelock panel, null airlock states
* screw it, subscriptions for airlocksystem too
* format
---------
Co-authored-by: Pok245 <113675512+Pok27@users.noreply.github.com>
* Allow projectile spells to set velocity inheritance
* dot product suggestions
* finish the damn comment
* little cleanup, a few comments, use the coeff
* magic system cleanup
* no default for structs
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Co-authored-by: themias <themias5@gmail.com>
* refactor: EntityTableContext methods now use strongly typed keys, which are bound to type of value you want to extract from context.
* refactor: remove unused attributes
* refactor: extracted EntityTableContext into separate file, fixed xml-doc
* SubscribeLocalEvent attr
* reorder
* Entity<T>
* Accumulator is kill
* naming consistency
* combining if statements
* database is one word
* needed
* This is called in SetData anyway
* small things
* This need to be before
* AutoPausedField
* Fixed unpowered telepad still working (oops)
* delay after repowered
* Update CargoSystem.Telepad.cs
---------
Co-authored-by: Pok245 <113675512+Pok27@users.noreply.github.com>
* the owl
* add butchering verb / text
* make mobs use butchering verb
* comment
* awa
* change these to use the subscription attributes while we're at it
* Update Content.Shared/Tools/Systems/ToolRefinableSystem.cs
Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
* Apply suggestion from @Pok27
Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
---------
Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
* commit
* surprisingly easy
* graph improvements
* new sounds
* all the sounds
* redo the sounds and also microbal
* Revert "surprisingly easy"
This reverts commit b0b0f8aa6b07ac7a0bfe915a50c0e3294e05d68a.
* Early merge container fill PR
* context
* refactor: cleanup ContainerFillSystem.OnTableMapInit, more xml-doc for EmptyContainerCondition
* remove stray edge and add a few more comments
* microbalance and better construction behavior
* remix audio for loudening
---------
Co-authored-by: iaada <iaada@users.noreply.github.com>
Co-authored-by: Fildrance <fildrance@gmail.com>
* Solving #43723 by making zombies clumsy (they are unable to hold anything in their hands, passing items to them will fail).
Also made zombies uncuff themselves whenever they transform (seeing as they no longer lose their hands meaning that cuffs would otherwise remain on them)
* Cleaning up the code
* Renamed ClumsyHoldStatusEffectComponent.cs to ClumsyGrabStatusEffectComponent.cs (and renamed associated files).
I think "ClumsyGrab" works better than "ClumsyHold" (as the effect happens when the item is first grabbed, not whilst the item is being held).
everything still works
Reordered appropriate functions in ClumsyStatusTest.cs and ClumsyStatusEffectSystem.cs to retain alphabetical order.
* oopsies :p
* Appeased the YAMLLinter (at the cost of a somewhat hackier implementation).
ZombieSystem.Transform.cs now applies the zombie clumsiness via creating a new PermanentStatusEffectComponent with StatusEffectClumsyZombie as its status effect.
* requested changes have been made
(also re-added newline to end of clumsy-component.ftl because it has a newline at the end of it on the master branch, I guess it's probably supposed to be there)
* reordering so private members (including new one) are before the internal member
* hands are forcibly emptied - even if something's glued to them.
* UnZombify should remove the lingering ZombieClumsy status effect
(still needs to revert the rest of the zombification process, but at least the new bit I added can be undone)
* Minor refactor of my own refactor. New order of operations:
1. Uncuffs zombie (if needed)
2. Attempts to `DropAll` items from hands
3. Iterates through hand containers to empty them (removes otherwise unremovable items from hands)
Will refactor process to force drop all items if #45844 becomes implementable + is merged.
* formatting
* how the hell did the metabolizer code go missing!?
* uncuffing now happens in a safer way
less likely to accidentally infinitely loop
* tweaking that one comment I was asked to tweak (this is unrelated to the hand malarkey)
hopefully it won't lead to any merge conflicts later on
* formatting
* file style
---------
Co-authored-by: Pok245 <113675512+Pok27@users.noreply.github.com>
* Simplified HandIsEmpty implementation
previous implementation called GetHeldItem, which itself calls TryGetHeldItem. Refactored to just call TryGetHeldItem directly.
also added doc comment
* whoops
* fix-PlantTraitLigneous
* HarvestToolQuality
* Update PlantHolderSystem.Relay.cs
* cache default storage size
* write a little test, also unused dep
* const string it is
* why no, I don't know how to write tests
how did you know?
* HandledHandledHandled
* TestPrototypes are overrated. Apply Pok's sugg.
Co-authored-by: Pok27 <113675512+Pok27@users.noreply.github.com>
* BRACES
* bullied by a pizza
Co-authored-by: SnappingOpossum
<181905634+SnappingOpossum@users.noreply.github.com>
* scamboni also pizza credit
Co-authored-by: SnappingOpossum <snappingopossum@outlook.com>
---------
Co-authored-by: Pok245 <113675512+Pok27@users.noreply.github.com>
Co-authored-by: Whatstone <whatston3@gmail.com>
Co-authored-by: SnappingOpossum <snappingopossum@outlook.com>