Files
ss14-wega/Content.Client/_Wega/Shader/NaturalNightVisionSystem.cs
Zekins da12f4aceb Апстрим (#169)
* moth displacement map fixes

* Make VendingMachineInventoryEntry a data definition for post-init savegrid (#38406)

fix: make VendingMachineInventoryEntry a data definition

* Automatic changelog update

* Exo - Major Sec changes, and more! (#39295)

* Automatic changelog update

* Fix variantize command not respecting tile rotation (#39314)

Oopsiedoodle

* Renames slugcat jelly-donuts to scurret jelly-donuts (#39308)

* renames slugcat jelly-donuts to scurret jelly-donuts

* renames slugcat jelly-donuts to scurret jelly-donuts

* renames slugcat jelly-donuts to scurret jelly-donuts

* missing end of file new line

---------

Co-authored-by: Arcane-Waffle <FR_Waffle@proton.me>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Predict EmitterSystem ExamineEvent and GetVerbsEvent (#39318)

* ididathing.exe

* commit

* cleanup

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Predict ExamineEvent for CryoPodSystem. (#39322)

commit

* Fix tabletop grids rarely spawning on top of another (#39327)

* fix: fix off-by-one for tabletop map positions

Ulam spirals start at 1, not 0.

* fix: make the ulam spiral a ulam spiral

* Automatic changelog update

* Add test of `StaminaComponent` crit vs animation thresholds (#39249)

Add test of StaminaComponent crit vs animation thresholds

* HumanoidCharacterProfileFix (#39333)

* Automatic changelog update

* Fix StoreTests EventBus usage (#38489)

Fix split off from #37349 to avoid needing to sync the content/engine PRs.

* Don't purge note buffer when starting/switching MIDI songs (#39335)

Stop stuck notes on remote when changing MIDI song

* Berry Delight (#38881)

* Berry delight

* Uncook the YAML

* Move stuff in meal_recipes

* BERRY DELIGHT IS INEVITABLE

* Automatic changelog update

* Fix horizontal space men in replays (#39338)

* Fix horizontal space men in replays

Visualizer should not bail if data unavailable.

* Update Content.Client/Rotation/RotationVisualizerSystem.cs

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Fix ActionsSystem.IsCooldownActive always returning false if curTime is null (#39329)

* Make dirt non-compressible (#39220)

This sets the new rsic: false flag in dirt.rsi. One of the interior PNGs is directly accessed by a tile definition, which would otherwise cause a game startup failure with the new packaging improvements: c4dff678a9

* Predict anomaly synchronizer (#39321)

* predict anomaly synchronizer

* pvs

* lambda

* Update Resources/Locale/en-US/anomaly/anomaly.ftl

---------

Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>

* parrotMemory is onGetVerbs now in shared (#39341)

* parrotMemory is onGetVerbs now in shared

* code review

* code review popup on client rename parrotMemoryComponent

* code rev create client system

* forgot usings

* is server now

* Fix rotate verbs not being predicted (#38165)

* Fix rotate verbs not being predicted

* fixes

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Automatic changelog update

* Update Credits (#39343)

Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com>

* Advanced Clowning Module (#35797)

* pAIs can now accept keys, but can't talk in said channels

* added dummy module

* added adv clown module alongside projector

* holopeel & projector sprite added, it's destroyable too

* added experimental pie cannon

* exp pie thrower throws pies, added tool icon, added bananium horn

* removed the weird pAI changes, my bad!

* okay NOW the pAI stuff is all gone

* added icon, recipe, renamed tech for unlocking

* removed bananium horn

* Added in-hand sprites, credited to TiniestShark. Changed holopeel projector description to let the user know it recharges over time.

* change bagel genpop biocube fabricator into biogenerator (#39313)

* Hardsuit helmet text fix + CBurn Vox Fix (#39345)

* text fix and vox helm fix

* oop one line

* Localize Refund Button (#39346)

* Localize Refund Button

* Requested changes

* Make wallmount screen, telescreen, and signal timer destructible (#39340)

* make wallmount screen destructible

* louder

* fix indent

* fix indent

* Trigger Refactor (#39034)

* Xenoborgs part 4 (#36935)

Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
Co-authored-by: Quantum-cross <7065792+Quantum-cross@users.noreply.github.com>
Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>
Co-authored-by: Southbridge <7013162+southbridge-fur@users.noreply.github.com>
Co-authored-by: WarPigeon <DaedalusTheGamer@gmail.com>
Co-authored-by: Kowlin <git@wyvern.blue>
Co-authored-by: ScarKy0 <scarky0@onet.eu>

* fix: auto-update mailing unit + gas canister UIs on state (#39289)

* fix: auto-update mailing unit + gas canister UIs

* fix: make FollowerComponent auto handle state

* refactor: kill AfterAutoHandleState for Follower

* flakeops

* Updated syndicate throwing knives description (#39374)

Co-authored-by: seanpimble <149889301+seanpimble@users.noreply.github.com>

* Automatic changelog update

* Revert "Fix bug with pipe color" (#39135)

* Move `HeadstandComponent` to Shared (#39377)

Move HeadstandComponent to Shared

* Fix head mappers codeowners (#39378)

webedit ops codeowners

* Fix vox inhand displacements (#38507)

fix

* Add Offset Canes + Trinket Canes Group (#39272)

* Added offset cane

* Added offset cane colors

* Added canes to the trinkets menu

* added color to names instead of suffix

* removes some stripes from the mime cane icon

* update file organization

* standard -> standard.rsi, stop making commits at nearly 3 in the morning.

* updated comment to be more explicit in what doesnt work

* Cane refactor :godo:

* git makes me very upset sometimes (fixed cane yaml)

* wooden->wood

* apparently this didnt push

* Standardize comments

* Removed comment

* Removed comment

* Adds red accents to mime cane

* Indent fixes

* Automatic changelog update

* add: air alarm scrubber select all gases button (#39296)

* add select all gases button

* now make it work

* localize

* refactor

* remove redundant Orientation

Co-authored-by: Perry Fraser <perryprog@users.noreply.github.com>

* remove useless HorizontalExpand

Co-authored-by: Perry Fraser <perryprog@users.noreply.github.com>

* add nice newline

Co-authored-by: Perry Fraser <perryprog@users.noreply.github.com>

* deduplicate Enum.GetValues<Gas> usage

---------

Co-authored-by: Perry Fraser <perryprog@users.noreply.github.com>

* Automatic changelog update

* Fix ATS Anchor (#39389)

* fix: hide timer trigger's cycle time verb if DelayOptions is empty (#39388)

fix: hide cycle time verb if DelayOptions is empty

* Automatic changelog update

* Removes ItemToggle from Cryo Pods to prevent a latent event ordering bug (#39197)

Removes ItemToggle component from the cryo pod as it was useless and risked a latent verb order bug

* remove space from Sleeping Carp.png (#39369)

* Rename Sleeping Carp.png to SleepingCarp.png

* Update meta.json

* localization support to air alarms, wire panels and more (#39307)

* Add localization to the air alarms, wire panels, network configurator list menu and loadout window

* delete unused

* redo gas localization, delete unused

* removed the extra key

* Moved and renamed air-alarm-ui-thresholds-gas-name

* Moved localization to the XAML

* Use existing strings for gas names

* it just works

* Rename _atmosphereSystem in ScrubberControl.xaml.cs

_atmosphereSystem -> atmosphereSystem

* Rename _atmosphereSystem in SensorInfo.xaml.cs

_atmosphereSystem -> atmosphereSystem

* Predict warp point location examines. (#39402)

commit

* Reduced SalvageStructureComponent to atoms. (#39400)

* commit

* whoopsie daisy

* Update SpawnSalvageMissionJob.cs

* Update SpawnSalvageMissionJob.cs

* cleanup

* Predict Nav Beacon Examine (#39408)

* commit

* Update Content.Shared/Pinpointer/SharedNavMapSystem.cs

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Add guard to unbuckling to help it to not act upon terminating entities (#39410)

* Add guard to unbuckling to help it to not act upon terminating entities

* Refactor guard for unbuckling

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Revert "Refactor guard for unbuckling"

This reverts commit bf975fbd6f5cfac45324a3d5d74e592ad17ad291.

---------

Co-authored-by: Luxeator <Luxeator>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Automatic changelog update

* fix: properly respect AllowRepeatedMorphs (#39411)

* fix: properly respect AllowRepeatedMorphs

* feat: add IgnoreAllowRepeatedMorphs

* Predict cryopods (#39385)

Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>

* feat: properly perform predicted porta pottys (fix toilet prediction) (#39394)

* Remove redundant return statement in InventoryUIController (#39381)

* Update attributions for lightning audiofiles (#39395)

* Predict PickRandom verb (#39326)

Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>

* Adds infinite debug power APC, substation, SMES (#39317)

* make debug power infinite

* demarcate infinite and empty debug power

* fix duplicate ID

* change infinite suffix to autorecharge

* Status effects disable light occluding (1-line PR) (#39418)

Update StatusEffectsSystem.cs

* Move scale command to content and turn it into a toolshed command (#39349)

* scale command

* fix namespaces

* MessyDrinker for dogs (#38852)

* Automatic changelog update

* Update RT to 266.0.0

* Predict EMP Examine (#39419)

* another one bites the dust

* Update Content.Shared/Emp/SharedEmpSystem.cs

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Predict base and damage examines of cartridge ammo. (#39401)

* commit

* requested changes +

* fix DoAfter DistanceThreshold (#39276)

* Automatic changelog update

* convert dwarfs to use ScaleVisualsComponent (#39422)

* Move solution examine subscription from DrinkComponent to ExaminableSolutionComponent (#39362)

* initial it works

* clean it up

* yml

* datafield the LocIds

* move from the other branch

* no max vol on puddles and anoms

* closed

* Changes inspired by #39008

* small bug and more color range

* puddle changes and more examinable solutions

* lint

* small change

* requested changes

* un-delete

* tiny comment

* 1 less loc id in this world

* request and last second change

---------

Co-authored-by: iaada <iaada@users.noreply.github.com>

* Automatic changelog update

* Debody Food and Drink Systems, Combine Food and Drink into One System. (#39031)

* Shelve

* 22 file diff

* What if it was just better

* Hold that thought

* Near final Commit, then YAML hell

* 95% done with cs

* Working Commit

* Final Commit (Before reviews tear it apart and kill me)

* Add a really stupid comment.

* KILL

* EXPLODE TEST FAILS WITH MY MIND

* I hate it here

* TACTICAL NUCLEAR STRIKE

* Wait what the fuck was I doing?

* Comments

* Me when I'm stupid

* Food doesn't need solutions

* API improvements with some API weirdness

* Move non-API out of API

* Better comment

* Fixes and spelling mistakes

* Final fixes

* Final fixes for real...

* Kill food and drink localization files because I hate them.

* Water droplet fix

* Utensil fixes

* Fix verb priority (It should've been 2)

* A few minor localization fixes

* merge conflict and stuff

* MERGE CONFLICT NUCLEAR WAR!!!

* Cleanup

---------

Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>

* Fun with cardboard! (#37363)

* learning???

* made card walls work, then made game unlaunchable (:

* Still broken, added notes that I thought of while in bed

* wall, door, table and chair are now bare min functional, yay

* learnt why not to web edit...

* added floors, walls and floors fully complete

* added swords, shields, armour, helmets and arrows

* added funny sound and cleanup small issues

* cleanup

* cleanup

* credited myself

* card to cardboard

* fixed licence issue and meta thingy

* adjusted arrow stam-damage

* made card carpets more regular

* simplified sprite, reduced stam damage

* formatting fixes

---------

Co-authored-by: beck-thompson <beck314159@hotmail.com>

* Automatic changelog update

* add scale:multiplyvector toolshed command (#39424)

* Automatic changelog update

* fix repeated scale visuals removal/ensuring (#39432)

* Miscellaneous Body Decoupling (#38958)

* Turn some implants into triggers (#39364)

Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>

* Changeling devour and transform  (#34002)

* Initial:

Create Devour componentry, preliminary identity storage and the systems
for Devouring

* I have genuinely no idea what i'm doing

- added the radial menu, it has nothing in it.

- trying to get it to populate. the event under the event is broken,
i don't know why, but apparently it's not typed right

- Added a placeholder transform

- oh also fixed up some devour stuff and moved some things around.

* Holey moley, Transform, better devour, oh my!

- Move DnaComponent into Shared because we need it for the DNA cloning

- Make Transform MOSTLY work on the LAST identity devoured.

- Fix some issues on devour that involved prediction, canceling and
Damage exeucting (Thanks Plykiya for pointing out AttemptFrequency!)

* Proper tail stealing and Damage modifier attempt

Add check to add a wagging component on the Changeling if the victim's
species Prototype had one.

attempt to add the Damage mitigation check

* MAJOR CLEANUP AND FIXES AUGH 3 DAYS!!!

- Nullspaced a clone of a victim

- fix audio using server virtualized Pvs (i hate this)

- fix the mispredicted doafters

- Clean up a wholelotta code

- utilize clone systems to clone appearances

- Move CloneAppearance from server to shared So we can actually access
it

* Examine stuff, more cleanup, Jumpsuit ripping

- make rotting prevent the action

- Add ripping of clothing (guh why is it also server)

- add some System stuff for pushing husked corpse inspection

- clean up more badcode

* Doing things properly, UI sorta kinda works.

- Utilize Relayed events for Devour checking

- Get a UI that partially works, Says the name of identities, doesn't
show their looks

- Make use of the New Dynamic BUI assignment

- commit the sin of no client prediction cause nullspace entities aren't
networked

* Got an entity for the Frontend transform

Issue with the looks

* Stick a camera into a fake mobs forehead

- Get the UI to see the net entity in pause space by using a
ViewSubscriber to get the Pvs from the initially stored identity entity

- Remove all the other parts used to try to get this to work before hand

* Raaaaadiallllllls also fix protection coefficents

- Change FancyWindow to Radial

- Fix Issue where coeffeient checking was the wrong way round

* absolutely massive cleanup, no more camera in mobs

- cleaned up event variables that are not needed

- Removed the use of a Pause space and go back to Nullspace usage

- use a PvsOverride rather than ViewSharing

- Remove old commented out code and Lots of unused code

* Fix "Ui elements" dying  on the screen

- some minor cleanup

- don't start the entities that get cloned

* ftl, cleanup, and fixing missing transform details

- add replace functionality to TypingIndicatorSystem and
BodyEmotesSystem

- add placeholder sounds and functions to TransformBodyEmotes

- add extra Pvs handling for later use

- attributions for the funny straw sound

- Sound collections for all of the sounds

- various cleanups

* Some extra cleanup

* Fix some false assumptions about TypingIndicator

- Bubbles now transfer on spawned humans rather than used humans

- Clean up YET MORE CODE

- make it so you can't eat yourself

* Oooprs, forgot to add a Husked Corpse Loc

* Missing period in the husked corpse loc

* bad devour windup placeholder

* Husking and WIP Lungs

- Husking now will be prevented from Revival fully and will change
the appearance of players

* Add finalized Sprites for actions and final meta

- add devour on and off sprites

- add transform action sprite

- Add Armblade sprite for future use

- Credit obscenelytinyshark for the sprites <3

* Remove ling lungs, Entity<> everything

- Remove the ling lungs stuff for now... body system is overly
complicated, makes my head hurt

- Switch every method to use Entity<> from Uid, Comp format

* cleanup, admin logging, WIP Roles

* Admin verb, Roundstart, gamerule stuff

- add a Admin verb to make Changelingification easy!

- Add game rule stuff for admin verb and to tell the hapless
goober how to be a changeling... sorta

- clean up parts to make VV easy... USE THE VERB!!

* Armor Coefficent Check

- Remove bespoke changeling armor check and replace it
with a generic armor coefficient query.

* move to UnrevivableComponent instead of husked

- Move UnrevivableComponent to shared

- add Analyzable and ReasonMessage to UnrevivableComponent
to give granular control of the message and whether or not it shows up
in the analyzer

- remove the check for HuskedComponent in DefibrillatorSystem

* aaaaaaa CopyComp

- Some cleanup

- make Vocal system shared

- make VocalSystem Not make more Actions than it needs

- Use some code from ChameleonProjector so we can copy components

- partially ungod method the Transform system

* Cleanup, Moving more things to CopyComp

- TransformBodyEmotes now uses CopyComp (it's a server component so i
need to tell the server to deal with it

- TypingIndicatorComponent also now uses CopyComp

- cleaned up old, now unused "replace" methods in favor of CopyComp

- BodyEmotesSystem now has a publically accessable LoadSounds to deal
with the same problem Screaming had

* WIP

* Devour Windup noise, ForensicsSystem cleanup

* Revert VocalSystem Changes

- Reverted Moving VocalSystem to shared, copy comp acomplishes it

- added component.ScreamActionEntity = null; for copy comp

* cleanup unneeded comments

* revert an accidental line removal

* Remove duplicate SharedHumanoidAppearanceSystem

* Cleanup Typo's and import Forensics components for Dna

* Some more forensics calls

* cleanup use CopyComp for now until CopyComps

* CR cleanup

* Undo some SharedHumanoidAppearanceSystem changes

* Confound these spaces

* Some Copycomp stuff and fixing some PVS override

* use the proper TryCopyComps that are merged

* Change TransformMenu with RadialWithSector

* All sounds done, Fix lack of typing indicator issue

* Updated attributions to include used sound authors

* some ftl typos and mind_role text issue

* DNA, Screaming, appearance, grammar, wagging

- reduced all of the above using ApplyComponentChanges

- Issue still remains with bodyEmotes sticking around in the UI

* Fix UI stuff, partials, entprotoid, good practices

- bunch of partials added

- UI now has a predicted message

- EntProtoID in the admin verb

- RipClothing now uses Entity<ButcherableComponent>

- husking is now optional (off by default) for testing/till we have
hivemind/when we figure out what were doing with devour

- remove TransformGrammarSet

* More CR stuff and documentation

- Make TargetIsProtected less of a meme, with a prototype
set of DamageTypes to check

- Documenation everywhere

- Move DevourEvents into its own file

* Predicted sounds and fix the comp clone list

- Made all start and stop sounds shared

- Split out the rest of the events and UI stuff into subfiles

- Fixed some Clone comp list issues where comments had -'s causing them
to be read incorrectly

* Damage cap check, Identity Shutdown cleanup, cleanup

* Sound stuff (but actually this time)

* Missed documentation

* Missed Documentation and a EntProtoId

* Remove unused dependency

* Remove a nullcheck

* Some dummy minplayers

* CR - Husked now uses a rem/ensure

* Update Actions in the Prototype

* Fixup mindswap handover

- cleanup and handover PVS on mindswap

* Fixup Missing meta from accidental "Take-theirs"

* Add the Armblade to the roundstart-role

* Cleanup, CR (everything but the UI and renames)

* missed a spot

* missed some more whitespace

* Renames

* Primary constructor and a space in these trying times

* User interface stuff for Slime transformation

* popup prediction

* Ling devour no longer makes duplicate identities

- added a key to identities to the original victim

- Add some extra clone settings

* add guard statements to OnClones

* SentOnlyToOwner additions

* fix for sound stoppage error

* Move Organ deleter into soon to be atomized husk

* clone event inventory

* mono sounds

* lower sound volume

* Fix networked sound warning

* Clone comps thing

* review

* attributions

* Fix clobbered changes

* I'm gonna weh out

- whole bunch of CR changes

* fix some very buggy git

* okay its fixed

* address most review points

* fix inventory

* we hate entityuids

* fix test and more cleanup

* move this

* fix more stuff

* fix validation and rootable

* Remove Quickswitch due to some UI quirks

* oops left out some better explanation

* remove dangling LastConsumed component fields

* fix test fail

* try this

* cleanup cloning subscriptions, add movement speed modifier

* fix slime storage

* fix cloning setting inheritance

* Add session information to transform admin logs

* slay the integration test hydra

* dwarf size

* more volume tweaks

* comments

* improve comments and unpredict deletion due to errors when shutting down the server

* fix displancement cloning

---------

Co-authored-by: ScarKy0 <scarky0@onet.eu>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Fix inventory flickering and missing InventoryTemplateUpdated event (#39379)

* fix flickering

* move InitClothing

* fix this

* Automatic changelog update

* Fix showvalue Ui for melee weapons (#38703)

Co-authored-by: Perry Fraser <perryprog@users.noreply.github.com>
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>

* docs: update comment on config saving in tests (#39438)

* Ingestion Bugfixes (#39436)

Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>

* Bloonion mutation  (#33375)

* Automatic changelog update

* Fix title2.ogg attribution (#39435)

Co-authored-by: kait <kait@azumanga.gay>

* Resized baseball bats to be more realistic (#38392)

* Resized baseball bats to be more realistic

* Added new vertical icon for the baseball bat & incomplete variant, sprites by TiniestShark

* Added requested changes

* Added suggested changes for the incomplete sprite

* Automatic changelog update

* Fix Ingestion Localization Pop-ups (#39437)

Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
Co-authored-by: ScarKy0 <scarky0@onet.eu>

* place stored changeling identities next to each other (#39452)

* Fix changeling typing indicator (#39454)

init

* give paused maps from polymorph and cryostorage a name (#39453)

* Automatic changelog update

* fixes items with complex shapes failing to insert sometimes (#38896)

* fixes item insertion bug

fixes bug where items with complex shapes would fail to insert if the item's StoredRotation wasn't a right angle

* independence from StoredRotation

* Automatic changelog update

* Add changeling briefing sound (#39465)

* init

* guh

* Disable changeling fixture cloning (#39467)

init

* Move some Station methods into shared (#38976)

* make objectives use yml defined mind filters (#36030)

* add MindHasRole whitelist overload

* add mind filters framework

* add different mind filters and pools

* update traitor stuff to use mind filters

* line

* don't duplicate kill objectives

* g

* gs

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
Co-authored-by: ScarKy0 <scarky0@onet.eu>
Co-authored-by: SlamBamActionman <slambamactionman@gmail.com>

* Sentry turrets - Part 8: AI notifications (#35277)

* Automatic changelog update

* Starting glasses for Captain and HoP (#35531)

* Automatic changelog update

* fix: fix emote wheel icons (#39481)

* Automatic changelog update

* Remove NamesGolem (#39478)

* deleted golem.ftl which contained golem names

* deleted golem.yml that went along with golem.ftl

* Cleanup Base food and drink a little (#39485)

Edible base prototype convention compliance

Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>

* Fix Whoopie Cushions from lagging the game. (#39194)

* Fix bar and base signs (#39487)

sorry

* fix mind role filter (#39499)

* Fix: Water Bottles Verb Priority and Prediction (#39482)

Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>

* Network StationMember properly (#39509)

* Mapping - Box station - Tie the RD's disposal bin to the disposals system. (#39507)

Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>

* Automatic changelog update

* Update Credits (#39512)

Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com>

* Crawling Fixes 1: Dragons and Borgs can't do the worm. (#39084)

* Init Commit

* Remove unused code, fix stun visuals bug

* Update Content.Shared/Stunnable/SharedStunSystem.cs

* Some initial changes

* first batch of changes

* Commit

* One line cleanup

* KnockdownStatusEffect ain't worth it.

* Fix 2 bugs

* Fixes

* Remove that actually,

* Commit

* Better solution

* Alright final commit I think

* Add better remarks

* How the fuck did this not get pushed???

* Wait no why was my ryder trying to push that??? I didn't make that change! DON'T DO THAT!!!

* Review

* Don't log that

---------

Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>

* Automatic changelog update

* Add voice locks to various hidden syndicate items (#39310)

* Automatic changelog update

* Fire stacks trigger (#39530)

* Simple as

* whoops

* not gonna work

* chopped

* missed something

* Better name

* formatting

---------

Co-authored-by: iaada <iaada@users.noreply.github.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Status Effect Alerts and Time Bugfixes (#39529)

* Bugefix

* Clean up

---------

Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>

* Adds rare Hamlet variant: Fragile Hamlet (#39531)

* slippery gib hamlet

* add suffix for easier admeme

* address review

* increase odds

* parent MobHamsterHamlet, predicted emitsound

---------

Co-authored-by: Jessica M <jessica@maybe.sh>

* Automatic changelog update

* Trigger on round end (#39545)

* works if it works

* small rewording

---------

Co-authored-by: iaada <iaada@users.noreply.github.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* fix: reform dionas via SpawnNextToOrDrop (#39505)

* Automatic changelog update

* Actions examine (#39558)

* Predict suitsensor system (#39325)

* adwadsdwasadwas

* dev

* fix

* review

* some more cleanup

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Oasis: Add atmos network monitor (#39331)

* Automatic changelog update

* Base changeling objective(s) (#39562)

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Better robotics console (#38023)

* Automatic changelog update

* ExtinguishOnTrigger and TriggerOnInteractHand (#39537)

* simplely one commit

* simplelly two commit

* requested changes

---------

Co-authored-by: iaada <iaada@users.noreply.github.com>

* [HOTFIX] Stop players from clipping through Windoors (#39564)

* Don't have standing state edit soft fixtures?

* Bugfix

* Cherry pick acquired

---------

Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>

* Reduce LevelOfParallelism to 2 for integration tests (#39566)

less paralelliism

* [HOTFIX] Stop players from clipping through Windoors (#39564)

* Don't have standing state edit soft fixtures?

* Bugfix

* Cherry pick acquired

---------

Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>

* Reduce LevelOfParallelism to 2 for integration tests (#39566)

less paralelliism

* Predict PoweredLights (#36541)

* Move PoweredLight to shared

* Predict the rest of the owl

* reacher

* compinit & anim

* Fix names

* Revert this?

* Fix these

* chicken drummies

* deita

* Fix

* review

* fix

* fixes

* fix PVS weirdness

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Automatic changelog update

* Fix ReagentQuantity Equality check (#39574)

Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>

* feat: make ReagentId hash by value (#39494)

* Fix antag objective assignment (again) (#39565)

init

* Fix dock radar colours (#38942)

* Fix docking colours

* Add comments and fallback

* Better comments!

* Slightly shorten examine text for splashing a solution with a melee attack (#39428)

smaller text.

Co-authored-by: iaada <iaada@users.noreply.github.com>

* Borg hands & hand whitelisting (#38668)

* Borg hands & hand whitelisting

* yaml linted

* yaml linted (x2)

* yaml linted (x3)

* my storage tests so pass

* no need for SetCount

* ok new stuff you can get fixed too

* oops

* staque

* what if we addressed feedback

* my place so holder

* what if we addresesd feedback

* what if i did it correctly

* terminating or deleted

* Automatic changelog update

* fix: fix lights not always enabling correctly (#39585)

* Automatic changelog update

* RandomChance trigger condition (#39543)

* branch names don't matter anyway

* commits are a window to the soul

* requested change

* also requested

* ship it

* remove key

---------

Co-authored-by: iaada <iaada@users.noreply.github.com>

* Fix: Break do_after if target/tool becomes inaccessible (#35079)

* Predict GetVerbsEvent in PowerSwitchableSystem (#39589)

* Prediction

* Update

* Move mind role components to shared (#39606)

* Disable the lock/unlock verb if we can't do that (#39605)

* Fix

* Update

* StaminaDamageOnTriggerComponent (#39607)

* InflictStaminaOnTriggerSystem

Surprised this wasn't done alongside the damage one.

* Correct docstring

* Moar docstring changes!!!

* Resolve PR comment

* a

* Update Content.Shared/Trigger/Systems/StaminaDamageOnTriggerSystem.cs

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Weapon Resizing (#36473)

* Automatic changelog update

* Compact Security Jetpacks (#39569)

Made security jetpacks functionally identical to mini jetpacks.

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Revert "Fix: Break do_after if target/tool becomes inaccessible" (#39617)

* fix lightbulb color (#39623)

* Automatic changelog update

* In Memoriam - Memorializing those who've passed within the SS13+SS14 community (#39621)

In Memoriam - adds a section to the credits memorializing those who've passed

* Automatic changelog update

* Add trigger-refactor components and systems: Batch 1 (#39391)

* Adds the following batch of trigger refactor components and their associated systems:

TriggerOnLand: LandEvent
TriggerOnExamined: ExaminedEvent
TriggerOnUnbuckle: UnbuckledEvent
TriggerOnBuckle: BuckledEvent
TriggerOnStrap: StrappedEvent
TriggerOnUnstrapped: UnstrappedEvent

* Removes unnecessary lines from comment

* Fix comment formatting, corrects grammar and increases comment clarity.

* adds last forgotten edit to comments

* Update Content.Shared/Trigger/Systems/TriggerOnStrappedOrBuckledSystem.cs

Removes unnecessary comments

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Update Content.Shared/Trigger/Components/Triggers/TriggerOnBuckledComponent.cs

Increases comment clarity

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Update Content.Shared/Trigger/Components/Triggers/TriggerOnExaminedComponent.cs

Increases comment clarity

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Update Content.Shared/Trigger/Components/Triggers/TriggerOnLandComponent.cs

Increases comment clarity

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Update Content.Shared/Trigger/Components/Triggers/TriggerOnStrappedComponent.cs

Increases comment clarity

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Update Content.Shared/Trigger/Components/Triggers/TriggerOnUnbuckledComponent.cs

Increases comment clarity

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Update Content.Shared/Trigger/Components/Triggers/TriggerOnUnstrappedComponent.cs

Increases comment clarity

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* refactored TriggerOnStrappedOrBuckledSystem.cs
removed TriggerOnExaminedSystem.cs and moved it into TriggerSystem.Interaction.cs

Changes currently untested, not sure how to make it so modders can change what method they want sending out the appropriate trigger key but want to save progress working on it and get feedback from maintainers

* Removed component which already exists as part of TriggerSystem.Interaction.cs

* Restores accidentally removed component

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Add myself to codeowners file (#39636)

* RemoveComponentsOnTrigger, ToggleComponentsOnTrigger (#39639)

* Rebalance advanced Brute chems, and more (#39472)

* Initial commit

* Update based on feedback

* Minor fix

* Update to match playtest

* Update reaction behavior and test to work; max temp is no longer an inclusive value.

* Revert "Update reaction behavior and test to work; max temp is no longer an inclusive value."

This reverts commit 2a2c4a17a623cc7ddc15b63d91a1b8b441e95cea.

* Incorporate heal values & OD for adv. chems from 39464, revert adv. brutes recipes

* Automatic changelog update

* 08 10 port locale (#3352)

Co-authored-by: Kill_Me_I_Noobs <118206719+Vonsant@users.noreply.github.com>
Co-authored-by: lapatison <100279397+lapatison@users.noreply.github.com>

* [Maps] Delta Hotfix (#3356)

* Fix industrial reagent grinder bug, second attempt (#39690)

* fix recycler 3

* Update Resources/Prototypes/Entities/Structures/Machines/reagent_grinder.yml

* Изменение лодаута инструктора СБ (#3355)

* change advertisement donut 6 (#3351)

* unbreak StandingStateSystem

* Added "highly illegal" contraband to guidebook (#38176)

* Added extreme contraband to guidebook

* Extreme -> Highly Illegal

* Whoops, one-letter typo

* Fixed a capital letter while I'm here

* increase time between events overall and fix comment typos (#3341)

* GAMERULE HOTFIX (#3358)

* Изменение экрана КПБ во время раунда (#3342)

* corvax code fix

* map fix?

* corvax upstream locale

* locale fix

* avrote fix again

* Revert "corvax upstream locale"

This reverts commit 71cabc4c83. Нахуй эти локали я рот ебал.

* FixLoadout (#3360)

* 08 23 translate (#3361)

* Sponsors only species suffix (#3364)

* locale resprites (#3138)

* disable greentext on athara and elysium (#3362)

* Фикс параллакса (#3365)

Временный фикс

* [Maps] Fix ruins (#3325)

* [Maps] CentCom upd (#3366)

* Fix sponsor marking load order (#3369)

* Translated missed lines (#3154)

* chore: check .net install before using

* chore: self-hosted is real (#3376)

* Update publish.yml

* Update publish.yml

* Revert publish.yml

* Переключаемый TTS боргам (#3357)

* Sponsor suffix (#3367)

* Перенос Корвакс ивентов в Shared. (#3370)

* Revert "convert lobby art from png to webp (#3238)" and compression (#3379)

* modules

* workflowchange

* linterfix

---------

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2025-09-07 23:43:47 +03:00

112 lines
3.8 KiB
C#

using Content.Client.Shaders.Systems;
using Content.Shared.Actions;
using Content.Shared.Shaders;
using Robust.Client.Graphics;
using Robust.Client.Player;
using Robust.Shared.Player;
namespace Content.Client.Shaders.Systems;
public sealed class NaturalNightVisionSystem : EntitySystem
{
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IOverlayManager _overlayManager = default!;
[Dependency] private readonly ILightManager _lightManager = default!;
[Dependency] private readonly SharedActionsSystem _action = default!;
private NaturalNightVisionOverlay _overlay = default!;
public override void Initialize()
{
base.Initialize();
_overlay = new();
SubscribeLocalEvent<NaturalNightVisionComponent, ComponentInit>(OnNightVisionInit);
SubscribeLocalEvent<NaturalNightVisionComponent, ComponentShutdown>(OnNightVisionShutdown);
SubscribeLocalEvent<NaturalNightVisionComponent, LocalPlayerAttachedEvent>(OnPlayerAttached);
SubscribeLocalEvent<NaturalNightVisionComponent, LocalPlayerDetachedEvent>(OnPlayerDetached);
SubscribeLocalEvent<NaturalNightVisionComponent, AfterAutoHandleStateEvent>(OnComponentStateUpdated);
SubscribeLocalEvent<NaturalNightVisionComponent, ToggleNaturalNightVisionEvent>(OnToggleNaturalNightVision);
}
private void UpdateLighting(bool isActive)
{
_lightManager.DrawLighting = isActive;
}
private void OnNightVisionInit(EntityUid uid, NaturalNightVisionComponent component, ComponentInit args)
{
if (_playerManager.LocalEntity == uid && component.Visible)
{
UpdateLighting(false);
UpdateOverlayParameters(component);
_overlayManager.AddOverlay(_overlay);
}
}
private void OnNightVisionShutdown(EntityUid uid, NaturalNightVisionComponent component, ComponentShutdown args)
{
if (_playerManager.LocalEntity == uid)
{
UpdateLighting(true);
_overlayManager.RemoveOverlay(_overlay);
if (component.Action == null)
return;
_action.RemoveAction(uid, component.Action.Value);
}
}
private void OnPlayerAttached(EntityUid uid, NaturalNightVisionComponent component, LocalPlayerAttachedEvent args)
{
if (!component.Visible)
return;
UpdateLighting(false);
UpdateOverlayParameters(component);
_overlayManager.AddOverlay(_overlay);
}
private void OnPlayerDetached(EntityUid uid, NaturalNightVisionComponent component, LocalPlayerDetachedEvent args)
{
UpdateLighting(true);
_overlayManager.RemoveOverlay(_overlay);
}
private void OnComponentStateUpdated(EntityUid uid, NaturalNightVisionComponent component, ref AfterAutoHandleStateEvent args)
{
if (_playerManager.LocalEntity == uid)
{
UpdateOverlayParameters(component);
}
}
private void OnToggleNaturalNightVision(EntityUid uid, NaturalNightVisionComponent component, ToggleNaturalNightVisionEvent args)
{
if (_playerManager.LocalEntity == uid)
{
component.Visible = !component.Visible;
UpdateLighting(!component.Visible);
if (component.Visible)
{
UpdateOverlayParameters(component);
_overlayManager.AddOverlay(_overlay);
}
else
{
_overlayManager.RemoveOverlay(_overlay);
}
}
}
private void UpdateOverlayParameters(NaturalNightVisionComponent component)
{
_overlay.BrightnessGain = component.BrightnessGain;
_overlay.Contrast = component.Contrast;
_overlay.TintColor = component.TintColor;
_overlay.VisionRadius = component.VisionRadius;
}
}