* Adds smart equip to pocket 1, pocket 2, and suit storage slots (#37975)
* pockets and exosuit smartequip
* add localisation
* Fixed the assault rifle magazine being taken out instead of the assault rifle itself
* Add translate
---------
Co-authored-by: K-Dynamic <20566341+K-Dynamic@users.noreply.github.com>
Lots of stuff. Also moved everything I could to the _Shitmed namespace
as I do in Goob. Will make future ports way faster
# Changelog
🆑 Mocho
- add: Added some fun organs and other thingies, check out the Goob PRs
if you want more details.
- fix: Fixed tons of issues with shitmed. Too many for the changelog in
fact.
(cherry picked from commit 3c9db94102cb25b28a83d51ac8d659fa31fe7d12)
# Description
This reverts most code changes done by
https://github.com/Simple-Station/Einstein-Engines/pull/939 and
re-implements them in a better way:
- Players can now toggle under-furniture crawling with a keybind
(shift-R by default)
- Crawling that way is 50% slower for obvious balancing reasons
- The respective cvar for it is now true by default and prevents players
from beginning the "crawl under furniture" thing
Also cleaned up a few methods I was seriously pissed off by. There is
still a lot to clean up and fix, but I will leave it for a dedicated PR
in the future.
# Why (balancing)
Let me lie on the bed instead of under it!!!!!!!
<details><summary><h1>Media</h1></summary>
<p>
https://github.com/user-attachments/assets/5f04c82a-b88b-4005-8052-a1a6f011bcc9
</p>
</details>
# Changelog
🆑
- add: You can now toggle crawling under furniture! The default keybind
is Shift-R, you can change it in settings.
# Description
Port of https://github.com/WWhiteDreamProject/wwdpublic/pull/2
And now also https://github.com/WWhiteDreamProject/wwdpublic/pull/8
Because Lying Down System is dependent on the Telescope System.
# TODO
- [x] Reconcile the code with core code, do code cleanup. I'll undraft
this when I'm done. Probably not going to be tonight, because I will
have to get some sleep soon to get up early for my calculus classes.
# Changelog
🆑 Spatison (White Dream)
- add: Added lying down system / Добавлена система лежания
- tweak: Lying down now uses do-afters that are visible to other people
to indicate what is going on.
- add: Added telescope system / Добавлена система прицеливания
- tweak: Now you can aim from Hristov / Теперь можно прицеливаться из
Христова
---------
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com>
Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
# Conflicts:
# Content.Client/Input/ContentContexts.cs
# Content.Client/Options/UI/Tabs/KeyRebindTab.xaml.cs
# Content.Shared/Input/ContentKeyFunctions.cs
# Resources/Prototypes/Entities/Objects/Weapons/Guns/Snipers/snipers.yml
# Resources/keybinds.yml
# Description
Adds a way to lay down/crawl using a keybind (R by default) similarly to
ss13. It has the same effects as falling down after slipping or buckling
to a bed, except you don't drop items while doing so and can (very
slowly) move around. This opens new gameplay and roleplay possibilities.
You can only toggle standing/laying once in 2.5 seconds (this cooldown
is to prevent pro gamers from spamming it). It shows a small popup to
everyone. If the attempt fails for whatever reason - being buckled,
sleeping, stunned, or anything else - another popup is shown that's only
visible to you.
It's been tested and made sure that the system works correctly with
buckling, sleeping, being stunned, and shocked.
<details><summary><h1>Media</h1></summary>
<p>
18 mb recording won't fit on github:
https://cdn.discordapp.com/attachments/1255902264309321851/1260354667578261504/weeee-2024-07-10_00.57.23.mp4?ex=668f0441&is=668db2c1&hm=d338a3499bf47780a66b7ba96d5e8830d8cb4167064423b8983b2d0144b7aa88&
</p>
</details>
---
# Changelog
🆑
- add: You can now lie down and stand up at will! The default keybind
for it is "R", but it can be changed in settings.
---------
Signed-off-by: Mnemotechnican <69920617+Mnemotechnician@users.noreply.github.com>
Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
* Initial radial menu prototyping for the RCD
* Radial UI buttons can send messages to the server
* Beginning to update RCDSystem
* RCD building system in progress
* Further updates
* Added extra effects, RCDSystem now reads RCD prototype data
* Replacing tiles is instant, multiple constructions are allowed, deconstruction is broken
* Added extra functionality to RadialContainers plus documentation
* Fixed localization of RCD UI strings
* Menu opens near cursor, added basic RCD
* Avoiding merge conflict
* Implemented atomized construction / deconstruction rules
* Increased RCD ammo base charges
* Moved input context definition to content
* Removed obsoleted code
* Updates to system
* Switch machine and computer frames for electrical cabling
* Added construction ghosts
* Fixed issue with keybind detection code
* Fixed RCD construction ghost mispredications
* Code clean up
* Updated deconstruction effects
* RCDs effects don't rotate
* Code clean up
* Balancing for ammo counts
* Code clean up
* Added missing localized strings
* More clean up
* Made directional window handling more robust
* Added documentation to radial menus and made them no longer dependent on Content
* Made radial containers more robust
* Further robustness to the radial menu
* The RCD submenu buttons are only shown when the destination layer has at least one children
* Expanded upon deconstructing plus construction balance
* Fixed line endings
* Updated list of RCD deconstructable entities. Now needs a component to deconstruct instead of a tag
* Bug fixes
* Revert unnecessary change
* Updated RCD strings
* Fixed bug
* More fixes
* Deconstructed tiles/subflooring convert to lattice instead
* Fixed failed tests (Linux doesn't like invalid spritespecifer paths)
* Fixing merge conflict
* Updated airlock assembly
* Fixing merge conflict
* Fixing merge conflict
* More fixing...
* Removed erroneous project file change
* Fixed string handling issue
* Trying to fix merge conflict
* Still fixing merge conflicts
* Balancing
* Hidden RCD construction ghosts when in 'build' mode
* Fixing merge conflict
* Implemented requested changes (Part 1)
* Added more requested changes
* Fix for failed test. Removed sussy null suppression
* Made requested changes - custom construction ghost system was replaced
* Fixing merge conflict
* Fixed merge conflict
* Fixed bug in RCD construction ghost validation
* Fixing merge conflict
* Merge conflict fixed
* Made required update
* Removed lingering RCD deconstruct tag
* Fixing merge conflict
* Merge conflict fixed
* Made requested changes
* Bug fixes and balancing
* Made string names more consistent
* Can no longer stack catwalks
* add SaveItemLocation keybind
* make item direction public to avoid having to change between Angle for no reason
* add item location saving
* show
* Added a better save keybind, made it draw saved positions, and trying to save in a position it has already been saved in removes that position.
* w
* code style
* Make taken spots appear blue
* style
* !
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: notquitehadouken <tripwiregamer@gmail.com>
Co-authored-by: I.K <45953835+notquitehadouken@users.noreply.github.com>
# Description
This PR adds the ability to transfer objects from one player's hand to
another player's hand, as in SS13.
I have little coding experience, so my solutions may not be ideal.
---
# TODO
- [x] Make the code work
- [x] Add popup
- [x] Write a summary of the code
- [x] Сorrect inaccuracies
<details><summary><h1>Media</h1></summary>
<p>
https://youtu.be/zTQWTsYm1gw
</p>
</details>
---
# Changelog
🆑
- add: Added system
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - -
---------
Co-authored-by: Danger Revolution! <142105406+DangerRevolution@users.noreply.github.com>
* Add EscapeContext
Escape context input closes windows if there are any open. If there are not any windows it opens the game menu.
* Add fluent for Escape Context
* Move EngineContext keybind to content
* Readd WindowCloseAll
* Fix EscapeContext not opening the game menu after using WindowCloseAll
WindowCloseAll does not clear the CloseRecentWindowUIController.recentlyInteractedWindows, which caused HasClosableWindow to return true because the list still had items.
Changed HasClosableWindow to check if windows in the list are still open and clear them if they aren't.
* Clean up EscapeContextUIController
* Fix some bugs in stations and do a little cleanup.
* Begin backporting the guidebook.
* wow that's a lot of work.
* More work, gives the monkey some more interactions.
* disco monkye.
* monky
* jobs entry.
* more writing.
* disco
* im being harassed
* fix spacing.
* i hate writing.
* Update Resources/Prototypes/Entities/Mobs/NPCs/animals.yml
Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
* builds again
* a
* pilfer changes from AL
* fix and remove unused code
* pilfer actual guide changes from AL
* localization
* more error logs & safety checks
* replace controls button with command
* add test
* todos
* pidgin parsing
* remove old parser
* Move files and change tree sorting
* add localization and public methods.
* Add help component/verb
* rename ITag to IDocumentTag
* Fix yml and tweak tooltips
* autoclose tooltip
* Split container
* Fancier-tree
* Hover color
* txt to xml
* oops
* Curse you hidden merge conflicts
* Rename parsing manager
* Stricter arg parsing
tag args must now be of the form key="value"
* Change default args
* Moar tests
* nullable enable
* Even fancier tree
* extremely fancy trees
* better indent icons
* stricter xml and subheadings
* tweak embed margin
* Fix parsing bugs
* quick fixes.
* spain.
* ogh
* hn bmvdsyc
Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>
* Ghosts now have a bool for interacting with stuff
* Wrong ghost
* Simping for Swept
* Merge cleanup
* IT'S ODNE
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* UI is an abbreviation, in XAML.
* Chat improvements.
Changing the "selected" channel on the chat box is now only done via the tab cycle or clicking the button.
Prefix chars like [ will temporarily replace the active chat channel. This is based 100% on message box contents so there's no input eating garbage or anything.
Pressing specific channel focusing keys inserts the correct prefix character, potentially replacing an existing one. Existing chat contents are left in place just fine and selected so you can easily delete them (but are not forced to).
Channel focusing keys now match the QWERTY key codes.
Deadchat works now.
Console can no longer be selected as a chat channel, but you can still use it with the / prefix.
Refactored the connection between chat manager and chat box so that it's event based, reducing tons of spaghetti everywhere.
Main chat box control uses XAML now.
General cleanup.
Added focus hotkeys for deadchat/console. Also added prefix for deadchat.
Local chat is mapped to deadchat when a ghost.
Probably more stuff I can't think of right now.
* Add preferred channel system to chat box to automatically select local.
I can't actually test this works because the non-lobby chat box code is complete disastrous spaghetti and i need to refactor it.
* Move chatbox resizing and all that to a subclass.
Refine preferred channel & deadchat mapping code further.
* Don't do prefixes for channels you don't have access to.
* Change format on channel select popup.
* Clean up code with console handling somewhat.
* All good except the combat doll
* Makes the HUD inventory less terrible
* Cleanup, nuke the Combat Mode button
* Harm icon
* Switch the icon
* Basic goon hud
* Toggleable
* Nuke the popup, properly centers it
* Fix clicking the button
* Nuke some old code
* missed a comment
* Remove defaults
* Localization
* Nuke some old yaml
* New sprites
Co-authored-by: ike709 <sparebytes@protonmail.com>
* Light now use visualizer
* Added ghost actions
* Add hotkey input for ghosts
* no message
* Testing blinking animation
* Better animation
* Better customization
* No abuse
* Reversed sln
* No fun for ghosts
* No fun for ghosts x2
* Cooldown for lights
* Moved to component deps
* This tollist is unnecessary
* Enums to byte
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Some lights can ignore ghosts now
Co-authored-by: Alex Evgrashin <evgrashin.adl@gmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* my IDE keeps wanting to change this so....
* Add item actions integration test, fix bug where empty item action
dict was left in SharedActionsComponent state
* bigger hotbar arrows
* nice wide hotbar pagination hitboxes
* add ability to switch hotbar loadout
via keybinds
* always highlight on drag over
of actions hotbar
* dont rely on content entity for integration test