* renamed Δv railing to reinforced variant
* made delv railings craftable, TODO: fix decon and hitbox
* wip
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* fix: ergo chairs now unanchored on creation, counter corner textures fixed. TODO: counter intersect texture redos for metal, wood, craft
* rug and mat constructiongraphs added, countertops fixed. rug orientations need to be fixed
* i hope this will still work
* out of time
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* i forgot to remove this
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* Delete useless constructiongraph
Signed-off-by: muon <ilovetoaaaaaainthemorn@gmail.com>
* Revert "Delete useless constructiongraph"
This reverts commit 2be446d310.
* final changes before review, fix offset desks
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* Update Resources/Prototypes/Entities/Structures/Walls/railing.yml
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* Update Resources/Prototypes/_Nuclear14/Entities/Structures/Furniture/rugs_carpets.yml
Signed-off-by: muon <ilovetoaaaaaainthemorn@gmail.com>
* Apply suggestions from code review
Co-authored-by: muon <ilovetoaaaaaainthemorn@gmail.com>
Signed-off-by: muon <ilovetoaaaaaainthemorn@gmail.com>
* Apply suggestions from code review
Co-authored-by: muon <ilovetoaaaaaainthemorn@gmail.com>
Signed-off-by: muon <ilovetoaaaaaainthemorn@gmail.com>
* add locids
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* revert alt desk to normal
* fix test fails
* fix test fails pt. 2
* hopefully last fix
* rug fixes
* fix up mats required
* oops i forgot to add this
* Apply suggestions from Toby222's code review
Co-authored-by: Tobias Berger <toby@tobot.dev>
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* Apply additional suggestions from Toby222
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* oookay one last thing maybe
* apply additional review changes
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Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
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* boop
* forgor about the leviathan
* buff ICEE give cannon scope
* maybe fixed?
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* Update uplink_catalog.yml
* boop
* Update Resources/Prototypes/_DV/Entities/Markers/Spawners/Random/safes.yml
Co-authored-by: Radezolid <snappednexus@gmail.com>
Signed-off-by: Halo3moth <mdavid.wininger@gmail.com>
* Update Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml
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Signed-off-by: Halo3moth <mdavid.wininger@gmail.com>
* Update Resources/Prototypes/_DV/Entities/Markers/Spawners/Random/security.yml
Co-authored-by: Radezolid <snappednexus@gmail.com>
Signed-off-by: Halo3moth <mdavid.wininger@gmail.com>
* should be all of it
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Co-authored-by: Radezolid <snappednexus@gmail.com>
Ghost types (space-wizards/space-station-14#37949)
* Empty commit
* yeah thingi
* added a GetHighestDamageTypes thingi to the DamageableSystem
* no idea why those files names are different only in github so just in case readding them
* yeah doing that
* first steps of moving the logic somewhere nicer
* still plenty to do
* gosh such a mess but getting progress done
* small fixie push
* big mess of bunch of stuff
* dealing with a conflict and fixing the random numbers
* testing if github will update now
* dealing with the other conflict
* github please update i beg you
* dealing with more conflicts
* hopefully this fixes it
* fixing conflicts again
* cleaning up stuffies
* sprite fixie
* general cleanup
* doing the small fixies first
* getting rid of the new event, gotta handle ashing next
* adding spaces to comments before i forget
* handling ashing
* think that did it?
* small fixies
* more small fixies
* last batch of quickie fixies before i gotta handle the bigger stuff
* last bunch of fixies i do understand
* small bit of progress yknow may as well yeah
* renaming and moving stuff to shared
* comment fixiees
* saving damage in a new component instead of in MindComponent
* protoid's and dict usage instead of the previously ickier methods
* small fixie before biggie fixie
* more fixies im slepy gosh
* thinkie that should fixie it
* smoothed the damage storage systeem so its less repetitive and icki and now itss cooler and i can go eepy
* lots of stuffies x3
* first step of getting git to detect my file name changes
* thinkie that should fixie it
* fixies
* just getting rid of the merge conflict, will check damageable later
* small thingies first
* more small stuffiees
* now all of the sprites have at leeast a 0
* dirtying the lastbody comp
* more fixies
* small thingi first
* another small fixie and a minor sprite fixie
* rng fixie
* moving the damage storage system to shared
* smoothing out code thats likely to be replaced soon but its good to do for now
* just showing progress bcus yis
* general progress stuffies mhm
* pushie
* small cleanup
* general progress :3
* in progress push for helpie
* proper pushie with progress and workies
* removed unnecessary usage of the storedamage component
* minor fixiees
* extra comments
* replaced a couple strings for ProtoId's
* gibbing related fixies :3
Signed-off-by: DisposableCrewmember42 <disposablecrewmember42@proton.me>
Co-authored-by: Thinbug <101073555+Thinbug0@users.noreply.github.com>
* Oo Icy Fountain
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* Cloaks and hats for captain and HoS
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* Removed time requirement
* evil
* Added fix
---------
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* Camera map
* I hope this helps
* Review 1
* Review 2
* Review 3
* Review 4
* Review 5
* Colorblind mode support
* Review 6
* Change design
* Map wire
* Logic fix
* Fix a terrible mistake
* Fix
* Fix 2
* Small rename
* More fix
* Better removal
* And another fix
* Will it work?
* It is literally pointless
* some small things
* .rsi
* mini vial
* try stop TryStopNukeOpsFromConstantlyFailing from failing
* slight sprite change
* mail and lathe recipe
* real test fail
* resolve arbitrage
* cleanup
* always forgetting something
* always forgetting something
* drink no more
* remove integrated vial
* initial port
* Rename the rsi states
* Rename the rsi states
* up to standards
* finish
* testfail
* minor touchup
* arby
* op
* mix meta
* small changes to the vials
* commit
* commit
* style nit
---------
Co-authored-by: iaada <iaada@users.noreply.github.com>
Co-authored-by: Janet Blackquill <uhhadd@gmail.com>
* Add CryoPodWindow (placeholder)
* Change HealthAnalyzerWindow: split off reusable HealthAnalyzerControl for cryo pod UI
* Improve CryoPodWindow: add health analyzer
* Improve CryoPodWindow: add eject button
This wasn't requested in the issue but I implemented it as practice with the UI system.
* Rewrote GasAnalyzerWindow, split off reusable gas mix viewer for cryo pod
* Change GasAnalyzerWindow: change back to three columns
With two rows you get a layouting bug when there's a lot of different gases, which looks somewhat bad. I didn't feel like fixing the layouting bug (it's an engine issue) so we're going back to three columns. That way you don't ever get two rows in practice.
* Change GasAnalyzerWindow: simplify by disabling Resizable
I added a lot of complexity to make resizable work nicely with a derived max & min size, but it's not necessary.
* Change GasAnalyzerWindow: file-wide namespace
* Change GasAnalyzerSystem: add GenerateGasMixEntry
* Split HealthAnalyzerUiState from HealthAnalyzerScannedUserMessage
* Rewrote CryoPodWindow, add atmos info
* Improve CryoPodWindow: add loading placeholder
* Improve CryoPodWindow: add internationalization support
* Fix GasAnalyzerControl: add missing translation
* Improve CryoPodWindow: add beaker info, high temperature warning
* Improve CryoPodWindow/System: inject button in window + necessary system changes
* Fix CryoPodWindow: Entering cryopod now closes window
This way you can't heal yourself with a cryopod.
* Change CryoPodWindow: add & update comments
* Change HealthAnalyzerComponent: remove `uiKey` property (no longer necessary)
* Tiny fixes
* Improve CryoPodUiMessage: replace string with enum
* Change GasAnalyzerWindow: simplify Measure code
* Change CryoPodComponent: rename Injecting to InjectionBuffer
* Change CryoPodBUI: tiny code simplification
* Fix HealthAnalyzerComponent: Removed stray import
* Improve CryoPodWindow: Prettier, concise atmos
* Improve CryoPodWindow: Chemicals bar chart
* Improve CryoPodWindow: Add Ruler to reagents
* Change CryoPodWindow: More horizontal layout
* Improve CryoPodWindow: Reduce height jiggling
The health analyzer's height changes a lot, which can be annoying with the buttons (for example when the oxygen damage label is popping in and out)
* Improve CryoPodWindow: Add setup checklist
This is mostly here to fill vertical space in the new horizontal layout.
* Improve CryoPodWindow: Eject beaker button
* Improve CryoPodWindow: Localization
* Improve CryoPodWindow: Add BeakerBarChart
An animated version of the chemicals chart
* Fix CryoPodSystem: Ejecting beaker no longer clears injection buffer
* Improve BeakerBarChart: Not animated on first frame
* Fix CryoPodWindow: Fix broken translation
* Improve CryoPodWindow: Reorder sections
* Fix BeakerBarChart: Tooltips now show up
* Change BeakerBarChart: Reorder functions
* Change CryoPodWindow: Reorder sections, change margins
* Change CryoPodWindow: Edit flavor text
* Revert changes to GasAnalyzerWindow
Since GasAnalyzerControl is no longer used in CryoPodWindow, these changes are no longer relevant to this PR.
* Tidy CryoPodWindow: Remove old workarounds
These are old layouting bug workarounds from the older version of CryoPodWindow that had a ScrollContainer in it. They're no longer necessary. Less ScrollContainers less problems.
* Tidy up: Remove unused imports
* Remove LabelledSplitBar
It was replaced by BeakerBarChart, which is a lot fancier.
* Tidy up: Tiny code style fix
* Change CryoPodSystem: Move code from server to shared
This is still without adding UI prediction
* move a ton of stuff to shared.
* one last thing
* Improve BeakerBarChart: Keep visual entry width when swapping beakers
* Improve BeakerBarChart: Respect beaker order of reagents
* Improve CryoPodWindow: Ensure space for injection buffer
We need to keep space on the chart for the injection buffer after swapping to a full beaker.
* Improve CryoPodWindow: Prettier ejection error
* Improve CryoPodWindow: Add "Cooling patient" status
* BeakerBarChart: Fix UI scale bug
* BeakerBarChart: Fix bluespace beaker ugliness
* BeakerBarChart: Add more pod status strings
* HealthAnalyzerControl: Filewide namespace, sort imports
* Style fix: Replace `bool x = y` with `var x = y`
* CryoPodUiMessage: Split off separate class for inject
* SharedCryoPodSystem: Move message-related code into Subs.BuiEvents
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* add sprites
* update sprite
* repaired sprite
* repaired pinpointer
* different id
* piece of pinpointer core
* borgs drop the piece
* end of file new line
* typo
Co-authored-by: āda <ss.adasts@gmail.com>
* make the tape darker
* four variations
* same variation in the crafting menu
---------
Co-authored-by: āda <ss.adasts@gmail.com>
* Decouple gibbing from the body system
* allow gibs that don't drop giblets
* pass through user
* prediction gon
* comment
* destructible
* playpvs
* very very very very very very very minor cleanup
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* One commit ops
* Please the maintainer gods
* More requested changes
* review
* actually this is probably a good idea
---------
Co-authored-by: ScarKy0 <scarky0@onet.eu>
* 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
---------
Co-authored-by: Killerqu00 <killerqueen1777@gmail.com>
Co-authored-by: Killerqu00 <47712032+Killerqu00@users.noreply.github.com>
Co-authored-by: ScarKy0 <scarky0@onet.eu>
role time tracking support for admined players
Co-authored-by: Milon <milonpl.git@proton.me>
Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
* Allow the admin door remote to toggle overcharge
* Apply suggestions from code review
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Spray bottles with visible reagent contents
* Fixed cargo catalog to correctly reference the new spray bottle rsi
* Fixed indentation on rsi meta files
* Updated copyright in spray_bottle.rsi meta
* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/spray.yml
Co-authored-by: āda <ss.adasts@gmail.com>
* Updated to follow yml convention, modified to inherit from DrinkBase and renamed fill textures
* Fixed solution names
* Updated solution name in BorgMegaSprayBottle
* de-hardcode solution name
* less breaking
---------
Co-authored-by: āda <ss.adasts@gmail.com>
Co-authored-by: iaada <iaada@users.noreply.github.com>
* PUSH!!!
* Femtanyl
* eh swap em back
* My PR is ruined!!!
* review 2 electric boogaloo
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Clowns base mask now has the ability to toggle the wig on and off.
* Changes the clown mask to have a foldable wig.
* Adds my credit for the wigless sprites in the meta.json
* Redid the description.
* Added an a to the description. Smiles.
* Resolved changes, thanks beck!
* Initial commit
* Add a note to not abuse the darrrrn machine
* Remove nukie planet (hopefully) and fix duffelbag
* jug solution name
---------
Co-authored-by: iaada <iaada@users.noreply.github.com>
* Add craft for bonfire and bonfire with stake
* review
* review
* nullable MaxFireStacks
* retry
* retry
* review
* I will change it and hope that they will agree with me
* Revert "I will change it and hope that they will agree with me"
This reverts commit 83823692d0116bf9aa9eceb85a10e95c88b51fb9.
* construction
Merged the graphs
Changed the bonfire stake ID to follow the proper naming scheme
* add destroy sound
* planks Instead of logs
* of course I forgot about ftl
* Slarti review + Princess review
Yes I sneaked an admeme abuse change here
* a small fix
* clamp firestacks
* This was on purpose, leave as is
This reverts commit 7d63e38b66cb63e5e50b7fac5030013e2ef508b5.
* irrelevant
* Fixtures
* cleanup
---------
Co-authored-by: ScarKy0 <scarky0@onet.eu>
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Made it so that vox now say they become fried chicken upon taking enough heat dmg
* updated a comment to be more clear
* changed the name of bodyburnvox-text-other to bodyburn-vox-text-other
* forgot that I needed to also update the text in vox.yml to go with the previous commit change
* BurnBodyBehavior now takes bodyburn-text-others as default
* fixed suggested changes
* Relized I forgot to do a suggested change, I have now done it
* Update Content.Server/Destructible/Thresholds/Behaviors/BurnBodyBehavior.cs
* Update Content.Server/Destructible/Thresholds/Behaviors/BurnBodyBehavior.cs
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* innit bruv, but also done!
* added comment to signify why it's like that
* init, but done
* init commit
* you think you got everythin, until you didn't
* credits and one last touch up
* i fucking hate git
* KILL OLD COMMITS
This reverts commit 6f834a51de611f215ede02f291a9d834777884a5.
* KILLING OLD COMMITS
This reverts commit 36e1f4a476b873f2326723740eccf455060520d8.
* I am going to become the joker
* one day i'll learn how to delete old commits properly
* god fucking damn it
* capitalization!
* Add 6 new ironsand tiles
Ironsand plating and ironsand tile are based on the asteroid plating and
asteroid tile tiles. Ironsand concrete tiles are based on the concrete
and gray concrete tiles. Packed ironsand is slightly based on smooth gray
concrete, but mostly original.
* Add ironsand cobble wall
* Finish adding tile objects for ironsand concrete tiles
Includes inhands, even though the other concrete tiles don't even have
'em.
* Add cutter recipes for ironsand concrete
I'm sad that I can't require iron ore for these recipes. Iron ore can't
go in a cutter, though, and changing that seems like it'd be more
complicated than it's worth. Assuming I don't just make the thing accept
any and all ores, which... um.
* Delete temporary .swp file that shouldn't have been in the repo to begin with
* Add ironsand pavement tile
* Add ironsand stone door
* Add ironsandstone walls
* Improve packed ironsand texture
* Add ironsand step
* Add ironsand step corner
* Add three mysterious, runed pillars
* Lighten ironsand wall border
* Replace art for paved ironsand
* Make steps more closely match paved ironsand tiles
* Increase border contrast of ironstone door
* Add fake "astro-" versions of ironsand tiles
* Add second tall pillar sprite
* Add prototype for second tall statue
* Make astro-ironsand researchable and latheable
* Update corner step texture to match straight steps
* Add corner steps that go the other way
* Add door variant to match cobbled ironsand wall
* Fix license for ironsand step sprites
* Darken ironsandstone walls for better contrast
* Update ironstone doors to match walls and be more distinct
* Remove merge conflict detritus
* Fix duplicate component
* Update tile stack prototypes
* Add detail to copyright info
* Improve ironstone wall and door destruction
* Normalize ironsand statue prototypes
* Normalize ironsand tile object prototypes
* Move ironsand plating in with the rest of the plating tiles
* Remove .gitignore additions
I might just make a new PR just for this, though. I'm very tempted.
* Add sound effect to ironsand step destruction
* Add abstract base class to stairs and steps
* Remove redundant destruction trigger behavior from cardboard door
* Add destruction behavior to ironsand statues
* Fix up ironsand step prototypes
* Remove redundant bits from ironsandstone wall prototypes
* Remove ironstone door crush behavior
* Add individual ironstone statue bounding boxes
* Make ironstone statues shootable
* Tweak ironsand statue bounding boxes
* fix clustersoap eaten sprite
* also assure that every entity with the SolutionContainerVisualsComponent has a AppearanceComponent
* use the new sprite system + fix the fill for cardboard arrows and the mosin
* fix merge issue
* Buttons and basic internal data
* The buttons DO something
* it works?!!
* I hate predictions
* 5000 monkeys on typewritters
* who let the monkeys code?
* Localizations
* waiter, more commits please
* Not going insane (this is a lie)
* last one I SWEAR
* Some improvements ported from Moff
* clean it up a little
* one more cleanup
* The chemmaster is not a mime
* Fix my mistakes + address the other review
* Point to what chemmaster is broken, and why it's broken
* ChemMasterComponent changes
* Margin for packaging source
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Ammonia restores Rat King Bloodlevel
Adds a saline effect to ammonia for creatures with the rat metabolizer type condition (aka, rat kings)
* error fix
code did not like amount under condition so fixing that, and restoring amount to 1 to be identical to how it was working in the video. amount 6 was comical levels of blood restoration
* apply negate accents system
* add toggle to voice mask ui
* roll negateaccents into voice mask system, delete negate accents comp&system, update yml entries
* convert button to ToggleButton and some cleanup
* retry for heisenfail
* accent toggle
* update names and add mask active check for accent hiding
* Creates TemperatureDamageThresholdsComponent
* Obsolete TemperatureComponent fields
* Use TemperatureDamageThresholdsComponent
Moves all the uses of the relocated TemperatureComponent fields to use the TDTC versions
* Removes the obsolete TemperatureComponent fields
* Update YAML definitions
* Update doc comments
* Split TemperatureSystem
Creates TemperatureDamageSystem and moves the damage handling from TemperatureSystem
* Cull unused using statements
* Use component-based damage tick scheduling
* Fix temperature damage processing
Check was inverted resulting in things never starting to take temperature damage
* Poke tests
* Add TemperatureDamageThresholds to new prototypes
* Move TemperatureDamageThresholdsComponent to Shared
Parity with TemperatureComponent
* While I'm here
Fixes warning regarding obsolete ProtoId validator attribute
* Fix YAML errors
* Fix merge errors
* Rename TemperatureDamageThresholdsComponent -> TemperatureDamageComponent
* Use ContentHelpers.RoundToLevels for temperature alerts
* Fix YML
* A fuckton of cleanup
* working cleanup
* fix
* misc additions
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Physics asserts and Xenoarch fixes
* Fix blocking asserts
* Alright ready for the test fails
* Fix whitespace issues
* Fix whitespace
* Okay fix whitespace issues for real
* Fix test fails
* Temp fix
* Fix
* Whitespace
* Added a big ass comment
* Right
* A
* Should work
* Debug performance
* Mothership
* fix test fails real
* push
* fix
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* feat: RnD tech research console now have reroll feature
* fix: disable Rediscover button when there is not enough currency or user have no access
* refactor: xml-doc, extract method, minor simplify xaml
* minor cleanup after review
* refactor: change sending research server points amount into BUI from state to ResearchServerComponent (using AfterAutoHandleStateEvent)
* feat: now tech rerolls will have cooldown to ensure no one can spam-spend all dept budget instantly
* refactor: revert unneeded code
* refactor: whitespaces
---------
Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
* Adds BallisticAmmoSelfRefillerComponent
And uses it to replace battery-based refilling of the Syndicate L6 and Viper modules.
- Add `BallisticAmmoSelfRefillerComponent`
- Handle `EmpPulseEvent` to pause refilling behavior for EMP's duration
- Change `Content.Server.Weapons.Ranged.Systems.Update` override in `GunSystem.AutoFire.cs` to `UpdateAutoFire`
- Add `Content.Server.Weapons.Ranged.Systems.Update` to `GunSystem.cs` so that it can call `UpdateAutoFire` and `UpdateBallistic`
- Add public methods to GunSystem for use by refilling implementation
- PauseSelfRefill
- IsFullBallistic (same as #299)
- CanInsertBallistic (same as #299)
- TryBallisticInsert (same as #299)
* _timing -> Timing
* unspawned count stuff
* imagine building the code before pushing
* - apply to c20r ROW
- make predicted/shared
* revert server system import only changes
* oop
* o great and wise Slarti
* Scar comments
* field deltas + correct serializer
* review
---------
Co-authored-by: ScarKy0 <scarky0@onet.eu>
* merged chemical into bloodstream
* changed injectable to bloodstream
* separated bleeding and direct blood removal
* removed blood gain from protein
* reduced blood gain from saline
* rejuvenating fills to reference volume
* fixed blood regulation
* red mead requires stirring to make
* reverted accidental line deletion
* cleared the skeletons from the closet
* additional routing
* field rename for xeno
* removed mention of chemstream and field rename for asteroid mobs
* minor optimizations
* Revert "reduced blood gain from saline"
This reverts commit de26fd1c0d99f3019fe7dd1451a50230cc90f058.
* Revert "removed blood gain from protein"
This reverts commit 7a1648caf39fe26406db73c2a5afa389b82c612f.
* removed unused component fetch
* dead check mini refactor
* eventized blood exclusion
* quick fix
* Pain
* Commit of doom
* COMMIT
* renamed bloodMaxFactor to MaxVolumeFactor
* addressed floating point error
* returned vomiting chemicals
* blood reagent always skips the flush
* no need to mention blood reagent
* fixed passing blood flush
* adadsafasfasfassfasf
* whoops
* merge fixed injectors
* Revert "adadsafasfasfassfasf"
This reverts commit 0a5313a68dd6484d36d28d08930c76851b72ae38.
* simplify reagent removal
* enabled foreign blood transfusion
* Revert "COMMIT"
This reverts commit 19abd679cd7761ebd47bb242bd644176a3006a42.
* simplified reagent removal when modifying blood level
* removed misleading coment since the changes
* documented MetabolismExclusionEvent
* fixed negative negative modification of blood level
* fixed hypervolemia not normalizing
* constrainted blood modification
* returned bloodpack stop on fully healed
* forgot to stage this
* band aid for diona blood
* swapping GetReagent with GetPrototype
* optimize blood filtering
* multiplicative multi reagent blood level calculation
* removed unused stuff
* optimized blood calculation a tiny bit
* added per reagent blood regulation
* optimized (referenceVolume + bloodReagents) into referenceSolution
* polished coded to proper function
* forgot to stage rootable system change
* clean up, unnecessary GetBloodLevel call
* rename method name to TryAddToBloodstream instead of Chemicals
* placed overfill safety
* cleanup and final touches
* final touch
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Add foolbox to clown lockers
* this is beter
* updated table w/ new items
* more clown like
* Tweaks
* thank you iaada
* cleanup
* review
* fun!
* fixes and microbalance
* clowns start with it inhand now
* Station AI now rolls before standard crew
* github tests are high
---------
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* add door control module
* some commentary
* can't eject stuff anymore
* make xenoborg door remote eletrify doors
* clean yml
* anchors and aliases
* not show stuff about id in xenoborg access config
* engi xenoborg can see eletrified doors
* Ignite atmosphere on explosions
* Fixed to add a temperature property
* Code review corrections
* Removed unused usings
* Correction to use TryComp instead of EntityManager to make it prettier
* Code review corrections
* Code review corrections
* Corrections
* misc fixes
---------
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* borg repair is now multiple doafters
* is a float now
* use else
* remove random new line i added for some reason
* add new line at the end of the file
* add documentation
* made repair system super robust
* borg heal faster from crit
* forgot to make it a datafield
* less overpower
* cant repair futher than the threshold for alive if not alive or dead
* fix math
* more math
* fixes
* some comentary
* more accurate
* simple solution
* new solution
* better numbers
* more accurate
* use helper function
* fine tunning the number
* better way to restart the doafter
* update AutoDoAfter
* not used
* more clear
* remove inline if
* improve helper methods
* updare pop up message
* another unused
* nuke consecutive repair bonus
* increase the repair (so it doesn't take ages to fix a borg)
* back to 10 per repair
* heal evenly
* fix for edge case
* fix
* fix
* it works now
* add / fix comments
* small clean up
* make easier to understand
* use FixedPoint2.Zero
* make it smaller
* add support for group even heal
* ops
* easier to read
* typo
* make the HealEvenly better
* rename to GetDamage
* negative value
* Update Content.Shared/Repairable/RepairableSystem.cs
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* YAML cleanup of shotgun rounds
* Descriptions for all shotgun ammo types
* YAML cleanup of pistol rounds
* YAML cleanup of magnum rounds (and tweaks to uranium ammo descriptions)
* YAML cleanup of rifle rounds
* YAML cleanup of toy rounds
* YAML cleanup of magnum/pistol/rifle/shotgun projectiles
* YAML cleanup of magnum/pistol/toy speedloaders
* YAML cleanup of light rifle rounds
* Descriptions for anti-materiel rounds and boxes
* YAML cleanup of base_cartridge.yml
* YAML cleanup of caseless rounds (plus minor viper-mag description tweaks)
* YAML cleanup of heavy rifle rounds
* YAML cleanup of grenades and explosives
* machine pistol magazine is now Security contraband
* Practice ammunition description updates
* Missed a magnum ammo description tweak
* Whoops, misspelled the word 'description' a lot
* Practice ammunition description updates 2!
* Better name/description for joke L6 foam dart mag
* Tweak to that last commit
* Fixed practice machine pistol magazines using real bullets
* Added random gate
* minor edit
* cleaning up my shit after trying to do something faster
* new lines
* some changes
* joke
* UI
* Long Division
* Dont use ctrl + x in 3 am
* I hope these are the final touches
* One thing, I don't know why
* noname commit
* no way, 1kk of code lines edit
* sudo rm -rf ... and something there...
* update
* sometimes its sad