* refactor: adapt artifact gen to balanced artifacts
* refactor: cleanup and no-additional-allocation optimization
* refactor: revert memory allocation optimizations in favour of readability
* refactor: simplify amount of arguments to be used during generation, add xml-doc
* refactor: more cleanups
* refactor: xml-docs
* refactor: comment on missing error log + change EntityTableSystem.GetFirstOrDefault to EntityTableSystem.GetFirstOrNull
* refactor: fix typo
* fix ancient 2022 ghost test failures
* remove my logs
* update the comment to be accurate
* remove braces
* better loggeewafsafasafsafsfasfasfasafs
* What does bro even do?
* 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
* ports chat follow function from AL and removes PJB implementation
forgor to commit earlier so it's just one chunk
* fixes accidental MiscTab.xaml restructuring
* fix name color
* remove unused function
* cvar summary
* typo
* accidental doc removal
* fix test fail
* fix test fail
* like i said first pr :|
* inject in constructor
* adds chat links to Local, Whisper, LOOC and Dead Chat respects Admin ghost privacy
* i hate chat code
* remove cvar
* single events file
* adds CanGhostWarp back
* filter for admin ghosts
* move tag
* remove ChatLinkTag.cs
* fix speechbubble rendering
* i want to bash my brain in
* kill chatcode
* formatting
* testfail
* still not working
* atleast deadchat works now
* even prettier TextLinkTag.cs
* fix speechbubble rendering for looc
* docs
* renaming and better docs
* Revert "remove cvar"
This reverts commit 1acb168f
* final changes (hopefully)
* requested changes
* can't parse -
* change TextLinkTag again
* formatting and typo
Co-authored-by: Connor Huffine <chuffine@gmail.com>
* quickfix
* no logging for now actually
* i will work on this in the morning
* restructuring
* wip
* final restructuring and docs
* still not done btw
* review
* docfix
* actually we can filter for admin ghosts
* doc
* fix color
* fix fix color
* review
* all I care to clean up
* bold names
* doc
* admin warp
* fixed
* fsaasffsa
* GOD ONCE SAID: GOOD ENOUGH
* they call me the shuffler
* admin chat links
* forgor newline
* fix?
* actual fix
* dumb stuff
* chungus
---------
Co-authored-by: Connor Huffine <chuffine@gmail.com>
Co-authored-by: Princess Cheeseballs <66055347+Princess-Cheeseballs@users.noreply.github.com>
* change solution from 1u max to 600u max
* Added in a helper method to BloodstreamSystem to account for changing the BloodRefreshAmount. Added datafield to ZombieComponent to store the original BloodRefreshAmount on UnZombify. Added a tag 'CannotRegainBlood', that applies in Bloodstream's TryModifyBloodLevel, to account for Saline or other reagents directly modifying blood level.
* we properly use a bool this time and not a tag
* should probably remove a tag that's unused. makes sense why test failed
* remove the tag causing the errors. i forgot the second spot.
* remove unneeded reference to TagSystem, scale new BloodReferenceSolution to the previous MaxVolume
* set the hardcoded 600 back to a 1 for scaling purposes
* removed MetabolizerComponent from organs of zombies during Zombify
* Fix logic for gestation check in AnimalHusbandrySystem
* Enhance reproduction logic with gestation check
Added check for gestating state in reproduction logic.
* Restore the rare drops
* what newlines there were never newlines
you're crazy
go home
* Comment spawner components, system, tableselector
* known to cause cancer in the state of california
* Fixes Cryoxadone De-Age, properly adjusts lastHarvest. If age would be reduced below 0 reverts plant to seed with current genetics.
* Botany Bugfixes. Cryoxadone De-Age fix. Cryox Regression to seed re-added. Seedless Produce no longer have seeds. Proper Temp tollerance ranges restored. Production no longer clamped to maturation.
* Restore Content Server+Client run configuration
* Fix formatting in Content Server+Client run configuration
* Address botany review feedback
* review
* fix weed
* fix
* fix 2
* Update PlantSystem.cs
* refactor: revert to EntityTerminatingEvent and leave warning for next generations
---------
Co-authored-by: Pok245 <113675512+Pok27@users.noreply.github.com>
Co-authored-by: Fildrance <fildrance@gmail.com>
* fix mice not eating despite being hungry
* Update Content.Server/NPC/Systems/NPCUtilitySystem.cs
Co-authored-by: Whatstone <166147148+whatston3@users.noreply.github.com>
* do same fix for thirst
---------
Co-authored-by: Whatstone <166147148+whatston3@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
---------
Co-authored-by: iaada <iaada@users.noreply.github.com>
Co-authored-by: Fildrance <fildrance@gmail.com>
* wip
* fix merge conflict messup
* testing changes
* make command be able to target specific map, make system work on preinit maps
* so long. also, firelocks
* fix rotation logic
* do not align
* better temp feedback
* onmapinit cvar, anchoredalign datafield
* some firelock stuff
* track unanchored AlignTo entities, with lower weight
* finish aligncommand
* comment update
* system cleanup
* wip
* firelock final
* Resources/Prototypes/ plastic flaps
* review fixes
* changes to logging and feedback loc
* add dry run parameter to command
* don't spam AllEntityQuery on calls that can happing midround
* redundant aligncommand dependencies
* rewrite a bunch of jank in the system
* network the comps
* change aligner type to bitmask for performance. Rename some files and names to be easier to comprehend and use
* detailed logs only when called via command
* shuttle windows did not follow the flock
* fix bitmask check issue
* more flag shenanigans were found
* another non-inheriting base prototype. Not ideal.
* remove redundant component definition
* XML summary updates
* Add todo
---------
Co-authored-by: SlamBamActionman <slambamactionman@gmail.com>
* NERF ONE ZILLION HEADSLUGS
* despair; removing the funny slime speech verb
* le epic fix to rebalance
* make it more like a mouse
* not needed
* fuck this newline
* sneak in microbalance
---------
Co-authored-by: nomdéraisonnablementlong <you@example.com>
Co-authored-by: ScarKy0 <scarky0@onet.eu>
* initially works i think
* yeah
* pulled these numbers outta my ass
* text
* silly
* fixy fix
* fix
* This sure is a videogame
* init test fuck everything
* sprites
* fix dirty
* query
* another query
* craftable changeling sting
* remove todo
* \n
* doc
* first pass, something's afoot
* BUI cleanup, fix metadata cast
* SetupBoundUI: use CreateWindow, not new
* fix dependency order
* more dependency order fixes
* Add total identities gained field and copy relevant objectives
* Update objective description to make clearer that DNA sting works
* Update most identities objective description to make clearer that DNA sting works
* renames
---------
Co-authored-by: ScarKy0 <scarky0@onet.eu>
* 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>
* Added audio cue and message notif
* Added localization strings
* Small fix
* Cached the sound path specifier
* CVar is now server authoritative and few small fixes
* Added UI button and fixed localization
* fixed
* Last fixes hopefully
* Moved to admin cvar
* refactor: extracted notify-on-non-functioning feature from emitter component
* refactor: revert server side PowerStateSystem usage of SubscribeLocalEvent - it is not calling base Initialize, skip SetWorkingState raising event on init
* refactor: ensureAPC is now conditional for powerstate
* refactor: fix double notifiation on destruction and on un-powering for emitter
* refactor: added LocTurnedOff for NotifyOnNonFunctioningComponent, fix double alert on destruction, removed emitter-deconstructed-broadcast as it is unused (cannot deconstruct withou unanchor)
* refactor: modernize server PowerStateSystem subscription
* refactor: update and modernize PowerStatePrototypeTest
* refactor: give APE specific radio message upon unlocking
* refactor: extracted PowerStateSystem.SetPowerLoad to split init from triggering is-working change event
* Update Content.Server/Power/EntitySystems/PowerStateSystem.cs
---------
Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com>
* port 35190
* HungerProduction
* SolutionProducer
* update
* move to server
* small tweak for Shearable
* fix
* ProductionAttemptEvent
* EntityProducer
* update EggLayer
* EntityTable
* no more actions on EggLayer
* move popups to comp
* kill EggLayer
* new locale
* rename field
* upd
* SatiationType
* rename to SatiationProduction and lil docs
* EntityQuery
* more docs for god of docs
* small fix
* more queries
* flerp
* pr comments: mostly comment editting, but also add one missing dirty for alerts
* force basesateffect to run update on first load
* I have ridden the mighty moon worm
* oh good, it just didn't work before :)
* oop
* Exception now meows when an error occurs
* tweaks
* Add to real mouse
* 1984 😔
* Sussy entity effect
* Comment
* More errors
* Other fixes
* opps
* fixes
* cleanup
* Cleanup
* Remove saving last message
* runtime as well!
* Make logger private, clean up error has occured to boolean instead of string
* Add auto pause and time offset serializer
* Properly block accent when speaking (sometimes)
* Add package
* Fix
* Review
* fix