Commit Graph

258 Commits

Author SHA1 Message Date
Ilya246 ace02e2ef6 Kill Spdx (#2749) 2025-12-06 14:09:59 +03:00
Ilya246 5a02ccd637 Port Goob Factorio (#1866)
* move DeviceLinking events to shared (#36307)

move events

* move SignalState to shared (#37303)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Port goobstation factorio (#4035)

* Initial port of goobstation factorio, missing disposals integration and faxing. Also ports impstations modification for robotic arms to have static power draw. Also adds automation slots to silos and advanced microwave.

* Ports goobstation factorio fax automation, adds to the guidebook entry info about gas canisters.

* Ported Goob Disposals. Removed part about taking
mats out of storage silo cuz it ain't implemented
yet. Seems to work.

* Adds constructor circuitboard to research cuz I
forgor

* compile ops

* rework hyperlathes into upgrade kits (#3169)

* add codersprite

* add code for upgrade kits

* add upgrade kits

* add recipes for upgrade kits to industrial engineering

* disable funny recipes

* remove RE

* fuck it make it a warning

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Made automation use reasonable amounts of power. (#3564)

* why the fuck did a constructor use 6x the energy a lathe needs?

* chore: Automatically update REUSE headers

* chore: Automatically update REUSE headers

---------

Co-authored-by: GoobBot <uristmchands@proton.me>

* get it not crashing

* chore: automatically update REUSE headers

* fix constructor

* fix upgrade kits

* improve robotic arm animation

* chore: automatically update REUSE headers

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com>
Co-authored-by: AlgisAlphonse <94876543+AlgisAlphonse@users.noreply.github.com>
Co-authored-by: cheetah1984 <152602630+cheetah1984@users.noreply.github.com>
Co-authored-by: GoobBot <uristmchands@proton.me>
Co-authored-by: monolith8319 <195513600+monolith8319@users.noreply.github.com>
2025-08-12 12:17:31 -04:00
Ilya246 b76d31e048 Port Wizden Sharedification Refactor (wiz#32394 Aka "Predict Dumping") (#1865)
* Predict some power PowerReceiver stuff (#33834)

* Predict some power PowerReceiver stuff

Need it for some atmos device prediction.

* Also this

* Predict dumping (#32394)

* Predict dumping

- This got soaped really fucking hard.
- Dumping is predicted, this required disposals to be predicte.d
- Disposals required mailing (because it's tightly coupled), and a smidge of other content systems.
- I also had to fix a compnetworkgenerator issue at the same time so it wouldn't mispredict.

* Fix a bunch of stuff

* nasty merge

* Some reviews

* Some more reviews while I stash

* Fix merge

* Fix merge

* Half of review

* Review

* re(h)f

* lizards

* feexes

* feex

* shared fixes

* it compil

* chore: automatically update REUSE headers

---------

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: monolith8319 <195513600+monolith8319@users.noreply.github.com>
2025-08-11 15:16:33 -04:00
Redrover1760 f2f81e6d27 Engine Update Arc (#1441)
* Increase benchmark BuildTimeout (#37029)

* Increase benchmark BuildTimeout

* Add RaiseEvent benchmark

* a

* More benchmarks

* It just gets optimised away

* IComponent event

* cleanup bench

* Update b2dynamictree (#30630)

* v249.0.0

* Make MappingDataNode use string keys (#36111)

* MappingDataNode string keys

* a

* poke

* v254.0.0

* fixes

* chore: automatically update REUSE headers

* v255.0.0

* Predict virtual hands and co (#36617)

These are the easy ones anything else gets slightly spicier.

* chore: automatically update REUSE headers

* Update submodule to 254.1.0 (#36711)

* Update submodule to 254.1.0

* API update

* chore: automatically update REUSE headers

* v256.0.0

* v257.0.0

* Add AssertMultiple to ContrabandTest (#35662)

* add AssertMultiple to ContrabandTest

* do the same for magazine visuals test

* :trollface:

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Fix MagazineVisualsSpritesExist for engine PR (#36761)

* chore: automatically update REUSE headers

* aaaa

* I'm silly

* aaaaaaaaaaaaaaaaaa

* test

* bawk

* chore: automatically update REUSE headers

* v258.0.0

* v259.0.0

* Content changes for SetTiles change (#37229)

* Content changes for SetTiles change

* Retest with new engine changes

* Derp

* Update for new engine PR changes

* chore: automatically update REUSE headers

* v260.2.0

* CompFactory updates (#37559)

* aaa

* chore: automatically update REUSE headers

* more removals

* chore: automatically update REUSE headers

* another gone

* component factory begoneth

* chore: automatically update REUSE headers

* odd fix

* Cleanup BiomeSystem.Commands (#36084)

* _mapManager.GetMapEntityId -> _mapSystem.GetMapOrInvalid

* _mapManager.MapExists -> _mapSystem.MapExists

* Unused using

* manager fixes

* chore: automatically update REUSE headers

* wizden shuttle collision

* Add sun shadows (planet lighting stage 2) (#35145)

* Implements a Dynamic Lighting System on maps.

* Edit: the night should be a little bit brighter and blue now.

* Major edit: everything must be done on the client side now, with certain datafield replicated.
Changes were outlined in the salvage to accommodate the new lighting system.

* Edit: The offset is now serverside, this makes the time accurate in all situations.

* Removing ununsed import

* Minor tweaks

* Tweak in time precision

* Minor tweak + Unused import removed

* Edit: apparently RealTime is better for what I'm looking for

* Fix: Now the time is calculated correctly.

* Minor tweaks

* Adds condition for when the light should be updated

* Add planet lighting

* she

* close-ish

* c

* bittersweat

* Fixes

* Revert "Merge branch '22719' into 2024-09-29-planet-lighting"

This reverts commit 9f2785bb16aee47d794aa3eed8ae15004f97fc35, reversing
changes made to 19649c07a5fb625423e08fc18d91c9cb101daa86.

* Europa and day-night

* weh

* rooves working

* Clean

* Remove Europa

* Fixes

* fix

* Update

* Fix caves

* Update for engine

* Add sun shadows (planet lighting v2)

For now mostly targeting walls and having the shadows change over time. Got the basic proof-of-concept working just needs a hell of a lot of polish.

* Documentation

* a

* Fixes

* Move blur to an overlay

* Slughands

* Fixes

* Apply RoofOverlay per-grid not per-map

* Fix light render scales

* sangas

* Juice it a bit

* Better angle

* Fixes

* Add color support

* Rounding bandaid

* Wehs

* Better

* Remember I forgot to do this when writing docs

---------

Co-authored-by: DoutorWhite <thedoctorwhite@gmail.com>

* chore: automatically update REUSE headers

* Optimize parallax VRAM usage (#37180)

* Disable parallax texture preloading

Many parallax layers are specific to a single map and will likely never be loaded for the duration of the game. Save VRAM by not loading them always.

Requires engine master

* Put generated parallax identifier in texture name

Makes it show up properly in debugging tools

* Don't load generated parallaxes multiple times

Many parallax prototypes re-use the same generated parallax configs. These generated parallaxes were being loaded multiple times at once, which was a massive waste of VRAM.

We now move these into a separate cache for deduplication. I had to write a lot of logic to handle loading cancellation and ref counting. Yay.

Also fixes some spaghetti with the previous parallax loading system: cancellation didn't work properly, give proper names to generated texture names, etc.

This saves like 100+ MB of VRAM.

* chore: automatically update REUSE headers

* Fixes server error spam from bad wizden code

* better name

* formatting

* fixes it but better

* comments

* oh god

* oh god

* Sloth's subfloor vismask adventure (#35347)

* Add a subfloor vismask

Significantly cuts down on sent entity count.

* More optimisations

* Fix command

* Fixes

* namespace cleanup

* Review

* Vismasks

* Content update

* Bandaid

* awewa

* Revert these

* reh

* Update Content.Shared/SubFloor/TrayScannerComponent.cs

---------

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

* Fix TrayScannerUser (#35959)

* Fix TrayScannerUser

* Ignore

* Update Content.Shared/SubFloor/TrayScannerUserComponent.cs

---------

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

* Fix gas mixers and pneumatic valves being hidden by floor tiles (#36428)

fix gas mixers and pneumatics valves being hidden by floor tiles

* Remove unused PowerConsumer from grilles (#36077)

This caused tons of completely wasted processing in the power system. Incredible.

* Remove update from DeviceLinkSystem (#37152)

The tick updates were purely used to decrease the invoke counter once per tick. Now instead we just calculate the effective counter value with some trivial math on the tick number. This completely removes the need for an update function.

The relative tick is not stored to map files. If we really need this, we can add a TickOffsetSerializer (similar to TimeOffsetSerializer), but I doubt it matters.

* Use approx NPC steering checks (#36110)

Much faster lookup and shouldn't affect final result.

* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146)

* Optimize sensor monitoring window graph drawing

* Add shared static Vector2 pool for all GraphView instances

* Address requested changes

* remove lock

* chore: automatically update REUSE headers

* whoops

* Predict pipe anchoring and unanchroing (#35977)

* yay prediction

* Added cool popups

* bruh

* this is better!

* Fix tile-events returns (#37502)

* Fix tile-events returns

Should really be continues.

* More

* More optimisations

---------

Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: monolith8319 <195513600+monolith8319@users.noreply.github.com>
Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com>
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
Co-authored-by: Ilya246 <57039557+Ilya246@users.noreply.github.com>
Co-authored-by: DoutorWhite <thedoctorwhite@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
Co-authored-by: Dinner <180707738+DinnerCalzone@users.noreply.github.com>
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
Co-authored-by: beck-thompson <107373427+beck-thompson@users.noreply.github.com>
2025-07-19 01:23:16 -04:00
Redrover1760 eeffd37a48 Ports Spring Cleaning From Wizden (#1359)
* Add sun shadows (planet lighting stage 2) (#35145)

* Implements a Dynamic Lighting System on maps.

* Edit: the night should be a little bit brighter and blue now.

* Major edit: everything must be done on the client side now, with certain datafield replicated.
Changes were outlined in the salvage to accommodate the new lighting system.

* Edit: The offset is now serverside, this makes the time accurate in all situations.

* Removing ununsed import

* Minor tweaks

* Tweak in time precision

* Minor tweak + Unused import removed

* Edit: apparently RealTime is better for what I'm looking for

* Fix: Now the time is calculated correctly.

* Minor tweaks

* Adds condition for when the light should be updated

* Add planet lighting

* she

* close-ish

* c

* bittersweat

* Fixes

* Revert "Merge branch '22719' into 2024-09-29-planet-lighting"

This reverts commit 9f2785bb16aee47d794aa3eed8ae15004f97fc35, reversing
changes made to 19649c07a5fb625423e08fc18d91c9cb101daa86.

* Europa and day-night

* weh

* rooves working

* Clean

* Remove Europa

* Fixes

* fix

* Update

* Fix caves

* Update for engine

* Add sun shadows (planet lighting v2)

For now mostly targeting walls and having the shadows change over time. Got the basic proof-of-concept working just needs a hell of a lot of polish.

* Documentation

* a

* Fixes

* Move blur to an overlay

* Slughands

* Fixes

* Apply RoofOverlay per-grid not per-map

* Fix light render scales

* sangas

* Juice it a bit

* Better angle

* Fixes

* Add color support

* Rounding bandaid

* Wehs

* Better

* Remember I forgot to do this when writing docs

---------

Co-authored-by: DoutorWhite <thedoctorwhite@gmail.com>

* Various system spring cleaning (#36206)

* Various systems warnings cleanup

* Last changes before submitting PR

* Add guard for transform component, fix failing test

* Small corrections

* Audio params to specifiers datafields

* Using audio params on components and configs

* Update `SharedBiomeSystem` methods to use `Entity<T>` (#37698)

* Fix warning in TryGetBiomeTile

* Overload TryGetBiomeTile

* Overload more methods, fix internal warnings

* Update TryGetEntity uses

* Update TryGetTile uses

* Cleanup TryGetDecals use

* Formatting

* Two more warnings while we're here

* fixes formatting

* fixes

* chore: automatically update REUSE headers

* Revert "Add sun shadows (planet lighting stage 2) (#35145)"

This reverts commit e955b65c56.

* chore: automatically update REUSE headers

* random warning cleanup

* chore: automatically update REUSE headers

---------

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: DoutorWhite <thedoctorwhite@gmail.com>
Co-authored-by: J <billsmith116@gmail.com>
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
Co-authored-by: monolith8319 <195513600+monolith8319@users.noreply.github.com>
2025-07-12 23:06:21 -04:00
Whatstone 4032e0fb26 Merge branch 'stable' of https://github.com/space-wizards/space-station-14 into 2025-03-02-march-25-upstream-merge 2025-03-02 23:11:48 -05:00
pathetic meowmeow fabfdd0673 Refactor audio system to send collection IDs over the network (#33610) 2025-02-23 23:14:56 +11:00
metalgearsloth b6ee183dc6 Add planet lighting (#32522)
* Implements a Dynamic Lighting System on maps.

* Edit: the night should be a little bit brighter and blue now.

* Major edit: everything must be done on the client side now, with certain datafield replicated.
Changes were outlined in the salvage to accommodate the new lighting system.

* Edit: The offset is now serverside, this makes the time accurate in all situations.

* Removing ununsed import

* Minor tweaks

* Tweak in time precision

* Minor tweak + Unused import removed

* Edit: apparently RealTime is better for what I'm looking for

* Fix: Now the time is calculated correctly.

* Minor tweaks

* Adds condition for when the light should be updated

* Add planet lighting

* she

* close-ish

* c

* bittersweat

* Fixes

* Revert "Merge branch '22719' into 2024-09-29-planet-lighting"

This reverts commit 9f2785bb16aee47d794aa3eed8ae15004f97fc35, reversing
changes made to 19649c07a5fb625423e08fc18d91c9cb101daa86.

* Europa and day-night

* weh

* rooves working

* Clean

* Remove Europa

* Fixes

* fix

* Update

* Fix caves

* Update for engine

* Add sun shadows (planet lighting v2)

For now mostly targeting walls and having the shadows change over time. Got the basic proof-of-concept working just needs a hell of a lot of polish.

* Documentation

* a

* Fixes

* Move blur to an overlay

* Slughands

* Fixes

* Remove v2 work

* Finalise

---------

Co-authored-by: DoutorWhite <thedoctorwhite@gmail.com>
2025-02-16 19:35:32 +11:00
GreaseMonk 568ae620d1 Merge branch 'stable' of github.com:space-wizards/space-station-14 2025-01-27 19:15:34 +01:00
Whatstone d60cca1877 EmergencyLightSystem: lookup sector alarm state (#2730) 2025-01-19 13:42:46 +02:00
Leon Friedrich 7ae7821213 Replace some sound PlayEntity with PlayPvs (#34317) 2025-01-11 01:44:30 +11:00
Errant 0b1ed3ec7e Fix battery charging stopping just short of being full (#34028) 2025-01-10 17:54:55 +11:00
GreaseMonk 4c92267b8e Merge branch 'stable' of github.com:space-wizards/space-station-14 into upstream-stable-december 2025-01-09 00:34:47 +01:00
Whatstone 1f85c3ae41 Fix Emergency Lights (#2596)
* Emergency lights: MapInit func, SetLevel checks

* fix color on mapinit func
2024-12-21 22:28:31 +02:00
Whatstone 1ee2f6843f Sector-wide alerts, Frontier-specific alert text (#2474)
* Sector-wide alerts, Frontier-specific alert text

* Fix alert level localization string names

* Fix refs@"station alert", fix tests, setalertlevel

---------

Co-authored-by: Dvir <39403717+dvir001@users.noreply.github.com>
2024-12-21 03:12:25 +02:00
beck-thompson a790955b76 Light verb is now predicted (#33622)
Fix
2024-11-29 00:41:01 +11:00
Whatstone ba73fb4e57 Resolve most C# conflicts except vending machine 2024-09-24 14:07:10 -04:00
Whatstone bce3dbe22a Merge commit 'a7e29f2878a63d62c9c23326e2b8f2dc64d40cc4' of https://github.com/space-wizards/space-station-14 into sep24-upstream-merge
(YAML merged, C# left with conflicts)
2024-09-23 19:20:53 -04:00
DrSmugleaf 49e0933389 Move IgnitionEvent to shared (#30985) 2024-09-02 02:27:13 +02:00
metalgearsloth afd0618a60 Station AI (#30944)
* Station AI overlay

* implement

* Bunch of ports

* Fix a heap of bugs and basic scouting

* helldivers

* Shuffle interactions a bit

* navmap stuff

* Revert "navmap stuff"

This reverts commit d1f89dd4be83233e22cf5dd062b2581f3c6da062.

* AI wires implemented

* Fix examines

* Optimise the overlay significantly

* Back to old static

* BUI radial working

* lots of work

* Saving work

* thanks fork

* alright

* pc

* AI upload console

* AI upload

* stuff

* Fix copy-paste shitcode

* AI actions

* navmap work

* Fixes

* first impressions

* a

* reh

* Revert "navmap work"

This reverts commit 6f63fea6e9245e189f368f97be3e32e9b210580e.

# Conflicts:
#	Content.Client/Silicons/StationAi/StationAiOverlay.cs

* OD

* radar

* weh

* Fix examines

* scoop mine eyes

* fixes

* reh

* Optimise

* Final round of optimisations

* Fixes

* fixes
2024-08-28 10:57:12 +10:00
metalgearsloth a89d4c750b Power stuff (#31314)
* Power stuff

- Add shared IsPowered
- Add shared ResolveApc
- Move PowerChangedEvent to shared for now
- Add SlimPoweredLight that actually functions how you'd expect a PoweredLight to function it id didn't have a bunch of bloat on it.

* big update

* boing
2024-08-25 22:18:42 +10:00
Whatstone fb457c9fcb Merge commit '9a68cf0b0e67da5f5246ff7be8c35e0f0351015d' of https://github.com/space-wizards/space-station-14 into aug24-upstream-merge 2024-08-19 13:21:17 -04:00
Plykiya b266c9b545 Create Generic DamageOnInteract/Attacked Comps/Systems (#30244)
* Everything but the submodule

* stuff I forgot

* heat

* missed lights

* behonky

* LocId

* I guess it was a skill issue?

* predicted audio

* It works with lights now

* Borg equality

* Gorilla gauntlet grants protection from anomaly returned damage when attacking it

* woops, there we go

* NONE

* Use DamageModifierSets, remove Behonker damage

* Reviews dealt with

---------

Co-authored-by: plykiya <plykiya@protonmail.com>
2024-08-09 15:32:41 +10:00
Errant bf1450fdc8 Fix replayghost spawning location (#30252)
Fix replayghost spawn
2024-07-22 20:32:30 +01:00
Whatstone 6b62d18335 Merge commit 'f969fd2bfbf143583b87fb91e315ae187344fb4e' into jul24-upstream-merge-228.0.0 2024-07-13 22:58:35 -04:00
chavonadelal c9be1ef96b Localization of the threat level in an emergency lamp (#29847) 2024-07-09 16:57:36 +02:00
Cojoke fe7dbb42b3 Allow Flares to light cigarettes (#29476)
* Allow Flares to light cigarettes

* !IsHot check

* nicer looking(and I think the right way to do that...)

* heh, whoops

* Adds IgnitionEvent, IgnitionSource now functions as IsHot when Ignited

* Fixes + remove redundancy

* Hows this?

* press enter

Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>

* Flare is not forever hot anymore

* Formatting fixes

* Make IgnitionEvent readonly

---------

Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
2024-07-01 14:14:38 -07:00
Whatstone 813b84deca Merge branch 'master' of https://github.com/space-wizards/space-station-14 into june24-upstream-merge 2024-06-16 20:54:14 -04:00
Nemanja a1a8f04036 Decouple interactions from hands, cleanup old events, add new fears (#28393)
* ok basic shit

* second part

* pretend it isn't real it can't hurt you.

* 👁️ 👁️

* shadowcommander review
2024-05-31 13:26:19 -07:00
Checkraze 76dbd8dbdc merge upstream 2024-05-06 20:56:34 -04:00
Leon Friedrich a466b35b27 Move UnpoweredFlashlight to shared (#27449) 2024-04-29 13:22:11 +10:00
superjj18 ebf87be9f2 Emergency Lights now changes color depending on alert level and whether or not the light is powered. (#26932)
* Emergency Lights now change color depending on alert level and whether or not they are powered.

* Made a condition for null alert level, added summary doc.

* Refactored uid and emergencylightcomponent into Entity<EmergencyLightComponent>
2024-04-18 20:50:08 +10:00
GreaseMonk 7400c5995f Merge branch 'master' of https://github.com/space-wizards/space-station-14 into march-2024-upstream-merge
# Conflicts:
#	Content.Client/Lobby/LobbyState.cs
#	Content.Client/Medical/CrewMonitoring/CrewMonitoringNavMapControl.cs
#	Content.Client/Paper/UI/PaperWindow.xaml.cs
#	Content.Client/Shuttles/UI/RadarControl.cs
#	Content.Client/Shuttles/UI/ShuttleConsoleWindow.xaml
#	Content.Client/Shuttles/UI/ShuttleConsoleWindow.xaml.cs
#	Content.Client/Stylesheets/StyleNano.cs
#	Content.Client/UserInterface/Systems/Chat/Widgets/ChatBox.xaml
#	Content.Server/Access/Systems/IdCardConsoleSystem.cs
#	Content.Server/Atmos/EntitySystems/AtmosphereSystem.Commands.cs
#	Content.Server/Bed/Sleep/SleepingSystem.cs
#	Content.Server/Body/Components/RespiratorComponent.cs
#	Content.Server/Body/Systems/BodySystem.cs
#	Content.Server/Cargo/Systems/CargoSystem.Orders.cs
#	Content.Server/Cargo/Systems/CargoSystem.Shuttle.cs
#	Content.Server/Chemistry/EntitySystems/SolutionTransferSystem.cs
#	Content.Server/Explosion/EntitySystems/ExplosionSystem.cs
#	Content.Server/Explosion/EntitySystems/TriggerSystem.cs
#	Content.Server/GameTicking/GameTicker.Player.cs
#	Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs
#	Content.Server/Kitchen/Components/ReagentGrinderComponent.cs
#	Content.Server/Labels/Label/LabelSystem.cs
#	Content.Server/Materials/MaterialReclaimerSystem.cs
#	Content.Server/Medical/BiomassReclaimer/BiomassReclaimerSystem.cs
#	Content.Server/Medical/CrewMonitoring/CrewMonitoringServerSystem.cs
#	Content.Server/Medical/SuitSensors/SuitSensorSystem.cs
#	Content.Server/Research/Systems/ResearchSystem.Client.cs
#	Content.Server/Resist/EscapeInventorySystem.cs
#	Content.Server/Salvage/SalvageSystem.ExpeditionConsole.cs
#	Content.Server/Salvage/SalvageSystem.Expeditions.cs
#	Content.Server/Salvage/SalvageSystem.Runner.cs
#	Content.Server/Salvage/SpawnSalvageMissionJob.cs
#	Content.Server/Shuttles/Components/ShuttleConsoleComponent.cs
#	Content.Server/Shuttles/Systems/RadarConsoleSystem.cs
#	Content.Server/Shuttles/Systems/ShuttleConsoleSystem.cs
#	Content.Server/Shuttles/Systems/ShuttleSystem.FasterThanLight.cs
#	Content.Server/Species/Systems/NymphSystem.cs
#	Content.Server/StationEvents/Components/GasLeakRuleComponent.cs
#	Content.Server/VendingMachines/VendingMachineSystem.cs
#	Content.Server/VoiceMask/VoiceMaskerComponent.cs
#	Content.Shared.Database/LogType.cs
#	Content.Shared/Access/Components/IdCardConsoleComponent.cs
#	Content.Shared/Bed/Sleep/SharedSleepingSystem.cs
#	Content.Shared/Doors/Systems/SharedDoorSystem.cs
#	Content.Shared/Lock/LockSystem.cs
#	Content.Shared/Players/ContentPlayerData.cs
#	Content.Shared/Procedural/Dungeon.cs
#	Content.Shared/RCD/Components/RCDAmmoComponent.cs
#	Content.Shared/RCD/Components/RCDComponent.cs
#	Content.Shared/RCD/Systems/RCDSystem.cs
#	Content.Shared/Salvage/Expeditions/SalvageExpeditions.cs
#	Content.Shared/Shuttles/BUIStates/NavInterfaceState.cs
#	Content.Shared/Species/Systems/ReformSystem.cs
#	Resources/Changelog/Changelog.yml
#	Resources/Locale/en-US/implant/implant.ftl
#	Resources/Locale/en-US/materials/materials.ftl
#	Resources/Locale/en-US/paper/paper-component.ftl
#	Resources/Locale/en-US/shuttles/console.ftl
#	Resources/Maps/Dungeon/lava_brig.yml
#	Resources/Maps/Shuttles/infiltrator.yml
#	Resources/Prototypes/Atmospherics/gases.yml
#	Resources/Prototypes/Body/Organs/reptilian.yml
#	Resources/Prototypes/Catalog/Cargo/cargo_armory.yml
#	Resources/Prototypes/Catalog/Cargo/cargo_atmospherics.yml
#	Resources/Prototypes/Catalog/Cargo/cargo_botany.yml
#	Resources/Prototypes/Catalog/Cargo/cargo_cargo.yml
#	Resources/Prototypes/Catalog/Cargo/cargo_circuitboards.yml
#	Resources/Prototypes/Catalog/Cargo/cargo_emergency.yml
#	Resources/Prototypes/Catalog/Cargo/cargo_engineering.yml
#	Resources/Prototypes/Catalog/Cargo/cargo_engines.yml
#	Resources/Prototypes/Catalog/Cargo/cargo_food.yml
#	Resources/Prototypes/Catalog/Cargo/cargo_fun.yml
#	Resources/Prototypes/Catalog/Cargo/cargo_livestock.yml
#	Resources/Prototypes/Catalog/Cargo/cargo_materials.yml
#	Resources/Prototypes/Catalog/Cargo/cargo_medical.yml
#	Resources/Prototypes/Catalog/Cargo/cargo_science.yml
#	Resources/Prototypes/Catalog/Cargo/cargo_security.yml
#	Resources/Prototypes/Catalog/Cargo/cargo_service.yml
#	Resources/Prototypes/Catalog/Cargo/cargo_shuttle.yml
#	Resources/Prototypes/Catalog/Cargo/cargo_vending.yml
#	Resources/Prototypes/Catalog/Fills/Backpacks/duffelbag.yml
#	Resources/Prototypes/Catalog/Fills/Boxes/emergency.yml
#	Resources/Prototypes/Catalog/Fills/Crates/botany.yml
#	Resources/Prototypes/Catalog/Fills/Crates/engines.yml
#	Resources/Prototypes/Catalog/Fills/Crates/fun.yml
#	Resources/Prototypes/Catalog/Fills/Crates/service.yml
#	Resources/Prototypes/Catalog/Fills/Crates/vending.yml
#	Resources/Prototypes/Catalog/Fills/Lockers/cargo.yml
#	Resources/Prototypes/Catalog/Fills/Lockers/engineer.yml
#	Resources/Prototypes/Catalog/Fills/Lockers/heads.yml
#	Resources/Prototypes/Catalog/Fills/Lockers/security.yml
#	Resources/Prototypes/Catalog/Fills/Lockers/suit_storage.yml
#	Resources/Prototypes/Catalog/VendingMachines/Inventories/boozeomat.yml
#	Resources/Prototypes/Catalog/VendingMachines/Inventories/centdrobe.yml
#	Resources/Prototypes/Catalog/VendingMachines/Inventories/lawdrobe.yml
#	Resources/Prototypes/Catalog/VendingMachines/Inventories/medidrobe.yml
#	Resources/Prototypes/Catalog/VendingMachines/Inventories/theater.yml
#	Resources/Prototypes/Catalog/uplink_catalog.yml
#	Resources/Prototypes/Datasets/ion_storm.yml
#	Resources/Prototypes/Datasets/tips.yml
#	Resources/Prototypes/Entities/Clothing/Masks/specific.yml
#	Resources/Prototypes/Entities/Clothing/Neck/mantles.yml
#	Resources/Prototypes/Entities/Clothing/Neck/medals.yml
#	Resources/Prototypes/Entities/Clothing/OuterClothing/base_clothingouter.yml
#	Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml
#	Resources/Prototypes/Entities/Clothing/OuterClothing/wintercoats.yml
#	Resources/Prototypes/Entities/Mobs/Species/reptilian.yml
#	Resources/Prototypes/Entities/Objects/Consumable/Food/Containers/bowl.yml
#	Resources/Prototypes/Entities/Objects/Consumable/Food/produce.yml
#	Resources/Prototypes/Entities/Objects/Consumable/Food/soup.yml
#	Resources/Prototypes/Entities/Objects/Consumable/Smokeables/Cigarettes/packs.yml
#	Resources/Prototypes/Entities/Objects/Devices/Circuitboards/Machine/production.yml
#	Resources/Prototypes/Entities/Objects/Devices/pda.yml
#	Resources/Prototypes/Entities/Objects/Specific/Cargo/cargo_pallet.yml
#	Resources/Prototypes/Entities/Objects/Specific/Research/rped.yml
#	Resources/Prototypes/Entities/Objects/Tools/tools.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Guns/flare_gun.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Melee/mining.yml
#	Resources/Prototypes/Entities/Structures/Dispensers/chem.yml
#	Resources/Prototypes/Entities/Structures/Machines/Computers/arcades.yml
#	Resources/Prototypes/Entities/Structures/Machines/Computers/computers.yml
#	Resources/Prototypes/Entities/Structures/Machines/lathe.yml
#	Resources/Prototypes/Entities/Structures/Machines/recycler.yml
#	Resources/Prototypes/Entities/Structures/Machines/vending_machines.yml
#	Resources/Prototypes/Entities/Structures/Storage/Canisters/gas_canisters.yml
#	Resources/Prototypes/Entities/Structures/Walls/asteroid.yml
#	Resources/Prototypes/Entities/Structures/Windows/plastitanium.yml
#	Resources/Prototypes/Entities/Structures/Windows/window.yml
#	Resources/Prototypes/GameRules/events.yml
#	Resources/Prototypes/GameRules/roundstart.yml
#	Resources/Prototypes/Procedural/Magnet/asteroid.yml
#	Resources/Prototypes/Procedural/salvage_loot.yml
#	Resources/Prototypes/Procedural/salvage_mods.yml
#	Resources/Prototypes/Recipes/Lathes/electronics.yml
#	Resources/Prototypes/Research/experimental.yml
#	Resources/Prototypes/Roles/Jobs/Civilian/lawyer.yml
#	Resources/Prototypes/Roles/Jobs/Engineering/atmospheric_technician.yml
#	Resources/Prototypes/Roles/Jobs/Science/research_director.yml
#	Resources/Prototypes/Roles/Jobs/Security/detective.yml
#	Resources/Prototypes/Roles/Jobs/Security/head_of_security.yml
#	Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml
#	Resources/Prototypes/Roles/Jobs/Security/security_officer.yml
#	Resources/Prototypes/Roles/Jobs/Security/warden.yml
#	Resources/Prototypes/XenoArch/Effects/utility_effects.yml
#	Resources/Prototypes/tags.yml
#	Resources/Textures/Clothing/Head/Hardsuits/cybersun.rsi/meta.json
#	Resources/Textures/Clothing/Head/Hardsuits/spatiohelm.rsi/meta.json
#	Resources/Textures/Clothing/Head/Hardsuits/syndiecommander.rsi/meta.json
#	Resources/Textures/Clothing/Head/Hardsuits/syndieelite.rsi/meta.json
#	Resources/Textures/Clothing/Head/Helmets/paramedhelm.rsi/meta.json
#	Resources/Textures/Clothing/Mask/plaguedoctormask.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/Hardsuits/cybersun.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/Hardsuits/paramed.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/Hardsuits/spatio.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/Hardsuits/syndiecommander.rsi/meta.json
#	Resources/Textures/Objects/Fun/toys.rsi/meta.json
#	Resources/Textures/Objects/Misc/bureaucracy.rsi/paper_stamp-lawyer.png
#	Resources/Textures/Objects/Tools/handheld_mass_scanner.rsi/meta.json
#	Resources/Textures/Structures/Windows/plastitanium_window.rsi/full.png
#	Resources/Textures/Structures/Windows/plastitanium_window.rsi/meta.json
#	Resources/migration.yml
2024-04-09 17:44:52 +02:00
Tayrtahn 4a83c36585 Code cleanup: Dirty(Comp) (#26238)
* Replaced uses of Dirty(Component) with Dirty(Uid, Component)
Modified some systems (notably pulling-related) to use uids.

* Missed a few

* Revert changes to pulling

* No
2024-03-19 23:27:02 -04:00
nikthechampiongr 362d56981f Simplify DoAfterArgs behavior for movement and distance checks (#25226)
* Merge BreakOnWeightlessMove and BreakOnMove. Provide different theshold for weightless movement.

* Adjust WeightlessMovementThresholds. Put a thing I forgot to put in the doafterargs.

* Make DoAfterArgs only use OnMove to determine whether to check for
movement and MoveThreshold to determine the threshold regardless of
weightlessness. Gave DistanceThreshold a default value which will always
be checked now.

* Fix issue introduced by merge.

* Use interaction system for determining whether a distance is within range

* Fix incorrect doafter args introduced by previous merge.
Forgor to commit these.

* Exorcise ghost.

The execution system should have been deleted when I merged previously.
For a reason I cannot comprehend it came back, but only the execution
system.

* Exorcise ghost Pt. 2

* Allow for movement check to be overriden in zero g and adjust doafter args where needed.

You can now override checking for movement in zero g with the BreakOnWeightlessMove bool. By default it will check.
The following doafters were made to ignore the movement check in zero g:
- Healing yourself with healing items,
- Removing embedded projectiles,
- Using tools like welders and crowbars

* Adjust distance for cuffing/uncuffing to work. Make injections not break on weightless movement.

* Fix evil incorrect and uneeded comments
2024-03-19 21:09:00 +11:00
lzk 456b2a7b56 Fix light replacer popup (#26136) 2024-03-15 18:23:58 +03:00
Tayrtahn e5536e0652 Hotfix for errors in handheld lights and radio jammers (#25880) 2024-03-07 00:44:14 +11:00
Tayrtahn 2935e5bd78 Remove all obsolete BatteryComponent method calls (#25871)
Removed all obsolete, non-ECS method calls to BatteryComponent
2024-03-06 16:34:50 +11:00
checkraze cb9886a198 Merge remote-tracking branch 'upstream/master' into feb-2024-upstream-merge
# Conflicts:
#	Content.Client/Chemistry/UI/ReagentDispenserWindow.xaml
#	Content.Client/Ghost/GhostSystem.cs
#	Content.Client/StationRecords/GeneralStationRecordConsoleBoundUserInterface.cs
#	Content.Client/StationRecords/GeneralStationRecordConsoleWindow.xaml.cs
#	Content.Client/UserInterface/Systems/Chat/Widgets/ChatBox.xaml
#	Content.Client/VendingMachines/UI/VendingMachineMenu.xaml
#	Content.Client/VendingMachines/UI/VendingMachineMenu.xaml.cs
#	Content.Server/Body/Systems/RespiratorSystem.cs
#	Content.Server/Cargo/Systems/CargoSystem.Orders.cs
#	Content.Server/Cargo/Systems/CargoSystem.Shuttle.cs
#	Content.Server/Cargo/Systems/CargoSystem.Telepad.cs
#	Content.Server/Database/ServerDbBase.cs
#	Content.Server/Doors/Systems/DoorBoltSystem.cs
#	Content.Server/Doors/Systems/DoorSystem.cs
#	Content.Server/Explosion/EntitySystems/TriggerSystem.cs
#	Content.Server/GameTicking/GameTicker.RoundFlow.cs
#	Content.Server/Hands/Systems/HandsSystem.cs
#	Content.Server/Interaction/InteractionPopupSystem.cs
#	Content.Server/Players/PlayTimeTracking/PlayTimeTrackingSystem.cs
#	Content.Server/Power/Generator/PortableGeneratorSystem.cs
#	Content.Server/Procedural/DungeonJob.NoiseDunGen.cs
#	Content.Server/Procedural/DungeonJob.cs
#	Content.Server/Procedural/DungeonSystem.Rooms.cs
#	Content.Server/Puppet/VentriloquistPuppetSystem.cs
#	Content.Server/Radio/EntitySystems/RadioSystem.cs
#	Content.Server/Resist/EscapeInventorySystem.cs
#	Content.Server/Salvage/SalvageSystem.Expeditions.cs
#	Content.Server/Shuttles/Components/ThrusterComponent.cs
#	Content.Server/Shuttles/Systems/ShuttleConsoleSystem.cs
#	Content.Server/Silicons/Borgs/BorgSystem.cs
#	Content.Server/StationEvents/Events/VentClogRule.cs
#	Content.Server/StationRecords/Systems/GeneralStationRecordConsoleSystem.cs
#	Content.Server/VoiceMask/VoiceMaskComponent.cs
#	Content.Shared.Database/LogType.cs
#	Content.Shared/Access/Components/AccessReaderComponent.cs
#	Content.Shared/Access/Systems/AccessReaderSystem.cs
#	Content.Shared/CCVar/CCVars.cs
#	Content.Shared/Emag/Systems/EmagSystem.cs
#	Content.Shared/Lock/LockComponent.cs
#	Content.Shared/Lock/LockSystem.cs
#	Content.Shared/Maps/ContentTileDefinition.cs
#	Content.Shared/Preferences/HumanoidCharacterProfile.cs
#	Content.Shared/StationRecords/GeneralRecordsUi.cs
#	Content.Shared/StationRecords/GeneralStationRecordsFilter.cs
#	Content.Shared/Storage/Components/MagnetPickupComponent.cs
#	Content.Shared/Storage/EntitySystems/MagnetPickupSystem.cs
#	README.md
#	Resources/Changelog/Changelog.yml
#	Resources/Locale/en-US/accent/accents.ftl
#	Resources/Locale/en-US/job/department-desc.ftl
#	Resources/Locale/en-US/job/job-description.ftl
#	Resources/Locale/en-US/job/job-names.ftl
#	Resources/Locale/en-US/prototypes/access/accesses.ftl
#	Resources/Locale/en-US/prototypes/catalog/cargo/cargo-vending.ftl
#	Resources/Locale/en-US/prototypes/catalog/fills/crates/livestock-crates.ftl
#	Resources/Locale/en-US/prototypes/catalog/fills/crates/vending-crates.ftl
#	Resources/Locale/en-US/reagents/meta/physical-desc.ftl
#	Resources/Maps/Dungeon/experiment.yml
#	Resources/Maps/Dungeon/lava_brig.yml
#	Resources/Prototypes/Access/command.yml
#	Resources/Prototypes/Access/security.yml
#	Resources/Prototypes/Body/Organs/moth.yml
#	Resources/Prototypes/Body/Organs/reptilian.yml
#	Resources/Prototypes/Catalog/Cargo/cargo_engineering.yml
#	Resources/Prototypes/Catalog/Cargo/cargo_engines.yml
#	Resources/Prototypes/Catalog/Cargo/cargo_fun.yml
#	Resources/Prototypes/Catalog/Cargo/cargo_service.yml
#	Resources/Prototypes/Catalog/Cargo/cargo_shuttle.yml
#	Resources/Prototypes/Catalog/Cargo/cargo_vending.yml
#	Resources/Prototypes/Catalog/Fills/Boxes/emergency.yml
#	Resources/Prototypes/Catalog/Fills/Crates/emergency.yml
#	Resources/Prototypes/Catalog/Fills/Crates/engineering.yml
#	Resources/Prototypes/Catalog/Fills/Crates/food.yml
#	Resources/Prototypes/Catalog/Fills/Crates/service.yml
#	Resources/Prototypes/Catalog/Fills/Crates/vending.yml
#	Resources/Prototypes/Catalog/Fills/Items/gas_tanks.yml
#	Resources/Prototypes/Catalog/Fills/Lockers/cargo.yml
#	Resources/Prototypes/Catalog/Fills/Lockers/engineer.yml
#	Resources/Prototypes/Catalog/Fills/Lockers/heads.yml
#	Resources/Prototypes/Catalog/Fills/Lockers/medical.yml
#	Resources/Prototypes/Catalog/Fills/Lockers/security.yml
#	Resources/Prototypes/Catalog/Fills/Lockers/suit_storage.yml
#	Resources/Prototypes/Catalog/VendingMachines/Inventories/boozeomat.yml
#	Resources/Prototypes/Catalog/VendingMachines/Inventories/chefvend.yml
#	Resources/Prototypes/Catalog/VendingMachines/Inventories/chemvend.yml
#	Resources/Prototypes/Catalog/VendingMachines/Inventories/medical.yml
#	Resources/Prototypes/Catalog/VendingMachines/Inventories/medidrobe.yml
#	Resources/Prototypes/Catalog/VendingMachines/Inventories/sec.yml
#	Resources/Prototypes/Catalog/VendingMachines/Inventories/secdrobe.yml
#	Resources/Prototypes/Catalog/VendingMachines/Inventories/theater.yml
#	Resources/Prototypes/Datasets/tips.yml
#	Resources/Prototypes/Entities/Clothing/Eyes/hud.yml
#	Resources/Prototypes/Entities/Clothing/Head/bandanas.yml
#	Resources/Prototypes/Entities/Markers/Spawners/vehicles.yml
#	Resources/Prototypes/Entities/Mobs/NPCs/xeno.yml
#	Resources/Prototypes/Entities/Mobs/Species/arachnid.yml
#	Resources/Prototypes/Entities/Mobs/Species/diona.yml
#	Resources/Prototypes/Entities/Mobs/Species/dwarf.yml
#	Resources/Prototypes/Entities/Mobs/Species/human.yml
#	Resources/Prototypes/Entities/Mobs/Species/moth.yml
#	Resources/Prototypes/Entities/Mobs/Species/reptilian.yml
#	Resources/Prototypes/Entities/Mobs/Species/slime.yml
#	Resources/Prototypes/Entities/Objects/Consumable/Food/Baked/pie.yml
#	Resources/Prototypes/Entities/Objects/Devices/Circuitboards/Machine/production.yml
#	Resources/Prototypes/Entities/Objects/Devices/Circuitboards/computer.yml
#	Resources/Prototypes/Entities/Objects/Devices/encryption_keys.yml
#	Resources/Prototypes/Entities/Objects/Fun/toys.yml
#	Resources/Prototypes/Entities/Objects/Materials/materials.yml
#	Resources/Prototypes/Entities/Objects/Misc/broken_bottle.yml
#	Resources/Prototypes/Entities/Objects/Misc/fluff_lights.yml
#	Resources/Prototypes/Entities/Objects/Misc/paper.yml
#	Resources/Prototypes/Entities/Objects/Misc/space_cash.yml
#	Resources/Prototypes/Entities/Objects/Power/antimatter_part.yml
#	Resources/Prototypes/Entities/Objects/Specific/Medical/handheld_crew_monitor.yml
#	Resources/Prototypes/Entities/Objects/Specific/chemical-containers.yml
#	Resources/Prototypes/Entities/Objects/Tools/emag.yml
#	Resources/Prototypes/Entities/Objects/Tools/flare.yml
#	Resources/Prototypes/Entities/Objects/Tools/gps.yml
#	Resources/Prototypes/Entities/Objects/Tools/inflatable_wall.yml
#	Resources/Prototypes/Entities/Objects/Tools/spray_painter.yml
#	Resources/Prototypes/Entities/Objects/Tools/tools.yml
#	Resources/Prototypes/Entities/Objects/Vehicles/buckleable.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Boxes/light_rifle.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/caseless_rifle.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/rifle.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/shotgun.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/hitscan.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Melee/mining.yml
#	Resources/Prototypes/Entities/Structures/Machines/Computers/arcades.yml
#	Resources/Prototypes/Entities/Structures/Machines/Computers/computers.yml
#	Resources/Prototypes/Entities/Structures/Machines/lathe.yml
#	Resources/Prototypes/Entities/Structures/Power/Generation/portable_generator.yml
#	Resources/Prototypes/Entities/Structures/Walls/asteroid.yml
#	Resources/Prototypes/GameRules/events.yml
#	Resources/Prototypes/GameRules/roundstart.yml
#	Resources/Prototypes/Maps/Pools/default.yml
#	Resources/Prototypes/Procedural/Magnet/asteroid.yml
#	Resources/Prototypes/Procedural/salvage_loot.yml
#	Resources/Prototypes/Procedural/salvage_rewards.yml
#	Resources/Prototypes/Recipes/Lathes/electronics.yml
#	Resources/Prototypes/Research/arsenal.yml
#	Resources/Prototypes/Research/civilianservices.yml
#	Resources/Prototypes/Roles/Jobs/Civilian/detective.yml
#	Resources/Prototypes/Roles/Jobs/Fun/misc_startinggear.yml
#	Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml
#	Resources/Prototypes/SoundCollections/lobby.yml
#	Resources/Prototypes/Tiles/floors.yml
#	Resources/Prototypes/Tiles/planet.yml
#	Resources/Prototypes/Traits/disabilities.yml
#	Resources/Prototypes/XenoArch/Effects/normal_effects.yml
#	Resources/Prototypes/game_presets.yml
#	Resources/Prototypes/lobbyscreens.yml
#	Resources/ServerInfo/Guidebook/Science/MachineUpgrading.xml
#	Resources/Textures/Objects/Devices/nuke.rsi/meta.json
#	Resources/Textures/Objects/Devices/nuke.rsi/nuclearbomb_deployed.png
#	Resources/Textures/Objects/Devices/nuke.rsi/nuclearbomb_exploding.png
#	Resources/Textures/Objects/Devices/nuke.rsi/nuclearbomb_timing.png
#	Resources/Textures/Objects/Tanks/yellow.rsi/meta.json
#	Resources/Textures/Objects/Weapons/Guns/Ammunition/Boxes/pistol.rsi/meta.json
#	Resources/Textures/Objects/Weapons/Guns/Ammunition/Explosives/explosives.rsi/emp.png
#	Resources/Textures/Tiles/attributions.yml
#	Resources/Textures/Tiles/shuttleblue.png
#	Resources/Textures/Tiles/shuttleorange.png
#	Resources/Textures/Tiles/shuttlepurple.png
#	Resources/Textures/Tiles/shuttlered.png
#	Resources/Textures/Tiles/shuttlewhite.png
#	Resources/migration.yml
#	RobustToolbox
2024-02-26 14:02:38 -05:00
Pieter-Jan Briers 68ce53ae17 Random spontaneous cleanup PR (#25131)
* Use new Subs.CVar helper

Removes manual config OnValueChanged calls, removes need to remember to manually unsubscribe.

This both reduces boilerplate and fixes many issues where subscriptions weren't removed on entity system shutdown.

* Fix a bunch of warnings

* More warning fixes

* Use new DateTime serializer to get rid of ISerializationHooks in changelog code.

* Get rid of some more ISerializationHooks for enums

* And a little more

* Apply suggestions from code review

Co-authored-by: 0x6273 <0x40@keemail.me>

---------

Co-authored-by: 0x6273 <0x40@keemail.me>
2024-02-13 16:48:39 -05:00
Magnus Larsen 9cd6e4dccd Fix clientside storage Whitelists (#24063)
* Fix outdated component name in assaultbelt whitelist

RangedMagazine was replaced with BallisticAmmoProvider in the Gun
refactor (#8301)

* Move FlashOnTrigger, SmokeOnTrigger, Flash components to Shared

* Move LightReplacerComponent to Shared

* Move Utensil, Mousetrap components to Shared

* Move SprayPainterComponent to Shared

The PaintableAirlock tag has also been removed, as it was unused &
unnecessary, likely a vestige of spray painter development when the
PaintableAirlock component wasn't in Content.Shared.

* Add trivial Produce and Seed components to Client

This allows the plant bag and botanical belt whitelists to correctly
match produce and seeds on the client, fixing the extraneous "Can't
insert" message that previously appeared.

---------

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2024-02-02 00:33:57 +11:00
Kara cc24ba6a31 Roundstart variation game rules (#24397)
* Raise `StationPostInitEvent` broadcast

* Basic variation pass handling

* standardize names + rule entities

* why does it work like that?

* add to defaults

* light break variation pass

* ent spawn entry

* move some stationevent utility functions to gamerule + add one for finding random tile on specified station

* forgot how statistics works

* powered light variation pass is good now

* station tile count function

* public method to ensure all solutions (for procedural use before mapinit)

* move gamerulesystem utility funcs to partial

* ensure all solutions before spilling in puddlesystem. for use when spilling before mapinit

* trash & puddle variation passes!

* oh yeah

* ehh lets live a little

* std

* utility for game rule check based on comp

* entprotoid the trash spawner oops

* generalize trash variation

* use added instead of started for secret rule

* random cleanup

* generic replacement variation system

* Wall rusting variation rule

* account for modifying while enumerating

* use localaabb

* fix test

* minor tweaks

* reinforced wall replacer + puddletweaker
2024-01-30 21:52:35 -08:00
LordCarve c77eb8691d DamageSpecifier Total => GetTotal (#24160)
* DamageSpecifier [Obsolete] Total => GetTotal()

* Remove obsolete Total member from DamageSpecifier.
2024-01-21 18:59:14 -07:00
Arendian 98f0814c2b Fix emergency flare not igniting through verb menu. (#24027)
Emergency flare ignites when activated through verb menu
2024-01-13 09:24:40 -07:00
nikthechampiongr 7aee192d52 Aghosts and other powerful beings no longer burn their hands on lights. (#23879)
Make aghosts and other things that can't take burn damage not burn their
hand when changing lightbolbs
2024-01-10 16:39:56 -05:00
checkraze 6469ebd1cc January 2024 upstream merge 2024-01-09 22:23:46 -05:00
Kara 0ae3858b69 Examine prediction (#23565)
* Initial prediction

* new group handling

* groups for all examines that use multiple rn

* compile

* why was it doing this??

* handle newlines with sorting properly
2024-01-06 17:53:13 +11:00
metalgearsloth 2166958bd0 AutoCompState + ItemToggle fixes (#23422)
* AutoCompState + ItemToggle fixes

Fix a lot of the comp states that are never actually networked and also cleaned up ItemToggle events a bunch. ItemToggle will still need some future work for lights and sounds.

* Also catch these
2024-01-03 17:24:02 +11:00
TemporalOroboros 7a77d6d5dd Content ecs containers (#22484) 2023-12-28 01:30:03 -04:00
metalgearsloth 269c93245d Unrevert audio (#21330)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2023-11-27 22:12:34 +11:00