* Changed up shuttle calls to make the round convert to survival.
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* Added CosCult state checking.
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* typo
* Fix nuke ops test
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Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* Pass 1.
* i'm FREE
* Prevent hangups.
* okay fine here's an attribute for settings, will polish later and prolly remove the overridable thing.
* sigh.
* fix singular trigger bug so LatheTest doesn't flake.
* Remove SystemAttribute usage.
* Poke
* I used the shotgun. You know why? Cause the shot gun doesn’t miss, and unlike the shitty hybrid taser it stops a criminal in their tracks in two hits. Bang, bang, and they’re fucking done. I use four shots just to make damn sure. Because, once again, I’m not there to coddle a buncha criminal scum sucking f------, I’m there to 1) Survive the fucking round. 2) Guard the armory. So you can absolutely get fucked. If I get unbanned, which I won’t, you can guarantee I will continue to use the shotgun to apprehend criminals. Because it’s quick, clean and effective as fuck. Why in the seven hells would I fuck around with the disabler shots, which take half a clip just to bring someone down, or with the tazer bolts which are slow as balls, impossible to aim and do about next to jack shit, fuck all. The shotgun is the superior law enforcement weapon. Because it stops crime. And it stops crime by reducing the number of criminals roaming the fucking halls.
* Change the faulty store test into two tests, one of which is ignored for failing.
* cleanup
* fix some localizations
* fix typo
* review and test fix
* rename
* minus one
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Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Ports much of GameTest, minus all the WIP stuff.
* remark.
* EnsureCVar now adds test properties.
* Some cleanup and functionality.
* Ignore broken test. Needs fixed eventually. Also explicit context config.
* TrackingIssue attribute.
* oops
* Pair config attribute.
* Remove SystemAttribute in favor of using the EntitySystemManager dependency collection.
* Ensure idleness.
* More tests for tests.
* More specific failure catching tests.
* Reverse attribute resolution order so suite-wide attributes happen first.
* Get rid of AffectedProperties again because I need to refactor PoolSettings for that.
* Poke
* Final cleanup pass.
* Update Content.IntegrationTests/Fixtures/Attributes/RunOnSideAttribute.cs
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Update Content.IntegrationTests/Fixtures/Attributes/Side.cs
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Update Content.IntegrationTests/NUnit/Utilities/ITestExtensions.cs
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Fixes.
* shut up nunit.
* Make TrackingIssue a bit strict on purpose, so people don't put junk here.
* Update Content.IntegrationTests/Tests/GameTestTests/DisconnectedDependencyTest.cs
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Address.
---------
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Add test result archiving to our test actions.
* heck.
* Don't waste tremendous amounts of storage.
* Fix ReagentDataTest.
* Reduce retention and increase compression on integration output.
* Back to 7 days, depend on RT instead.
* Poke.
* Fix linter.
* til.
* Actually send YAMLLinter's pair messages into the void.
* - rework a bunch of cargo orders to not send a crate with just one thing
- instead sends the item, wrapped
- add ability for cargo orders to wrap the item ordered in parcel wrap
- cargo order name and descriptions are now localization strings, but still 99.99% of the time just get that info from the entity they're spawning
- small refactor to how cargo orders move around in cargo code so that the actual order proto is kept around longer
- small rework to certain restock cargo orders to halve the cost and number of items received in one order
* oop
* Suffering
* Arbitrary containers for cargo products
* I ran the tests locally and they passed, github please rerun :)
* massage Slarti's work into this.
Mainly by taking the API wrapping ability out back with the rifle q-q
* testfail fake
* wow `_applyingState` is useful, I wonder where I should've been using that in other PRs before :^)
* pr comments
* tfw the hook doesn't update the submodule
* Update Content.Client/Cargo/UI/CargoConsoleMenu.xaml.cs
Co-authored-by: āda <ss.adasts@gmail.com>
* PR comments
* fixies
* Update Content.Client/Cargo/UI/CargoConsoleMenu.xaml.cs
* Update Content.Shared/ParcelWrap/Systems/ParcelWrappingSystem.WrappedParcel.cs
* fix wrapped parcel entity name + audio
* Actually read PR comments
* Apply suggestions from code review
Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
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Co-authored-by: āda <ss.adasts@gmail.com>
Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
* Make map tests more fine-grained.
* ..typo.
* fix example
* exclude Empty.
* Adjust a scrounger test & fix it.
* It does respect ignored prototypes, after I realized making it do so was really easy.
* Fix it for real this time.
* General scrounger enhancements for a GameRules test set.
* Fix linter for real.
* Address reviews.
* Add test of borg construction.
* Return Validated when in validation mode.
* Update Content.IntegrationTests/Tests/Construction/Interaction/BorgConstruction.cs
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Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* revert of the revert
* tests
* changes
* more fun
* test
* ccvvvar
* works but bad
* now its better
* more fixes
* more cleanup
* cleaning
* last fixes before move to glasses activ
* x
* glasses only
* working
* fix toolbox
* cleanup
* ThermalByte added
* small fix
* small optimalisations
* float bux fix
* comments add
* more comments
* more comments
* last fix
* revert cvar delete
* wrong blue shades
* cvar refactor
* Update Content.Shared/Atmos/EntitySystems/SharedGasTileOverlaySystem.cs
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Update Content.Client/Atmos/Overlays/GasTileDangerousTemperatureOverlay.cs
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* tweak to TryGetTemperature comment
* Factors are now const
* renames
* Interface for ThermalByte
* tile color vaccum and more comments
* saving yeeted
* integration test
* rename and cleanup
* fix
* cleanup
* switch
* UT fix (hopefully)
* small bug+ rename
* vaccum limit + space is now invalid
* typo
* typo
* fix
* cleanup
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Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Ban DB refactor seems to work at a basic level for PostgreSQL
* New ban creation API
Supports all the new functionality (multiple players/addresses/hwids/roles/rounds per ban).
* Make the migration irreversible
* Re-implement ban notifications
The server ID check is no longer done as admins may want to place bans spanning multiple rounds irrelevant of the source server.
* Fix some split query warnings
* Implement migration on SQLite
* More comments
* Remove required from ban reason
SS14.Admin changes would like this
* More missing AsSplitQuery() calls
* Fix missing ban type filter
* Fix old CreateServerBan API with permanent time
* Fix department and role ban commands with permanent time
* Re-add banhits navigation property
Dropped this on accident, SS14.Admin needs it.
* More ban API fixes.
* Don't fetch ban exemption info for role bans
Not relevant, reduces query performance
* Regenerate migrations
* Fix adminnotes command for players that never connected
Would blow up handling null player records. Not a new bug introduced by the refactor, but I ran into it.
* Great shame... I accidentally committed submodule update...
* Update GDPR scripts
* Fix sandbox violation
* Fix bans with duplicate info causing DB exceptions
Most notably happened with role bans, as multiple departments may include the same role.
* initial commit
* misc additions and fixes
* final tests and additions
* cleanup 1
* fix tests and add a test
* fix tests AGAIN
* abject horror and misery
* cleanup
* cleanup 2
* address some issues
* WORK IN PROGRESS 1
* ITS ALIVE, ALIVE!!!!
* clean up
* WIP 1
* fix small oversight
* big diff of doom
* added CVAR to tile history stack size
* component time
* filescoped namespaces + remove redundant nametag
* fix silly little mistakes
* typo
* TileStacksTest
* bweeeeeeh :P
* nuke cvar
* :3
* WIP2025
* Fix submodule
* It's beginning to look a lot like Christmas
* It's the Most Wonderful Time of the Year
* tiny fix
* fixed extra spacing on yaml
* slightly improve tilestacking test
* Part 1 out of 2 (part 2 tomorrow)
* Part 2
* add a simple tile construction test for tilestacking
* guh
* address reviews (no documentation yet)
* documentation be upon ye
* remove extra spaces
* prediction fix
* dirt
* oops :p
* attempt to make this suck less
* am never doing a PR that touches explosion system ever again
* small fix
* maybe a bit better now?
* more cleanup
* one last cleanup for me
---------
Co-authored-by: Killerqu00 <killerqueen1777@gmail.com>
Co-authored-by: Killerqu00 <47712032+Killerqu00@users.noreply.github.com>
Co-authored-by: ScarKy0 <scarky0@onet.eu>
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>