* Added shark vision to Feroxi.
* Fixed a bug if someone was holding a container of blood.
* Updated pulse time and useDelay for the pulse.
* Updated guidebook
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* Cleanup
* More clean-up
* Removed vision goggles sound from ability
* Got rid of an unused namespace
* last fix I swear
* Apply suggestions from code review
Co-authored-by: Tobias Berger <toby@tobot.dev>
Signed-off-by: Vanessa <908648+ShepardToTheStars@users.noreply.github.com>
* Apply suggestion from @Toby222
Co-authored-by: Tobias Berger <toby@tobot.dev>
Signed-off-by: Vanessa <908648+ShepardToTheStars@users.noreply.github.com>
* Removed SharedLightSystem from SharkVisionOverlay
---------
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Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
Co-authored-by: Tobias Berger <toby@tobot.dev>
* Initial port of EE Harpy flying (#919)
* Added better friction and acceleration modifiers.
* Moved server's flight system to shared. I don't know why it isn't in the first place.
* Shifting things around.
* Code tweaks to make it better
* Comment fixes
* Fixed footsteps and footstep sounds
* Added a quick conditional if InitialStaminaCost greater than zero
* Removed a pop-up that wasn't showing
* Additional adjustments
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* Fixed a few more systems to call the Flying system instead of the component
* Comment consistency. DeltaV comments where I made it better. EE comments where they originally had things
* YAML fixes
* Guidebook
* Apply suggestions from code review
Co-authored-by: Tobias Berger <toby@tobot.dev>
Signed-off-by: Vanessa <908648+ShepardToTheStars@users.noreply.github.com>
* Removed DoAfterDashEvent
* Fixed suggestions
* Updated comment
* Added new copyright free wingflaps with proper attribution
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* Appeased YAML gods
---------
Signed-off-by: Vanessa <908648+ShepardToTheStars@users.noreply.github.com>
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
Co-authored-by: Tobias Berger <toby@tobot.dev>
* Initial glimmer change
* Added glimmer multiplier
* Adds scalar of research properly like the old glimmer system
* Left over code
* Glimmer changes for Analysis Console UI
* Accidental Namespace added
* Fixed small Math issue with glimmer values
* Fixed reference to Nyano
* Update Content.Client/Xenoarchaeology/Ui/AnalysisConsoleMenu.xaml
Co-authored-by: KOTOB <59124164+kotobdev@users.noreply.github.com>
Signed-off-by: SirSmith148 <64059804+SirSmith148@users.noreply.github.com>
* Update Content.Client/Xenoarchaeology/Ui/AnalysisConsoleMenu.xaml
Co-authored-by: KOTOB <59124164+kotobdev@users.noreply.github.com>
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* Update Content.Shared/Xenoarchaeology/Equipment/Components/ArtifactAnalyzerComponent.cs
Co-authored-by: KOTOB <59124164+kotobdev@users.noreply.github.com>
Signed-off-by: SirSmith148 <64059804+SirSmith148@users.noreply.github.com>
* Fixed Deltav comment references
Went though various files and added comments to signify where delta v changes are to the upstream code
* More DeltaV Comment fixes
Added a few more comments for DeltaV specific changes, I also removed an unused line of code, and renamed to variables for better clarity
* Commenting and moving one file to _DV
I cant read apparently and only saw some fixes requested, here are the rest apologies
* Update Content.Shared/Xenoarchaeology/Equipment/Components/ArtifactAnalyzerComponent.cs
Co-authored-by: Charlie Morley <cmorley191@gmail.com>
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* Update Content.Shared/Xenoarchaeology/Equipment/Components/AnalysisConsoleComponent.cs
Co-authored-by: Charlie Morley <cmorley191@gmail.com>
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* Update Content.Shared/Content.Shared.csproj
Co-authored-by: Charlie Morley <cmorley191@gmail.com>
Signed-off-by: SirSmith148 <64059804+SirSmith148@users.noreply.github.com>
* Update Content.Server/Xenoarchaeology/Equipment/ArtifactAnalyzerSystem.cs
Co-authored-by: Charlie Morley <cmorley191@gmail.com>
Signed-off-by: SirSmith148 <64059804+SirSmith148@users.noreply.github.com>
* Update Content.Client/Xenoarchaeology/Ui/AnalysisConsoleBoundUserInterface.cs
Co-authored-by: Charlie Morley <cmorley191@gmail.com>
Signed-off-by: SirSmith148 <64059804+SirSmith148@users.noreply.github.com>
* Update Content.Shared/_DV/Xenoarchaeology/BUI/AnalysisConsoleBoundUserInterfaceState.cs
Co-authored-by: Charlie Morley <cmorley191@gmail.com>
Signed-off-by: SirSmith148 <64059804+SirSmith148@users.noreply.github.com>
* Update Resources/Locale/en-US/xenoarchaeology/artifact-analyzer.ftl
Co-authored-by: Charlie Morley <cmorley191@gmail.com>
Signed-off-by: SirSmith148 <64059804+SirSmith148@users.noreply.github.com>
* Addressed issues of cleaning up a function to one that already exists, restoring an old comment from upstream, and moving localization data to _DV folder
* Update Content.Client/Xenoarchaeology/Ui/AnalysisConsoleMenu.xaml.cs
Co-authored-by: Charlie Morley <cmorley191@gmail.com>
Signed-off-by: SirSmith148 <64059804+SirSmith148@users.noreply.github.com>
* Update Content.Client/Xenoarchaeology/Ui/AnalysisConsoleMenu.xaml.cs
Co-authored-by: Charlie Morley <cmorley191@gmail.com>
Signed-off-by: SirSmith148 <64059804+SirSmith148@users.noreply.github.com>
* Update Content.Server/Xenoarchaeology/Equipment/ArtifactAnalyzerSystem.cs
Co-authored-by: Charlie Morley <cmorley191@gmail.com>
Signed-off-by: SirSmith148 <64059804+SirSmith148@users.noreply.github.com>
* Update Content.Server/Xenoarchaeology/Equipment/ArtifactAnalyzerSystem.cs
Co-authored-by: Charlie Morley <cmorley191@gmail.com>
Signed-off-by: SirSmith148 <64059804+SirSmith148@users.noreply.github.com>
* Update Content.Client/Xenoarchaeology/Ui/AnalysisConsoleMenu.xaml.cs
Co-authored-by: Charlie Morley <cmorley191@gmail.com>
Signed-off-by: SirSmith148 <64059804+SirSmith148@users.noreply.github.com>
* Missed one line to bring over to _DV
* Fixed github and IDE complains about null ref
---------
Signed-off-by: SirSmith148 <64059804+SirSmith148@users.noreply.github.com>
Co-authored-by: KOTOB <59124164+kotobdev@users.noreply.github.com>
Co-authored-by: Charlie Morley <cmorley191@gmail.com>
* xenoarch: hide some node effects until unlocked
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* minor review comments
* added missing deltav comments
* test failures: forgot DataField annotation on XAEDetails.AllowLockedEffectHiding, and LocId SpecificTip field needed default
* AnalysisConsoleMenu.xaml.cs copypasta mistake (that'll teach me to push before testing)
* arti effect hiding increased to 70%
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
This prevents the volume and temperature labels from changing width when the value lands on integer values, making the text easier to read.
Co-authored-by: opl <4833621+opl@users.noreply.github.com>
* The only commit that matters
* I had to stop playing with my cat to push this change
* Yaml removal
* Proper drunk status effect and remove shitcode
* Review changes
* whoops
* Whoops x2
* Update master fix merge conflicts
* Fix merge conflicts
* Dunk Component kill
* MORE RELAYS
* Holy fucking breaking changes
* Ough
* 46 file diff
* Fix bad commits
* Erm what the test fail?
* Fix those last two
* Merge conflicts
* Me when I fix the merge conflicts
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Added the button and manager
* Minor cleanup
* Reigstered to the wrong thing!
* Unload UI
* Address the review
* First commit :)
* Some cleanup
* Added some comments and now the placehoder text goes away once you start typing
* Some cleanup and better test command
* Basic rate limiter class (Not finished)
* Cleanup
* Removed forgotten comment xD
* Whitespace removal
* Minor cleanup, cvar hours -> minutes
* More minor tweaks
* Don't cache timer and add examples to fields
* Added CCvar for time between bug reports
* Minor crash when restarting rounds fixed
* It compiled on my computer!
* Fix comment indents
* Remove unecessary async, removed magic strings, simplfied sawmill to not use post inject
* Make struct private
* Simplfiy TryGetLongHeader
* Changed list to enumerable
* URI cleanup
* Got rid of the queue, used a much better way!
* Made the comments a little better and fix some issues with them
* Added header consts
* Maximum reports per round is now an error message
* Time between reports is now in seconds
* Change ordering
* Change hotkey to O
* only update window when its open
* Split up validation
* address review
* Address a few issues
* inheritance fix
* API now doesn't keep track of requests, just uses the rate limited response from github
* Rough idea of how channels would work
* refactor: reorganized code, placed rate limiter into http-client-handler AND manager (usually only manager-one should work)
* cleanup
* Add user agent so api doesn't get mad
* Better error logs
* Cleanup
* It now throws!
* refactor: renaming, moved some methods, xml-doc cleanups
* refactor: BugReportWindow formatted to convention, enforced 1 updates only 1 per sec
* Add very basic licence info
* Fixed the issues!
* Set ccvar default to false
* make the button better
* fix test fail silly me
* Adress the review!
* refactor: cleanup of entry point code, binding server-side code with client-facing manager
* Resolve the other issues and cleanup and stuff smile :)
* not entity
* fixes
* Cleanup
* Cleanup
* forgor region
* fixes
* Split up function and more stuff
* Better unsubs yaygit add -A
* I pray...
* Revert "I pray..."
This reverts commit 9629fb4f1289c9009a03e4e4facd9ae975e6303e.
* I think I have to add it in the pr
* Revert "I think I have to add it in the pr"
This reverts commit e185b42f570fe5f0f51e0e44761d7938e22e67f7.
* Tweaks
* Minor tweak to permissions
---------
Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
* Borg hands & hand whitelisting
* yaml linted
* yaml linted (x2)
* yaml linted (x3)
* my storage tests so pass
* no need for SetCount
* ok new stuff you can get fixed too
* oops
* staque
* what if we addressed feedback
* my place so holder
* what if we addresesd feedback
* what if i did it correctly
* terminating or deleted
* Initial:
Create Devour componentry, preliminary identity storage and the systems
for Devouring
* I have genuinely no idea what i'm doing
- added the radial menu, it has nothing in it.
- trying to get it to populate. the event under the event is broken,
i don't know why, but apparently it's not typed right
- Added a placeholder transform
- oh also fixed up some devour stuff and moved some things around.
* Holey moley, Transform, better devour, oh my!
- Move DnaComponent into Shared because we need it for the DNA cloning
- Make Transform MOSTLY work on the LAST identity devoured.
- Fix some issues on devour that involved prediction, canceling and
Damage exeucting (Thanks Plykiya for pointing out AttemptFrequency!)
* Proper tail stealing and Damage modifier attempt
Add check to add a wagging component on the Changeling if the victim's
species Prototype had one.
attempt to add the Damage mitigation check
* MAJOR CLEANUP AND FIXES AUGH 3 DAYS!!!
- Nullspaced a clone of a victim
- fix audio using server virtualized Pvs (i hate this)
- fix the mispredicted doafters
- Clean up a wholelotta code
- utilize clone systems to clone appearances
- Move CloneAppearance from server to shared So we can actually access
it
* Examine stuff, more cleanup, Jumpsuit ripping
- make rotting prevent the action
- Add ripping of clothing (guh why is it also server)
- add some System stuff for pushing husked corpse inspection
- clean up more badcode
* Doing things properly, UI sorta kinda works.
- Utilize Relayed events for Devour checking
- Get a UI that partially works, Says the name of identities, doesn't
show their looks
- Make use of the New Dynamic BUI assignment
- commit the sin of no client prediction cause nullspace entities aren't
networked
* Got an entity for the Frontend transform
Issue with the looks
* Stick a camera into a fake mobs forehead
- Get the UI to see the net entity in pause space by using a
ViewSubscriber to get the Pvs from the initially stored identity entity
- Remove all the other parts used to try to get this to work before hand
* Raaaaadiallllllls also fix protection coefficents
- Change FancyWindow to Radial
- Fix Issue where coeffeient checking was the wrong way round
* absolutely massive cleanup, no more camera in mobs
- cleaned up event variables that are not needed
- Removed the use of a Pause space and go back to Nullspace usage
- use a PvsOverride rather than ViewSharing
- Remove old commented out code and Lots of unused code
* Fix "Ui elements" dying on the screen
- some minor cleanup
- don't start the entities that get cloned
* ftl, cleanup, and fixing missing transform details
- add replace functionality to TypingIndicatorSystem and
BodyEmotesSystem
- add placeholder sounds and functions to TransformBodyEmotes
- add extra Pvs handling for later use
- attributions for the funny straw sound
- Sound collections for all of the sounds
- various cleanups
* Some extra cleanup
* Fix some false assumptions about TypingIndicator
- Bubbles now transfer on spawned humans rather than used humans
- Clean up YET MORE CODE
- make it so you can't eat yourself
* Oooprs, forgot to add a Husked Corpse Loc
* Missing period in the husked corpse loc
* bad devour windup placeholder
* Husking and WIP Lungs
- Husking now will be prevented from Revival fully and will change
the appearance of players
* Add finalized Sprites for actions and final meta
- add devour on and off sprites
- add transform action sprite
- Add Armblade sprite for future use
- Credit obscenelytinyshark for the sprites <3
* Remove ling lungs, Entity<> everything
- Remove the ling lungs stuff for now... body system is overly
complicated, makes my head hurt
- Switch every method to use Entity<> from Uid, Comp format
* cleanup, admin logging, WIP Roles
* Admin verb, Roundstart, gamerule stuff
- add a Admin verb to make Changelingification easy!
- Add game rule stuff for admin verb and to tell the hapless
goober how to be a changeling... sorta
- clean up parts to make VV easy... USE THE VERB!!
* Armor Coefficent Check
- Remove bespoke changeling armor check and replace it
with a generic armor coefficient query.
* move to UnrevivableComponent instead of husked
- Move UnrevivableComponent to shared
- add Analyzable and ReasonMessage to UnrevivableComponent
to give granular control of the message and whether or not it shows up
in the analyzer
- remove the check for HuskedComponent in DefibrillatorSystem
* aaaaaaa CopyComp
- Some cleanup
- make Vocal system shared
- make VocalSystem Not make more Actions than it needs
- Use some code from ChameleonProjector so we can copy components
- partially ungod method the Transform system
* Cleanup, Moving more things to CopyComp
- TransformBodyEmotes now uses CopyComp (it's a server component so i
need to tell the server to deal with it
- TypingIndicatorComponent also now uses CopyComp
- cleaned up old, now unused "replace" methods in favor of CopyComp
- BodyEmotesSystem now has a publically accessable LoadSounds to deal
with the same problem Screaming had
* WIP
* Devour Windup noise, ForensicsSystem cleanup
* Revert VocalSystem Changes
- Reverted Moving VocalSystem to shared, copy comp acomplishes it
- added component.ScreamActionEntity = null; for copy comp
* cleanup unneeded comments
* revert an accidental line removal
* Remove duplicate SharedHumanoidAppearanceSystem
* Cleanup Typo's and import Forensics components for Dna
* Some more forensics calls
* cleanup use CopyComp for now until CopyComps
* CR cleanup
* Undo some SharedHumanoidAppearanceSystem changes
* Confound these spaces
* Some Copycomp stuff and fixing some PVS override
* use the proper TryCopyComps that are merged
* Change TransformMenu with RadialWithSector
* All sounds done, Fix lack of typing indicator issue
* Updated attributions to include used sound authors
* some ftl typos and mind_role text issue
* DNA, Screaming, appearance, grammar, wagging
- reduced all of the above using ApplyComponentChanges
- Issue still remains with bodyEmotes sticking around in the UI
* Fix UI stuff, partials, entprotoid, good practices
- bunch of partials added
- UI now has a predicted message
- EntProtoID in the admin verb
- RipClothing now uses Entity<ButcherableComponent>
- husking is now optional (off by default) for testing/till we have
hivemind/when we figure out what were doing with devour
- remove TransformGrammarSet
* More CR stuff and documentation
- Make TargetIsProtected less of a meme, with a prototype
set of DamageTypes to check
- Documenation everywhere
- Move DevourEvents into its own file
* Predicted sounds and fix the comp clone list
- Made all start and stop sounds shared
- Split out the rest of the events and UI stuff into subfiles
- Fixed some Clone comp list issues where comments had -'s causing them
to be read incorrectly
* Damage cap check, Identity Shutdown cleanup, cleanup
* Sound stuff (but actually this time)
* Missed documentation
* Missed Documentation and a EntProtoId
* Remove unused dependency
* Remove a nullcheck
* Some dummy minplayers
* CR - Husked now uses a rem/ensure
* Update Actions in the Prototype
* Fixup mindswap handover
- cleanup and handover PVS on mindswap
* Fixup Missing meta from accidental "Take-theirs"
* Add the Armblade to the roundstart-role
* Cleanup, CR (everything but the UI and renames)
* missed a spot
* missed some more whitespace
* Renames
* Primary constructor and a space in these trying times
* User interface stuff for Slime transformation
* popup prediction
* Ling devour no longer makes duplicate identities
- added a key to identities to the original victim
- Add some extra clone settings
* add guard statements to OnClones
* SentOnlyToOwner additions
* fix for sound stoppage error
* Move Organ deleter into soon to be atomized husk
* clone event inventory
* mono sounds
* lower sound volume
* Fix networked sound warning
* Clone comps thing
* review
* attributions
* Fix clobbered changes
* I'm gonna weh out
- whole bunch of CR changes
* fix some very buggy git
* okay its fixed
* address most review points
* fix inventory
* we hate entityuids
* fix test and more cleanup
* move this
* fix more stuff
* fix validation and rootable
* Remove Quickswitch due to some UI quirks
* oops left out some better explanation
* remove dangling LastConsumed component fields
* fix test fail
* try this
* cleanup cloning subscriptions, add movement speed modifier
* fix slime storage
* fix cloning setting inheritance
* Add session information to transform admin logs
* slay the integration test hydra
* dwarf size
* more volume tweaks
* comments
* improve comments and unpredict deletion due to errors when shutting down the server
* fix displancement cloning
---------
Co-authored-by: ScarKy0 <scarky0@onet.eu>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Add localization to the air alarms, wire panels, network configurator list menu and loadout window
* delete unused
* redo gas localization, delete unused
* removed the extra key
* Moved and renamed air-alarm-ui-thresholds-gas-name
* Moved localization to the XAML
* Use existing strings for gas names
* it just works
* Rename _atmosphereSystem in ScrubberControl.xaml.cs
_atmosphereSystem -> atmosphereSystem
* Rename _atmosphereSystem in SensorInfo.xaml.cs
_atmosphereSystem -> atmosphereSystem
* parrotMemory is onGetVerbs now in shared
* code review
* code review popup on client rename parrotMemoryComponent
* code rev create client system
* forgot usings
* is server now
* Fix horizontal space men in replays
Visualizer should not bail if data unavailable.
* Update Content.Client/Rotation/RotationVisualizerSystem.cs
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146)
* Optimize sensor monitoring window graph drawing
* Add shared static Vector2 pool for all GraphView instances
* Address requested changes
* remove lock
* Update submodule to 264.0.0 (#38629)
* Toy/Plushie Inhands and Wearables (#38514)
* Fixed dependency injection and some other issues in a few places.
* More issue fixes
* patchfor broken NetworkConfiguratorLinkMenu (#38632)
fix
* Fix solutions flickering when transferring contents (#34838)
* Use Solution clones when applying SolutionComponent states
* Revert "Use Solution clones when applying SolutionComponent states"
This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62.
* Make Solution implement ICloneable and rename Clone method.
* Copy CanReact value when cloning a Solution
* Convert to IRobustCloneable
* Fix typos in guidebook: Buisness → Business (#38636)
* Fix typo in `MinorAntagonists.xml`
Buisness → Business
* Fix typo in `YourFirstCharacter.xml`
Buisness → Business
* Various Headphones Fixes and Tweaks (#38479)
* sprites, wearables
* neck
* icon-on sprite
* Cleanup prototype instantiation in `DamageTest` (#38639)
Cleanup prototype instantiation in DamageTest
* Cleanup prototype instantiation in `ExplosionSystem` (#38642)
Cleanup prototype instantiation in ExplosionSystem
* AddBodyPartCommand localization. (#38612)
commit
* fix ItemSlotsSystem debug assert (#38655)
* Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536)
* Added directional beacons (#38284)
* Added directional beacons
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Fixed names
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
---------
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Power stat and nuke codes commands get some LEC love. (#38585)
* commit
* requested changes.
* Dsay Dirty and Follow commands converted to LEC and localized. (#38666)
* commit
* whoopwhoopwhoop
* Retro laser sprite fix (#38676)
* Fixed everything except the icon
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* fixed icon
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
---------
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* fix water coolers (#38681)
* Monochromacy typo fix (#38686)
* fixes the typo
* Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504
* Apply suggestions from code review
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Validate `CloningSettingsPrototype`s (#38688)
* Validate CloningSettingsPrototypes
* Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Check EventComponents too
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Add test of objective-related console commands (#36400)
* Add test of objective add/list/remove commands
* Not sure why we're validating test prototypes, but sure
* We don't need a map
* Improvements and fixups for New Status Effect API (#38660)
* Predict healing and bloodstream (#38690)
* initial commit
* reapply 38126
* fix rootable
* someone missed an important minus sign here
* try this
* fix
* fix
* reenable crit hits
* cleanup
* fix status time dirtying
* fix
* camelCase
* Healing and bloodstream prediction fixes.
* Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661)
* Resolving Wizard Recall on Nuke disk making it impossible to disarm
- Adding a DisarmBomb case to nuke status update loop
- Changing a few methods and parameters to properly follow formatting standards
- Updating some names to follow camelCase
* Updating missed tag
* Reverting DataField change
Should prevent this preventative bugfix being a breaking change.
* Switch HSV to the default colorspace for character customization (#38434)
* Made HSV default for character editor
* Adds/fixes comments to HSV defaulting
* Added dropbox fix, potentially cursed
* Revert "Added dropbox fix, potentially cursed"
This reverts commit a709883366fbee813e839742125e70844672af29.
---------
Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>
* Fix: Don't deploy foldables when clicking on items inside containers (#38709)
* Fix
* Apply suggestions from code review
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Pressure Relief Valve (#36708)
* initial system (this math is probably WRONG)
* General code cleanup and OnExamined support
(holy moly this code sucks)
* UICode and related events foundation
TODO:
- Actually write the XAML UI and the underlying system
- Un-shitcode the entire thing
- Actually test everything...
* Working UI code
TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't.
* Remove one TODO for unshitcoding the examine code
* Add reminder
yea
* Make predicted (defenitely isn't)
(also defenitely isn't a copypaste from pressure pump code)
* It's predicted!
TODO:
- Give it snazzy predicted visuals!
- Have a different field for pressure entry, lest it gets bulldozed every UI update.
* Improve gas pressure relief valve UI
TODO: Reminder to reduce amount of dirties using deltafields
* Implement DirtyField prediction
* Entity<T> cleanup
A lot of Entity<T> conversions and lukewarm cleanup.
Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell.
* More cleanup and comments
* Remove TODO comment on bulldozing window title
* """refactoring"""
- Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance.
- More Entity<T> conversions because I like them.
- Move UI creation handling over entirely to the ActivatableUI system.
- Fix a hardcoded locale string (why????).
* Add visuals
* Revert debugging variable replacememt
yea
* Revert skissue
* Remove unused using directives and remove TODO
* Localize, cleanup, document
* Fix adminlogging discrepancy
* Add ability to construct, add guidebook entry
* Clear up comment
* Add guidebook tooltip to valve
* Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor
* Adds more input handling and adds autofill on open
* Un-deepfry input validator shitcode
Genuinely what was I smoking
* improve visuals logic
* Refactor again
- Update math to the correct implementation
- Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs
* I'm sorry but I hate warnings
* Remove unused using directive in AtmosphereSystem.Gases.cs
* Review and cleanup
* Lukewarm UI glossup
* Maintainer for the upstream project btw
* Remove redundant state sets and messy logic
* Unduplicate valve updater code
* Redo UI (im sorry Slarti)
* run tests
* Test refactored UI messaging
* Second round of UI improvements
- God please find a way to improve this system. Feels bad.
* Update loop implementation
* Further predict UI
* Clear up SetToCurrentThreshold
* cleanup
* Update to master + pipe layers and bug fixes
want to run tests
* fixes
* Deploy rename pipebomb
* Documentation and requested changes
* Rename the method that wiggled away
* Undo rounding changes
* Fix comment
* Rename and cleanup
* Apply suggestions from code review
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Fix TextLinkTag (#32203)
* Adjust uplink buy button to be under item icon (#38596)
* Adjusted uplink buy button to be under item icon
* Put the discount subtext under the icon
* Indent fixes, added margin
---------
Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>
* Scurrets - Audio Improvements (#38482)
* Scurret audio tuning
* Add new sfx
* Update sneezing sfx
* YAML support
* Rename a folder
* make telesci wreck easier (#37569)
rel
* Validate `ShaderPrototype` IDs (#38728)
* Convert all shader prototype string literals to protoids in overlays
* Convert more shader prototype literal strings to protoids
* Convert ValidatePrototypeId to ProtoId
* Later
* [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664)
* fixed
* clean up
* orks fix smart
* review fix 1
* more requested changes
* less cursed
* more descriptive description
* better wording
* Tiny Tiny Cleanup of the EyeClosingSystem. (#38734)
Update EyeClosingSystem.cs
* Fix human skin tone distribution (#38701)
* fix: Use PredictedQueueDel for gib spell (#38729)
* fix: don't default to uncharged sprite state for cells (#38730)
* Fix Hristov description - remove inaccurate technical specs (#38746)
- Removes inaccurate 'armor piercing 14.5mm shells' reference
- Replaces it with a more funny description, matching the style of the other snipers and guns
- Keeps ammunition type '.60 anti-materiel ammo' specification
- Fixes issue #38590
Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br>
* feat: allow mopping evaporating puddles (#38743)
* Validate remaining `ProtoId` strings (#38747)
Validate remaining ProtoId strings
* Validate `ProtoId`s in tests (#38745)
* Convert string literals to protoids in Content.Tests
* Convert string literals to protoids or consts in Content.IntegrationTests
* Fix linter failures
Tricksy static using misled me
* Cleanup warning in StomachSystem (#38748)
you did not see this
* Vox scars (#38592)
* Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl
* Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl"
This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15.
* locale key fix
* Changed top surgery scar names to be more generalized
* Adjusted face scars
* Formatting fixes
---------
Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>
* UnlockNode command to LEC. (#38751)
* commit
* Update UnlockNodeCommand.cs
* commit
* move command locale to its own file.
* Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Typofixes for figurine dialogue (#38737)
* Typofixes for figurine dialogue
* Forgot two
* Janitor Tool: Wire Brush (#38667)
* Wow! It's -brush-
* spacing.
* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* fixed changes
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Minor escape menu UX improvements (#38650)
* fix: spellbooks can have infinite charges (#38376)
* fix: spellbooks can have infinite charges
* refactor: indicate infinite spellbook charges with null
Not sure if I like this much better...
* Add Pockets and Tail-Drag to Admin Ghosts (#1508)
Adds 4 pockets to the Admin Ghosts and the ability to Tail-Drag (no
hands needed).
---
https://github.com/user-attachments/assets/701b66bd-c42c-429f-a33a-f8e465ef068d
---
🆑
ADMIN:
- add: Added pockets to Admin Ghosts.
- add: Added tail-drag (no-hands) to Admin Ghosts.
* Adding Admin Tools and Changing Aghost Starting Gear (#855)
- Added the admin folder, which can hold up to any normal item.
Prefilled with paper and a tasty treat.
- Added the admin toolbelt, which can hold up to any normal item.
Prefilled with various tools.
- Changed the admin satchel to be removable and added a few things to
its fill.
- Added the Admin RCD, an infinite RCD.
- Added an admin material box which contains 6 of the most basic
materials.
- The ID card in the admin PDA is now a CC ID card.
People were complaining about a lack of basic tools on the aghost.
Simple yml changes.

- [x] I have read and am following the [Pull Request and Changelog
Guidelines](https://docs.spacestation14.com/en/general-development/codebase-info/pull-request-guidelines.html).
- [x] I have added media to this PR or it does not require an ingame
showcase.
- [x] I can confirm this PR contains no AI-generated content, and did
not use any AI-generated content.
None afaik.
**Changelog**
🆑
- add: A bunch of new admin tools and things in the aghost starting
gear.
---------
Co-authored-by: TheDen-Bot <186991657+TheDen-Bot@users.noreply.github.com>
* Removed admin folder because it was being weird when put into containers and I don't really want fix it.
* Added auto-color for aghosts
* Added suffix to the CentComm implanter
* BSO Lifeline Port (#1730)
BSO lifeline implant - ported from Goobstation.
What is it?: It's a bluespace implant. Triggers when you die or when you
click the button twice.
Why is it?: BSO is a special role, specifically employed by CC. They
exist on station only to protect to command and nothing else. They have
pretty strong armour and weapons. So this is the solution to that +
creates an RP narrative.
It spawns in the BSO's pocket, as it's an optional implant, should
probably be taken either start of shift or when things get dicey for
command.
Additional: Adds new sprites for CC specified implants.
---
<details><summary><h1>Media</h1></summary>
<p>

</p>
</details>
---
🆑
- add: Blueshield Officer lifeline implanter
---------
Signed-off-by: Rouge2t7 <81053047+Sarahon@users.noreply.github.com>
* Fixed admin ghost color issue.
* Re-ordered the CentDrobe so useful things are at the top.
* Changed the sprite of the CentComm mindshield to match that of the Bluespace Lifeline.
* Added the ability to select a job with the 'spawncharacter' admin command.
* Added spawnplayer admin command
* Client-Side Entity Log Sorting (#1624)
<!-- Guidelines:
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<!-- NOTE: All code submitted to this repository is ALWAYS licensed
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<!--- LICENSE: AGPL -->
## About the PR
<!-- What did you change? -->
Expanded on admin log sorting. Fixes the issues from #1569
## Why / Balance
<!-- Discuss how this would affect game balance or explain why it was
changed. Link any relevant discussions or issues. -->
Admin things.
## Technical details
<!-- Summary of code changes for easier review. -->
## Media
<!-- Attach media if the PR makes ingame changes (clothing, items,
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https://github.com/user-attachments/assets/837d9e4e-09bb-44ac-b79f-59435edc3aed
## Requirements
<!-- Confirm the following by placing an X in the brackets [X]: -->
- [x] I have read and am following the [Pull Request and Changelog
Guidelines](https://docs.spacestation14.com/en/general-development/codebase-info/pull-request-guidelines.html).
- [x] I have added media to this PR or it does not require an ingame
showcase.
- [x] I have tested any changes or additions.
- [x] I can confirm this PR contains no AI-generated content, and did
not use any AI-generated content.
<!-- You should understand that not following the above may get your PR
closed at maintainer’s discretion -->
## Breaking changes
<!-- List any breaking changes, including namespaces, public
class/method/field changes, prototype renames; and provide instructions
for fixing them.
This will be posted in #codebase-changes. -->
**Changelog**
<!-- Add a Changelog entry to make players aware of new features or
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adds them to the game's changelog. -->
🆑
- tweak: ADMIN: You can sort entity logs by pressing fancy buttons!
* Fixed YAML linting issues
* Moved bluespace lifeline textures to proper directory
* Added emergency medical pods from Frontier for admemes.
* appeased the unit test gods
* Another test fail because people forgot that you can't divide by zero.
* probably appeased the unit test gods this time
* PR #4577 Feedback
---------
Signed-off-by: Rouge2t7 <81053047+Sarahon@users.noreply.github.com>
Co-authored-by: John Willis <143434770+CerberusWolfie@users.noreply.github.com>
Co-authored-by: MajorMoth <61519600+MajorMoth@users.noreply.github.com>
Co-authored-by: TheDen-Bot <186991657+TheDen-Bot@users.noreply.github.com>
Co-authored-by: Rouge2t7 <81053047+Sarahon@users.noreply.github.com>
Co-authored-by: William Lemon <William.Lemon2@gmail.com>
* ITS ALL C# GOOD LORD
BORN TO PORT
WORLD IS A PR
鬼神 Merge Em All 2025
I am yaml man
410,757,864,530 UPSTREAM MERGE CONFLICTS
* that was, uh. too easy.
* very small tweak
* comment and reuse fixes
* forgot the guidebook Oops
* the guidebookening
* the reusening
* Create grappling system
* Add grappling to Laika and other sec dogs
* Allow grapplers to also throw themselves prone
* Apply prone on grapple to laika
* Add layingdown component to laika
* Ensure grapplers entering crit release their grapples
* Ensure IPCs can be grappled
* Fix typo
* Remove system suffix for fields
* Simplifiy returns for CanGrapple
* Use magic dotnet syntax
* Fix usages of ViewVariables over DataFields
* Swap to using marker component over tags
* Remove errant new lines
* Remove redundant brackets
* Initial Fractured Form Pass
* Cleanup
* AAAAAAAAAAAAAAAAAAA
* I forgor
* Sometimes naked
* Untouch and touch where applikcable
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* Better optional pattern
* Unbreak it
* Minor Spelling Mistake
* Filthy test fix hack
* Filthy hack to appease the test gods
* A normal number of post-PR commits
* AAAAAAA
* Don't know why I didn't do this in the first place
* Some cleanup
* Damn how did I miss this
* Delta Mandated Cleanup
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* Make more objects spray paintable (Reviving #31328) (#37341)
* PaintableAirlockComponent and AirlockGroupPrototype have been replaced
* Slightly redesigned SprayPainterSystem for greater versatility
* Added handling of changes to the appearance of doors and storages
* PaintableGroup prototypes have been created
* Generating tabs with styles in the UI
* Fix error with undiscovered layer
* Slight improvement
* Removed unnecessary property
* The category for `PaintableGroup` was allocated to a separate prototype so that the engine itself would check if the category existed
* Added canisters, but repainting doesn't work
* Added localization to styles
* Fix sprite changing
* Added the ability to paint canisters
* slight ui improvement
* Fix yamllinter errors
* Fix test
* The UI now remembers which tab was open
* Fix build (?)
* Rename
* Charges have been added to the spray painter
* Added a charge texture for the spray painter
* Now spray painter can paint decals
* Increased number of charges
* Spawning dummy objects has been replaced by PrototypeManager
* added a signature about the painting of the object
* fix
* Code commenting
* Fix upstream
* Update Content.Shared/SprayPainter/Components/SprayPainterAmmo.cs
Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>
* review
* Now decals can only be painted if the corresponding tab in the menu is open.
* Fixed a bug with pipe and decal tabs not being remembered
* Update EntityStorageVisualizerSystem.cs
* record
* loc
* Cleanup
* Revert electrified visuals
* more cleanup, fix charges, del ammo4
* no empty file, remove meta component
* closet exceptions, storage visualizer fixes
* enable/disable decal through alt-verb
* Fix missed merge conflicts
* fix snap offset, button event handlers
* simpler order, fix snap loc string
* Remove PaintableViz.BaseRSI, no decal item, A-Z
* State-respecting UI, BUI updates, FTL fixes
* revert DecalPlacerWindow changes
* revert unwanted changes, cleanup function order
* Limit SprayPainterAmmo write access to AmmoSystem
* Remove PaintedSystem
* spray paint ammo lathe recipe, youtool listing
* category as a list, groups as subtabs
* Restore inhand copyright in meta.json
* empty spray painter, recipe produces an empty one
* allow alpha on spray painter decals
* add comments
* paintable wall lockers
* Restrict painting more objects
* Suggested event changes, event cleanup
* component comments, fix ammo inhands
* uncleanable decals, dirty styles on mapinit
* organize paintables, separate emergency/closet grp
* fix categories newline at EOF
* airlock group whitespace cleanup
* realphabetize
* Clean up EntityStorageViz merge conflict markers
* Apply requested changes
* Apply suggestions from sowelipililimute's review
Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>
* betrayal most foul
* Remove members from EntityPaintedEvent
* No emerg. group, steelsec to secure, locker/closet
* Enable repainting the medical wall locker
* comments, no flags on PaintableVisuals
* Remove locked variants from closets/wall closets
* removable decals
* off value consistency
* can't paint away those bones
* fix precedence
* Remove AirlockDepartment, AirlockGroup protos
Both unused.
* whitelist consistency re: ammo component
* add standing emergency closet styles
* alphabetize the spray painter listings
---------
Co-authored-by: Ertanic <black.ikra.14@gmail.com>
Co-authored-by: Эдуард <36124833+Ertanic@users.noreply.github.com>
Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>
* Adds stencil lettering to the spraypainter (#39701)
* adds stencil lettering to the spraypainter
* update decal IDs to match convention
* Add Serializable, NetSerializable attributes to DecalPaintMode (#38921)
Serializable, Net" on DecalPaintMode
* Fixes my mistakes and adds DV compat
* Adds DV-specific stuff
* Makes Our Names Not Use This Case
* Comments xeno stuff we do not have
* RD is dead. Long live the Mystagogue
---------
Co-authored-by: Whatstone <166147148+whatston3@users.noreply.github.com>
Co-authored-by: Ertanic <black.ikra.14@gmail.com>
Co-authored-by: Эдуард <36124833+Ertanic@users.noreply.github.com>
Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>
Co-authored-by: Alkheemist <alkheemist@gmail.com>
* Add simple component for handling specialised clothing and armours
* Add awful artwork for k9 armours
* Update secdog template to include head and outer clothing gear
* Add tags for K9Armour and K9
* Ensure Laika has the k9 tag
* Add entity entries for K9 armour, update starting gear for Laika
* Add lathe recipes for new K9 armour
* Update secdog sprite by breaking tail out to separate layers
* Update sprite drawing for Secdogs
* Fix missing pixel in Laika's base sprite
* Add jetpack sprites for secdog
* Remove damage state visuals
* Add layingdown component to laika
* Update helmet sprites from HTMLSystem
* Update hardsuit sprites from HTMLSystem
* Fix prone on crit for secdogs
* Add new damage visual layer for tails
* Add static tail for Laika and hook it up to damage state visuals
* Fix various light sources counting as Light, Give Skia spacewalk
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* Replace the Ignore Gravity with Jetpack
* Clean up event code + Avoid touching upstream code where possible
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* Double cone, strategic untouches
* Additional strategic untouch
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* More Skia tweaks
* Swapped whitelist for EntityWhitelist
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* Remove Alive Icon (#1252)
<!-- Guidelines:
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<!-- NOTE: All code submitted to this repository is ALWAYS licensed
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remains the primary and binding license.
Uncomment and modify the following line if you wish to change the
license from the default of AGPL.-->
<!--- LICENSE: AGPL -->
<!-- What did you change? -->
I removed the alive Icon from the Medical HUD.
<!-- Discuss how this would affect game balance or explain why it was
changed. Link any relevant discussions or issues. -->
It blocked vision on speech bubbles and is entirely unnecessary.
Is the entity moving? Probably alive.
Does it not have a dead or critical icon? Probably alive.
We don't need an Icon that blocks the speech bubble to tell us this.
<!-- Summary of code changes for easier review. -->
Added a boolean to not give the icon if an entity is alvie.
Removed the Mob.Alive state from the icon finder table thing.
<!-- Attach media if the PR makes ingame changes (clothing, items,
features, etc).
Small fixes/refactors are exempt. Media may be used in SS14 progress
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<img width="89" height="95" alt="grafik"
src="https://github.com/user-attachments/assets/ef9308be-276b-440b-95d4-fddcaece32b9"
/>
<!-- Confirm the following by placing an X in the brackets [X]: -->
- [X] I have read and am following the [Pull Request and Changelog
Guidelines](https://docs.spacestation14.com/en/general-development/codebase-info/pull-request-guidelines.html).
- [X] I have added media to this PR or it does not require an ingame
showcase.
- [X] I can confirm this PR contains no AI-generated content, and did
not use any AI-generated content.
<!-- You should understand that not following the above may get your PR
closed at maintainer’s discretion -->
<!-- List any breaking changes, including namespaces, public
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for fixing them.
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**Changelog**
<!-- Add a Changelog entry to make players aware of new features or
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🆑
- remove: Removed the alive Icon - You can finally see if someone is
typing an answer.
---------
Co-authored-by: TheDen-Bot <186991657+TheDen-Bot@users.noreply.github.com>
* Fixes
* Actually correct Comment
---------
Co-authored-by: TheDen-Bot <186991657+TheDen-Bot@users.noreply.github.com>
* Adds Direction Requests
* Fix
* Fixed EntryPoint, added back Sec Lathe, and added as a Salvage Points item
* Moved SpecOpsGoggles to appease gods
* Give Skia Thermal Vision
* Removed thermals from research.
* Removed thermal vision, added comment
* AAAAAAAAadds skia
* Added to the spawn options table
* Fix EOR, Added shatter ability, Fix Reroll popup
* Fixed the death of the Skia
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* Fixed taco's silly mistake
* Skia need pry-ability
* Adds Goob Nightvision
* Added some missing Protos
* Appease the Yaml gods
* Did the Delta Fixes
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* Lathes fix
* Update attributions.yml
* More yaml fixes
* The Yaml Linter shall never be sated
* More fixes
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* Fixed objective reroll
* Bring up to date
* aaaaaaaaaaa
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* Fixed damageset, removed unneeded point light
* I'm so sorry Deltandas
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
---------
Signed-off-by: William Lemon <William.Lemon2@gmail.com>
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* make Grand Felonies a possible crime
* Update the crime assist to match current space law
* re-organize result pages, add missing details
* Re-organize the general flow, add new questions & crimes
* typo ops
* typo ops v2
* Modify the flow further, per feedback
* mrrp
* typo ops 3: revengeance
* rename decorp to POR
* phrasing part one
* theft/possession phrasing changes & minor flow fixes
* remove redundant question, more flow changes
* update OOJ question
* update to include Noöspheric Tampering
* Change stuff
* Fix more stuff
* Fix just a bit more
* Make non-cultists foxforms censerable too
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* Refactoring in progress
* Refactoring completed, proceeding to animate a ton
* Don't commit that idiot
* Ballin
* Actually use the animations I made
* More sprites
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* Change a lot of stuff
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* Hopefuly finish changing stuff
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* Prototype
* Change sprites
* Fix test fail
* Cessation sprites
* warding
* Add sounds
* Typo
* Projection
* Truth
* Knowledge
* Fix being able to convert SSD peeps
* Add interaction outline because why the hell not
* Change stuff
* Surely this won't explode
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* about to break this all
* event goidacode
* cleanup
* cleanup 2
* cleanup 3
* cleanup 4
is it even worth bothering with these descriptions. added newline to end of a couple files
* single extra space WAUGH
* toggleable + minor cleanup
* that was reverted already what
why did merge conflict editor add in a line that isn't even present on master?? huh???
* fixops
GlimmerSystem looks like That to avoid extraneous network events being raised if something is attempting to push glimmer over 1000
* it work i think
* tweakops
* commentops
* newline ops
* direction + bugfix ops
exponential point increase, no more insane glimmer nukes (sad!), analyzer no longer displays negative points
* grass touch protocol - Rebases to latest master to fix conflicts
* aight local tests are passing lets see if our golf works
* It is 5 am and our ass COMPLETELY overcomplicated this lmaooo
* Addresses feedback - Clarifies comments, swaps internal var names for grasstouchless and selfdestructive, makes the third tier a little less demanding, and fixes 1 hours
* Addresses review - conflict fix
* This too
* Axes playtime exclusion for ghosts
* Use switch expression
code style nit
* Refactor/cleanup
Use IGameTiming.RealTime to track time instead of DateTime. Use nullable instead of magic values.
Expose the current day value through a property that is always up to date, instead of making the API to read the CVar that updates at inconsistent times. This also makes it trivial to debug with VV.
Other minor cleanup like using string interp, code style fixes, comments, etc.
---------
Co-authored-by: PJB3005 <pieterjan.briers+git@gmail.com>
* i'm just gonna put this here.
* I'm just gonna do it.
* Update ShowHTNCommand.cs
* I feel dumb.
* may as well with this too.
* this does in fact not work
* :/
* G O I D A
* how
* now proper
* a
* Update HypospraySystem.cs
* good catch
* Apply suggestions from code review
---------
Co-authored-by: ScarKy0 <scarky0@onet.eu>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Add the instrument to the MIDI channel selector
* Reviews
Adds support for chained masters
Makes the channel UI update on its own when the midi changes (Works with bands too!)
* add to admin logs and limit track count
* Limit track names by length too
* remove left over comment
* Requested changes
* Reviews
* Add the instrument to the MIDI channel selector
* Reviews
Adds support for chained masters
Makes the channel UI update on its own when the midi changes (Works with bands too!)
* add to admin logs and limit track count
* Limit track names by length too
* remove left over comment
* Requested changes
* Reviews
* make hover and info use construction proto name, not entity name
* recipeButtons uses IDs as keys, not names
* return making item green when selected
* Split codewords into its own system
* Fix admin log
* Nuke unused code
* Fix formatting errors
* Fix tests
* Make the codeword system add itself if called when not active
* Put comment in right place.
* Review: Rename prototypes
* Review: Make codewords serializable
* Fix build
* Reviews: Change the system to not be a gamerule.
* Fix YAML Linter
* Fix test fail
* Remove unused import
* - Combine enum keys `ToggleableLightVisuals` and `ToggleVisuals` into `ToggleableVisuals`
- Rename `ToggleableLightVisualsComponent` to `ToggleableVisualsComponent` and `ToggleableLightVisualsSystem` to `ToggleableVisualsSystem`
- (The `SpriteLayer` field on the component is now required because the old default of `light` doesn't make sense anymore)
- Make it so that `ToggleableVisualsComponent` works even when there's not a light attached to the entity
- (Amazingly this seems to have only applied to Headphones, but I can only imagine there are many other things people would like to do with simple toggleable visuals)
- Explicitly make `ItemTogglePointLightComponent`'s purpose to make `ToggleVisualsComponent` apply to `PointLightComponent`s on the same entity.
- Add field `ToggleableVisualsColorModulatesLights`, which makes the `Color` appearance value of `ToggleableVisuals` modulate the color of lights on the same entity
- Lots of prototype updates to uptake the above
* fix bad merge
* unbork robust
* blindly letting rider reformat stuff
* I guess I never cleaned up these imports at all
* Add the chameleon controller implant
* address the issues (Git please dont kill me)
* Address the review and fix some merge conflicts!
* Cleanup
* Add use delay
* Silly mistakes
* Making a PR at 2 am: Gone wrong
* Predict use delay and disable the buttons until you can choose another
* First phase custom clothing
* Better system, now relays to agent id and mindshield. Chameleon loadouts are a lot better to work with as well
* Address the review! No more evil goto
* Slams way is better I should have read more closely xD
* Some of the jobs
* Add to Cargo, CentComm, Service, Passenger, Ninja, Cluwne, Wizard + Minor changes to existing; Add chameleon to bandanas, medals, jugsuits and HUDs
* Add everything else
* Fix test
* Job name
* This looks better
* Add department organization
* Minor cleanup
* Added some mindshields
* Remove redudent comment and change funcion name to be clearer
* Fix cluwne outfit
* fix merge conflicts
---------
Co-authored-by: SlamBamActionman <slambamactionman@gmail.com>
* Disable parallax texture preloading
Many parallax layers are specific to a single map and will likely never be loaded for the duration of the game. Save VRAM by not loading them always.
Requires engine master
* Put generated parallax identifier in texture name
Makes it show up properly in debugging tools
* Don't load generated parallaxes multiple times
Many parallax prototypes re-use the same generated parallax configs. These generated parallaxes were being loaded multiple times at once, which was a massive waste of VRAM.
We now move these into a separate cache for deduplication. I had to write a lot of logic to handle loading cancellation and ref counting. Yay.
Also fixes some spaghetti with the previous parallax loading system: cancellation didn't work properly, give proper names to generated texture names, etc.
This saves like 100+ MB of VRAM.
* The previous branch got cooked let's do this again
* Species-specific sprites (fuck IPCs)
* Ы
* Add stuff to prototypes
* Jarvis play very loud incorrect buzzer sound
* Function doesn't work if it's not called
* Apparently thaven never had this
It was created FOR thaven lol
* Fix remainng bullshit
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* Change stuff
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* Fixes and adds many localization keys from #34343
Open
* Fix comment, that is not how that works.
* Update Resources/Locale/en-US/components/screen-component.ftl
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Fixes cmd-parse-failure-int -> cmd-parse-failure-integer in OptionsUIController.cs, removes cmd-parse-failure-int from options-menu.ftl
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* 1 warning in MechAssemblyVisualizerSystem
* 2 warnings in RecyclerVisualizerSystem
* 1 warning in ClusterGrenadeVisualizerSystem
* 2 warnings in BarSignSystem
* 4 warnings in AlertControl
* 1 warning in ToolSystem
* 2 warnings in PinpointerSystem
* 2 warnings in ClientSpriteMovementSystem
* 2 warnings in OptionsVisualizerSystem
* 1 warning in FlatpackSystem
* 1 warning in ZombieSystem
* 1 warning in StackSystem
* 1 warning in MiningOverlay
* 1 warning in FlippableClothingVisualizerSystem
* Guard clause for MechAssemblyVisualizerSystem
* Get SpriteSystem in AlertControl constructor
* 1 warning in KudzuVisualizerSystem
* 2 warnings in ChameleonProjectorSystem
* 1 warning in MarkerSystem
* 2 warnings in ItemSystem
* 1 warning in GhostToggleSelfVisibility
* 1 warning in FoamVisualizerSystem
* 1 warning in ClickableTest
* 1 warning in ThrownItemVisualizerSystem
* 2 warnings in InfantSystem
* 1 warning in ChasmFallingVisualsSystem
* 1 warning in PotencyVisualsSystem
* 2 warnings in OrbitVisualsSystem
* 2 warnings in BeamSystem
* 1 warning in JitteringSystem
* 1 warning in CardboardBoxSystem
* 2 warnings in StationAiSystem
* 2 warnings in FirelockSystem
* 2 warnings in CargoSystem.Telepad
* 1 warning in StasisBedSystem
* 2 warnings in WeldableVisualizerSystem
* 2 warnings in DeliveryVisualizerSystem
* 1 warning in TimerTriggerVisualizerSystem
* 1 warning in StorageFillVisualizerSystem
* 2 warnings in RadiationCollectorSystem
* 2 warnings in BorgSwitchableTypeSystem
* 1 warning in TurnstileSystem
* 1 warning in SurveillanceCameraVisualsSystem
* 1 warning in BurnStateVisualizerSystem
* 2 warnings in CableVisualizerSystem
* 1 warning in JetpackSystem
* Psionic Eruption
* Art Pass
* Detangles spaghetti
Removed from Nyano namespaces, moved entirely into _DV namespaces and folders where possible.
* Remove nuke behavior (Maybe next time 😢 )
* Various maintainer requested patches
* More cleanup
* I'm blind
---------
Signed-off-by: William Lemon <William.Lemon2@gmail.com>
* Initial port of goobstation factorio, missing disposals integration and faxing. Also ports impstations modification for robotic arms to have static power draw. Also adds automation slots to silos and advanced microwave.
* Ports goobstation factorio fax automation, adds to the guidebook entry info about gas canisters.
* Ported Goob Disposals. Removed part about taking
mats out of storage silo cuz it ain't implemented
yet. Seems to work.
* Adds constructor circuitboard to research cuz I
forgor
* update code to allow long range crew monitor to work
* add syndicate crew monitor prototype
* update listening post to cull bloat and use new crew monitor
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
* fix: stop the SmartFridge from eating the contents of plant bags
* flukie test failure
* double flukie test failure??
* Address review
* fix: ToList go brr
* wip: added the synth mammal head from Iris and whitelisted a lot of extremities from more fuzzy races
* feat: ported synthliz from iris
* chore: started adding locales
* feat: ftls are going to make me loose my mind
* fix: missed an item
* fix: IPCs would always show humanoid eyes
* fix: autogenerated state values didn't work with the snout helmet
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* fix: attribution license
* fix: ignore last frame on left and right tail views
* chore: fix comment
* chore: change requests
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* chore: make additions cleaner
* chore: add missing comment
* chore: missed a comment
* Revert "chore: make additions cleaner"
This reverts commit 779c858f9c.
* refactor: removed hardcoded goidacode
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* refactor: used VisualizerSystem correctly
* refactor: Move change-able variables to private consts
* refactor: revert back to ComponentStartup, OnAppearanceChange updated too frequently
* refactor: remove protogens
* fix: integration tests
* chore: fix cr
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* Optimise storage a quadrillion times (#37638)
* Optimise storage a quadrillion times
* How sweaty can we get
* Add fast angle checks
* Fix chunk indices
* Optimise the refresh method
Helps on client a lot as the clientside is suboptimal atm.
* Better name
* wawawewa
* Add single-angle path
* Okay FINE rider
* Fix storage (#37714)
The one path I forgot to get the relative index.
* cleanup ring box
* Fix 1x1 storage windows (#35985)
* fix stupid lunchbox error
---------
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: deltanedas <@deltanedas:kde.org>
* Cleanup warnings in ClickableSystem
* Cleanup warnings in FultonSystem
* Cleanup warning in HolidaySystem
* Cleanup warning in DoAfterOverlay
* Cleanup warning in EntityHealthBarOverlay
* Cleanup warning in SmokeVisualizerSystem
* Cleanup warning in VaporVisualizerSystem
* Cleanup warning in ColorFlashEffectSystem
* Cleanup warnings in StealthSystem
* Cleanup warnings in TrayScannerSystem
* Cleanup warnings in InventoryUIController
* Cleanup warnings in HideMechanismsCommand
* Cleanup warning in ShowMechanismsCommand
* Cleanup warnings in EntityPickupAnimationSystem
* Cleanup warnings in PointingSystem
* Cleanup warning in StickyVisualizerSystem
* Cleanup warnings in TabletopSystem
* Cleanup warnings in PillSystem
* Cleanup warnings in DiceSystem
* Cleanup warnings in ProjectileSystem
* Persist construction menu favorites to player profile
* Use `ProtoId`s for construction favorites
* Validate construction favorites updates from the client
* Actually await the async database call
* fax upgraded
* improve resizable
* move Paper type settings & change margins
* change margins & Aling of text
* Rearrange Fax UI
Group paper-type with print-file.
Group refresh button with destination list.
Add some panels to differenciate functionality for faxing an inserted
sheet of paper and printing a local file to a new paper.
* Whitespace
* Remove unnecessary style definition
* Remove whitespace
---------
Co-authored-by: VideoKompany <135313844+VlaDOS1408@users.noreply.github.com>
* Cleanup warnings in MagazineVisualsSpriteTest
* Cleanup warnings in WiresVisualizerSystem
* Cleanup warnings in GunSystem.SpentAmmo
* Cleanup warnings in GunSystem
* Cleanup warnings in GunSystem.ChamberMagazine
* Cleanup warnings in MeleeWeaponSystem.Effects
* Cleanup warnings in ToggleableLightVisualsSystem
* Cleanup warnings in StatusIconOverlay
* Cleanup warnings in SpriteFadeSystem
* Cleanup warnings in PdaVisualizerSystem
* Cleanup warnings in EnvelopeSystem
* Cleanup warnings in MechSystem
* Cleanup warnings in MappingOverlay
* Cleanup warnings in LockVisualizerSystem
* Cleanup warnings in DragDropSystem
* Cleanup warnings in GhostSystem
* Cleanup warnings in TriggerSystem.Proximity
* Cleanup warnings in DragonSystem
* Cleanup warnings in PortableScrubberVisualsSystem
* File-scoped namespace for PortableScrubberVisualsSystem
* Cleanup warnings in DamageMarkerSystem
* Cleanup warnings in CuffableSystem
* Cleanup warnings in DeployableTurretSystem
* Cleanup warnings in StorageContainerVisualsSystem
* Cleanup warnings in ItemMapperSystem
* Cleanup warnings in ItemCounterSystem
* Cleanup warnings in RandomSpriteSystem
* Cleanup warnings in PowerCellSystem
* Cleanup warnings in ParticleAcceleratorPartVisualizerSystem
* Cleanup warnings in PaperVisualizerSystem
* Cleanup warnings in PoweredLightVisualizerSystem
* Cleanup warnings in LightBulbSystem
* Cleanup warnings in EmergencyLightSystem
* Cleanup warnings in DoorSystem
* Cleanup warnings in ClockSystem
* Cleanup warnings in BuckleSystem
* Cleanup warnings in JukeboxSystem
* Cleanup warnings in PuddleSystem
* Cleanup warnings in HandsSystem
* Cleanup warnings in EnsnareableSystem
* Cleanup warnings in ElectrocutionHUDVisualizerSystem
Also simplify some if statements
* Cleanup warnings in PlantHolderVisualizerSystem
* Cleanup warnings in AlertLevelDisplaySystem
* Cleanup warnings in TetherGunSystem
* Fix error in PlantHolderVisualizerSystem
* I hate var _
This simplifies the code and makes the experience of examining contents
easier without the reagent dispenser UI, as well as adding the possibility
for dispensers to have items of heterogeneous sizes in them, which would
allow configuring reagent dispensers to accept smaller containers such
as beakers or vials in order to allow for more types of smaller quantities
of reagents, or other flexibilities brought by using a standard storage
component.