Commit graph

7480 commits

Author SHA1 Message Date
Flipp Syder
5a0a04bde7
Humanoid appearance refactor (#10882)
* initial commit
- species prototype modifications
- markings points as its own file
- shared humanoid component

* adds a tool to convert sprite accessories to markings (in go)

* removes a fmt call

* converts sprite accessory to markings

* adds hair and facial hair to marking categories

* multiple changes
- humanoid visualizer system
- markings modifications for visualizer
- modifications to shared humanoid component
- lays out a base for humanoid system

* hidden layers, ports some properties from appearance component, shrinks DefaultMarkings a little

* squishes the initialize event calls into one function

adds stuff to set species/skin color externally from a server message - currently laid out as if it a dirty call to a networked component, may be subject to change (server-side has not been implemented yet)

* makes the sprite pipeline more obvious

* apply all markings, hidden layer set replacement

* ensures that markings are cleared when the new set is applied

* starts refactoring markingsset (unfinished)

* more additions to the markingset api

* adds constructor logic to markingset

* adds a method to filter out markings in a set based on a given species

* fixes enumerators in markingset

* adds validator into MarkingSet, fixes ForwardMarkingEnumerator

* modifications to the humanoid visual system

* ensuredefault in markingset

* oop

* fixes up data keys, populates OnAppearanceChange in visualizer

* changes to humanoid component, markings

marking equality is now more strict, humanoidcomponent is now implemented for client as a child of sharedhumanoidcomponent

* markings are now applied the visualizer by diffing them

* base sprites are now applied to humanoids from humanoidvisualizer

* passes along base sprite settings to the marking application so that markings know to follow skin color/alpha or not (see: slimes)

* custom base layers on humanoids

* merges all data keys into one data class for humanoid visualizers

* setappearance in sharedhumanoidsystem, removes custombaselayercolors

* humanoidcomponent, system (empty) in server

* adds some basic public API functions to HumanoidSystem

* add marking, remove marking

* changes appearance MarkingsSet to a List<Marking>, adds listener for PlayerSpawnCompleteEvent in HumanoidSystem

* ensuredefaultmarkings, oninit for humanoids

* markingmanager API changes

* removes MarkingsSet

* LoadProfile, adjusts randomization in humanoid appearance to account for species

* base layer settings in humanoidsystem, eye color from profile

* rearranges files to centralize under Humanoid namespace

* more reorganization, deletes some stuff

gotta break stuff to make other things work, right?

goodbye SpriteAccessory...

* fixes a good chunk of server-side issues

still does not compile, yet

* singlemarkingpicker xaml layout

* singlemarkingpicker logic

* magic mirror window (varying pieces of it, mostly client-oriented)

* removes some imports, gives MagicMirror a BUI class (not filled in yet)

* populates magic mirror BUI functionality / window callbacks

* fixes up some errors in humanoidprofileeditor

* changes to SingleMarkingPicker

SingleMarkingPicker now accepts a List<Marking>, species, and total possible markings available in that marking category

* fixes up hair pickers on humanoid profile editor

* fixes the errors in markingpicker

* markingsystem is now gone

* fixes a bunch of build errors

* so that's why i did it like that

* namespace issues, adds robustxamlloader to singlemarkingpicker

* another robustxamlloader

* human, lizard sprites/points

* prototype fixes, deletion of old spriteaccessory

* component registration, fixes dwarf skin toning

no, 'ReptilianToned' does not exist

* removes component registration from abstract humanoid component

* visualizer data now cloneable

* serialize for visualizer key

* zero-count edge case

* missing semi-colon moment

* setspecies in humanoidsystem

* ensures that default markings, if empty, will cause ensuredefault to skip over that given category

* tryadd instead of add

* whoops

* diff and apply should properly apply markings now

* always ensure default, fixes double load for player spawning

* apply skin color now sets the skin color property in humanoidcomponent

* removes sprite from a few species prototypes

* sprite changes for specific base layers based on humanoid sex

* layer ordering fix, and a missing base layer should now disallow markings on that layer

* anymarking base layer, adds the right leg/foot for humans

* loading a profile will now clear all markings on that humanoid

* adds missing layers for humans

* separates species.yml into respective species prototype files

* ensures that if layer visibility was changed, all markings have to be reapplied

* server-side enforcement of hiding hair (and other head-related markings) when equipping things that hide hair

* slime fix, clothingsystem now dictates layer visibility server side

* sussy

* layer settings should now ensure a marking should match the skin tone

* whoops

* skincolor static class and functions in UI

* skin color validation in humanoidcharacterappearance

* markingpicker now shows only the markings for the selected category in used

* getter for slot in singlemarkingpicker now ensures slot is 0 if markings exists

* FilterSpecies no longer attempts to do removal while iterating

* expands for SingleMarkingPicker

* humanoid base dummy has blank layers now (and snout/tail/headside/headtop)

* fixes an issue with visualizer system if the marking count was different but the markings themselves were (somewhat) the same

* whoops

* adds edge case handlers for count differences in humanoid markings

* preview now loads profile instead of directly setting appearance

* moves marking set loading to update controls

* clones a marking set in markingpicker by using the deep clone constructor

* whoops (deep cloning a marking now copies the marking id)

* adds replace function for markingset

* points should now update after the markings are remove/added

* merging base layer sprites into a humanoid should now clear them before merging

* sets dirty range start to count only if the dirty range start was never set above 0

* fixes up some issues with singlemarkingpicker

* color selector sliders in single marking picker should now expand

* hair from hair pickers should now apply in profile loading (client-side)

* category in singlemarkingpicker now sets the private category variable

* slot selector should now populate

* single marking picker buttons now have text, also shows the category name over all user-clickable elements

* removes a comment

* removing hair slots now sets it to bald, defaults to zero used slots if current hair is bald on hair/facial hair

* random skin color, eye color

* populate colors now checks if the marking count is greater than zero in singlemarkingpicker

* hair/facial hair pickers now just get the first possible hair from the respective species list

* different approach to random skin color

* oh, that's why it wasn't working

* randomize everything now just updates every single control

* selecting a new marking in SingleMarkingPicker should attempt to copy over old colors, populate list now uses cache,

* markingmanager now uses OnlyWhitelisted to populate by category and species

* filterspecies now uses onlyWhitelist to filter markings based on whitelist or not

* oops

* ui fix for singlemarkingpicker, ensures that cache is not null if it is null when populatelist is called

* order of operations for the horizontal expand for add/remove

* hair pickers should now update when you add/remove the hair slot

* fixes variable naming error in character appearance

* loc string fix in singlemarkingpicker

* lizards, vox now have onlyWhitelist, vox restriction for hair/facialhairs

* having zero possible hairs should no longer cause an exception in randomization

* setting species should now update hair pickers

* ignore categories for marking picker

* and a clear as well for the category button

* places that functionality in its own function instead

* adds eye base sprite, vox now also have their own custom eye sprites

* loading a profile client-side should do FilterSpecies for markings now

* client-side load profile does filter species after adding in the hairs now

* magic mirror

* callbacks now call the callback instead of adding it on construct

* whoops

* in removemarking too

* adds missing synchronize calls

* comments out an updateinterface call in magic mirror

* magic mirror window title, minimum sizing

* fixes minsize, adds warning for players who try to set their hair for species that have no hair

* removes spaces in xaml

* namespace changes/organization

* whoopsie (merge conflicts)

* re-enables identity from humanoid component

* damagevisuals now uses the enum given to it instead of the layerstate given on that layer tied to the enum

* removes commas from json

* changes to visuals system so the change is consistent

* chest

* reptilian

* visualizer system now handles body sprite setting/coloration, similar to how characterappearance did it

not a big fan of this

* adds a check in applybasesprites

* adding/removing parts should now make them invisible on a humanoid

* body part removal/adding now enumerates over sublayers instead

* synchro now runs in bodycomponent startup

* parts instead of slots

* humanoidcompnent check

* switches from rsi to actualrsi

* removes all the body stuff (too slow)

* cleans up resolves from humanoid visualizer system

* merging sprites now checks if the base sprites have been modified or not (through things like species changes, or custom base sprite changes)

* not forgetting that one again

* merging now returns an actual dirty value

* replaces the sequenceequal with a more accurate solution

* permanent layers, layer visibility on add/remove part in body

* should send all hidden layers over now

* isdirty in visualizer system for base layers

* isdirty checks count as well

* ok, IsDirty should now set the base layers if the merged sprites are different

* equals override in HumanoidSpritePrototypes.cs

temporary until record prototypes :heck:

* makes fields readonly, equates IDs instead

* adds forced markings through marking picker

* forced in humanoidsystem api, ignorespecies in markingpicker

* marking bui

* makes that serializable as well

* ignore species/forced toggles now work

* adds icon to modifier verb, interface and keys to humanoid bases

* needs the actual enum value to open, no?

* makes the key the actual key

* actions now propagate upwards

* ignore species when set now repopulates markingpicker

* modifiable base layers in the markings window

* oops!

* layout changes

* info box should now appear

* adds ignorespecies for marking picker, collapsible for base layer section of appearance modification window

* collapsible layout moment

* if base layers have changed, all markings are now dirty (and if a base layer is missing, the marking is still 'applied' but it's now just invisible

* small change to marking visibility

* small changes to modifier UI

* markings now match skin on zombification

* zombie stuff

* makes the line edit in marking modifier window more obvious

* disables vox on round start

* horizontal expand on the single label in base layer modifiers

* humanoid profiles in prototypes

* randomhumanoidappearance won't work if the humanoid has a profile already stored

* removes unused code

* documentation in humanoidsystem server-side

* documentation in shared/client

* whoops

* converts accessory into marking in locale files (also adds marking loc string into single marking picker)

* be gone, shared humanoid appearance system from the last upstream merge

* species ignore on randomization (defaults to no ignored species)

* more upstream merge parts that bypassed any errors before merge

* addresses review (also just adds typeserializers in some places)

* submodule moment

* upstream merge issues
2022-09-22 17:19:00 -05:00
Mervill
365cb96766
the agent id card interface now remembers the previous fake name and title (#11427) 2022-09-22 12:04:01 -07:00
Flipp Syder
b6a548fb97
adds examinable text for address to some device networked entities (#11455) 2022-09-22 14:00:54 -05:00
Flipp Syder
aa1cd71d05
Adds VV attributes on some fields in surveillance camera components (#11453) 2022-09-23 01:45:26 +10:00
metalgearsloth
80cfba535a
Obsolete other popup stuff (#11442) 2022-09-21 20:47:04 +10:00
Flipp Syder
1c4e1ba5de
Adds a component to require an entity to be powered to receive DeviceNetwork packets. (#11390) 2022-09-19 16:59:32 -07:00
Nemanja
2ed3779405
cleaning up more stuff with crematoriums and morgues (#11384) 2022-09-19 16:59:04 -07:00
themias
d8dc54f836
Add smoking pipe (#11419)
* Add smoking pipe

* fix access issue

* try fix init issue

* fixed for real
2022-09-19 18:54:33 -05:00
Leon Friedrich
a356071f41
Use IRuntimeLog in ConstructionSystem (#11413) 2022-09-19 15:01:33 -05:00
Leon Friedrich
b136f18ab7
Construction error handling changes (#11400) 2022-09-19 16:10:10 +10:00
Leon Friedrich
5d84d8b296
Fix nukie bug (#11399) 2022-09-19 16:07:24 +10:00
Leon Friedrich
d2d35afd47
Fix miasma deletion error (#11385) 2022-09-18 09:10:32 +10:00
Leon Friedrich
42f080d665
Fix gas analyser error. (#11386) 2022-09-18 09:10:10 +10:00
Nemanja
4fe4ba1575
wall mounted lockers (#11382) 2022-09-17 13:05:39 -07:00
corentt
b94086ee0a
Hunger and thirst won't infinitely decrease below zero (#11367) 2022-09-17 07:26:39 -07:00
Illiux
611b11976e
Return from TryMetabolize early if there are no reagents to process (#11372) 2022-09-17 07:26:01 -07:00
Flipp Syder
3d3de873ff
Adds a power check to OnAtmosAlarm for firelocks (#11369)
* firelocks when alarmed will now use tryclose instead of emergencypressurestop

* just adds a power check to OnAtmosAlarm, instead

* restores emergencypressurestop usage, adds a newline to an if
2022-09-16 22:34:52 -07:00
Illiux
c380577156
Remove unnecessary ToArray() call in Exhale (#11368) 2022-09-16 22:15:19 -07:00
Nemanja
2e7dcb1ed8
Lathe Refactor and ECS (#11201)
* lathe and material storage refactor

* materialStorage ECS

it kinda sus tho

* beginning the lathe shitcode dive

* couple lathe visuals and lathe system

* lathe changes and such

* dynamic lathe databases

* rewrote internal logic

on to ui

* da newI

* material display clientside

* misc ui changes

* component state handling and various other things

* moar

* Update Content.Shared/Lathe/LatheComponent.cs

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* first volley of sloth review

* more fixes

* losin' my mind

* all da changes

* test fix and other review

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2022-09-16 18:49:05 -05:00
rolfero
149aacf187
Multitool examine wires on click (#11352)
* cable examine update

* Revert "cable examine update"

This reverts commit 0c6df040b3b014a35fb9abe1cdc6e1078c5b1ca1.

* Multitool checks wire when clicked

Co-authored-by: CommieFlowers <rasmus.cedergren@hotmail.com>
2022-09-16 14:27:53 -07:00
rolfero
7d0a870b23
forensic scanner verb (#11361)
Co-authored-by: CommieFlowers <rasmus.cedergren@hotmail.com>
2022-09-16 14:22:17 -07:00
metalgearsloth
4262f4685e
Fix miasma flies (#10580)
Looks like some of the exceptions still got through. Also had a redundant AttachParent.
2022-09-16 14:14:45 -07:00
Vera Aguilera Puerto
3d693c20c8
Spawn with Random Offset component (#10969)
Adds SpawnRandomOffsetComponent, which can be used to randomly move a component on map init

Co-authored-by: wrexbe <wrexbe@protonmail.com>
2022-09-16 13:01:31 -07:00
Kara
4e5def0d03
Entity storage now holds air (#11355) 2022-09-16 11:46:09 -07:00
metalgearsloth
14d48f4306
Pointing arrow changes (#11097) 2022-09-16 07:37:15 -07:00
metalgearsloth
4df4238c4c
Nerf bible (#10023) 2022-09-16 07:27:05 -07:00
rolfero
b7dc90b93d
Strip menu examinable (#11233)
Co-authored-by: CommieFlowers <rasmus.cedergren@hotmail.com>
2022-09-16 07:16:10 -07:00
och-och
b92175c562
Fix appearance being lost on cloning (#11250) 2022-09-16 07:13:46 -07:00
Justin Trotter
6bf45709e9
Add access locks to gas canisters (#10575) 2022-09-16 07:06:29 -07:00
rolfero
6de66c25f9
hand labeller verb (#11283)
Co-authored-by: CommieFlowers <rasmus.cedergren@hotmail.com>
2022-09-16 07:05:23 -07:00
metalgearsloth
bb0229e391
Add gas selling to tanks too (#11304) 2022-09-16 07:04:25 -07:00
Nemanja
dc1d8ec9b4
random loadout support (#11027) 2022-09-16 07:03:45 -07:00
theashtronaut
6ffa54026c
Add lock and unlock icons to verb in LockSystem (#11336) 2022-09-15 16:26:49 -07:00
Rane
315c564315
starting TC penalties for powerful roles (#11111)
* starting TC based on role

* actually just remove all the job changes

* reviews

* moment
2022-09-15 14:37:54 -05:00
Dylan Corrales
4ea7087d6f
9386 Permanent ban message change (#11325) 2022-09-15 12:33:11 -07:00
metalgearsloth
ed442a7d3b
Cargo price tweaks 2 (#11307)
* Cargo price tweaks 2

* Allow cargo selling dead organics
2022-09-15 12:29:07 -05:00
metalgearsloth
d8754b2014
Give suppressed artifacts a much higher sell price (#11305) 2022-09-15 12:28:06 -05:00
keronshb
e90e8052c4
Beam Component and Lightning Component (#10196) 2022-09-16 01:49:01 +10:00
Flipp Syder
2f274d8b9e
Adds another check in the Nukeops system (#11295) 2022-09-15 23:50:47 +10:00
metalgearsloth
dd178ef3f5
Break joints on entering vehicle (#11313)
The issue is that both bodies go to sleep on the server-side so it mispredicts like crazy on the client then when you unbuckle it snaps.

This is just a bandaid until buckling + vehicles get some more love in future.
2022-09-15 08:19:40 -05:00
Illiux
8e7c1cb133
Fix ChemMaster labelling behavior (#11290) 2022-09-15 16:27:22 +10:00
Illiux
09df0dfb60
Remove ChemMasterSystem debug assertions (#11288) 2022-09-14 22:57:03 -05:00
metalgearsloth
ad7a851e27
Cargo economy balance (#11123)
Co-authored-by: Visne <39844191+Visne@users.noreply.github.com>
2022-09-15 11:53:17 +10:00
Illiux
71e46de0fc
Rework the ChemMaster's output handling (#11207)
* Fix doc comment on FitsInDispenserComponent

It's clearly intended to be a doc comment, but wasn't.

* Allow the ChemMaster to accept canisters and bottles

* Give the ChemMaster an output container slot

* Tweak ChemMaster UI layout

* Make more ChemMaster UI tweaks

* Update ChemMaster SpinBox max handling

* Rework the ChemMaster

* Apply suggestions from code review

Co-authored-by: Flipp Syder <76629141+vulppine@users.noreply.github.com>

* Implement PR feedback

* Switch ChemMaster to a tabbed UI layout

* Rename Amount to Dosage for clarity

* Replace Amount with Dosage in messages

* Clarify dose in UI

Co-authored-by: Flipp Syder <76629141+vulppine@users.noreply.github.com>
2022-09-14 19:10:12 -05:00
Leon Friedrich
f54c1cb2b3
Nukie and priate outfit spawning fixes (#11274) 2022-09-14 19:06:40 -05:00
Kara
db1dfc8958
Command perm modifications (#11273)
* Command perm modifications

* actually not this one

* string
2022-09-14 19:02:38 -05:00
metalgearsloth
8871c445b8
Cleanup factions code (#11075)
Co-authored-by: Kara <lunarautomaton6@gmail.com>
2022-09-14 11:45:02 -07:00
Visne
356a6b8d2e
Event-ify Rejuvenate (#11145) 2022-09-15 03:30:56 +10:00
Visne
81eee73995
BwoinkSystem improvements (#11258)
* stuff

* style

* cleanup & fix

* Bold
2022-09-14 12:19:32 -05:00
Mervill
b8d1843335
Adds a new SolutionExplosionBehavior for the benefit of fuel tanks and future exploding canisters (#11260) 2022-09-14 12:15:54 -05:00