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Body part slots v3 #6530
Body part slots v3 #6530
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anxious sweating |
to be fair got plenty of time, have to wait for a good build of 4119 before merging |
Needs documentation of all public and variables functions before merging. |
Also since this is a WIP, I suggest turning this PR into a draft. |
"Needs documentation of all public and variables functions before merging." |
After reading more I believe even some of the logic needs to be documented.
One more note that should be applied to all of these |
will do, Just need to do handcuffs |
MonkaS |
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. |
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I'm a bit concerned with the fact that the code needs a bunch of foreach
es 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.
UnityProject/Assets/Prefabs/Items/Clothing/Headwear/CaptainsParadeCap.prefab
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- target: {fileID: 7644184727980254197, guid: 51326f2264a075148a8aaa6bf95604c7, | ||
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/Scripts/Core/Input System/InteractionV2/TileInteraction/TableInteraction.cs
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UnityProject/Assets/Scripts/Items/Implants/Organs/BodyPartUISlots.cs
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UnityProject/Assets/Scripts/UI/Core/PanelHudBottomController.cs
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UnityProject/Assets/Scripts/UI/Systems/MainHUD/UI Bottom/ControlClothing.cs
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UnityProject/Assets/Scripts/UI/Systems/MainHUD/UI Bottom/ControlClothing.cs
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Does this fix this: #6066 ? Could you add it to the post if it does |
"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?)" "GenerateSpriteSO " |
I asked if you can document these in the files themselves. |
"PlayerHealth (Hand checks can probably be simplified instead of doing two foreach checks," " best hand" "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)" seems to have already good documentation? |
UnityProject/Assets/IngameDebugConsole/Scripts/DebugLogUnitystationCommands.cs
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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
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