* Prevent fly-by fixture from powering containment field generator
* Update according to review
(cherry picked from commit 2b92ec79f78873c16a8c289be7eace130009c725)
Please merge this immediately.
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **New Features**
- Added automatic pausing for certain gravity effects, enhancing
responsiveness.
- **Refactor**
- Streamlined gravitational pulse mechanics for more consistent
interactions.
- Removed legacy behaviors such as momentum inheritance, counterforces,
and static attraction to simplify physics.
- **Chores**
- Increased the density of singularity entities to alter their physical
impact.
- Updated configuration values for gravity-related components to improve
overall stability and balance in gameplay.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
(cherry picked from commit 6fa56a63a34a02fa121aa175a9738186d3d2be94)
# Description
By request from the very same person who assisted with
https://github.com/Simple-Station/Einstein-Engines/pull/1618
This PR ports(and fixes)
https://github.com/space-wizards/space-station-14/pull/23372 such that
it works on modern Robust Toolbox.
This PR essentially makes it so that the Singularity (And Tesla by
extension) inherit some of the momentum of objects thrown into them. Im
practice it means that they now work more like they do in SS13, whereby
if a traitor does not actively intervene in a Singuloose(such as by
using a Singularity Beacon), the singularity will usually be "Blown back
into space" by space wind throwing objects at it in retaliation to it
eating engineering.
<details><summary><h1>Media</h1></summary>
<p>
https://github.com/user-attachments/assets/04e9e5b9-d873-4425-b19a-b854b57db486
</p>
</details>
# Changelog
🆑
- add: Singularity and Tesla are now affected by objects thrown into
them, causing them to change directions. Unless a traitor intervenes
(with a Singularity Beacon), a "Singuloose" is extremely likely to be
blown out to space.
---------
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
(cherry picked from commit 34b55e14f51d562510b1d9954999fbb3085bdf02)
# 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>
Also includes some (non critical) changes to the solution file to re-organize the Roslyn components.
(cherry picked from commit e00f74505c62310bd15aeaba8d6530f648397074)
* upload all textures
finished easiest part - TeslaGenerator
* Added Tesla energy logic
* add lightning pulse priority
* work
* optimise lightning arc system
* now tesla moving to LightningTarget entity and consume it
* some audio work
add airlock and computers to the LightningTarget
* add nice visual and explosions
add crashing to game
* rsi meta fix
* disabling explosions (crashing server)
I'll get back to that problem later.
* adding important admin logging
* a little bit of cleaning and documentation
* Persistent attempts to fix the server crashing on explosions. Accidental cleaning of everything I see.
* now the tesla incinerates everything it touches except the containment field.
* colliders work
* fix falling tesla on ground after being exploded
* add consume sound, add spawn and collapses sound
* added TeslaGenerator to cargo trading console
* add all tesla part to cargo trading console
* Tesla coils: Turn on and off, get energy from lightning, give energy to the grid.
* tesla coil is ready
* tesla grounding rod is ready
* clean up
* clean up 2
* grounding rods now working without power
* add LightningResistance parameter for LightningTarget Component
* add chaotic teleport
* eletrocution remove?
* deltanedas fix pack
* more fixes
* FIXES
* FIIIXEEES
* The "Grounding Rod" component is removed, and replaced with "LightiningSparking", which is responsible for changing the visuals when hit by lightning. Duplicate code from the coil is removed.
* ops
* fix
* nah, is escaped anyway
* increase tesla collider size
* keron bb
* try fix test?
* fix
* bruh
* check turn off sus comp
* prototype cleaning
* FIIX
* return and fix sus component
* fix tesla eating lightnings, now mini tesla is electrocuted
* commented some issues
* remove linq sorting
fix jumping system
minor fixes
* fix second Linq
* fix tesla colliders! Yeah, it works
* fix componentregistration
* Just retests
* not fix
* FIX TESLA
* fixes
* store targets
* back
* make dictionary of hashsets
* some sloth fixes
* stump
* playtest balance energy generation, return to unpotimized (but working) lightning shoot
* parity
* work on
* some new fix, some new bug (chasingComponent not chasing)
* comment
* fix ChasingWalkSystem
* fix collider tesla problem
* revert old unoptimized shoot lightning
* new fix pack
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
(cherry picked from commit 88d7cfb4c035a5a5c2c3e7fc643b9a0d4ad18f5f)
* InitialCommit (Broken)
* Fixes compile errors
* PR comments. More doc comments. Fixes
* Makes a singularity/event horizon without radiation/physics a valid state to be in
* VV 'fake' setters, fixes the visualizer, fixes the singularity trying to eat itself instead of nearby things.
* Removes unused dependency from Content.Client.GravityWellSystem
* Testing containment and fake VV setters for SingularityGeneratorComponent
* Fixes gravity wells (broken due to LookupFlags.None). Adds recursive Event Horizon consumption
* Fix merge skew
* Fixes for the master merge
* Fix engine commit
* Dirty is obsolete
* Switch over dirty
* Fix requested changes
* ambiant -> ambient
* Moves EventHorionComponent to Shared
* Proper container handling
* Fixes master merge. Fixes post insertion assertions for singularities. Extends proper container handling to gravity wells and the distortion shader.
* Better support for admemes throwing singularities.
* Moves update timing from accumulators to target times
* Update doc comments
* Remove the unnecessary NetID property from ComponentState.
* Remove Component.NetworkSynchronizeExistence.
* Removed Component.NetID.
* Adds component netID automatic generation.
* Removed NetIdAttribute from serverside components with no corresponding clientside registration.
* Completely remove static NetIds.
* Renamed NetIDAttribute to NetworkedComponentAttribute.
* Add GenerateNetIds calls to client and server entry points.
Add test to make sure auto generated NetIds are identical.
* Component changes when rebasing that I am too lazy to rewrite into the branch.
Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
* Remove IClientSingularityInstance
* In and out 5 minute refactor
* Component states for singularity distortion
* Fix distortion states
* Address reviews