* 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>
* all audio assets
* footstep soundcollection
* RGA compliance
* RGA won't let me link multiple source URLs. This'll have to do for the footsteps attribution.
* 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
---------
Co-authored-by: iaada <iaada@users.noreply.github.com>
Co-authored-by: Fildrance <fildrance@gmail.com>
* Ported all I did inside forky to wizden
* Added new weighted coin to the uplink
* fixed the attributions license
* fixed the attributions license but this time for real
* fixed the attributions license but this time for real 2: electric boogaloo
* Changed diamond and gold tail sprites because I was dissatisfied with them
* dice bikeshed
* Changed gold coin tails sprite again, this time to one that makes more sense since I found out THAT ITS A HEAD WHAT THE HELL
* Minor review changes
* Oops All Yaml
* Removed the weighted coin from the uplink
* Fixed that fucking license that I hate
* Added attributions for the tails sprites
* Submodule
* Submodule for real
* Performed requested changes
---------
Co-authored-by: Whatstone <whatston3@gmail.com>
Co-authored-by: SlamBamActionman <slambamactionman@gmail.com>
Co-authored-by: AJCM-git <ajcm_mail@disroot.org>
* Adds sheep
Ported from TG.
* Expands the wooly system to allow wooly creatures to be sheared.
Shearing creates cotton, with a ratio to match the nutritional value of the fibre reagent.
Look, there's no wool item and I don't want to add them, they're generically modified space sheep that grow cotton, what do you want from me??
* Add shears icon
* Switch to better icon
* Decouple shearing system from wooly system.
* Add cutting quality to barber scissors.
Means they can now shear animals and cut wires.
* Add toggled wool to sheep
* Move wooly layer handling to wooly system.
Otherwise it wouldn't account for wooly mobs that can't be sheared, which I think would be a problem.
* Fix incorrect message when there's not enough solution to shear off, but there's more than 0.
* Add shearing on left-click.
* Add dead wool sprite
Unused for now
* I installed a formatter teehee
* Disable wooly layer when the mob dies.
* No need to check life state at two places.
* Moving to shared for prediction or something
* Completes transition to shared, adds some more comments.
* Switch to SharedSolutionContainer to fix merge conflict?
* Fix accidental paste.
* Moved sheep spawner into animals.yml
* Move shearable system to Animals (plural)
* Switch visuals layer to new ToggleableVisuals
* Fixes serialization error.
Solution should not have been a DataField.
Also fixes a typo.
* Re-arrange a little for clarity.
* Resolve serialisation error, better formatting and sheep default to having 25 wool.
* Added space sheep. Sprite by Aleksh, comissioned by Baa.
* Make Jetpack fields modifiable.
Useful for adding jetpack effects to mobs
* Space sheep now fly, glow and produce jetpack effects
* Clarifying one comment and removing an un-used value.
* Remove unused space sheep sprite.
* Remove unused sprite and add space sheep dead.
* SpaceSheep inherits from sheep instead of duplicating yaml
* Re-arrange and rename sprites for consistency and clarity.
And also add a space sheep spawner.
* Add an optional description addon for the shearable component.
* Move all shearable system into shared.
No longer spawns stacks of things and doesn't require stackable objects to be defined.
* Add rainbow sheep and sheep base.
Inheriting the parent of sheep was breaking spacesheep so now they all inherit from this sort of sub-sheep thing.
* Sheep plushies, sprites pending.
* Sheep plushies
Please don't eat them ;q;
* Rainbow Sheep spawner
* BAAAAA
* Working shearable layer.
* Remove ShearableVisualsComponent, move details into ShearableComponent
* Update license definition.
I'm just saying, the website says it has no dashes.
* Re-use pre-existing mobstate enum instead of re-writing it.
* Remove unused return enum
* Clean up ShearableSystem and fix calculation bug.
* Trim silence from sheep SFX and add reverbed space sheep versions
Space Sheep now generate Durathread and use new shearable layer.
* I don't like the word floofy
* Sheep crates and wooly spawner
* Rename "sheared" to "shearable" because it didnt' make sense.
* Remove extra space
* Fix YAML errors.
* Sheep base should be abstract
* Remove ActiveJetpack from spacesheep (crying)
* Set SpaceSheep price to 600
* Revert Active Jetpack changes.
* Fix every file ending
* Revert changes to WoolySystem
No need to cause additional merge conflicts
* Missed a line
* Missed another line
* Fix tool selection so null actually works for no tools.
Also uses object instead of string.
Same for shearing strings.
* Requested formatting changes, plus some comment fixes.
* Remove extra spaces
* Make shearing icon customisable
* Slightly dither spawned items for exciting fun
This implementation works flawlessly without any issues and it's even predicted.
* No longer spawns in walls
* Space Sheep now grow two dura-thread every 2 minutes.
* The REST of the requested changes ❤️
* Make the shearing verb customisable.
It's used in some strings, or might be one day.
* Bunch of requested changes, also adds popup when wrong tool used.
But i'll probably end up removing it because it happens for other clicks, like feeding the sheep.
* Remove weird solution entity caching and instead return it from CheckShear.
* Requested changes.
* Used proper random spawning prediction.
Thanks to #39661
* Requested changes
Fixed param name shearingSolutionEnt.
Removed unused popup line, leave comment.
Verb is now always added but disabled when appropriate. TODO look into weird butcher verb.
* Re-arrange AddShearVerb a bit to remove a redundant null check.
* Remove uneeded check.
* Switch from TryIndex to Index when checking ToolQuality
* Make shearable markup text nullable and null by default.
* Switch MaximumProductsSpawned to int
* Revert woolyComponent changes.
I've decided it's out-of-scope and I don't want to cause mergeconflicts with any pending changes to wooly.
* One more change removed.
* Add newline
* Switch to FixedPoint2.Min and re-do shearing forumula documentation.
* Make shearable spawn offset configurable.
* Fix everything wrong with shearingSolutionToRemove
It was calculated twice.
One of the calculations just didn't work.
The comment was mostly right but I clarrified some parts and also made sure it was correct.
How confident am I? If I was advising stock trading I would call this description "Financial Advice" and then collect a large paycheck.
* Add overload functions for ChearShear and switch to propert ent<T> syntax
* Simplify UpdateShearingLayer calculation
Clarity suggestion.
* Add sheep plushies to fun places.
* Fix missing line end
* Convert CheckShear to return a boolean instead of an enum.
* Add missing documentation.
* Update Food to Edible
* Update random calculations.
Can still be replaced once PredictedRandom is in engine
* Rename CheckShear to CanShear
* Fix sheep being deleted when a moth eats their wool
Fix attempting to shear sheep with all objects.
Add speech verbs and sounds for sheep.
* Use some NotNullWhen statements to a void some additional codies <3
Remove a few other redundant things.
* Add missing emote sounds for sheep.
* Removed unsued shearingSolutionState out var.
* Requested YAML adjustments
* Adjust documentation of CanShear to reduce duplication.
* I missed a comma and it didn't read right
* Suggested simplification of examine function
* New tool quality just for shearing
Add shearing to wirecutters, barber's scissors, cowcutters, and plant clippers (these can all shear sheep).
* Correct ShearedProductId syntax.
Removed an unused variable.
* Rework CanShear() function to reduce number of out vars and overide varients. for simplicity.
* Update to new solutions system <3
* test
* Fix compiler warnings with partial class and readonly dependencies.
* Completely rework shearing algorithm so it makes sense.
The entirety of the previous calculation was borne from my misunderstanding of what FixedPoint2 is and does and how it works.
Now it's simple and actually makes sense.
* Rebalance sheep materials to match the solutions inside the product.
* Yaml fix
* Documentation tweaks
* Fix any item being used to shear sheep.
I don't know why that was false
* Switch to Loc.TryGetString, fix warning message name reference, upgrade message to warning severity from debug, add earlier return for shearable checks.
* Make TargetSolutionName a required datafield.
---------
Co-authored-by: Beck Thompson <beck-thompson-kde@outlook.com>
* new lizard laugh
* typo
* replaced sound with alternative lizard_happy.ogg
adjusted attributions.yml
* Update attributions.yml
Since my friend uses Logic Pro X commercially and paid for
the license, he can freely use the provided samples in his own audio
projects. The resulting lizard_happy.ogg is a combination of multiple
samples transformed to achieve the correct sound, using an original
lizard laugh as reference.
* Add source link for lizard_happy.ogg attribution
Added source information for lizard_happy.ogg.
* update sound
* wtf is a laser raptor
---------
Co-authored-by: Velken <8467292+Velken@users.noreply.github.com>
Co-authored-by: ScarKy0 <scarky0@onet.eu>
* Voice Signaler can be Linked
* Fixes and Balancing
* a space has officially been added
* thinmfg
* things
* finalized everything I think?
* fixed??
* actually commit please (imagine this fixes everything im gonna cry)
* new fix
* Update Resources/Prototypes/Entities/Objects/Devices/Electronics/misc_linking_utilities.yml
added as per review
Co-authored-by: āda <ss.adasts@gmail.com>
* connection range from 25 to 15
* Renamed state from 'voice' to 'icon'
* Change state from 'voice' to 'icon' in YAML
* removed comma from voicesensor sprite yml
* Modify defaultLinks for Trigger source port
Updated defaultLinks for Trigger source port.
* Changed PNG name from voice to icon
* Removed G menu recipe and added autolathe recipe
* Fixed test fail
* removed empty line
* removed another line
* removed extra lines in meta.json
* test commit to rerun tests
---------
Co-authored-by: āda <ss.adasts@gmail.com>
* Initial:
Create Devour componentry, preliminary identity storage and the systems
for Devouring
* I have genuinely no idea what i'm doing
- added the radial menu, it has nothing in it.
- trying to get it to populate. the event under the event is broken,
i don't know why, but apparently it's not typed right
- Added a placeholder transform
- oh also fixed up some devour stuff and moved some things around.
* Holey moley, Transform, better devour, oh my!
- Move DnaComponent into Shared because we need it for the DNA cloning
- Make Transform MOSTLY work on the LAST identity devoured.
- Fix some issues on devour that involved prediction, canceling and
Damage exeucting (Thanks Plykiya for pointing out AttemptFrequency!)
* Proper tail stealing and Damage modifier attempt
Add check to add a wagging component on the Changeling if the victim's
species Prototype had one.
attempt to add the Damage mitigation check
* MAJOR CLEANUP AND FIXES AUGH 3 DAYS!!!
- Nullspaced a clone of a victim
- fix audio using server virtualized Pvs (i hate this)
- fix the mispredicted doafters
- Clean up a wholelotta code
- utilize clone systems to clone appearances
- Move CloneAppearance from server to shared So we can actually access
it
* Examine stuff, more cleanup, Jumpsuit ripping
- make rotting prevent the action
- Add ripping of clothing (guh why is it also server)
- add some System stuff for pushing husked corpse inspection
- clean up more badcode
* Doing things properly, UI sorta kinda works.
- Utilize Relayed events for Devour checking
- Get a UI that partially works, Says the name of identities, doesn't
show their looks
- Make use of the New Dynamic BUI assignment
- commit the sin of no client prediction cause nullspace entities aren't
networked
* Got an entity for the Frontend transform
Issue with the looks
* Stick a camera into a fake mobs forehead
- Get the UI to see the net entity in pause space by using a
ViewSubscriber to get the Pvs from the initially stored identity entity
- Remove all the other parts used to try to get this to work before hand
* Raaaaadiallllllls also fix protection coefficents
- Change FancyWindow to Radial
- Fix Issue where coeffeient checking was the wrong way round
* absolutely massive cleanup, no more camera in mobs
- cleaned up event variables that are not needed
- Removed the use of a Pause space and go back to Nullspace usage
- use a PvsOverride rather than ViewSharing
- Remove old commented out code and Lots of unused code
* Fix "Ui elements" dying on the screen
- some minor cleanup
- don't start the entities that get cloned
* ftl, cleanup, and fixing missing transform details
- add replace functionality to TypingIndicatorSystem and
BodyEmotesSystem
- add placeholder sounds and functions to TransformBodyEmotes
- add extra Pvs handling for later use
- attributions for the funny straw sound
- Sound collections for all of the sounds
- various cleanups
* Some extra cleanup
* Fix some false assumptions about TypingIndicator
- Bubbles now transfer on spawned humans rather than used humans
- Clean up YET MORE CODE
- make it so you can't eat yourself
* Oooprs, forgot to add a Husked Corpse Loc
* Missing period in the husked corpse loc
* bad devour windup placeholder
* Husking and WIP Lungs
- Husking now will be prevented from Revival fully and will change
the appearance of players
* Add finalized Sprites for actions and final meta
- add devour on and off sprites
- add transform action sprite
- Add Armblade sprite for future use
- Credit obscenelytinyshark for the sprites <3
* Remove ling lungs, Entity<> everything
- Remove the ling lungs stuff for now... body system is overly
complicated, makes my head hurt
- Switch every method to use Entity<> from Uid, Comp format
* cleanup, admin logging, WIP Roles
* Admin verb, Roundstart, gamerule stuff
- add a Admin verb to make Changelingification easy!
- Add game rule stuff for admin verb and to tell the hapless
goober how to be a changeling... sorta
- clean up parts to make VV easy... USE THE VERB!!
* Armor Coefficent Check
- Remove bespoke changeling armor check and replace it
with a generic armor coefficient query.
* move to UnrevivableComponent instead of husked
- Move UnrevivableComponent to shared
- add Analyzable and ReasonMessage to UnrevivableComponent
to give granular control of the message and whether or not it shows up
in the analyzer
- remove the check for HuskedComponent in DefibrillatorSystem
* aaaaaaa CopyComp
- Some cleanup
- make Vocal system shared
- make VocalSystem Not make more Actions than it needs
- Use some code from ChameleonProjector so we can copy components
- partially ungod method the Transform system
* Cleanup, Moving more things to CopyComp
- TransformBodyEmotes now uses CopyComp (it's a server component so i
need to tell the server to deal with it
- TypingIndicatorComponent also now uses CopyComp
- cleaned up old, now unused "replace" methods in favor of CopyComp
- BodyEmotesSystem now has a publically accessable LoadSounds to deal
with the same problem Screaming had
* WIP
* Devour Windup noise, ForensicsSystem cleanup
* Revert VocalSystem Changes
- Reverted Moving VocalSystem to shared, copy comp acomplishes it
- added component.ScreamActionEntity = null; for copy comp
* cleanup unneeded comments
* revert an accidental line removal
* Remove duplicate SharedHumanoidAppearanceSystem
* Cleanup Typo's and import Forensics components for Dna
* Some more forensics calls
* cleanup use CopyComp for now until CopyComps
* CR cleanup
* Undo some SharedHumanoidAppearanceSystem changes
* Confound these spaces
* Some Copycomp stuff and fixing some PVS override
* use the proper TryCopyComps that are merged
* Change TransformMenu with RadialWithSector
* All sounds done, Fix lack of typing indicator issue
* Updated attributions to include used sound authors
* some ftl typos and mind_role text issue
* DNA, Screaming, appearance, grammar, wagging
- reduced all of the above using ApplyComponentChanges
- Issue still remains with bodyEmotes sticking around in the UI
* Fix UI stuff, partials, entprotoid, good practices
- bunch of partials added
- UI now has a predicted message
- EntProtoID in the admin verb
- RipClothing now uses Entity<ButcherableComponent>
- husking is now optional (off by default) for testing/till we have
hivemind/when we figure out what were doing with devour
- remove TransformGrammarSet
* More CR stuff and documentation
- Make TargetIsProtected less of a meme, with a prototype
set of DamageTypes to check
- Documenation everywhere
- Move DevourEvents into its own file
* Predicted sounds and fix the comp clone list
- Made all start and stop sounds shared
- Split out the rest of the events and UI stuff into subfiles
- Fixed some Clone comp list issues where comments had -'s causing them
to be read incorrectly
* Damage cap check, Identity Shutdown cleanup, cleanup
* Sound stuff (but actually this time)
* Missed documentation
* Missed Documentation and a EntProtoId
* Remove unused dependency
* Remove a nullcheck
* Some dummy minplayers
* CR - Husked now uses a rem/ensure
* Update Actions in the Prototype
* Fixup mindswap handover
- cleanup and handover PVS on mindswap
* Fixup Missing meta from accidental "Take-theirs"
* Add the Armblade to the roundstart-role
* Cleanup, CR (everything but the UI and renames)
* missed a spot
* missed some more whitespace
* Renames
* Primary constructor and a space in these trying times
* User interface stuff for Slime transformation
* popup prediction
* Ling devour no longer makes duplicate identities
- added a key to identities to the original victim
- Add some extra clone settings
* add guard statements to OnClones
* SentOnlyToOwner additions
* fix for sound stoppage error
* Move Organ deleter into soon to be atomized husk
* clone event inventory
* mono sounds
* lower sound volume
* Fix networked sound warning
* Clone comps thing
* review
* attributions
* Fix clobbered changes
* I'm gonna weh out
- whole bunch of CR changes
* fix some very buggy git
* okay its fixed
* address most review points
* fix inventory
* we hate entityuids
* fix test and more cleanup
* move this
* fix more stuff
* fix validation and rootable
* Remove Quickswitch due to some UI quirks
* oops left out some better explanation
* remove dangling LastConsumed component fields
* fix test fail
* try this
* cleanup cloning subscriptions, add movement speed modifier
* fix slime storage
* fix cloning setting inheritance
* Add session information to transform admin logs
* slay the integration test hydra
* dwarf size
* more volume tweaks
* comments
* improve comments and unpredict deletion due to errors when shutting down the server
* fix displancement cloning
---------
Co-authored-by: ScarKy0 <scarky0@onet.eu>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* add supercritical sounds for flesh anomaly and shadow anomaly
* fix attribution yml
* use sound collections, add TWO -- count em TWO tech anomaly supercrit sounds.
* add sound for present anomaly
* wrong soundcollection for flesh
* actually add the present anomaly sound...
* add fire anom sound
* add gravity anomaly supercritical sound
* add electric anomaly supercritical sound
* add bluespace anomaly supercritical and explosion sound
* add ice anomaly supercritical sound
* add fluid anomaly supercritical sound
* fix busted link
* typo
* add floral supercritical sound, fix typos
* Add supercritical sounds to injected anomalies
* add rock anomaly supercritical sound
* supercritical sound follows the entity, important for injected anomalies
* make the rock crit rumble a little less subtle at the start
* use CC0 freesound alternatives where available
* New pyro anomaly sound by GonTar
* New sounds by GonTar. Change AnomalyComponent so that you can change the length of supercritical properly in the prototype.
* oopsie, forgot the traps
* use TimeSpan for duration