* Fixup playerspawn stuff
- Also removed arrivals forcing, this should just turn containerspawnpoint off.
* fix this one
* test fix
* really fix
(cherry picked from commit 1a6bd6f3f14ef1446801c90a3b78c84ab0398eb2)
* Mass Bug Fixing (#1256)
<!--
This is a semi-strict format, you can add/remove sections as needed but
the order/format should be kept the same
Remove these comments before submitting
-->
# Description
<!--
Explain this PR in as much detail as applicable
Some example prompts to consider:
How might this affect the game? The codebase?
What might be some alternatives to this?
How/Who does this benefit/hurt [the game/codebase]?
-->
Mass bug fixing, for bugs related to #1220.
Feel free to link or send bugs.
Fix list:
- #1242
- #1243
- #1244
- https://github.com/space-wizards/space-station-14/pull/28084
- https://github.com/space-wizards/space-station-14/pull/28282
- Actually fixed PirateRadioSpawnRule heisentest (with a bandaid) (I
cancel if it's 0)
- https://github.com/Simple-Station/Einstein-Engines/issues/1263
---
# Changelog
<!--
You can add an author after the `🆑` to change the name that appears
in the changelog (ex: `🆑 Death`)
Leaving it blank will default to your GitHub display name
This includes all available types for the changelog
-->
🆑
- fix: Fixed chair visuals drawing depth wrongly if you sat in a
north-facing chair.
- fix: Fixed buckling doing several buckles each time you did one.
- fix: Fixed the magic mirror.
- fix: Fixed beds re-positioning you every few seconds.
- fix: Fixed E not opening containers that are in another container.
- fix: Fixed disposal systems not flushing or ejecting properly.
---------
Co-authored-by: sleepyyapril <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>
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
(cherry picked from commit 41501bd335c5e1e2e65b5d2ad040a3ae6851d4e8)
* Automatic Changelog Update (#1256)
(cherry picked from commit 9798f5363135cbe71479d0a14cf3215d01ed28f0)
* fix
* Fix animation looping bugs. (#29457)
Summary of the problem is in the corresponding engine commit: a4ea5a4620
This commit requires engine master right now.
I think #29144 is probably the most severe one, but I touched Jittering and RotatingLight too since they seemed sus too.
Fixes#29144
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
(cherry picked from commit 8d015f5c9ff60107dccdf35fa48e1558728ff269)
* Fix arcade machines (#30376)
(cherry picked from commit e72393df712cb2f5d1b4f6b4e2dc417c5584f07a)
* fix
* fix test
* fix test
* fix test
* fix
---------
Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
Co-authored-by: SimpleStation Changelogs <simplestation14@users.noreply.github.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: themias <89101928+themias@users.noreply.github.com>
# Description
By extremely popular demand(Both internally, and from our downstreams),
this PR reimplements Part Upgrading. Since some of the systems that this
PR touches were substantially changed since the removal of Parts, I had
to do a lot of very in depth by-hand edits of individual systems.
Shockingly, the only one that really proved any trouble was Cloning
System, so I'm genuinely surprised wizden didn't substantially touch any
of these codes since removing parts..
# Changelog
🆑
- add: Part Upgrading has returned!
---------
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
# Description
I have made this originally for N14 as there was a heavy need for junk
items to be list instead of a hash. It created a few issues where you
were unable to put down 2 pieces of steel without making a new defined
entity which spawns a stack of 2.
I thought this was quite annoying so I decided to instead make it into a
`EntitySpawnEntry` from a `string` which would also give it options of
`amount` `prob` `maxAmount` and `orGroup` which would definitely aid in
the scrapping needs there as you could randomize the refined amounts.
I believe this could be useful upstream. As well as cleaning up code
which is more modifiable than before.
The new example of how it can be typed in yaml is also simpler in my
opinion as it is self-explanatory and used in various places like
StorageFill contents for one.
```YAML
- type: WelderRefinable
refineResult:
- id: SheetGlass1
amount: 1
maxAmount: 2
prob: 0.5
orGroup: Glass
```
---
🆑
refactor: Refactors WelderRefinableComponent.cs and RefiningSystem.cs
tweak: Tweaked the formatting for WelderRefinable refineResult to use
EntitySpawnEntry format
## Mirror of PR #26292: [Code cleanup: Purge calls to obsolete
EntityCoordinates
methods](https://github.com/space-wizards/space-station-14/pull/26292)
from <img src="https://avatars.githubusercontent.com/u/10567778?v=4"
alt="space-wizards" width="22"/>
[space-wizards](https://github.com/space-wizards)/[space-station-14](https://github.com/space-wizards/space-station-14)
###### `f4cb02fb0ca385c858569c07c51afb0d24ade949`
PR opened by <img
src="https://avatars.githubusercontent.com/u/85356?v=4" width="16"/><a
href="https://github.com/Tayrtahn"> Tayrtahn</a> at 2024-03-20 16:04:43
UTC
---
PR changed 34 files with 70 additions and 56 deletions.
The PR had the following labels:
- Status: Needs Review
---
<details open="true"><summary><h1>Original Body</h1></summary>
> <!-- Please read these guidelines before opening your PR:
https://docs.spacestation14.io/en/getting-started/pr-guideline -->
> <!-- The text between the arrows are comments - they will not be
visible on your PR. -->
>
> ## About the PR
> <!-- What did you change in this PR? -->
> Cleaned up some outdated code.
>
> ## Why / Balance
> <!-- Why was it changed? Link any discussions or issues here. Please
discuss how this would affect game balance. -->
> Clean code is happy code.
>
> ## Technical details
> <!-- If this is a code change, summarize at high level how your new
code works. This makes it easier to review. -->
> Updated all calls to obsolete EntityCoordinates methods (ToMap,
ToMapPos, FromMap, ToVector2i, InRange) to non-obsolete ones (by passing
in SharedTransformSystem as an arg).
>
> ## Media
> <!--
> PRs which make ingame changes (adding clothing, items, new features,
etc) are required to have media attached that showcase the changes.
> Small fixes/refactors are exempt.
> Any media may be used in SS14 progress reports, with clear credit
given.
>
> If you're unsure whether your PR will require media, ask a maintainer.
>
> Check the box below to confirm that you have in fact seen this (put an
X in the brackets, like [X]):
> -->
> Code
> - [X] I have added screenshots/videos to this PR showcasing its
changes ingame, **or** this PR does not require an ingame showcase
>
> ## Breaking changes
> <!--
> List any breaking changes, including namespace, public
class/method/field changes, prototype renames; and provide instructions
for fixing them. This will be pasted in #codebase-changes.
> -->
>
> **Changelog**
> <!--
> Make players aware of new features and changes that could affect how
they play the game by adding a Changelog entry. Please read the
Changelog guidelines located at:
https://docs.spacestation14.io/en/getting-started/pr-guideline#changelog
> -->
>
> <!--
> Make sure to take this Changelog template out of the comment block in
order for it to show up.
> 🆑
> - add: Added fun!
> - remove: Removed fun!
> - tweak: Changed fun!
> - fix: Fixed fun!
> -->
>
</details>
---------
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: SimpleStation14 <Unknown>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
## Mirror of PR #22521: [Partial atmos
refactor](https://github.com/space-wizards/space-station-14/pull/22521)
from <img src="https://avatars.githubusercontent.com/u/10567778?v=4"
alt="space-wizards" width="22"/>
[space-wizards](https://github.com/space-wizards)/[space-station-14](https://github.com/space-wizards/space-station-14)
###### `18a35e7e83b2b71ee84b054d44d9ed5e595dd618`
PR opened by <img
src="https://avatars.githubusercontent.com/u/60421075?v=4"
width="16"/><a href="https://github.com/ElectroJr"> ElectroJr</a> at
2023-12-15 03:45:42 UTC
---
PR changed 43 files with 891 additions and 635 deletions.
The PR had the following labels:
- Status: Needs Review
---
<details open="true"><summary><h1>Original Body</h1></summary>
> This PR reworks how some parts of atmos code work. Originally it was
just meant to be a performance and bugfix PR, but it has ballooned in
scope. I'm not sure about some of my changes largely because I'm not
sure if some things were an oversight or an intentional decision for
some reason.
>
> List of changes:
> - The `MolesArchived float[]` field is now read-only
> - It simply gets zeroed whenever the `GasMixture` is set to null
instead of constantly reallocating
> - Airtight query information is now cached in `TileAtmosphere`
> - This means that it should only iterate over anchored entities once
per update.
> - Previously an invalidated atmos tile would cause
`ProcessRevalidate()` to query airtight entities on the same tile six
times by calling a combination of `GridIsTileAirBlocked()`,
`NeedsVacuumFixing()`, and `GridIsTileAirBlocked()`. So this should help
significantly reduce component lookups & entity enumeration.
> - This does change some behaviour. In particular blocked directions
are now only updated if the tile was invalidated prior to the current
atmos-update, and will only ever be updated once per atmos-update.
> - AFAIK this only has an effect if the invalid tile processing is
deferred over multiple ticks, and I don't think it should cause any
issues?
> - Fixes a potential bug, where tiles might not dispose of their
excited group if their direction flags changed.
> - `MapAtmosphereComponent.Mixture` is now always immutable and no
longer nullable
> - I'm not sure why the mixture was nullable before? AFAICT the
component is meaningless if its null?
> - Space "gas" was always immutable, but there was nothing that
required planet atmospheres to be immutable. Requiring that it be
immutable gets rid of the constant gas mixture cloning.
> - I don't know if there was a reason for why they weren't immutable to
begin with.
> - Fixes lungs removing too much air from a gas mixture, resulting in
negative moles.
> - `GasMixture.Moles` is now `[Access]` restricted to the atmosphere
system.
> - This is to prevent people from improperly modifying the gas mixtures
(e.g., lungs), or accidentally modifying immutable mixtures.
> - Fixes an issue where non-grid atmosphere tiles would fail to update
their adjacent tiles, resulting in null reference exception spam
> - Fixes#21732
> - Fixes#21210 (probably)
> - Disconnected atmosphere tiles, i.e., tiles that aren't on or
adjacent to a grid tile, will now get removed from the tile set.
Previously the tile set would just always increase, with tiles never
getting removed.
> - Removes various redundant component and tile-definition queries.
> - Removes some method events in favour of just using methods.
> - Map-exposded tiles now get updated when a map's atmosphere changes
(or the grid moves across maps).
> - Adds a `setmapatmos` command for adding map-wide atmospheres.
> - Fixed (non-planet) map atmospheres rendering over grids.
>
> ## Media
>
> This PR also includes changes to the atmos debug overlay, though I've
also split that off into a separate PR to make reviewing easier
(#22520).
>
> Below is a video showing that atmos still seems to work, and that
trimming of disconnected tiles works:
>
>
https://github.com/space-wizards/space-station-14/assets/60421075/4da46992-19e6-4354-8ecd-3cd67be4d0ed
>
> For comparison, here is a video showing how current master works
(disconnected tiles never get removed):
>
>
https://github.com/space-wizards/space-station-14/assets/60421075/54590777-e11c-41dc-b49d-fd7e53bfeed7
>
> 🆑
> - fix: Fixed a bug where partially airtight entities (e.g., thin
windows or doors) could let air leak out into space.
>
</details>
Co-authored-by: SimpleStation14 <Unknown>
* 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>
(cherry picked from commit 68ce53ae17985876d6d112b764b2144964a9f42e)
* Fixes construction graphs proccing while being microwaved
* git those indents in line
* We knew we were missing something!
(cherry picked from commit f5c40c362306f0c2437f39b6968ae637112aaf4e)
* Initial prediction
* new group handling
* groups for all examines that use multiple rn
* compile
* why was it doing this??
* handle newlines with sorting properly
(cherry picked from commit 0ae3858b69b695697ea9300609460f8ddb70ebbf)
* moved ComputerBoardComponent to Content.Shared
* made flatpacker accept computer boards
* made flatpack system and ui function with computer boards
* fixed it so that flatpacks of computers are correctly coloured to fit their computer board colour
* unhardcoded the computer flatpack assembly cost
* Combined GetFlatpackCreationCost(...) with GetflatpackCreationCostForComputer(...)
* removed code duplication in SharedFlatpackSystem
* removed code duplication from FlatpackCreatorMenu.xaml.cs
* remove code duplication from FlatpackSystem (on the server)
* fixed indentation error
(cherry picked from commit 082bde40ca3fd39fff5daea26de4311cf2001f85)
* Flatpacker and flatpacks
* ok that's good enough
* convert solars/AME to flatpacks
* mats, mats, we are the mats
* basic mechanics are DONE
* thing
* final UI
* sloth
* rped jumpscare
* rename
(cherry picked from commit 1c11332fa4b77d556e7f3db17f391dbd2664cda5)
* Laws
* positronic brain and PAI rewrite
* MMI
* MMI pt. 2
* borg brain transfer
* Roleban support, Borg job (WIP), the end of mind shenaniganry
* battery drain, item slot cleanup, alerts
* visuals
* fix this pt1
* fix this pt2
* Modules, Lingering Stacks, Better borg flashlight
* Start on UI, fix battery alerts, expand activation/deactivation, low movement speed on no power.
* sprotes
* no zombie borgs
* oh fuck yeah i love a good relay
* charger
* fix the tiniest of sprite issues
* adjustable names
* a functional UI????
* foobar
* more modules
* this shit for some reason
* upstream
* genericize selectable borg modules
* upstream again
* holy fucking shit
* i love christ
* proper construction
* da job
* AA borgs
* and boom more shit
* admin logs
* laws redux
* ok just do this rq
* oh boy that looks like modules
* oh shit research
* testos passo
* so much shit holy fuck
* fuckit we SHIP
* last minute snags
* should've gotten me on a better day