* 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
* Add RequireActivated bool
* Fix paramedic voidsuit
* Remove explicit check
This is actually unnecessarily verbose.
* Improve comment
* Update Content.Shared/Clothing/ClothingSpeedModifierSystem.cs
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Add cref linking
* Change reference from system to component
* Fix missing closing tag before anyone notices
* Add clarity about when this field is used.
* Add early return if not affected by toggling
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Add BasePaperLabelable to base_item.yml
* CrateGeneric now parents from BasePaperLabelable
* TWO types of BaseParcelWrapable
* Body bags use BasePaperLabelable
* Artifact containers use BasePaperLabelable
* Lockers now use BasePaperLabelable
* Comment cleanup + redundancies
* Seeds now use BasePaperLabelable (but need more paper sprites in the future)
* Parcel wrap bugfix
* Remove redundant components from crates
* Fix testfail tied to ContainerContainer component
* Fixed bad line alignment
* Gas canisters now use BasePaperLabelableVisualized
* Comment updates
* Other comment update
* make door bolting powergaming no longer relevant anymore
port and remove moff guard comments
* update desc
* One line bugefix
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* upstream hushpup
* fixes incorrect filename in attribution
* sprite cleanup
* Make the YAML not ass
* Remove redundant line of code
* Resprite, attributes original sources
* More sourcing fixes
* Last minute sprite touchups
* So... don't accidentally copy paste stuff
* Fixes bolt being on the wrong side while wielded
* adjust rolloffFactor
Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com>
* Resprite
* No more pegs
* Spanky mind controlled me to commit these changes
---------
Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com>
* Addresses and resolves Issue #41145, creates a separate entity for green glowsticks, which were previously just the base glowstick.
* Adds old+new ID for green glowsticks to migration.yml, refactors formatting in glowstick.yml
* Add voice mask implant
* Remove voice mask
* Voice mask implant now overrides your identity
* voice mask implant can now be extracted, when taking out the voice mask implant it now updates your name proplery
* Simplify logic
* Adjusted cargo food prices; removed large pizza/softdrinks crates
* Adjusted salvage_rewards.yml and cargo_gifts.yml around the removal of large pizza/soda crates
* Minor cleanup of hypospray.yml
* SyndiHypo is only used by corpsmen (it's not in the uplink) so the description should reflect that
* Small and large shots
* Reduce explosion airtight cache memory usage
This means you can happily add explosion prototypes again
New approach has the tolerance value data in a shared storage with reference counting.
* Oops fix index removal
* Remove debug code and fix merge conflicts
* Also address my other review
* Oh it's in two places lmao
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Minor cleanup of crowbars.yml
* Or, not and
* I think the CrowbarRed tag actually is used for belt sprite stuff? Removing a code comment calling it a legacy tag.
* feat: added lslaws command
* feat: add lswatchlisted command
* tweak: nicer formatting for lswatchlisted
* tweak: nicer formatting for lslaws
* feat: lsobjectives lists everyone's objectives if no user specified
* feat: mark ghosted players in players tab
* docs: add missing DeltaV patch comment
* feat: only alert admins if meatspiking player characters
* feat: always alert about station explosions, don't spam off-station alerts
* feat: stripping alert tweaks
* feat: admin alert on low hour latejoin
* refactor: forgot to make onspawncomplete non-async, wasn't necessary after all
* feat: EORG alerts
* feat: getping command
* refactor: remove unused imports, format
* refactor: early return in onspawncomplete
* feat: add coordinate link to eorg destroy alert
* tweak: cache watchlist data to avoid db calls, use in lswatchlisted
* fix: null-check in OnNoteAdded
* feat: watchlist indicator on admin overlay
* feat: optionally mark watchlisted in f7 players
* feat: refresh admin playerlist data on wl change
* fix: update player list after cache write
* feat: add tp links to prayer messages
* tweak: don't alert when uncuffing self
* tweak: lower uncuff other alert impact if mindshielded
* docs: add deltav comments to imports
* refactor: address review comments
* style: deltav comments on same line as change
* performance: get metadata only if objectives > 0
* fix: actually check user if explosion gridPos not on station
* style: remove extraneous newlines
* refactor: use fancy getOrNew method
* feat: refresh player list UI if marking pref changed
* feat: latejoin alert hours configurable
* fix: also list objectives for non-humanoids and dead people
* Add set pose (#4682)
Co-authored-by: Whisper <121047731+QuietlyWhisper@users.noreply.github.com>
# Conflicts:
# Resources/Prototypes/_RMC14/Entities/Mobs/Species/base.yml
* hi
* comment
* uncommenting
Co-authored-by: DisposableCrewmember42 <disposablecrewmember42@proton.me>
Signed-off-by: keekee38 <iamabanana372456@gmail.com>
* ok so riders still insistent about the adminlog thingy being weird but did it i think? i may be stupid
* ty kotob <3
Co-authored-by: KOTOB <59124164+kotobdev@users.noreply.github.com>
Signed-off-by: keekee38 <iamabanana372456@gmail.com>
* ok ipcs should be able to now!
---------
Signed-off-by: keekee38 <iamabanana372456@gmail.com>
Co-authored-by: Mr. 27 <45323883+Dutch-VanDerLinde@users.noreply.github.com>
Co-authored-by: Whisper <121047731+QuietlyWhisper@users.noreply.github.com>
Co-authored-by: DrSmugleaf <10968691+DrSmugleaf@users.noreply.github.com>
Co-authored-by: DisposableCrewmember42 <disposablecrewmember42@proton.me>
Co-authored-by: KOTOB <59124164+kotobdev@users.noreply.github.com>
* increase structural to 40
* just fix that so I can approve the PR
Signed-off-by: Tobias Berger <toby@tobot.dev>
---------
Signed-off-by: Tobias Berger <toby@tobot.dev>
Co-authored-by: Tobias Berger <toby@tobot.dev>
* changed omni OD to 21, combat medpen to 20 omni and 10 tranex
* Changed comments to reflect the previous values
Signed-off-by: Radezolid <snappednexus@gmail.com>
---------
Signed-off-by: Radezolid <snappednexus@gmail.com>
Co-authored-by: Radezolid <snappednexus@gmail.com>
* All the sprites!
Replaced two winter coat + boots & hospital gown. Added all the sprites and copyright! (Surely I didn't miss anything)
* the entity + fill yaml part
realize I replaced the hospital gown instead of making a new .rsi under _DV but we ball (?)
* loadouts files + tweaks/fixes
I shouldn't do PRs half asleep. Fixed a bunch of pathing and sprites not showing up correctly.
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* yaml linter
whoops changed department -> role time requirement
* Revert "yaml linter"
This reverts commit e9df54797e.
* fix chemist time requirements + more tweaks
gave psychologist more jumpsuits and shuffle the order of things around
* chemist again
ugh
* tweaked colors, not updating the image though
I agree with rebe in the discussion thread, the light blue does seem too light and flat
* requested changes + missing hood sprites
I forgot you can toggle the winter coat for a hood so I resprited that
* [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>
* ERT drip or drown
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* Changed ERT suit storage contents to new gas tanks per FieldCommand's request
* Changed copyright to the full file per Toby's review
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* feat(wip): footprints now decals instead of entities
* fix: apply proper offset to footprint decals
* refactor: basedecaloffset to readonly
* feat: add back dragging smears, also resolve conflicts
* refactor: rename dragging to beingDragged for clarity
* docs: properly document draggingdecals
* refactor: remove unused reagent code
* refactor: move under _DV
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* feat(wip): mops now able to remove decals
# Conflicts:
# Content.Server/_DV/Footprints/Systems/PuddleFootPrintsSystem.cs
* fix: reset ColorQuantity if transparent prints
* feat: implement scrubbing
* refactor: remove unused import, ioc dependency
* feat: remove 5u water when scrubbing
* fix: remove unused attributes from protos
* docs: add summary to puddlefootprintscomp
* fix: colliding entity checked for flight, not the puddle
also minor refactor: renamed local variables/parameters of OnEndCollide for clarity
* style: remove newlines, redundant parens
* test: ensure FootPrints stepSize/dragSize are positive
* docs: add prediction todo
* feat: add bare footprints, restore sprite assignments
---------
Signed-off-by: DisposableCrewmember42 <disposablecrewmember42@proton.me>
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* CentComm Intern
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* Made changes requested by maintainer
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* Omni has 20u OD and removes other chemicals from bloodstream at a rate of 1
* Include mention of cell damage in description
* Revert "Include mention of cell damage in description"
This reverts commit a0cd827ce0.
* fix comment and desc
* Untouch medicine.ftl
Signed-off-by: Radezolid <snappednexus@gmail.com>
* Update medicine.yml comments
Signed-off-by: Radezolid <snappednexus@gmail.com>
---------
Signed-off-by: Radezolid <snappednexus@gmail.com>
Co-authored-by: Radezolid <snappednexus@gmail.com>
* Main Implementation
* Hidden Species basics
* Modified CVar to be a single variable, fixed some errors
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* Quiet RSI Warning
* Typo fix
* Force touch to shup up RSI Validator?
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* Attempt 3 to shut up rsivalidator?
* Desperation.png
* Remove bad folder. Whoops
* Whoops, Fix poisoning the atmoshpere
* Untouch
* Yesbutwhataboutsecondfix
* Resolved issues
* Gave motorkind intrinsic radios. Whoops
* And unlockable
* Minor Fixes
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* Conglomerartes Horns, fixes Motorkind Encryption keys
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* Fixed fuel digestion
* Made bonk multiplier explicit.
* Removed unused field
* Many fixes
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>