* 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>
* door inheritance fix
* wip comments
* cleanup 1
* move static price up the tree
* some comments
* undo name change
* cleanup
* more tweaks
* formatting
* Axes the easy IMapManager references
* Axes the references to unported (obsolete) IMapManager methods
* Converts salvageruler command to a LocalizedEntityCommand so it can use SharedMapSystem
* Removes IMapManager from GameTicker
This required axing the map nuke during restart, but that should be fine?
Maps are entities so EntityManager.FlushEntities should delete them all and that's the preceding line
* submodule update(?)
---------
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Yay
* Do a LOT changes in yml
* and again
* Finale changes
* yml and locale
* locale tweak
* yml and charp cleanup
* fix carpets
* and some-some
* And some
* I want to believe that its last🙏🙏
* 😭
* 😭😭
* clean
* fix
* AAHHAHAHAHAHAH
* fix
* FINAL
* thisguyusa...
* LAST_ONE
* wawa
* merge2
* sdobfjibwdsjaqaksmzxsowaw2edqw84
* aoaoaooaoaao
* this hardcode took 30 minutes of my life
* fix aaaa
* fix test
* FIX BUILD
* oops
* oops
* aaooaoaoa
* fuck
* oops
* refactor: cleanup after merge + use protoId in KitchenSpikeComponent
* refactor: fix butcherable stuff again!~
* fix: now actively checks for EdibleComponent on slicing, predicted items splitting
* fix: changed knife.yaml to use Slicing tool
* fix: no more sounds spam on chop-chop
* refactor: cleanups
* refactor: default time value for slicable
* refactor: whitespaces and extract variables
* fix: slicable no longer prevents InteractUsingEvent by marking handled w/o actually handling
* feat: chopping trees now requires sawing tool, same for slicing logs
* refactor: cleanup after merge
* refactor: fix non-related PR changes
* refactor: rename locid
* refactor: remove unneeded red 'slice' verb name when slicing entities with mob-state.
* refactor: simplify test code changes
* refactor: better readability for test
* refactor: linebreak for unary op
* refactor: xml-doc for SliceableComponent corrected to be more fitting.
* refactor: cleanup SliceableSystem some more
* refactor: use HasComp instead of TryComp in AddSliceVerb
* refactor: extracted methods to improve readability
* refactor: remove unchecked operator - not needed when casting from uint
* refactor: SliceableSystem cleanups, fix logs not being chopped due to solution splitting
* fix: slice verb is now showing up even if disabled, slicing is done even if there is no solution to split, replaced direct dependency for sliceable component to food component with default solution-name
* refactor: comment about RandomPredicted + toy knife now fits into clown shoes
* refactor: remove EdibleComponent dependency from SliceableSystem
* refactor: moved SliceableSystem into ToolRefinableSystem
* refactor: basic renaming for comps
* refactor: cleanup after merge
* refactor: reorder methods, renaming, simplify polymorph related conditions on slicing
* refactor: xml-doc + reorder yaml fields
* refactor: fixing yaml + method renaming, unused usings removed
* refactor: removed unused usings
* refactor: fix typo
* refactor: remove reference for deleted meat proto
* refactor: clean up yaml after merge
* refactor: fix multiple typos from mass replace
* refactor: fix missed field renaming
* refactor: ensure all entities that had ToolRefinable got BaseSlicingRefinable (aftermerge cleanup)
* refactor: undo solution-related changes for animals.yml
* refactor: fix invalid parent set for corgi + fix amount of slices for the rest of pies
* refactor: revert Solution to SolutionContainerManager changes after merge
* refactor: revert Solution to SolutionContainerManager changes after merge
* refactor: fix invalid property name for toolMissingQualityTooltip in yml, fixed missing entity on which AttemptToolRefineEvent is raised
* refactor: remove over-indent for components of BaseSlicingRefinable and for Slicing tool quality
* refactor: remove over-indentation on MobCarpHolo
* empty collection
---------
Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
Co-authored-by: Fildrance <fildrance@gmail.com>
Co-authored-by: iaada <iaada@users.noreply.github.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>
* part 1
* second pass
* final fix
* last fix i swear
* an even bigger genius
* regex missed this
* should be all of em?
* oops
* yeah
* Revert "should be all of em?"
This reverts commit 4dd54d1b9a76977b4cf8d6008358e4dacdee6eb1.
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Add new fields to DeliveryComponent for #36636
* Setting the baseSpesoPenalty for currently available deliveries
* Small fixes
* Basic delivery penalization
* Penalty and reward multiplier calculation in place
Also fixes an issue in SharedCargoSystem when opening a delivery in dev server due to trying to allocate cargo twice.
* Calling penalty no longer happens on opening
* Extract multiplier getting
* Removing unused include
* Changing method description. \n\n Not actually sure what I meant by the first one
* Localising default delivery messages
* Unused include removal
* init or smth
* minor tweaks
* I KEEP MERGE CONFLICTING MYSELF
* comments
* no icon
* slight increase
* slarti changes
* forgot
* stuffs
* yippee
* Locn't
* doc
* partial review
* message
* review
* pain
* stuff
---------
Co-authored-by: Lmorgan89 <billsmith116@gmail.com>
* initial commit
* adds astronav cartridge to QM locker
* changes requested in review
* fix merge conflicts
* fixes the statuscontrol disappearing if you eject the cartridge but still have it installed
* fix notificationsenabled on salv pda proto
* fixes lingering statuscontrol on eject while held
---------
Co-authored-by: archrbx <punk.gear5260@fastmail.com>
* 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
* item toggle refactoring and some new systems
* add ToggleClothing component/system
* unhardcode magboots gravity logic
* make magboots and speedboots use ItemToggle and stuff
* remove now useless clothing components
* update client/server magboots systems
* add note to use ItemToggledEvent in ToggleActionEvent doc
* refactor PowerCellDraw to use ItemToggle for ui open/close control
* add TryUseCharges, refactor charges system
* update magboot trigger code
* make borg use ItemToggle, network SelectedModule instead of now removed Activated
* add AccessToggle for borg
* the giga ninja refactor
* update ninja yml
* update ItemToggle usage for some stuff
* fix activatableui requires power
* random fixing
* yaml fixing
* nuke ItemToggleDisarmMalus
* make defib use ItemToggle
* make things that use power not turn on if missing use charge
* pro
* fix sound prediction
* bruh
* proximity detector use ItemToggle
* oop
* big idiot syndrome
* fix ninja spawn rule and make it generic
* fix ninja spawn rule yml
* move loading profiles into AntagLoadProfileRule
* more ninja refactor
* ninja yml fixes
* the dreaded copy paste ops
* remove useless NinjaRuleComponent and ue AntagSelection for greeting
* fix invisibility
* move IsCompleted to SharedObjectivesSystem
* ability fixes
* oop fix powercell instantly draining itself
* sentient speedboots gaming
* make reflect use ItemToggle
* fix other test
* loadprofilerule moved into its own pr
* remove conflict with dragon refactor
* remove all GenericAntag code from ninja
* )
* probably
* remove old enabled
* great language bravo vince
* GREAT LANGUAGE
* who made this language
* because it stinks
* reparent blood-red magboots to magboots probbbly works
* most of the review stuff
* hasGrav doesnt mean what i thought it did
* make health analyzer use itemtoggle, not fail test
* fix mag/speed boots being wacky
* UNTROLL
* add ItemToggle to the random health analyzers
* a
* remove unused obsolete borg func
* untrolling
* :trollface:
* fix test
* fix
* g
* untroll
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
* cleanup prototypes with `PryingComponent` & fix jaws of life prying speed
* Minor cleanup for tools and prying systems
Remove some obsolete methods.
* Fix doafter continues when not held & log
* Modifiy delays for floor prying
* Fix test fail
* You can now pry multiple tiles at once
* More advanced do after duplicate checking.
Instead of just saying "lol tile prying can raise duplicates", we now have a system so tile prying can properly distinguish events on 2 different tiles. This is achieved with a virtual function on DoAfterEvent.
* 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>
* 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