Commit Graph

1214 Commits

Author SHA1 Message Date
Pieter-Jan Briers d17b28866a Ignore .directory and .DS_Store files in package_release_build.py. 2020-02-08 15:33:37 +01:00
Markus W. Halvorsen 595ffb3237 Clamp out of range item drops (#631) 2020-02-08 15:32:21 +01:00
ShadowCommander d1c5cf9607 Fix TemperatureComponent (#620)
* Remove TEMPERATURE Net ID

* Remove Temperature NetID
2020-02-08 11:29:06 +01:00
ShadowCommander 4515b5a0af Fix wires getting placed when picking up a wire coil (#628) 2020-02-08 11:27:18 +01:00
Pieter-Jan Briers 9c3692d7d0 Update Submodule 2020-02-08 11:25:42 +01:00
ike709 c6431e4c86 Exploding wires no longer creates full cable stacks (#624) 2020-02-07 15:18:51 -08:00
Profane McBane fec20133d9 disable collisions between mobs (#625) 2020-02-07 15:15:06 -08:00
Víctor Aguilera Puerto 48af9f90c0 Disable instruments (#617) 2020-02-07 23:38:52 +01:00
Pieter-Jan Briers 425a277b11 Good job me. 2020-02-07 20:47:23 +01:00
Pieter-Jan Briers d92f305402 Generate SHA256 hashes. 2020-02-07 20:42:35 +01:00
ShadowCommander 9ccb9aeb5c Yaml fixes (#615)
* Change BaseMagazines to abstract

* Change walls and power buildings to use SnapGrid placement
2020-02-07 18:13:48 +01:00
ShadowCommander cf78f8aa65 Drink fixes (#605)
* Fix max_volume in cup YAML

Fixes #563

Added parsing of max_volume from YAML. Before it would get max volume only from drink content total.

* Fix drink owner getting deleted early

_contents.SplitSolution causes _contents.SolutionChanged to call Finish early causing a crash when try to get SoundComponent from the deleted Entity.
2020-02-07 18:13:11 +01:00
Tad Hardesty 34bbca5cc2 Fix powernets detecting APCs on other maps (#604) 2020-02-07 17:55:27 +01:00
Tad Hardesty 89a4265dda Change player's facing when they click on something (#598) 2020-02-07 17:54:56 +01:00
moneyl d8afa6bc03 Update & improve tutorial window (#586)
* Update & improve tutorial window

- Fix scroll bar not showing up till window is resized/scrolled.
- Update keybinds and information.
- Add "quick controls" before detailed explanation for quick reference.
- Add section headers with larger font.

* Add more keybinds

Adds more keybinds from keybinds.yml

* Address code review

- Remove paragraph explaining controls in favor of quick list.
- Remove use of ForceRunLayoutUpdate(). Need to find bug causing scroll bar to not show up until resize. Can do in separate PR.

* Add gameplay section

Adds gameplay section with some important notes on respawning and combat node.

* Fix typo

"it's keybind" -> "its keybind"
2020-02-07 00:07:13 +01:00
Víctor Aguilera Puerto dff24227ea Remove a bunch of base items from spawnlist (#599)
* Adds "abstract: true" to a bunch of base entities.

* Comment out test prototypes.

* whoops

* Uncomment WeaponArc, and make it abstract instead
2020-02-06 16:53:01 +01:00
Víctor Aguilera Puerto 6bd818c8ce Fix two crashes relating to food (#600)
* Fix crash when eating bread due to a missing prototype

* Fix crash when finishing a food.

It tried to get the transform component of a deleted entity.
2020-02-06 16:40:41 +01:00
Tyler Young 51c24150d3 Code Styling defaults & C# Git Diff support (#593)
uncomment csharp diff logic in .gitattributes
2020-02-06 16:16:15 +01:00
ike709 dea2be8321 Fixes "joingame" command allowing players to join before round s… (#595) 2020-02-06 16:15:39 +01:00
moneyl 6a1d2124df Revert unnecessary changes made by previous PR to SolutionCompon… (#583)
#574 added an out arg to `SolutionComponent.TryRemoveSolution` containing the solution that was removed. I made this change since I thought there was no way to get the removed solution for further use. Didn't notice `SplitSolution` which provides nearly the same behavior. With this PR I want to remove that out arg from `TryRemoveSolution` to keep the SolutionComponent API simple and to avoid having multiple ways of doing things. Existing code uses `SplitSolution`, I just wasn't paying attention.

Feel free to deny merging this if I'm over thinking it. I think it'll help keep solution code from becoming a mess.
2020-02-06 16:13:32 +01:00
moneyl 184f2fb68d Remove duplicate code in client EntryPoint.cs (#580) 2020-02-06 16:13:10 +01:00
Pieter-Jan Briers 4375e66489 Update submodule. 2020-02-06 16:11:12 +01:00
Tyler Young ef751f68dc Faster Power (#596)
uses SnapGridComponent to select nearby wires instead of entity list (only marginally faster if entity queries are using DynamicTree)

TheoreticalLoad double dipping property setter, reduced to one update

minor refactoring

Co-authored-by: Tyler Young <tyler.young@impromptu.ninja>
2020-02-06 14:50:52 +01:00
Tyler Young fcccae5df0 Replaces constructors of Ray with CollisionRay (#594)
Companion of https://github.com/space-wizards/RobustToolbox/pull/951
2020-02-06 14:17:37 +01:00
Pieter-Jan Briers 57ec3e57dd Update Submodule 2020-02-06 14:17:22 +01:00
Acruid 35dc6b2eee Fixed bug where the mouse highlighting was always red on an entity when the grid was offset from the map origin. 2020-02-04 22:28:46 -08:00
Pieter-Jan Briers dfe08d1262 Create config.yml 2020-02-04 20:42:36 +01:00
Tad Hardesty 8501cefdac Update Travis to Bionic and Python 3.6 (#585) 2020-02-03 19:05:20 +01:00
Reno DuBois cf5c20dee4 Use correct caliber name for .45mm boxes (#584) 2020-02-03 18:47:47 +01:00
Tad Hardesty 7438ef96ad Remove unused variable in VerbSystem (#581) 2020-02-02 22:39:40 +01:00
moneyl 33cf29978a Sandbox window improvements (#578)
* Several sandbox manager improvements

- Bound sandbox manager to B key as it lists on the UI
- Bound entity spawner to F5
- Bound tile spawner to F6
- Made entity spawner and tile spawner toggle instead of repeated spawning new windows from the sandbox panel

* Move relevant keyfunctions from engine to content

Turns out it was unnecessary to have the key functions in the engine as all code using the ones added here are in content.
2020-02-02 22:38:51 +01:00
Reno DuBois e72a78fc87 Add mask and layer to powercell items (#577) 2020-02-02 22:37:48 +01:00
Pieter-Jan Briers 619a54169b Fix builds 2020-01-30 13:47:28 +01:00
Pieter-Jan Briers 485da5aa43 Occluder is now a word. 2020-01-30 13:47:28 +01:00
Pieter-Jan Briers c9073abc03 Make hiding GUI require shift F4 instead of regular F4. 2020-01-30 13:47:28 +01:00
Pieter-Jan Briers 06cd85e407 Remove package dir override. 2020-01-30 13:47:28 +01:00
Pieter-Jan Briers 9af2c8a5d0 Update submodule 2020-01-30 13:36:00 +01:00
moneyl 493b80095d Chem dispenser attempts to eject into hands (#576)
Previously the chem dispenser eject button placed the container on top of the dispenser. Now it will attempt to place it in your active hand, then your secondary hand. If both hands are full then it'll place it on top of the dispenser like before.
2020-01-29 19:15:35 +01:00
ike709 73a9b2af89 Basic equipment for all jobs (#573) 2020-01-29 19:14:35 +01:00
AJCM-git b167107c8b /TG/ ID sprites (#570)
*  This adds /TG/ ID sprites

* Applying suggestions

Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-01-29 19:13:53 +01:00
moneyl 972d601664 Add solution pouring / click-transfer (#574)
* Add click-based solution transfer

For example, clicking on a beaker with a soda can to transfer the soda to the beaker. Works on plain solution containers like beakers and also on open drink containers like soda cans as long as they have the `PourIn` and `PourOut` solution  capabilities. If no `SolutionComponent` is added to a drink entity, the `DrinkComponent` will give the entity one. This PR extends that behavior slightly by also giving these default `SolutionComponent`'s the proper capabilities for pouring in/out.

* Improve fix for poured drinks not immediately disappearing

Instead of making `DrinkComponent.Use` public this 
 splits out the code important to both users and made that function public, leaving `Use` private.

* Shorten solution transfer popup

* Make code review changes

- Move pouring code from SolutionComponent to new PourableComponent. Added PourableComponent to client ignore list and added to existing container prototypes.
- Added EmptyVolume property to shared SolutionComponent for convenience.
- Removed DrinkComponent fix from pouring AttackBy code. Instead DrinkComponent subscribes to the SolutionChanged action and updates its self when necessary.
- Fixed pouring being able to add more than a containers max volume and sometimes deleting reagents.
- Added message for when a container is full.

* More code review changes

- Remove IAttackBy ComponentReference attribute in PourableComponent
- Remove _transferAmount from shared SolutionComponent. Left over var from previous commit not being used anymore.
2020-01-29 02:07:02 +01:00
Pieter-Jan Briers 7bc40ab13d Add test asserting reconnect works. 2020-01-26 23:53:48 +01:00
Pieter-Jan Briers 5243530d81 Fix crash on reconnect. 2020-01-26 23:53:33 +01:00
Pieter-Jan Briers e3108261ab Update submodule. 2020-01-26 23:53:10 +01:00
Pieter-Jan Briers 883c465a14 Fix crash on human deletion.
Fixes #568
2020-01-26 19:52:09 +01:00
Pieter-Jan Briers 1d98152953 Fix grabbing things out of storage items doing an attack sometimes. 2020-01-26 16:17:24 +01:00
Tad Hardesty a6f8ee317f Fix parallax on resolutions greater than 1920x1080 (#564) 2020-01-26 14:02:12 +01:00
ike709 4315618782 Adds some existing equipment to Janitors and Sec Officers (#566) 2020-01-26 14:01:48 +01:00
ShadowCommander b71f39cfb4 Fix PickUp verb showing up for entities in containers (#567) 2020-01-26 14:00:59 +01:00
Pieter-Jan Briers 2ec493e2af Combat mode improvements.
You now need to hold the mouse for 0.15 seconds in combat mode to actually do an attack.

Otherwise it's regular item interaction (for now).
2020-01-26 03:38:51 +01:00