* Ensure trait groups get validated
The only validation being done was on the UI. I also made the "Default" group match the PascalCase naming schema so might be a slight breaking change but the original PR only got merged a few days ago.
* overwatch
* Added fovarite button
* Some fixes in xaml
* added some events for favorite recipes
* set methods for presenter
* fixes for presenter
* added translates
* reset seach when you select any category
* added some margins
* some fixes from compared
* fixed PR notes about arrays
* deleted controls & margins
* did simpleer with arrays
* review
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Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* admin Object tab sorting and searchable
* Fix for showing disconnected players on player admin tab
* Fix namespace and search bar location.
* Change linq to loop.
* No more Linq to sort
* Fix item click vv menu
* Added refresh button and refresh on opening tab.
* Clear spaces.
* Move tab magic numbers to enums
* Get rid of old unused xaml
* Fix code style issues and button event type.
* Merge in baby jail
* More style cleanup and move cast around.
* Make the localization a little more easy to read, same loc var names.
* Missed Loc for label
* Fix class field order
* Over zelous delete.
* Small updates.
* Min syntax issues fix
The F3 coords manager is blocked if you're not an admin. This check happened even when playing a replay, where you actually aren't. There's now a check to make sure you are actually server-connected-to-game before running the logic.
Also moved it to a manager because this *shouldn't be a bloody entity system in the first place*.
#55328 was failing tests and shouldn't have been merged, it broke examine.
The problem is that for some reason, client-side examine system doesn't call base Initialize. So my entity query change (that I did not test) broke.
By the way, this same "not calling base" meant that group examine system wasn't predicting properly when it totally could've. Incredible.
* Spawn dummy entities on client for vending machine UI
* Asked sloth, and we kinda need this pr
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Co-authored-by: Vasilis <vasilis@pikachu.systems>
* add a type specifier where one was forgor
* Fix other way because degub conditions
* okay this feels kinda dumb but it does fix it.
* Update Content.Client/Effects/ColorFlashEffectSystem.cs
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Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* partial buckling refactor
* git mv test
* change test namespace
* git mv test
* Update test namespace
* Add pulling test
* Network BuckleTime
* Add two more tests
* smelly
* Well i tried this way
* New approach (start)
* Did it
* makes spacelaw available, put it under sec
(cherry picked from commit accf8adf972ec28da489c4dfc5cfa89453d88f03)
* Give jobs & antags prototypes a guide field
* A
* space
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
* Add todo
* Fix merge errors
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Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
(cherry picked from commit e7f2ae52ab24dddc8f3c94cb84b751482700e3da)
* add SignAttemptEvent and minor signature refactor
* add recruiter pen
* add the recruiter ship
* add recruiter antag and event
* fixes
* real
* bad popup spam
* more fix
* fix blood visual maybe
* fix greentext
* more fixy
* fix fill state not being coloured
* give btamp instead of paper in pocket 2
* f
* brighter filled state
* fix greentext
* fix error on spawn
* pro
* prevent using a syringe to inject anything into the pen
* update stuff after upstream merge
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Signed-off-by: deltanedas <39013340+deltanedas@users.noreply.github.com>
Co-authored-by: deltanedas <@deltanedas:kde.org>
* Don't use invalid defaults for loadouts
At the time it made more sense but now with species specific stuff it's better to have nothing.
* Loadout SetDefault only applies valid loadouts