* first pass, something's afoot
* BUI cleanup, fix metadata cast
* SetupBoundUI: use CreateWindow, not new
* fix dependency order
* more dependency order fixes
* rcd names
* RCDPrototype: remarks on SetName use
* Update Content.Shared/RCD/RCDPrototype.cs
dangit
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* slightly better constant name, funny code tag
* Use generic-unknown-title as a default.
* return of the spess
---------
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Add Inverted field to WiresPanel for default viz
* WiresVisualizerSystem: comment system
* remove extra whitespace
* inheritdoc
* comment
* Better naming!
* better comment!
* welp, engine PR it is
* test scamboni
* Scrolling text screens
* remove ScrollingTextScreenComponent, fix comments
* shave a pixel off of the frame, commas cut off
* logMissing to false, state does may not exist
* variable timing, offset array serializer
* namespaces are a state of mind
* Use CustomArraySerializer instead of a one-off
* better alphabetize punctuation text
* Unneeded VV access, 4-space meta.json
* Subscription attributes
* cleanup pass
* shift left
* AJCM's suggestions
Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com>
* PadRight returns a string.
* kill the loop, use funny division instead
* smoother animations, dark stripe on outer frame
* Update for the new comms console UI
* communications console changes
* can't spell pain without UI
* the ocho
* it's big brain time
* just a touch wider
* UI polish pass - forgive the sins
* look at my attributions dog
* EDITED
* Text screen layer init deferred until startup
* that's a new one
---------
Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com>
* Move server config, removed duped fields, add test
* Use Validate calls instead of setting the cvars
* grammar
* Apply ElectroJr's suggestions
* remove ServerConfigTest
* Uncomment the remaining commented out config vals
* SpookyExtinguish, oooooo
* comments, intensity
* Use allowedIntensity in GhostSystem
* commento-stuffed
* GhostComponent: return to BooCount for sanity
* unindento
* fix ghost component, dependency order (holy shit)
* More cleanup than feature at this point
* Add partial to PoweredLightSystem
* event field order, ghost system comments
* Separate spooky, consistency w.r.t. DoGhostEvent
* BooActionEvent handler to GhostSystem.Boo, fix ext
* featuring kenny blankenship and vic romano
* fix maximum value
* Fix BooIntensity comment
* remove whitespace
* comments, RevenantSystem: set handled
* "for a typical ghost"
* Address PR suggestions
* Use Handled, SpookyLight: BooIntensity->Intensity
* Use Handled in BooActionEvent handler, update name
* remove query
* address beck-thompson's requested changes + Handled
* ResponseIntensity setter, private Handled setter
* Check Handled, not !Handled
* there is a third
* the hell was this using placement
* Obsolete Extinguish, Try with Entity<T>
* why wasn't this using TimeOffsetSerializer
---------
Co-authored-by: iaada <iaada@users.noreply.github.com>
* Fix licenses in error
* beachball by-sa
* the rest of the goddamn owl
* shotguns
* Nem's suggestions, mislicensed goon files
* a move is both a creation and a deletion
* clown hours
* GOOD ENOUGH
* slightly better bizarresoft copyright
* ORIGINALLY
* Fix tail wag visibility
* SPACE
* use logical or, not bitwise or
* wow, new struct, so cool
* little cleanup, modernization, few fixes, organ ev
* ShouldHide, unconditional clear
* Back to HashSet, unindent comments
* Dirty ApcPowerReceiver if state doesn't match defs
* surely this will work and isn't massive hubris
* SPACE
* docs & comments
* voltage, not charge
* no space
* jfc
* guardian popup fixes
* actually use the entityqueries
* finish a thought challenge - difficulty impossible
* curse of fildrance
* can't believe he's done this
* 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
* add wallmount cabinet lock visuals
* Different shapes to unlocked/locked lights
* scoot shotgun sprite unlocked over by one
* a little convention adherence, as a reat
* gateway portal base, portal cleanup
* parent -> id
* abstract at the top
* uh oh hard portal
* apply portal tags to revenant & ghosts
* No replay portal collisions
* Fix namespace import order
* And remove one unneeded one
* Fix merge error re: PointLight
* remove from ghost, better tag comment
* unanchor, Portal verb name
* TryGetRandomRecord seed entity argument
* Not what it's called
* PublicAPI attribute, remark
* the public API is both public and an API
* generator fix, lighting: good god
* Revert "generator fix, lighting: good god"
This reverts commit d82aa3dd23403cf248b0ec888ddf2a202fe8f7f4.
* cleanup Recipes/Crafting
* fix defib cabinet graph
* ian suit and moproach shoes are clothing
* I learned the dark secrets of the moproach shoes
* fix box/crate objectType
* ConstructionSystem: use proto name in examine text
* simplify examine message
* Revert "simplify examine message"
This reverts commit 3d38bdad61755c1b18d0f2e4420be4c567081ec0.
* Apply suggestions properly
* CLeanup construction prototypes
* web: return no tile empty, leave a comment
* anchors, a few unneeded fields, rotatable web seat
* region/endregion
* spear/shiv/cap inheritance
* bone spear near other spears
* Remove redundant Structure values
* BaseWeb -> BaseWebStructure
* anchor be gone
* redundant members
* catch IonLawSystem instances
* return the ion law sawmill, fix LogMan instances
* SalvageSystem LogManager inst
* IonLawSystem: public Sawmill
* what even is initialization order?
* Remove all IPrototypeManager instances
* Remove redundant IComponentFactory instances too
* Found some stragglers
* DestructibleSystem.PrototypeManager: no dependency
* not based
* PaintableAirlockComponent and AirlockGroupPrototype have been replaced
* Slightly redesigned SprayPainterSystem for greater versatility
* Added handling of changes to the appearance of doors and storages
* PaintableGroup prototypes have been created
* Generating tabs with styles in the UI
* Fix error with undiscovered layer
* Slight improvement
* Removed unnecessary property
* The category for `PaintableGroup` was allocated to a separate prototype so that the engine itself would check if the category existed
* Added canisters, but repainting doesn't work
* Added localization to styles
* Fix sprite changing
* Added the ability to paint canisters
* slight ui improvement
* Fix yamllinter errors
* Fix test
* The UI now remembers which tab was open
* Fix build (?)
* Rename
* Charges have been added to the spray painter
* Added a charge texture for the spray painter
* Now spray painter can paint decals
* Increased number of charges
* Spawning dummy objects has been replaced by PrototypeManager
* added a signature about the painting of the object
* fix
* Code commenting
* Fix upstream
* Update Content.Shared/SprayPainter/Components/SprayPainterAmmo.cs
Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>
* review
* Now decals can only be painted if the corresponding tab in the menu is open.
* Fixed a bug with pipe and decal tabs not being remembered
* Update EntityStorageVisualizerSystem.cs
* record
* loc
* Cleanup
* Revert electrified visuals
* more cleanup, fix charges, del ammo4
* no empty file, remove meta component
* closet exceptions, storage visualizer fixes
* enable/disable decal through alt-verb
* Fix missed merge conflicts
* fix snap offset, button event handlers
* simpler order, fix snap loc string
* Remove PaintableViz.BaseRSI, no decal item, A-Z
* State-respecting UI, BUI updates, FTL fixes
* revert DecalPlacerWindow changes
* revert unwanted changes, cleanup function order
* Limit SprayPainterAmmo write access to AmmoSystem
* Remove PaintedSystem
* spray paint ammo lathe recipe, youtool listing
* category as a list, groups as subtabs
* Restore inhand copyright in meta.json
* empty spray painter, recipe produces an empty one
* allow alpha on spray painter decals
* add comments
* paintable wall lockers
* Restrict painting more objects
* Suggested event changes, event cleanup
* component comments, fix ammo inhands
* uncleanable decals, dirty styles on mapinit
* organize paintables, separate emergency/closet grp
* fix categories newline at EOF
* airlock group whitespace cleanup
* realphabetize
* Clean up EntityStorageViz merge conflict markers
* Apply requested changes
* Apply suggestions from sowelipililimute's review
Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>
* betrayal most foul
* Remove members from EntityPaintedEvent
* No emerg. group, steelsec to secure, locker/closet
* Enable repainting the medical wall locker
* comments, no flags on PaintableVisuals
* Remove locked variants from closets/wall closets
* removable decals
* off value consistency
* can't paint away those bones
* fix precedence
* Remove AirlockDepartment, AirlockGroup protos
Both unused.
* whitelist consistency re: ammo component
* add standing emergency closet styles
* alphabetize the spray painter listings
---------
Co-authored-by: Ertanic <black.ikra.14@gmail.com>
Co-authored-by: Эдуард <36124833+Ertanic@users.noreply.github.com>
Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>