* Add unanchor attempt check
* Combine shared component and server component
- Combines SharedGravityGeneratorComponent and GravityGeneratorComponent
- AutoNetworked the GravityActiveBool
* Remove SharedGravityGeneratorComponent
* Update to SharedGravityGeneratorComponent
* Fix to be a complete sentence
* Dirty GravityActive whenever changed
* Rename component and remove view variables
* Update referenced component name
* Move unanchor attempt to shared system
* Add client system
* Revert popup to PopupEntity
* Fix popup to be PopupClient
* Set access restriction on GravityActive
* Log radial menu interractions, Issue #40902
* code review adjustement
* Asked modifications from code review
* Update Content.Shared/RCD/Systems/RCDSystem.cs
Yeah, I'm old and using a very old C# syntax :D I need to update my brain
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Update Content.Shared/RCD/Systems/RCDSystem.cs
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
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Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* This system is ancient
* Destroy that API
* Address reviews
* Destroy merge conflicts from orbit
* seems to work fine
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Add check for child entities with charges
* Add reset charges on rejuvenate
* Revert "Add check for child entities with charges"
This reverts commit f55fd69da78ed3240e3b5349c854542516e2d1e1.
* Revert "Add reset charges on rejuvenate"
This reverts commit ee4221cd87c766d11f6f2a88b72b9de439a26e0a.
* Add Reset Charges on Rejuvenate
* Apply suggestions from code review
* oops I broke it
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Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* [HOTFIX] Fix status effect removal from entity effects and buckets not being draggable (#41168)
just do less work it's that easy!
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* [Hotfix] Fix Phalanx (#41170)
feex
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
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Co-authored-by: Princess Cheeseballs <66055347+Princess-Cheeseballs@users.noreply.github.com>
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Implemented parenting and minimum default for loadouts
* Fix a mistake
* Apply suggestion from @iaada
Co-authored-by: āda <ss.adasts@gmail.com>
* Implement @iaada's suggestion to rename MinDefault to DefaultSelected
* happy little accidents
* Moved Parents and Abstract fields to under ID, added inheritdoc
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Co-authored-by: āda <ss.adasts@gmail.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
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Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* the letter M
* the letter N
* the letter O
* the letter P
* the letter q
* Update Resources/Prototypes/tags.yml
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Co-authored-by: iaada <iaada@users.noreply.github.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* predicted examine
* atrociously satanic
* do it right this time
* deltafields aren't necessary
* Update Content.Server/Atmos/EntitySystems/AtmosphereSystem.DeltaPressure.cs
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Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Fix teleport effect
Fix teleport effect, teleporting the artifact instead of the node. Also fix the popup happening twice.
* Detach from parent
* Resolve popup
* fix pulling issue
* Fixed via joint system instead of pulling system
* artifact
* requested changes
* I hate stack system!!!
* a lil bit of fixing, as a treat
* humgry
* mmm burger
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Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* ECS-TransformComponent-Coordinates
Moves over all uses of the setter to use SharedTransformSystem.SetCoordinates instead
* revert unrelated change
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Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@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
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Co-authored-by: iaada <iaada@users.noreply.github.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* LaunchOnTriggerComponent
Launches an object when a trigger on that
object is caused. The launch will be a certain
amount of force. The direction of the force
will be in the direction the object is facing.
* Fire stationary objects in the direction they're facing
* EVIL
* LESS EVIL
* Resolve @ScarKy0 comments
* Update AccessReaderSystem.cs
Fixes#40987
Related to PR #40883
Set DenyReason in CheckUserHasLockAccessEvent when access is denied to display "Access denied." popup to users. Uses ??= to avoid overriding reasons from possible systems.
* RE-FIX: Localize default deny reason in LockSystem.HasUserAccess
The default deny reason was being passed as a localization key string instead of being localized before display.
* Re-added null coalescing operator
Per maint request
* Initial commit
* Small QOL buff
* Review changes
* Ch-ch-ch-ch-chaaaanges
* Review changes
* oops
* Oh ya fix the fill thing
* cleanup warnings make a few more private methods
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Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Drunk moment
* push
* fix test fails + a smidge of cleanup
* two smidges of cleanup
* Unpredicted so don't need the workaround
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Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* it works! kinda
* so it works now
* minor cleanup
* central button now is useful too
* more cleanup
* minor cleanup
* more cleanup
* refactor: migrated code from toolbox (as it was rejected as too specific)
* feat: moved border drawing for radial menu into RadialMenuTextureButton. Radial menu position setting into was moved to OverrideArrange to not being called on every frame
* refactor: major reworks!
* renamed DrawBagleSector to DrawAnnulusSector
* Remove strange indexing
* Regularize math
* refactor: re-orienting segment elements to be Y-mirrored
* refactor: extracted radial menu radius multiplier property, changed color pallet for radial menu button
* refactor: removed icon backgrounds on textures used in current radial menu buttons with sectors, RadialContainer Radius renamed and now actually changed control radius.
* refactor: in RadialMenuTextureButtonWithSector all sector colors are converted to and from sRGB in property getter-setters
* refactor: renamed srgb to include Srgb suffix so devs gonna see that its srgb clearly
* fix: enabled any functional keys pressed when pushing radial menu buttons
* fix: radial menu sector now scales with UIScale
* fix: accept only one event when clicking on radial menu ContextualButton
* fix: now radial menu buttons accepts only click/alt-click, now clicks outside menu closes menu always
* feat: simple radial menu prototype for easier creation
* refactor: cleanup, restored emote filtering, button models now have class hierarchy
* refactor: remove usage of closure from 'outside code'
* refactor: remove non existing type from UiControlTest
* refactor: remove unused using
* refactor: revert ability to declare radial menu layers in xaml, scale 32px sprites using scale in radial menu
* refactor: whitespaces
* feat: now door remote have some kind of ui to switch mode
* refactor: subscribe for dispose on existing radial menus
* feat: now simple radial menu button models can have custom color for each sector background (and hover background color). Also added OpenOverMouseScreenPosition inside SimpleRadialMenu
* fix: AI door menu now can be closed by verb if it gets unpowered
* refactor: simplify code for DoorRemoteBoundUserInterface
* fix open/close mode sprite
* remove broken merge changes
* refactor: changed DoorRemoteSystem to be fully in shared
* refactor: localize DoorRemoteBoundUserInterface
* refactor: fix multiple invocation for TryToggleDoor inside DoorRemoteSystem on prediction
* refactor: extracted sprites and loc strings into prototype for cleaner code. Currently selected mode now have different background.
* refactor: changed hover selected color to recommmended
* refactor: reuse stylenano colors!
* review
* refactor: remove StyleNano reference
* refactor: revert removal of item status for door remote
* refactor: fix status control misprediction
* refactor: remove invalid comments, rename client DoorRemoteSystem comp after handle method
* refactor: fix DoorRemoteStatusControl not displaying status on entity pickup
---------
Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* kudzu edible, food htn starts at peckish, no nutrition needed for npc to eat
* fix kudzu tags
* remove old stomach 2 from ruminant body
* make kudzu nutrition non-zero
* skip targeting food if nutrition is zero
* move edible from baseKudzu