* Resolve obsolete TransformComponent warnings
* all gas no lerp, a few unused imports
* Resolve TransformSystem via IEntityManager.System
* Revert to set anchored in ConstructionSystem.Graph
* pragma, no FIXME, redundant TransformSystems
* Remove unused variable
* Address sloth's suggestions
* oneliner rotation assignment
* Use spawn commands with rotation
* yet more spawnattachedto changes & cleanup
* Remove unused transform import
* more transform system cleanup, dump restock warn
* stash for post maintainer meeting
* fix activatable ui moment
* whoop
* whateva go my blunt damage
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Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* 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(?)
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Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@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.
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Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Physics asserts and Xenoarch fixes
* Fix blocking asserts
* Alright ready for the test fails
* Fix whitespace issues
* Fix whitespace
* Okay fix whitespace issues for real
* Fix test fails
* Temp fix
* Fix
* Whitespace
* Added a big ass comment
* Right
* A
* Should work
* Debug performance
* Mothership
* fix test fails real
* push
* fix
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Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Defibs will now also shock anyone still interacting with the target.
* Improvements to test readability
* Apply fixes to other tests
* Refactor the interacting entities query to use an event.
* Include pullers as interacting with the entity they are pulling
* Broadcast event
* Use a constant
* Convert new test to InteractionTest
* Convert existing test
* Add behaviour note
* Revert "Convert existing test"
This reverts commit b8a8f2f68e3733bdb6ec254faf955a42096d47d7.
* Move new test into separate (InteractionTest) test file
* Use ToServer
* Use a constant for prototype id
* Use ToServer
* Add EntProtoId constructor
* Add assertion failure messages
* Manual cleanup of test entities
* Remove obsolete flag
* Add test summaries
* Remove tuple constructor
* Wrap entity deletion in WaitPost
* Extend DoAfter interacting test with an extra mob
* Kitchen spike and sharp system
* Use transform and parent
* A
* Works
* A
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Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* checkpoint
* pt 2
* pt... i forgot
* pt 4
* patch
* More test fixes
* optimization!!!
* the REAL hand system
* fix RetractableItemActionSystem.cs oversight
* the review
* test
* remove test usage of body prototype
* Update Content.IntegrationTests/Tests/Interaction/InteractionTest.cs
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* hellcode
* hellcode 2
* Minor cleanup
* test
* Chasing the last of the bugs
* changes
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Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Various shared system warnings cleanup
* More shared system warnings cleanup
* Rearranging changes
* Using correct transform for unbuckle
* Small changes
* Revert buckle change
* Update Content.Shared/Ghost/SharedGhostSystem.cs
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Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Extracts magic strings from Tag calls
When #36281 gets merged, the `TagSystem` methods will all give warnings. Let's fix those warnings before they even happen!
* Adds missing libraries
* Remove not yet implemented TagSystem changes
* Fix tag spelling error
Genuinely surprised there was only 1!
* Styling and proper type changes
* Styling
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
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Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Fix admin ghosts not being able to see items in pouches or interact with them
* fix
* oops
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Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Borg type switching.
This allows borgs (new spawn or constructed) to select their chassis type on creation, like in SS13. This removes the need for the many different chassis types, and means round-start borgs can actually play the game immediately instead of waiting for science to unlock everything.
New borgs have an additional action that allows them to select their type. This opens a nice window with basic information about the borgs and a select button. Once a type has been selected it is permanent for that borg chassis.
These borg types also immediately start the borg with specific modules, so they do not need to be printed. Additional modules can still be inserted for upgrades, though this is now less critical. The built-in modules cannot be removed, but are shown in the UI.
The modules that each borg type starts with:
* Generic: tools
* Engineering: advanced tools, construction, RCD, cable
* Salvage: Grappling gun, appraisal, mining
* Janitor: cleaning, light replacer
* Medical: treatment
* Service: music, service, clowning
Specialized borgs have 3 additional module slots available on top of the ones listed above, generic borgs have 5.
Borg types are specified in a new BorgTypePrototype. These prototypes specify all information about the borg type. It is assigned to the borg entity through a mix of client side, server, and shared code. Some of the involved components were made networked, others are just ensured they're set on both sides of the wire.
The most gnarly change is the inventory template prototype, which needs to change purely to modify the borg hat offset. I managed to bodge this in with an API that *probably* won't explode for specifically for this use case, but it's still not the most clean of API designs.
Parts for specific borg chassis have been removed (so much deleted YAML) and specialized borg modules that are in the base set of a type have been removed from the exosuit fab as there's no point to printing those.
The ability to "downgrade" a borg so it can select a new chassis, like in SS13, is something that would be nice, but was not high enough priority for me to block the feature on. I did keep it in mind with some of the code, so it may be possible in the future.
There is no fancy animation when selecting borg types like in SS13, because I didn't think it was high priority, and it would add a lot of complex code.
* Fix sandbox failure due to collection expression.
* Module tweak
Fix salvage borg modules still having research/lathe recipes
Engie borg has regular tool module, not advanced.
* Fix inventory system breakage
* Fix migrations
Some things were missing
* Guidebook rewordings & review
* MinWidth on confirm selection button
* Station AI overlay
* implement
* Bunch of ports
* Fix a heap of bugs and basic scouting
* helldivers
* Shuffle interactions a bit
* navmap stuff
* Revert "navmap stuff"
This reverts commit d1f89dd4be83233e22cf5dd062b2581f3c6da062.
* AI wires implemented
* Fix examines
* Optimise the overlay significantly
* Back to old static
* BUI radial working
* lots of work
* Saving work
* thanks fork
* alright
* pc
* AI upload console
* AI upload
* stuff
* Fix copy-paste shitcode
* AI actions
* navmap work
* Fixes
* first impressions
* a
* reh
* Revert "navmap work"
This reverts commit 6f63fea6e9245e189f368f97be3e32e9b210580e.
# Conflicts:
# Content.Client/Silicons/StationAi/StationAiOverlay.cs
* OD
* radar
* weh
* Fix examines
* scoop mine eyes
* fixes
* reh
* Optimise
* Final round of optimisations
* Fixes
* fixes
* Re-add improved random sentience event
* Make randomly sentient PDA more likely
* Make vending machine sentience less likely
* Make requested changes
* Make randomly sentient captain's gear more likely
* Sentient captain sabre has pirate accent
* Tweak new random sentient object a bit more
* Sentient PDA improvements
* Apply recommended fixes
* Add requested changes
* Fix merge conflict