* was it worth the hype
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* minor stuff
* multi-ingredient recipe support
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* oil transfer
* explosions and fire
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* make the yaml linter happy
* YML recipes
* typo ops
* review
* Apply suggestions from code review
Milon told me to.
Signed-off-by: Vanessa <908648+ShepardToTheStars@users.noreply.github.com>
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
---------
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: Stop-Signs <stopsign221@gmail.com>
Co-authored-by: Vanessa <908648+ShepardToTheStars@users.noreply.github.com>
* Cleanup datafields with matching autogenerated tag [RA0027]
* Remove unused dependencies [CS0414]
* Swap to AddMarkupOrThrow over PushMarkup [CS0618]
* Fix namespacing [CA1050]
* Prefer the generic overload [CA2263]
* Fix exception throwing [CA2208]
* Mark RoundStartCaptain as static [CA1822]
* Don't use string literal [RA0033]
* Remove un-needed null check [CS8073]
* Explicitly set webhookData to null [CS0649]
* Use protoId over bare string
* Prefer HasComp over TryComp with no usage of the actual comp
* 5 minute adventure
* ftl and comments cleanup
* [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>
* works
* shuffle stuff around
* no more fucky wuckies, fucky wuckies are GONE
* maybe this will just fix my problems?
* usings
* thats not how flying works
* review
* Fixed a bug where the server would crash if there were zero cultists and it would try to hold a vote with zero options.
* Added a check to prevent the vote if a steward already exists.
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* Added clarity to logs in case a 2nd cult gets added or something.
* Update Content.Server/_DV/CosmicCult/CosmicCultRuleSystem.cs
Co-authored-by: Milon <milonpl.git@proton.me>
Signed-off-by: Vanessa <908648+ShepardToTheStars@users.noreply.github.com>
---------
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: Milon <milonpl.git@proton.me>
* Move Cooldown to the Event itself
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* Move delay into variable within the component
* Move Cooldown Method into an optional bit within MindSwapPowerSystem
* Remove redundant using and dependency
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* Added TargetObjectiveImmune to PickObjectiveTargetSystem. Moved early merge component to DV namespace (since its not upstream).
* Fixed traitors rolling only heads for teach a lesson
* Derp
* Added more TargetObjectiveImmune filters.
* Comments.
* More changes
* test for now
* icon fix
* text fix
* fucking around, using it more like changeling yo
* whatever failed tests
* probably works?
* fix
* test test
* messing around yet again
* removed useless file
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* why the fuck do objectives work now
* fix round screen not showing up
* implanter, music track and general fixes added
* text improvement
* slightly fixed formatting
* conflict fix
* Update Resources/Prototypes/_DV/Roles/Antags/ntAgent.yml
NTAgent-round-end-name
Co-authored-by: Vanessa <908648+ShepardToTheStars@users.noreply.github.com>
Signed-off-by: Cepelinas1 <kakelis01@gmail.com>
* Update Resources/Prototypes/_DV/Roles/Antags/ntAgent.yml
NTAgent-role-greeting-human
Co-authored-by: Vanessa <908648+ShepardToTheStars@users.noreply.github.com>
Signed-off-by: Cepelinas1 <kakelis01@gmail.com>
---------
Signed-off-by: Cepelinas1 <kakelis01@gmail.com>
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
Co-authored-by: Vanessa <908648+ShepardToTheStars@users.noreply.github.com>
* cleanup
* fix fixtures
* this belongs into the next PR
* review
* misc
---------
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Add unanchor attempt check
* Combine shared component and server component
- Combines SharedGravityGeneratorComponent and GravityGeneratorComponent
- AutoNetworked the GravityActiveBool
* Remove SharedGravityGeneratorComponent
* Update to SharedGravityGeneratorComponent
* Fix to be a complete sentence
* Dirty GravityActive whenever changed
* Rename component and remove view variables
* Update referenced component name
* Move unanchor attempt to shared system
* Add client system
* Revert popup to PopupEntity
* Fix popup to be PopupClient
* Set access restriction on GravityActive
* Borg module action QOL: put module name into tooltips
* Fix tests
* Tidy up component lookups
* formatting
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* This system is ancient
* Destroy that API
* Address reviews
* Destroy merge conflicts from orbit
* seems to work fine
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Flavors, Flavor Profiles, Reagent Text
* Base Reagent and Mix reaction
* Borkinase, flavor stuff
* Final touches me thinks
* Comment out shit
* Update fun.yml
removed comments
* Update fun.yml
Increased output for borkinase and felinase
* explosive reaction
creates razorium when mixed and makes a radioactive explosion. screaming explosion funny!!!
* reagent descriptions
updated em
* chem is no longer nuclear bomb
* remove tile-break scale
* recipe change
done through web view dont kill me im lazy
* removed cellular, halved rads
done through web again, dont end me thanks
* updated locale to reflect name change
* updated reagent to reflect name change
* updated reactions to reflect name changes
---------
Co-authored-by: NoreUhh <noreuhh@gmail.com>
* initial shitcode commit
* command boilerplate
* command flushed out and docs fixes
* missed one important thing in method extraction
* do loc properly
* rest later
* address review
* this worked on my laptop but not on my desktop but okay
* review comments
* address review
* Update DamageableSystem to modern standards
* DamageContainerId -> DamageContainerID with lint flag
* Replace strings with protoids
* Make CVar subscription declarations all consistently whitespaced
* ChangeDamage -> TryChangeDamage, cope with C# jank
* Revert event signature changes
* Restore a comment
* Re-add two queries
* Init the queries
* Use appearanceQuery in DamageChanged
* Use damageableQuery in TryChangeDamage
* Use damageableQuery in SetDamageModifierSetId
* Final cleanup, fix sandboxing
* Rectify ExplosionSystem:::ProcessEntity's call to TryChangeDamage
* Re-organize DamageableSystem
* first big fuck you breaking change.
* THATS A LOT OF DAMAGE!!!
* Fix test fails
* test fixes 2
* push it
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* predicted examine
* atrociously satanic
* do it right this time
* deltafields aren't necessary
* Update Content.Server/Atmos/EntitySystems/AtmosphereSystem.DeltaPressure.cs
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* eye on the prize
* OnStackInteractUsing, TryMergeStacks, TryMergeToHands, TryMergeToContacts
* namespace
* Use, get count, getMaxCount
* component access
* add regions, mark TODO
* obsolete TryAdd, public TryMergeStacks
* GetMaxCount
* event handlers
* event handlers
* SetCount
* client server event handlers
* move to shared
* Revert "move to shared"
This reverts commit 45540a2d6b8e1e6d2a8f83a584267776c7edcd73.
* misc changes to shared
* split
* spawn and SpawnNextToOrDrop
* SpawnMultipleAtPosition, SpawnMultipleNextToOrDrop, CalculateSpawns, general server cleanup
* Rename Use to TryUse.
* Small misc changes
* Remove obsolete functions
* Remove some SetCount calls
* Partialize
* small misc change
* don't nuke the git dif with the namespace block
* Comments and reordering
* touchup to UpdateLingering
* Summary comment for StackStatusControl
* Last pass
* Actual last pass (for now)
* I know myself too well
* fixup
* goodbye lingering
* fixes
* review
* fix test
* second look
* fix test
* forgot
* remove early comp getting
---------
Co-authored-by: iaada <iaada@users.noreply.github.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Drunk moment
* push
* fix test fails + a smidge of cleanup
* two smidges of cleanup
* Unpredicted so don't need the workaround
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Initial commit
* Small QOL buff
* Review changes
* Ch-ch-ch-ch-chaaaanges
* Review changes
* oops
* Oh ya fix the fill thing
* cleanup warnings make a few more private methods
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* it works! kinda
* so it works now
* minor cleanup
* central button now is useful too
* more cleanup
* minor cleanup
* more cleanup
* refactor: migrated code from toolbox (as it was rejected as too specific)
* feat: moved border drawing for radial menu into RadialMenuTextureButton. Radial menu position setting into was moved to OverrideArrange to not being called on every frame
* refactor: major reworks!
* renamed DrawBagleSector to DrawAnnulusSector
* Remove strange indexing
* Regularize math
* refactor: re-orienting segment elements to be Y-mirrored
* refactor: extracted radial menu radius multiplier property, changed color pallet for radial menu button
* refactor: removed icon backgrounds on textures used in current radial menu buttons with sectors, RadialContainer Radius renamed and now actually changed control radius.
* refactor: in RadialMenuTextureButtonWithSector all sector colors are converted to and from sRGB in property getter-setters
* refactor: renamed srgb to include Srgb suffix so devs gonna see that its srgb clearly
* fix: enabled any functional keys pressed when pushing radial menu buttons
* fix: radial menu sector now scales with UIScale
* fix: accept only one event when clicking on radial menu ContextualButton
* fix: now radial menu buttons accepts only click/alt-click, now clicks outside menu closes menu always
* feat: simple radial menu prototype for easier creation
* refactor: cleanup, restored emote filtering, button models now have class hierarchy
* refactor: remove usage of closure from 'outside code'
* refactor: remove non existing type from UiControlTest
* refactor: remove unused using
* refactor: revert ability to declare radial menu layers in xaml, scale 32px sprites using scale in radial menu
* refactor: whitespaces
* feat: now door remote have some kind of ui to switch mode
* refactor: subscribe for dispose on existing radial menus
* feat: now simple radial menu button models can have custom color for each sector background (and hover background color). Also added OpenOverMouseScreenPosition inside SimpleRadialMenu
* fix: AI door menu now can be closed by verb if it gets unpowered
* refactor: simplify code for DoorRemoteBoundUserInterface
* fix open/close mode sprite
* remove broken merge changes
* refactor: changed DoorRemoteSystem to be fully in shared
* refactor: localize DoorRemoteBoundUserInterface
* refactor: fix multiple invocation for TryToggleDoor inside DoorRemoteSystem on prediction
* refactor: extracted sprites and loc strings into prototype for cleaner code. Currently selected mode now have different background.
* refactor: changed hover selected color to recommmended
* refactor: reuse stylenano colors!
* review
* refactor: remove StyleNano reference
* refactor: revert removal of item status for door remote
* refactor: fix status control misprediction
* refactor: remove invalid comments, rename client DoorRemoteSystem comp after handle method
* refactor: fix DoorRemoteStatusControl not displaying status on entity pickup
---------
Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* kudzu edible, food htn starts at peckish, no nutrition needed for npc to eat
* fix kudzu tags
* remove old stomach 2 from ruminant body
* make kudzu nutrition non-zero
* skip targeting food if nutrition is zero
* move edible from baseKudzu
* Make zombie system not fard
* Actually who cares if our owner is not a zombie, let melee weapons be zombies that's funny as fuck
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* feat: predict evaporation
* refactor: move puddle update logic to shared
* refactor: move more puddle stuff to Shared
Still can't do stuff that creates puddles :(
* refactor: move puddle transfers to shared
* fix: various style fixes + switch to predicted variants
* style: make some puddle stuff private instead of protected
* refactor: move solution dumping to its own system
* docs: clarify Drainable/Dumpable/Refillable docs
Also whacks unneeded VVAccess's.
* fix: audit usages of drainable+refillable
I'm leaving spear and arrow for now... but I don't love it.
* Added an item query I guess
* Review changes
* You can pour out waterguns
* Review changes
* oops
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
Co-authored-by: SlamBamActionman <slambamactionman@gmail.com>
* Hitscans are now entities
* Cleanup
* Cleanup
* Silly mistakes but stop sign testing helps :)
* Address most of the review
* Reviews
* perry :(
* Final reviews
* Add comments
* Split event up
* better comment
* cleanup
* add bank commands
* Follow convention
* use protoId
* make logic better
* Move stuff to shared
* Make things dirty
* Move UpdateBankAccount to shared as well
* nullable + resolve
* Fix commands
* make things less legible
* typo
* same typo
* im dumb
* I don't know how to spell
* replace select with foreach
Co-authored-by: Simon <63975668+Simyon264@users.noreply.github.com>
* replace select with foreach again
---------
Co-authored-by: Simon <63975668+Simyon264@users.noreply.github.com>
* move to shared
* entity effect to shared
* refactor: whitespaces+xml-doc typo fixups
* refactor: a little bit more of xml-doc typos fixups
Removed Incompatible RMC Emotes stuff.
---------
Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
* LOCKED THE FUCK IN
* Forgot this little fella
* Crying
* All entity effects ported, needs cleanup still
* Commit
* HEHEHEHAW
* Shelve for now
* fixe
* Big
* First big chunk of changes
* Big if true
* Commit
* IT BUILDS!!!
* Fix LINTER fails
* Cleanup
* Scale working, cut down on some evil code
* Delete old Entity Effects
* Accidentally breaking shit by fixing bugs
* Fix a bunch of effects not working
* Fix reagent thresholds
* Update damage
* Wait don't change the gas metabolisms A
* Cleanup
* more fixes
* Eh
* Misc fixes and jank
* Remove two things, add bullshit, change condition to inverted
* Remove unused "Shared" system structure
* Namespace fix
* merge conflicts/cleanup
* More fixes
* Guidebook text begins
* Shelve
* Push
* More shit to push
* Fix
* Fix merg conflicts
* BLOOD FOR THE BLOOD GOD!!!
* Mild cleanup and lists
* Fix localization and comments
* Shuffle localization around a bit.
* All done?
* Nearly everything
* Is this the end?
* Whoops forgot to remove that TODO
* Get rid of some warnings for good measure...
* It's done
* Should make those virtual in case we want to override them tbqh...
* Update Content.Shared/EntityEffects/Effects/Botany/PlantAttributes/PlantDestroySeeds.cs
Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
* Fix test fails real
* Add to codeowners
* Documentation to everything
* Forgot to push whoops
* Standardize Condition names
* Fix up metabolism a little as a treat
* review
* add IsServer checks
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
* - hugbot
- bdy with two arms because it needs two arms to hug
- is constructable from:
- box of hugs
- proximity sensor
- two borg arms
- lots of voice lines
- kinda like a medibot, it chases you down and then hugs you
- except if it's emagged, then it punches you :)
- it has a 2m cooldown per person by default
- MeleeAttackOperator
- Read the doc, but it's an operator which makes the NPC hit a target exactly once assuming it's in range.
- Used to make the hugbot attack
- RaiseEventForOwnerOperator
- Read the doc, but it's an operator which raises an event on the owning NPC.
- Used to make the hugbot hug extra code, specifically for the cooldown
- Changes to existing code:
- `ComponentFilter : UtilityQueryFilter` gets `RetainWithComp` added which, as the name implies, retains entities with the specified comps rather than removing them. Basically, it lets you negate the filter.
- `SpeakOperator : HTNOperator`'s `speech` field can use a `LocalizedDataSet` instead of just a locstring now
- (I updated all of the existing usages for this)
-
* two arms
* wait what if we just used mimebot arms so it doesn't look awful
* smort
* Ninja Bombing moved to blacklist
* Added blocker to "Solars"
Solars is too generic for a named bombing target.
* Change to AllEntityQuery
More clear intent
* Update migration.yml
Add migration to 'null' for removed WarpPointBombing entity
* Update NinjaConditionsSystem.cs
Undo some tidying
* Changed to tag
Ninja blocking component is now a tag instead of a new component
* Update NinjaConditionsSystem.cs
detidying
* Update NinjaConditionsSystem.cs
Change to efficient enumerator
* Move blacklist to component
Moved blacklist to spidercharge component
* Update migration.yml
fixed component reference
* Update migration.yml
Fixes Saltern. Exo is more complicated.
---------
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Added special crayon with infinite charges for borg usage.
* Use battery system to manage charges.
* Reverted extra changes
* Set charge on init
* removed init assignment
* Added comments to crayoncomponent
* tweaked comments
* Working with the new charges component, but at what cost?
* Remvoed extra field
* Apply suggestion from @slarticodefast
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Apply suggestion from @slarticodefast
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Apply suggestion from @slarticodefast
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Apply suggestion from @slarticodefast
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Fix renamed variables and descriptions in comments
* Variable naming, comment cleanup and autonetworking.
* Fix for test case, modified on init
* Cleaned up/merged charges logic
* review
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Add variables to cluwne component, update to the new style, add unremovable option to setoutfit.
* not nullable, shorthand
* Add comments, address reviews
* why, was i drunk?
* Apply suggestions from code review
---------
Co-authored-by: Jessica M <jessica@maybe.sh>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* add intrinsic store, replace revenant store with it.
* migrate PAI and also move to shared where possible
* fix typos and clean up... intrinisic
* oops, hopefully fixes test
* Move to StoreSystem and ActionGrant
* documentation and remove thing
* review
---------
Co-authored-by: Jessica M <jessica@maybe.sh>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Initial edits of files
Untested yet. I would like to make sure all is accounted for before moving the files.
* trying my best
* Revert "trying my best"
This reverts commit 9aeece466df0169adec97e3947b061b54fd9b388.
* Revert "Initial edits of files"
This reverts commit 45c6e2343844b5fcafadbf2e5115fb2f241086a1.
* an actual meal
* Added networking to LungComponent.cs
* removed duplicate using
* moving GasRagents to SharedAtmosphereSystem.cs
* Switched obsolete logger usages to use Sawmill
Fix the majority of obsolete logger usages outside the engine code.
* Fix injection in ChatManager and revert BuildMech changes
* Removed extra manual injection
* Reduced extra static injection and reverted changes to CommandButton as it needs engine changes.
* Removed two more cases of double injection and an extra using
* Reverted changes for Inventory Display
* Moved sawmill setup outside constructor in Table to resolve test failure
* Clean up some parts of ExplosionSystem
* Update Content.Shared/Damage/DamageSpecifier.cs
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Review
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Readds taser to security
* removes item drop from regular tasers, adds item drop to admeme tasers
* Fixes stun on collide options
* Fixes drop
* Lowers fire rate for taser
* stop jammer from jamming radio of certain frequency
* xenoborg jammer no longer jamms xenoborg radio
* stop jammer from jamming device network signals from certain frequency
* xenoborg jammer no longer jamms xenoborg camera signal
* the old tale of the missing ;
* backwards
* fix issue with readonly
* comments to the frequencies excluded
* triple typo
* clearer summary
* add summary
* fixed 4th hidden typo
* crossing the pond
* share some station records
* share some criminal records
* single system
* comments
* minor touchups
* I always forget this part
* requested changes
* revert predicted spawn
* requested changes
---------
Co-authored-by: iaada <iaada@users.noreply.github.com>
* add silicon smite
* change string to prototypes
Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
* alphabetitize
* fix stuff scar broke
* clean
* make target have the silicon mindrole
* simple check
* defined a private readonly proto for the silicon mind role
* simple check
---------
Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
Co-authored-by: ScarKy0 <scarky0@onet.eu>
* Initial commit
* Fixing merge conflict
* Merge conflict fixed
* Anchorable entities can now be marked as 'unanchorable'
* Revert "Anchorable entities can now be marked as 'unanchorable'"
This reverts commit 6a502e62a703cf06bd36ed3bdefe655fc074cfc5
This functionality will be made into a separate PR
* Error sprite
* Update AI core appearance with sustained damage, spawn scrap on destroyed
* Added intellicard sprite
* AI damage overlays
* Added fixtures
* AI core accent changes when damaged or low on power
* Bug fix and pop up messages for inserting AIs into inoperable cores
* Updated 'dead' sprite
* Destroying the AI core reduces the number of AI job slots available
* AI battery duration set to 10 minutes
* Initial commit
* Allow MMIs used in the construction of AI cores to take them over
* Initial resources commit
* Initial code commit
* Sprite update
* Bug fixes and updates
* Basic console UI
* Code refactor
* Added lock screen
* Added all outstanding UI features
* Added purge sprites
* Better appearance handling
* Fixed issue with purge sprite
* Finalized UI design
* Major components finalized
* Bit of clean up
* Removed some code that was used for testing
* Tweaked some text
* Removed extra space
* Added the circuitboard to the RD's locker
* Addressed reviewer comments plus tweaks
* Addressed reviewer comments plus tweaks
* Removed instances of granular damage
* Various improvements
* Removed testing code
* Fixed issue with disabled buttons
* Finalized code
* Addressed review comments
* Added a spare Station AI core electronics to the research director's locker
* Fixing build failure
* Addressed review comments
* Addressed review comments
* Added reverse path for construction graph
* Removed unneeded reference
* Parts can be purchased through cargo
* Fixing merge conflict
* Merge conflict resolved
* Fixing merge conflict
* Code update
* Code updates
* Increased AI core health and gave it a sell price to fix test fail
* Added screen static sprite
* Added better support for ghosted AI players plus code tweaks
* Various improvements and clean up
* Increased purge duration to 60 seconds
* Fixed needless complication
* Addressed reviewer comments part 1
* Addressed reviewer comments part 2
* Further fixes
* Trying lower battery values to see if it fixes the test fail
* Adjusted power values again
* Addressed review comments
* Addressed review comments
* Fixed test fail
* Fixed bug with endless rebooting. Using rejuvenation on an AI core revives the AI inside.
* Added pop up text
* Bug fix
* Tweaks and fixes
* Fixed restoration console not updating when the AI finishes rebooting
* Update SharedStationAiSystem.Held.cs
---------
Co-authored-by: ScarKy0 <scarky0@onet.eu>
* Kitchen spike and sharp system
* Use transform and parent
* A
* Works
* A
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* move all the radio components and system to Shared.
* duh split impl
* address reviews
* cleanup
---------
Co-authored-by: walksanatora <walkerffo22@gmail.com>
* First commit
* CommandImplementation on singletons is die, a la moony
* Fix duplicated thingy because yes
* Prototypes, bugfixes, refactoring oh my
* Remember to actually stage your ftl changes next time, leaf
* idk no longer shrugs
* accidentally had this in here!
* this was accidentally in here too!
* fucked up the removal
* fucked it up again this should HOPEFULLY be the last one
turns out it's hard to revert the edit of a file that's just numbers and spaces who woulda thunk?
* Restore SpaceStation14.sln to master
* Restore development.toml
---------
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Fix usages of TryIndex()
Most usages of TryIndex() were using it incorrectly. Checking whether prototype IDs specified in prototypes actually existed before using them. This is not appropriate as it's just hiding bugs that should be getting caught by the YAML linter and other tools. (#39115)
This then resulted in TryIndex() getting modified to log errors (94f98073b0), which is incorrect as it causes false-positive errors in proper uses of the API: external data validation. (#39098)
This commit goes through and checks every call site of TryIndex() to see whether they were correct. Most call sites were replaced with the new Resolve(), which is suitable for these "defensive programming" use cases.
Fixes#39115
Breaking change: while doing this I noticed IdCardComponent and related systems were erroneously using ProtoId<AccessLevelPrototype> for job prototypes. This has been corrected.
* fix tests
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Title
* Tired
* That shit did nothing goddamn
* Fix for real
* Use og code
* Hmmm borgaer
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* alert cleanup and API
* I expect update loops to be at the top.
* Address review
* Address review x 2
* Merg my PR
* Fix
* Update Content.Shared/Alert/AlertsSystem.cs
webedit
Co-authored-by: Perry Fraser <perryprog@users.noreply.github.com>
* FIX THAT TEST FAIL!!!!
* Me when I forget to actually give you alerts
* Hammedborgar
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
Co-authored-by: Perry Fraser <perryprog@users.noreply.github.com>
* Make yaml gas serialization cleaner
* fix exception
* fix validation code
* rudimentary test & permissive loading
* change it a bit
* Test fixes and adjustments
* added secret gamepresets
* cut down on alias
* remove all secret presets
* change the command to allow for a secret argument
* update test
* moved the secret argument after the number of rounds argument
* added completions
* localization and use of CompletionHelper.Booleans
* command now has a option for a decoy preset
* fixed decoy message in the end
* ops
* clean up
* hint 2
* improve localization
---------
Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com>
* First balance pass to clamp glimmer multiplier at 3x
* Balance pass 2 New formula and removed old variable
* Adjusted formula after reviewing curve
* New Equation
* 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>
* Small formatting
---------
Signed-off-by: SirSmith148 <64059804+SirSmith148@users.noreply.github.com>
Co-authored-by: Charlie Morley <cmorley191@gmail.com>
* uhmmm
* health analyzer gaming
* cleanup
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* yeah
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* text update
* cleanup
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* Add NVG to visor, Ion Immunity and no EMP armor ignore
* Comments..
* .ftl from up to _DV
* Rewrote visor description.
* Remove ftl newline, forgor desc comment.
* Protect arrivals and evac from meteors (slightly)
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* change meteor protection zone to a MarkerBase
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* 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
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* 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>
Signed-off-by: SirSmith148 <64059804+SirSmith148@users.noreply.github.com>
* 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>
Signed-off-by: SirSmith148 <64059804+SirSmith148@users.noreply.github.com>
* Update Content.Shared/Xenoarchaeology/Equipment/Components/AnalysisConsoleComponent.cs
Co-authored-by: Charlie Morley <cmorley191@gmail.com>
Signed-off-by: SirSmith148 <64059804+SirSmith148@users.noreply.github.com>
* 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>
* Holofan re-balance. No longer infinite but recharge.
Original Implementation by MajorMoth. Modified and expanded on by ShepardToTheStars. Holofans Changes (#1394)
<!-- Guidelines:
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<!-- What did you change? -->
- Holofans are now timed
- Holobarriers are now charge based, and produce a timed barrier
<!-- Discuss how this would affect game balance or explain why it was
changed. Link any relevant discussions or issues. -->
Direction request to avoid them being up all shift and doing atmos
shenanigans.
<!-- Summary of code changes for easier review. -->
New components and systems to handle detailed descriptions on holofan
barriers. Bunch of .yml changes.
Because both holograms can now either be destroyed, or despawn after 5
minutes, a complete rewrite of the way they're produced was necessary.
The projectors still have 6 uses and can recharge 1 use every 2 minutes.
Clicking on a holo barrier/fan with the correct projector will delete
it, and add a charge back to the projector.
<!-- Attach media if the PR makes ingame changes (clothing, items,
features, etc).
Small fixes/refactors are exempt. Media may be used in SS14 progress
reports with credit. -->
N/A
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- [X] I have added media to this PR or it does not require an ingame
showcase.
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not use any AI-generated content.
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closed at maintainer’s discretion -->
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**Changelog**
<!-- Add a Changelog entry to make players aware of new features or
changes that could affect gameplay.
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🆑 Jakumba
- add: Added a warning text when inspecting a Holofan and Holobarrier
with duration before they expire
- tweak: Holobarrier Projectors now work on a charge base system
- tweak: Holofans and Holobarriers now last for five minutes when placed
---------
Co-authored-by: Falcon <falcon@zigtag.dev>
Co-authored by: Vanessa <vanessalouwagie@gmail.com>
* Added a CanPickup variable to the component to disallow picking up holoprojections.
* Hid the empty version of HoloprojectorEngineering
* YAML cleanup
* Holoprojection locale update
* Old logic cleanup
* Fixed holobarrier sprite
* Words
* Fixed hidden projector in DV namespace
* Excluded TimedDespawnDetailed from test that already excluded the TimedDespawn comp
* PR #4734 feedback changes
* oops. Actually put StopTimer in TimedDespawnDetailed
---------
Co-authored-by: Jakumba <16194688+Jakumba@users.noreply.github.com>
Co-authored-by: Falcon <falcon@zigtag.dev>
* Oh my god there are sharks here
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* I don't even know man
* Fix spaces
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* fixes fixes fixes
* English language was invented to sell more dictionaries
* eveny
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* Removed Basic borg IDs.
* Added ID chips to derelict borgs so they don't have to beg to get into the station.
* Added the ability to unlock derelict syndicate cyborgs to roboticists
* Lathes now create borg ID chips with all Borg AA permissions.
* Added new component for Borg ID chips to prevent them from being copied.
* Fixed words
* Added BorgIdCard to BaseIdChip
* Logic hard
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* Added BorgModulesDeltaV to exofabs
* Fixed build error
* Update Content.Shared/_DV/Access/Components/BorgIdCardComponent.cs
Co-authored-by: Tobias Berger <toby@tobot.dev>
Signed-off-by: Vanessa <908648+ShepardToTheStars@users.noreply.github.com>
* PR #4821 feedback
* Forgot to rename a file.
---------
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>
* Add Minor Mass Mind Swap
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Move away from Nyanotrasen namespace, Add Default Value for isTemporary
* Raise Glimmer Requirmeents from 500 to 750, Reduce Max pairs from 5 to 3
* Review Changes
* Moving null up
* Changes as Direction requested
* Remove non-fitting comment
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* Add magnet to 11 lathes and ore box unfinished fully.
* Remove ore box part.
* Fix the linter..
* Added magnet turn off on eject.
* Redo magnet to base and fix seperate bug.
* make meteor swarm event actually hit the station
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* remove MeteorSwarm targeting admin logs
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* Commented out StunVisuals
* Fixed engi borgs not being able to hold modular machine parts
* Fixed admin ghosts popping up a message when alt-clicking on IPCs
* Fixed Book of Mysteries
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Fixed some borg modules that got missed.
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* Add Bipod System
* Add the NT-3
* Small fixes
* Small fixes
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* Fix Test Fails
* Small oversight
* Robust the Code
* Fix Action Name
Co-authored-by: Tobias Berger <toby@tobot.dev>
Signed-off-by: Sir Warock <67167466+SirWarock@users.noreply.github.com>
* Fix Action Description
Co-authored-by: Tobias Berger <toby@tobot.dev>
Signed-off-by: Sir Warock <67167466+SirWarock@users.noreply.github.com>
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Add WallPierce + Changes
* Small fix
* Cleanup
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Fix Testfail + Add Descriptions
---------
Signed-off-by: Sir Warock <67167466+SirWarock@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>
Co-authored-by: Vanessa <908648+ShepardToTheStars@users.noreply.github.com>
This PR adds delta-pressure damage. In short, airtight structures can now take damage proportional to the difference in pressures between the sides of the structure.
* Removed the old MechAssembly system and component.
Converted all mechs to use the unified PartAssembly system.
Removed dismantling mechs during assembly logic to simplify the code.
* Delete Chassis via migration
* New Feature
* Cleanup
* Bump threshold
* Update
* Update
* Single change
* Me when I forgor the yaml
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* adds `KeysIn` data field to `ChemicalPayloadComponent`
And check when handling chemical payloads that a trigger key exists.
* Update Content.Server/Payload/EntitySystems/PayloadSystem.cs
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>