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Update #1
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Update #1
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1. Use a separate SpriteView for the hover entity to avoid any bookkeeping issues 2. don't set storagebutton visibility.
* Initial framework for pulling. * Make it possible to pull items via (temporary) keybind Ctrl+Click, make items follow the player correctly. * Make other objects pullable, implement functionality for moving an object being pulled, make only one object able to be pulled at a time. * Make sure that MoveTo won't allow collisions with the player * Update everything to work with the new physics engine * Update Content.Server/GameObjects/EntitySystems/Click/InteractionSystem.cs Co-authored-by: ComicIronic <comicironic@gmail.com> * Physics update and convert to direct type casts * Add notnull checks * Add pull keybinds to the tutorial window * Move PullController to shared * Fix pulled items getting left behind * Fix moving pulled objects into walls * Remove flooring of coordinates when moving pulled objects * Add missing null check in PutInHand * Change pulling keybind to control and throwing to alt * Change PhysicsComponent references to IPhysicsComponent * Add trying to pull a pulled entity disabling the pull * Add pulled status effect * Fix merge conflicts * Merge fixes * Make players pullable * Fix being able to pull yourself * Change pull moving to use a velocity * Update pulled and pulling icons to not be buckle A tragedy * Make pulled and pulling icons more consistent * Remove empty not pulled and not pulling images * Pulled icon update * Pulled icon update * Add clicking pulling status effect to stop the pull * Fix spacewalking when pulling * Merge conflict fixes * Add a pull verb * Fix nullable error * Add pulling through the entity drop down menu Co-authored-by: Jackson Lewis <inquisitivepenguin@protonmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com>
Haven't profiled so can't say if it definitely fixes the leak. Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
* Add examine verb * Move examine verb to the client * Remove unused imports
* Node Physics replacement * PowerReceiver Physics replacement * wires are anchored Co-authored-by: py01 <pyronetics01@gmail.com>
* Fix error when pulling a buckled entity * Cache BuckledTo earlier in the code
…ification exception (#1509)
* ResistanceSet serialization * DefaultResistanceSet * remove wall resistance * ResistanceSet ExposeData fix * Remove commented out code Co-authored-by: py01 <pyronetics01@gmail.com>
* First Commit * Hello * Mop Bucket
* Add slipping moving you forward * Check for weightless and change decay to a multiplier * Pragma moment
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
* Actually set the tool interaction message to handled. Remove the floating text explaining why deconstruction failed. * Removed unused IServerNotifyManager dependency.
* re-do of old PR that got fuckied upp * simplify foreach as suggested * pass distance to PassSpeechData for a check, remove GetListenRange() * adds RadioQuery instead of subscribing/unsubscribing * change SpreadMessage to accept owner rather than component * change RadioQuery to EntityQuery * remove declared EntityQuery (oops, didn't know what shadowcommander meant) * refactor ListeningSystem & refactor added chat logic into listen sys * IGNORE the oopsie STOP LOOKING
* NetSerializer in-tree compat fixes. * Fix Actions
Because apparently I can't drink my morning coffee without being pinged about it. Smh.
clorl
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Sep 22, 2020
clorl
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Sep 22, 2020
* Things and stuff with grids, unfinished w/ code debug changes. * Updated submodule and also lost some progress cause I fucked it up xd * First unfinished draft of the BodySystem. Doesn't compile. * More changes to make it compile, but still just a framework. Doesn't do anything at the moment. * Many cleanup changes. * Revert "Merge branch 'master' of https://github.com/GlassEclipse/space-station-14 into body_system" This reverts commit ddd4aeb, reversing changes made to 12d0dd7. * Commit human.yml * Updated a lot of things to be more classy, more progress overall, etc. etc. * Latest update with many changes * Minor changes * Fixed Travis build bug * Adds first draft of Body Scanner console, apparently I also forgot to tie Mechanisms into body parts so now a heart just sits in the Torso like a good boy :) * Commit rest of stuff * Latest changes * Latest changes again * 14 naked cowboys * Yay! * Latest changes (probably doesnt compile) * Surgery!!!!!!!!!~1116y * Cleaned some stuff up * More cleanup * Refactoring of code. Basic surgery path now done. * Removed readme, has been added to HackMD * Fixes typo (and thus test errors) * WIP changes, committing so I can pull latest master changes * Still working on that god awful merge * Latest changes * Latest changes!! * Beginning of refactor to BoundUserInterface * Surgery! * Latest changes - fixes pr change requests and random fixes * oops * Fixes bodypart recursion * Beginning of work on revamping the damage system. * More latest changes * Latest changes * Finished merge * Commit before removing old healthcode * Almost done with removing speciescomponent... * It compiles!!! * yahoo more work * Fixes to make it work * Merge conflict fixes * Deleting species visualizer was a mistake * IDE warnings are VERBOTEN * makes the server not kill itself on startup, some cleanup (#1) * Namespaces, comments and exception fixes * Fix conveyor and conveyor switch serialization SS14 in reactive when * Move damage, acts and body to shared Damage cleanup Comment cleanup * Rename SpeciesComponent to RotationComponent and cleanup Damage cleanup Comment cleanup * Fix nullable warnings * Address old reviews Fix off welder suicide damage type, deathmatch and suspicion * Fix new test fail with units being able to accept items when unpowered * Remove RotationComponent, change references to IBodyManagerComponent * Add a bloodstream to humans * More cleanups * Add body conduits, connections, connectors substances and valves * Revert "Add body conduits, connections, connectors substances and valves" This reverts commit 9ab0b50. * Implement the heart mechanism behavior with the circulatory network * Added network property to mechanism behaviors * Changed human organ sprites and added missing ones * Fix tests * Add individual body part sprite rendering * Fix error where dropped mechanisms are not initialized * Implement client/server body damage * Make DamageContainer take care of raising events * Reimplement medical scanner with the new body system * Improve the medical scanner ui * Merge conflict fixes * Fix crash when colliding with something * Fix microwave suicides and eyes sprite rendering * Fix nullable reference error * Fix up surgery client side * Fix missing using from merge conflict * Add breathing *inhale * Merge conflict fixes * Fix accumulatedframetime being reset to 0 instead of decreased by the threshold space-wizards#1617 * Use and add to the new AtmosHelpers * Fix feet * Add proper coloring to dropped body parts * Fix Urist's lungs being too strong * Merge conflict fixes * Merge conflict fixes * Merge conflict fixes Co-authored-by: GlassEclipse <tsymall5@gmail.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com>
clorl
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Oct 9, 2021
* Hopefully make singularity shader warping resolution-invariant This may or may not fix intensity issues * Fix singularity 'zero velocity' check It got stuck in a corner. Twice. I really thought I'd fixed that. * Make it easier to move around various power stuff by shrinking their AABBs a little and making singulo generator a circle * Changes to some machine prototypes to reduce duplication of collision changes (#1) * Changes to some machine prototypes to reduce duplication of collision changes * BaseMachine.BaseMachineUnpowered -> BaseMachine.BaseMachinePowered
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