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Body part slots v3 #6530

Merged
merged 29 commits into from
Jun 29, 2021
Merged

Body part slots v3 #6530

merged 29 commits into from
Jun 29, 2021

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Bod9001
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@Bod9001 Bod9001 commented May 16, 2021

currently it's just to check what's been changed and fix any merge conflicts

Notes:

still need to do handcuffs

fixes #6066

CL: UI slots are now determined by what clothing and body parts you have

@github-actions github-actions bot added Status: Merge Conflicts No one likes conflicts, solve them! Scene Changes Any changes that affect scenes (e.g. lobby or maps) Sprite Work UI labels May 16, 2021
@Bod9001 Bod9001 removed the Status: Merge Conflicts No one likes conflicts, solve them! label May 16, 2021
@PerfectTangent
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PerfectTangent commented May 16, 2021

anxious sweating

@Bod9001
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Bod9001 commented May 16, 2021

to be fair got plenty of time, have to wait for a good build of 4119 before merging

@MaxIsJoe
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MaxIsJoe commented May 16, 2021

Needs documentation of all public and variables functions before merging.

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Also since this is a WIP, I suggest turning this PR into a draft.

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Bod9001 commented May 16, 2021

"Needs documentation of all public and variables functions before merging."
which ones?

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MaxIsJoe commented May 16, 2021

After reading more I believe even some of the logic needs to be documented.
Here's the scripts that needs comments to explain what everything is doing and what it's use case :

  • InteractableStorage (what does showAlert bool do? Why are we looping through all that?)
  • Camera2DFollow (What is Instance and why does the xOffset use the UI for that?)
  • GenerateSpriteSO (Terrible variable names, No explanation for what exactly it's doing)
  • PlayerHealth (Hand checks can probably be simplified instead of doing two foreach checks,
  • RespitorySystem (maskItemAtts means that the variable will always be a mask, renaming it to itemAtt or currentItemAtt would probably be better)
  • ClothingItem (if statement logic needs to be in a {} or right next to the if to keep code clean and consistent.)
  • BodyPartSlotsUI (No comments explaining anything, DIM and add are bad variable names.)
  • RequestInventoryTransferMessage (Requires comments explaining new logic)
  • UpdateHeadSetKeyMessage (What is best hand? Confusing for first time programmers who see this kind of function)
  • Equipment (Needs comments on new logic, Hardcoded they pronoun, use the character's pronouns instead)
  • ExaminePlayer (Needs some documentation about the variables functions are using and what's the functions use casses under a ///< summary > doc)
  • ClothingSlots (What is relatedStorage? Remove and Addself require documentation)
  • DynamicItemStorage (Requires documentation)
  • PopulateSubInventory (Requires documentation, The character had a similar issue where this wasn't documented so I spent several days trying to make sense of some of your code when you called things "sub" without explaining what exactly it's doing.
  • InventoryMoveType (pu bad variable name)
  • PlayerSlotStoragePopulator, StoragePopulator, UI_DynamicItemSlot (Requires documentation)

One more note that should be applied to all of these
If possible, add namespaces to them when they don't exist.

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Bod9001 commented May 16, 2021

will do, Just need to do handcuffs

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corp-0 commented May 16, 2021

files changed: 226

MonkaS

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corp-0 commented May 16, 2021

to be fair got plenty of time, have to wait for a good build of 4119 before merging

Yes, but the best way to avoid conflicts is by continually updating your branch so you catch fewer conflicts while they are added and solve them by actually reading the differences and not just overwritting everything other person might have done.

@NoooneyDude NoooneyDude added the Status: On Hold for PRs or issues that are on hold (during a code freeze, for example) label May 17, 2021
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I'm a bit concerned with the fact that the code needs a bunch of foreaches now to achieve the same task as before.

There's a bunch more new files that aren't namespaced and some that have been denamespaced.

Comment on lines 167 to 216
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type: 3}
propertyPath: BodyTypesSprites.SpriteOrder.Orders.Array.data[0]
value: 5
objectReference: {fileID: 0}
- target: {fileID: 7644184727980254197, guid: 51326f2264a075148a8aaa6bf95604c7,
type: 3}
propertyPath: BodyTypesSprites.SpriteOrder.Orders.Array.data[1]
value: 3
objectReference: {fileID: 0}
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The changes are different between HumanLeftLeg and HumanRightLeg. Expected?

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it's interesting because the values are the same as the base prefab so you can't override them in the left leg prefab

UnityProject/Assets/Resources/Prefabs.meta Outdated Show resolved Hide resolved
UnityProject/Assets/Scripts/UI/Core/ControlTabs.cs Outdated Show resolved Hide resolved
@NoooneyDude NoooneyDude added the Status: Awaiting Changes Something about this PR should be / was requested to be changed before merging label May 17, 2021
@github-actions github-actions bot added the Status: Merge Conflicts No one likes conflicts, solve them! label May 17, 2021
@Bod9001 Bod9001 removed the Status: Merge Conflicts No one likes conflicts, solve them! label May 17, 2021
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Does this fix this: #6066 ?

Could you add it to the post if it does

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Bod9001 commented May 17, 2021

"InteractableStorage (what does showAlert bool do? Why are we looping through all that?)"

checking all the hands to check if the object is in the hands,

"Camera2DFollow (What is Instance and why does the xOffset use the UI for that?)"
idk it's hardcoded value I had to change because it used hands before, not quite sure what it does

"GenerateSpriteSO "
yeah, These are all the random ass editor functions for setting up prefabs/scriptable objects up and stuff, I just used it to set Everything to have a default ID, because the default populated doesn't have a suit to put the ID in, and if you replace the suit the ID goes with the suit

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"InteractableStorage (what does showAlert bool do? Why are we looping through all that?)"

checking all the hands to check if the object is in the hands,

"Camera2DFollow (What is Instance and why does the xOffset use the UI for that?)"
idk it's hardcoded value I had to change because it used hands before, not quite sure what it does

"GenerateSpriteSO "
yeah, These are all the random ass editor functions for setting up prefabs/scriptable objects up and stuff, I just used it to set Everything to have a default ID, because the default populated doesn't have a suit to put the ID in, and if you replace the suit the ID goes with the suit

I asked if you can document these in the files themselves.

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Bod9001 commented May 17, 2021

"PlayerHealth (Hand checks can probably be simplified instead of doing two foreach checks,"
can do tho GC,

" best hand"
idk what else to call it

"Equipment (Needs comments on new logic, Hardcoded they pronoun, use the character's pronouns instead)"
where is it hardcoded?

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Bod9001 commented May 17, 2021

"ExaminePlayer (Needs some documentation about the variables functions are using and what's the functions use casses under a ///< summary > doc)"

seems to have already good documentation?

@github-actions github-actions bot added the Status: Merge Conflicts No one likes conflicts, solve them! label May 17, 2021
@Bod9001 Bod9001 removed the Status: Merge Conflicts No one likes conflicts, solve them! label Jun 20, 2021
@github-actions github-actions bot added the Status: Merge Conflicts No one likes conflicts, solve them! label Jun 28, 2021
commit dbedaad
Author: GitHub Action <action@github.com>
Date:   Tue Jun 29 10:25:32 2021 +0000

    misc: update Changelog

commit 65c7036
Author: ThatDan123 <56727168+ThatDan123@users.noreply.github.com>
Date:   Tue Jun 29 11:21:52 2021 +0100

    AI Job (#6626)

    * Basics

    * More stuff

    * display stuff

    * Fixes

    * fix interaction

    * player semi ghost clean up

    * Interaction script stuff

    * fire alarm, door switch

    * Law tab

    * State Laws

    * Camera Stuff

    * Linecast checks for netUI

    * Character customisation and camera power

    * more power stuff

    * Hook AI up to nearest APC

    * Update AiPlayer.cs

    * Hud stuff

    * Floor bolt toggle and call shuttle

    * Push fix

    * Camera Teleport

    * Teleport

    * Ai Track player and mob

    * Old doors/Windoor interaction

    * emitter

    * Camera Light decrease

    * Fix law screen issue

    * focus fix

    * Apc check for future use

    * comment out future code for AI core

    * Update UI_Ai.cs

    * Send local chat to core if near core not ai camera position

    * Test fix

    * cooldown fix

    * Stop blob and cargonia being AI

    * Law Sets

    * Camera Saving

    * Show objectives and restrict Ai traitor to obtainable objectives, sorry Ai you have no hands

    * Codacy Fixes

    * Hud fixes and interaction visualisation

    * fix admin spectator ghost

    * Law Modules and Upload console

    * Input field for module

    * Fix law length check

    * upload console construction

    * Codacy stuff, except playerscript namespace

    * Update ControlTabs.cs

    * Refactor law syncing, adds number of laws to UI

    * reset fix

    * Turret Frame Stuff

    * States and item traits

    * Turret Switch

    * Fixes

    * Fixes

    * Integrity and armor updated

    * Construction Fixes

    * Refactor power set up

    * Fixes

    * Last fixes

    * Spawn fixes

    * remove extra ;

    * Number of active cameras

    * Turret Controller NetTab

    * InteliCard part 1

    * Intelicard net tab

    * Fixes

    * more fixes

    * test fix

    * Codacy

    * Ai Core Frame construction

    * Update CircuitImprinterProducts.asset

    * Fixes

    * test fix

    * Validation line colour and some other interaction

    * Airlock Ai Ui

    * Fixes #6753

    * Clean up and camera arrow movement.

    * Fix spelling

    * Fixes

    * Admin info fix

    * obj

    * Fix Conflicts

    * Turret settings

    * Update GUI_Airlock.cs

    * Input fix

    * Door bolt sound integration

    * Ballistic Turret

    * Fix merge conflicts

    * Update UIManager.prefab

    * Spawn Sound

commit 2f9974f
Author: Gilles <43683714+corp-0@users.noreply.github.com>
Date:   Tue Jun 29 04:59:51 2021 -0400

    change version of pr2changelog

    I broke that shit on master

commit 1f5d871
Author: Aranclanos <Aranclanos@hotmail.com>
Date:   Mon Jun 28 18:34:14 2021 -0300

    Fixes self-hit when spamclicking (#6864)

    * Moves hiticons out from player prefabs into SpriteManager.
    Hit icons will now be pooled in the SpriteHandlerManager.
    Fixes the hiticons being target of interactions, which was making players hit themselves when spamclicking a target.

    * Adds the HitIcon prefab to the NetworkManager.
    Moves the HitIcon spawn away from the SpriteHandlerManager, it'll now use the Spawn and Despawn classes utilizing their client only functions.

commit 20a7d67
Author: GitHub Action <action@github.com>
Date:   Mon Jun 28 20:55:24 2021 +0000

    misc: update Changelog

commit aebf903
Author: NoooneyDude <noooneydude@gmail.com>
Date:   Tue Jun 29 08:51:29 2021 +1200

    Assorted enhancements (#6870)

commit 9eb08d8
Author: Akbadain29 <luckycannonfodder@gmail.com>
Date:   Mon Jun 28 18:45:40 2021 +1000

    Update three different documentation pages (#6862)

    * Update three different documentation pages

    * Apply suggestions from code review

    Co-authored-by: NoooneyDude <noooneydude@gmail.com>

commit 76b42e7
Author: Aranclanos <Aranclanos@hotmail.com>
Date:   Mon Jun 28 05:39:13 2021 -0300

    Hotfixes a server crash when a new player joins in an ongoing round with where coloured graffitis have been laid down. (#6868)

commit 9637176
Author: GitHub Action <action@github.com>
Date:   Mon Jun 28 08:22:13 2021 +0000

    misc: update Changelog

commit 9ee4b91
Author: PetMudstone <38266309+PetMudstone@users.noreply.github.com>
Date:   Mon Jun 28 01:18:34 2021 -0700

    Placing collision sensors and RCS on ancient station shuttle. (#6863)

commit 93bf4f8
Author: Bod9001 <Bod9001@gmail.com>
Date:   Sun Jun 27 22:09:08 2021 +0100

    Surgery fixes (#6865)

commit 85f80b6
Author: Bod9001 <Bod9001@gmail.com>
Date:   Sat Jun 26 14:28:11 2021 +0100

    Body parts now have customisations tied to the body part When set  (#6860)

    * Fixes mixer prefab and convert sprite handler  Message to use reader and writer

    * Body parts now have customisations tied to the body part When set

commit 9f98cfe
Author: Aranclanos <Aranclanos@hotmail.com>
Date:   Sat Jun 26 10:27:42 2021 -0300

    Fixes admin storage items being invisible on the UI. (#6859)

commit 8482b91
Author: Bod9001 <Bod9001@gmail.com>
Date:   Sat Jun 26 01:40:39 2021 +0100

    Fixes mixer prefab and convert sprite handler  Message to use reader and writer (#6858)

commit d0a48d3
Author: GitHub Action <action@github.com>
Date:   Fri Jun 25 20:39:06 2021 +0000

    misc: update Changelog

commit d0178fb
Author: PerfectTangent <68730437+PerfectTangent@users.noreply.github.com>
Date:   Fri Jun 25 16:35:50 2021 -0400

    Update Outpost to Doors V2 and adds security cameras, add tools and mats to Fall and Square (#6857)

    * added mats to fall and square,

    * did 1/3rd of Outpost's doors, reworked service dorms.

    * did command, medical, and west areas.

    * did more of outpost maint and halls

    * all doors switched

    * did door access and 3/4 of the cameras, added emergency storage

    * finished outpost cameras, fixed spawn point in Fall

    * fixed null values, added a handful of lights. to outpost and Fall

    * added more mats to Outpost

commit 2164e7c
Author: GitHub Action <action@github.com>
Date:   Fri Jun 25 10:26:13 2021 +0000

    misc: update Changelog

commit ffb8132
Author: PetMudstone <38266309+PetMudstone@users.noreply.github.com>
Date:   Fri Jun 25 03:22:17 2021 -0700

    Fixing sprites for cyborg and surplus prosthetic limbs. (#6855)

commit e597c42
Author: Aranclanos <Aranclanos@hotmail.com>
Date:   Fri Jun 25 07:22:00 2021 -0300

    Cleans up the duplicate calls for CanApply() and CanInteract() in Validations code as well as some clearing some code in DefaultWillInteract. (#6854)

    Now interactions will go through way less loops making it easier to debug and read.

commit 754e6a5
Author: Bod9001 <Bod9001@gmail.com>
Date:   Fri Jun 25 11:20:09 2021 +0100

    Let's hope this works (#6852)

commit 427f8dd
Author: James Simonson <jamessimo89@gmail.com>
Date:   Thu Jun 24 00:19:39 2021 +0800

    Update Mop.cs (#6848)

    Fixes issue #6828 by removing cleaning reagents when used

    Co-authored-by: James <jamessimo@outlook.com>

commit 746b911
Author: Bod9001 <Bod9001@gmail.com>
Date:   Wed Jun 23 17:19:11 2021 +0100

    fixes people spontaneously suffocating (#6849)

    * players now will no longer develop Lung and heart cancer

    * made body parts moore forgiving

    * Now properly fixed, turns out cancers hard to get rid of

    * updated SO

commit b466200
Author: James Simonson <jamessimo89@gmail.com>
Date:   Wed Jun 23 15:04:49 2021 +0800

    fix upside down shader on DX10 systems (#6847)

    * fix upside down shader on DX10 systems

    * Removed active grey camera and made shader DX agnostic

    * Apply suggestions from code review

    Co-authored-by: James <jamessimo@outlook.com>
    Co-authored-by: NoooneyDude <noooneydude@gmail.com>

commit dcbe6a2
Author: Aranclanos <Aranclanos@hotmail.com>
Date:   Tue Jun 22 20:28:05 2021 -0300

    Fixes fires getting stuck in the case of a runtime happening during a fire exposure. (#6844)

    Removes the queue and semi-lock system from TileList to apply actions, replaced it with a temp list instead.

commit e5e046e
Author: Aranclanos <Aranclanos@hotmail.com>
Date:   Tue Jun 22 20:26:42 2021 -0300

    Fixes explosions getting stuck in a loop in the case of a runtime happening when a explosion node is processing. (#6846)

commit 70883ae
Author: Bod9001 <Bod9001@gmail.com>
Date:   Tue Jun 22 21:41:15 2021 +0100

    General fixes (#6843)

    * General fixes

    * Remove unneeded check

commit 458f78c
Author: Aranclanos <Aranclanos@hotmail.com>
Date:   Tue Jun 22 16:32:29 2021 -0300

    Fixes traitors having some uplink items missing from their PDAs. (#6845)

commit 6f0b693
Author: GitHub Action <action@github.com>
Date:   Tue Jun 22 08:05:52 2021 +0000

    misc: update Changelog

commit dae0e02
Author: PetMudstone <38266309+PetMudstone@users.noreply.github.com>
Date:   Tue Jun 22 01:02:47 2021 -0700

    Adjust deconstruction for rod giving tiles. (#6842)

commit 23e5c53
Author: Pyrosshade <willofshadow@gmail.com>
Date:   Tue Jun 22 02:55:49 2021 -0400

    Hold the data structure please (#6841)

    * Enabling Physics2D for ambience colliders

    * Physics2D simulation mode changed from script to update
    * Physics2d y axis gravity changed to 0

    * Etlwwtl is fun but clearing it outside the loop is even more so

    * just adding spacing so teh file reads better

    woops

commit 11a14b2
Author: GitHub Action <action@github.com>
Date:   Mon Jun 21 21:09:45 2021 +0000

    misc: update Changelog

commit a567b4e
Author: James Simonson <jamessimo89@gmail.com>
Date:   Tue Jun 22 05:06:17 2021 +0800

    Better Drunk Shader and Camera Controls + New Desaturation Shader  (#6832)

    * Drunken Shader fixes & upgrades + Greyscale shader work

    To support the new alcohol reagent work I have boosted the drunken camera script to now manage many different stages of being drunk as
     well as exposing many shader variables

    Added a greyscale shader and camera manager to support loosing vision when you loose blood

    Changed graphics APIs for Mac to target OpenGL first to fix issues with rendering shaders

    Added checks for DirectX to fix shader issues on Linux

    #4542
    #4537
    #4717

    * Update OnlineScene.unity

    Fix clone spam

    * Add a TODO over shader conflicts

    No idea why but drunk shader and greyscale dont get on, it inverts the view

    * Update GreyscaleCamera.cs

    Make Codacy a happy boi

    * Update Camera.prefab

    forgot to add this like a dingus

    Co-authored-by: James <jamessimo@outlook.com>

commit bbbd2a4
Author: Aranclanos <Aranclanos@hotmail.com>
Date:   Mon Jun 21 18:03:38 2021 -0300

    Fixes client overlays not being removed (#6837)

    * Removes the unused 'RemoveAll' argument and variables in tile update changes code.
    Removes RemoveOverlaysOfName() and GetOverlayPosByName(), all overlay removals will now use OverlayType instead.
    All remove overlay server functions will now be thread safe.
    Separates the update tile message and remove tile message in SpawnSafeThread into two.
    Fixes clients not removing certain specific overlays.

    * Moves the OverlayType enum  to the TileManagement namespace.

commit 1fe5fca
Author: PerfectTangent <68730437+PerfectTangent@users.noreply.github.com>
Date:   Mon Jun 21 17:01:00 2021 -0400

    random item pool improvements (#6838)

commit 4c428fd
Author: Bod9001 <Bod9001@gmail.com>
Date:   Mon Jun 21 22:00:41 2021 +0100

    forgot to commit a change (#6839)

    * fixes a few staging Errors

    * Gas should be equally distributed now

    * Request a change

    * Editing the loop while within the loop is fun

    * Last-minute fix

commit e2ea694
Author: Bod9001 <Bod9001@gmail.com>
Date:   Mon Jun 21 16:54:32 2021 +0100

    fixes a few staging Errors (#6833)

    * fixes a few staging Errors

    * Gas should be equally distributed now

    * Request a change

    * Editing the loop while within the loop is fun

commit bd1320a
Author: ThatDan123 <56727168+ThatDan123@users.noreply.github.com>
Date:   Sun Jun 20 12:57:10 2021 +0100

    Readd custom log json to gitignore
@github-actions github-actions bot added Documentation Scene Changes Any changes that affect scenes (e.g. lobby or maps) Scene: FallStation This PR makes changes on FallStation map Scene: OutpostStation This PR makes changes on OutpostStation map Scene: PogStation This PR makes changes on PogStation map Scene: SquareStation This PR makes changes on SquareStation map labels Jun 29, 2021
@github-actions github-actions bot removed Scene: SquareStation This PR makes changes on SquareStation map Scene Changes Any changes that affect scenes (e.g. lobby or maps) Scene: OutpostStation This PR makes changes on OutpostStation map Scene: FallStation This PR makes changes on FallStation map Documentation Scene: PogStation This PR makes changes on PogStation map labels Jun 29, 2021
@Bod9001 Bod9001 removed Status: Merge Conflicts No one likes conflicts, solve them! Status: On Hold for PRs or issues that are on hold (during a code freeze, for example) labels Jun 29, 2021
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You shouldn't be able to use the ID and belt slots without a worn uniform.
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