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EE Merge & SecWatch Fix #155

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merged 25 commits into from
Jan 15, 2025
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@sleepyyapril sleepyyapril commented Jan 15, 2025

Bring Back Secwatch


Changelog

🆑

  • fix: Fixed SecWatch (Floof PR #424)
  • fix: Fixed portal artifacts targeting the Station AI.
  • fix: Fixed job titles not showing up in various announcements.
  • fix: Ported some general mob AI fixes.
  • fix: Fixed energy shield visuals.
  • fix: Maybe fixed wire issues.
  • tweak: Outer clothing will now count as partial identity coverage.

sleepyyapril and others added 25 commits January 14, 2025 09:38
* Added checks to not target AIs and people in containers

* made the change to use IsEntityInContainer. Much Better!

* returned old Mindquerry and removed wrong use of admin logger

* guard statment

* removed unnecessery refs and fixed position swap

* Minor change

---------

Co-authored-by: metalgearsloth <[email protected]>
Layout would break for machines with >6 lights because the column count was hardcoded. Uncap the UI width and fix the rows count instead.

Lights with less than 4 characters of text weren't aligned right, now they are.
* allow ai to understand if its handcuffed.

* rerun tests they worky on local

* Contained here in, a string of expletives about flaky tests.

* on retrospect, default true is probably smorter.

* do reviews

* I forgor xml

* more xml
Reordered MeleeCombatCompound to improve unpulling
* ai stays seated while cuffed.

* Do the thing I thought was dumb.... whatever.

* less than
* Add IsNullOrEmpty checks before indexing KnownSubnets

* actor
* remove ItemToggle from PowerCellDraw query

* add EntityQuery for resolves, make them all optional

* move integration to ToggleCellDraw

* add ToggleCellDraw to almost every PowerCellDraw prototype

* :trollface:

* :trollface:

* :trollface:

* let it disable on mapinit

* set update time on mapinit, make borg power logic consistent now

* :trollface:

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>
* ItemToggle + slots stuff

- Add component for itemslot locks to match LockComponent (surprised this didn't exist).
- Add thing for pointlight to match itemtoggle. In future should be used for PDAs and stuff but need to fix some other stuff first.

* Also this

* grill
fix energy shield visuals
* Update MoverController.cs

* Update a bunch of movement code to use Entity<T>

* Last errors

* wow, there were more errors

---------

Co-authored-by: plykiya <[email protected]>
* PDA can no longer be linked to multitool

* Ignore previous commit, it would've broken things

* Added SavableAddress field to DeviceNetwork component and PDA for testing. Still need to implement

* System works, borg and pda addresses cannot be saved, but they still connect to the net.

* Suit sensors can no longer be added to network configurators, still work for monitoring purposes.

---------

Co-authored-by: Zachary Yona <[email protected]>
Fixes several issues alongside some console errors.
Also refactors MoverController to use Entity<T>.

Not specified changes:
- Fixes the SurveillanceCamera console error.
- Fixes the ItemToggleComponent for PDAs console error (hopefully)
- Fixes the NPCSteeringSystem error.
- Fixes the random bark error.

# Changelog

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:cl:
- tweak: Outer clothing will now count as partial identity coverage.
- fix: Fixed portal artifacts targeting the Station AI.
- fix: Fixed job titles not showing up in various announcements.
- fix: Ported some general mob AI fixes.
- fix: Fixed energy shield visuals.
@sleepyyapril sleepyyapril merged commit ce7d19e into TheDenSS14:master Jan 15, 2025
13 of 14 checks passed
@sleepyyapril sleepyyapril deleted the secwatch-fix branch January 15, 2025 00:31
sleepyyapril added a commit that referenced this pull request Jan 15, 2025
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