Darkie [Sun, 24 Dec 2023 06:11:05 +0000 (08:11 +0200)]
ItemToggle system expansion (#22369)
* Fixed EnergySword and variants having incorrect sound on attacking when in their Off state.
* Removed the unused ItemToggle from the serverside and created a new shared ItemToggleComponent and System, now used for the e-blade family of items. Also added e-blade hum and swing sounds. Thanks Sloth for the initial code!
* Changing Stunbaton system to include the itemToggle system.
* Adapted changes that have come up in the meantime.
* Changed damagespecifier to be serializable and autoNetworked in melee weapon components. Fixes a bug that makes it so client-side, damage values are not updated on toggle.
* Made the ItemToggleSystem have both a shared and a server component. Ported the Stun Baton and Stun Prod to the new toggleable system. Added a failure to activate noise component.
* Ported the welders to the new item toggle system. Set it so deactivated damage and item size default to the item's regular options.
* Removed unnecessary usings.
* Small modification to the stun prod.
* Made the integration test use the new method to turn the welders on.
* Fixed a few testing issues, applied a few changes requested by Delta.
* Updated Stunbaton code for consistentcy when it comes to calling the itemToggle component.
* Removed a redundant return; as per Delta.
Made examining the stun baton for charge rely on the battery component instead.
* Removed the welder visualizer system, now using the generic one. Removed some unused usings. Removed the welder visuals and layers.
Ported lighters to the new system.
Added zippi (sic) lighters.
* Renamed variables used to make them less generic.
* Simplified the light update code.
* Fixed the unit test to use the itemToggle system for welders now.
* Made the name shorter. I can't tell if the welding damage when interacted with actually does anything though. I can't figure out how to trigger it.
* Fixed some YML issues.
* Added a client side item toggle system just to make the shared code run on local UID's too.
* Fixed some more Yaml.
* Made the Zippi lighter have its own parent item, so it doesnt' conflict with the random pattern on the regular lighter.
* Made the zippi lighter its own in-hand sprites.
* Added a summary for the activated property in itemtoggle component.
* Fixed a typo in the itemToggle Component.
* Fixed a typo.
* Added to the remarks for the ItemToggleComponent.
* Fixed up the lighter yaml to make it use a generic term instead of a toggle layer enum for the random skin.
* Fixed a bug I introduced accidentally with the humming sound.
* Removed 2 unnecessary events from the ItemToggleSystem and component.
* Fixed a bug by only making the server run the item activation code, since the client cannot predict whether or not the activation will be cancelled.
* Cleaned up some names and functions getting called.
* Renamed a couple of variables and removed the explicit datafields from the component. Removed "activated: false" from yml since they're already deactivated by default.
* Added an IsActivated function, used it in the welder and stun baton systems code.
Refactored welder code to remove the WelderToggle event, now using the ItemToggleActivatedEvent instead for eye protection check.
* Fixed a typo. Added some comments.
* Split the ItemToggle into smaller components.
Changed the items that used the toggle system to work with the smaller components.
Made the mirror shield reflect energy shots with a 95% chance.
* Fixed the namespaces for the server components and whatnot.
* Fixed a doubled deactivation sound from using activated wieldable items (like the double Esword).
Fixed wrong yml with the e-dagger.
Fixed the disarm malus code.
* Added the zippo lighter to the detective's trench coat.
* Removed the default hit sound for the double e-sword since it was unnecessary.
* Changed e-sword damage numbers to be in line with the changes made by Emisse.
* Made no damage sounds be autoNetworked, so it changes can be changed on activation/deactivation of items.
Made Welders and Eswords sound like themselves but quieter if they hit for 0 damage, instead of taps.
You can choose what sound to play when a weapon does 0 damage when activated now.
Fixed a bug with swing sounds.
* Typo.
* Fixed a bug where the welder would blind you if you used it while it was off.
* Created a single abstract method called when an item has completed its toggle.
chromiumboy [Sun, 24 Dec 2023 06:07:41 +0000 (00:07 -0600)]
Power monitoring console overhaul (#20927)
* Prototyping whole station wire map
* More prototyping
* Added icons for the different power distributors and toggleable cable displays
* Power cable layouts are now only sent to the client when the power monitor is open
* UI prototyping
* Power monitors can now see the sprites of distant entities, long entity names are truncated
* Updated how network devices are added to the player's PVS
* More feature prototypes
* Added source / load symbols
* Final prototype! Time to actually code it properly...
* Start of code clean up
* Continuing code clean up
* Fixed UI appearance
* Code clean up complete
* Removed unnecessary changes
* Updated how power values are calculated, added UI warnings for power sinks and power net checks
* Updated how power values are calculated again, added support for portable generators
* Removed unnecessary files
* Map beacons start toggled off, console map now works outside the station, fixed substation icon
* Made some of Sloth's requested changes. Power distributors don't blink anymore, unless selected
* Moved a number of static variables in PowerMonitoringHelper to sensible places in the main files. Added a NavMapTrackableComponent so that you can specify how individual entities appear on the navmap
* Updated the colors/positions of HV cables and SMESes to improve contrast
* Fixed SMES color in map legend
* Partially fixed auto-scrolling on device selection, made sublists alphabetical
* Changed how auto-scroll is handled
* Changed the font color of the console warning messages
* Reduced the font size of beacon labels
* Added the station name to the console
* Organized references
* Removed unwanted changes to RobustToolbox
* Fix merge conflict
* Fix merge conflict, maybe
* Fix merge conflict
* Updated outdated reference
* Fixed portable_generator.yml
* Implemented a number of requested changes, move bit masks to a shared component
* Navigate listings via the navmap
* First attempt at improving efficiency
* Second attempt at optimization, entity grouping added for solar panels
* Finished solar panel entity joining
* Finished major revisions, code clean up needed
* Finializing optimizations
* Made requested changes
* Bug fix, removed obsolete code
* Bug fixes
* Bug fixes
* STarted revisions
* Further revisions
* More revision
* Finalizing revisions. Need to make RT PR
* Code tidying
* More code tidying
* Trying to avoid merge conflicts
* Trying to avoid merge conflicts
* Removed use of PVS
* Improving efficiency
* Addressed a bunch of outstanding issues
* Clear old data on console refresh
* UI adjustments
* Made node comparison more robust. More devices can be combined into one entry
Kevin Zheng [Sun, 24 Dec 2023 04:56:39 +0000 (20:56 -0800)]
Clamp after AdjustMoles() (#22907)
Clamping is needed because x - x can be negative with floating point
numbers. If we don't clamp here, the caller always has to call
GetMoles(), clamp, then SetMoles(), which makes this function not very
useful.
RiceMar1244 [Thu, 21 Dec 2023 06:32:11 +0000 (01:32 -0500)]
Resprites energy sword and double energy sword (#22797)
* Removes old inhand visuals from e_sword.rsi and its meta.json
* Adds new visuals with a longer blade for the e sword
* Makes e sword use its new sprites and modifies other energy weapons prototypes to keep using their own inhands
* Makes the toy sword use the old less scary e sword sprites (and gives it BaseItem parent because I thought I broke something when i couldnt pick it up)
* Removes old desword sprites and modifies meta.json
* Temporarily removes esword blade sprites
* Adds back esword sprites after modifying them to flash instead of shimmer
* Adds new desword inhand sprites and modifies meta.json and entity prototype to use them
* Moves desword sprites back to its own folder from inhands_64x after a supposed prefix conflict
* Removes blade inhands
* Adds back blade inhands
* Moves all inhand sprites to their own inhand folders related to the items. Removes inhands_64x folder
Kevin Zheng [Thu, 21 Dec 2023 06:02:32 +0000 (22:02 -0800)]
Raise cryo metabolism min temperature (#22785)
Many people have been running into issues cooling bodies to the current
temperature. Make it a bit easier by raising the max temperature.
This is the temperature that the body has to change to in order to
metabolize the drug, so in practice cryo has to cool lower than this in
order to actually get the body to this temperature.