* 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
* Replace obsolete whitelist is valid with whitelist system
* Consistency
* Fix logic
* Bork
* I figured out how to get whitelists on the client lol
* test fail
* woops
* HELP ME FUNCTIONS
* Fix errors
* simplify
---------
Co-authored-by: plykiya <plykiya@protonmail.com>
* make jugg not atmos hardsuit reable lmao
* re machine yaml refactor
* use the enum name to localize re results
* move a lot of code to shared and refactor
* clientside rework
* add test for missing recipes
* untroll
* make exped board recipe yml consistent with upstream
* fix unearthed sneaky bugs + generic does nothing so remove
* add mass media console board, remove roundstart boards from dynamic recipes
* remove roundstart stuff, add rcd ammo to protolathe
* dont dupe because of access electronics prototypes
* fix final fails
* final untroll
* final untroll 2
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: Null <56081759+NullWanderer@users.noreply.github.com>
* Try syncing powered state to client
For some reason the client is not receiving the ApcPowerReceiverComponentState, so it's not working.
* Fix powered state not syncing to client
The client PowerReceiverSystem was abstract, which prevented it from
running initialize.
* Flip check so that it runs bigger checks first
PowerDisabled skips the others.
NeedsPower skips the receiving check.
* Disallow changing Powered manually
* Move Powered update to PowerReceiverSystem
* Move appearance to event subscription
* Move metadata component to AllEntityQuery
* Cleanup
* Move Powered update back to PowerNetSystem
It's easier to use the EntityQueries and it dosen't need to be updated
anywhere else.
* Put appearance updating back
* Move IsPowered to shared
* Simplify IsPowered
* Cleanup
* Remove duplicate PowerChangedEvent
PowerChangedEvent on ProviderChanged doesn't seem to be needed
PowerChangedEvent gets raised by in update if the power state changes
after a new provider is connected
Begging people to learn how this programming language works before throwing random syntax into a file.
None of these finalizers ever worked. I also checked whether they were memory leaks and needed *proper* shutdown logic, but they're all instantiated-once UI controls that last for the entire lifetime of the program so it's probably fine.
It is useless and bloat, if a user needs to change these settings they are free to modify their cvars manually via the clientconfig.toml file or via the cvar command.
* Change prying system and pryunpoweredcomp to allow for custom time modifiers
This will be useful if I go the route of making firelocks pryable when
unpowered instead of just being able to open and close instantly when
unpowered.
* Make firelocks properly predicted
Shared system made. Since atmos checks can only be done on the server we
just have it set relevant bools on the component and then dirty it.
Ditched atmos checks on trying to open, they now only happen whenever
firelocks are updated.
* Make firelocks pryable without a crowbar
While this usually would only allow you to do this when a door is
unpowered, firelocks do not have the airlock component which actually
does that check. As such firelocks will always allow you to pry them
open/closed by hand.
* Clean up System. Change update interval to be based on ticks. Move as much as possible to shared
* Make firelocks unable to emergency close for 2 seconds after being pried open
* Clean up
* More cleanup
* Reorganize SharedFirelockSystem methods to match Initialize order
---------
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
* draft one of plant metabolism guidebook
* loc fix?
* add attributes loc
* fix loc syntax
* improved appearance
* last commit was undercooked, my bad
* last commit was still undercooked, my worse
* last commit was even still undercooked, my worst
* Addressed comments?
* Fix newlines
* Hopefully this works
* Cleanup, I think
* 2xs
* Check for flavor text equality in profile.
* Fix some characters being deleted from flavor text
Sometimes the last few characters of the flavor text would get deleted. This fixes this issue.
* Add radio implants
* Syndie radio implant: add to uplink, formatting pass
* Syndie radio implant: fix doc string
* Syndie radio implants: add inheritdoc to systems
* Syndie radio implants: Change wording on uplink
Signed-off-by: no <165581243+pissdemon@users.noreply.github.com>
* Syndicate radio implants: More wording changes
Signed-off-by: no <165581243+pissdemon@users.noreply.github.com>
* Syndicate radio implants: fix review code problems
* syndicate radio implants: remove OpenRadioImplantEvent event and reuse storageimplant stuff
* Syndicate radio implants: prevent implanting borgs with generic radio (syndicate radio is still possible)
* syndie radio implants. extremely graphic non-null matching action and establishment of extreme non-virtual privacy
---------
Signed-off-by: no <165581243+pissdemon@users.noreply.github.com>
Roslyn now compiles char + string with string.Concat(ROS<char>). This means doing ref char -> ROS<char> which is not sandbox safe. Actually fixing this in the sandboxer is difficult so I'm gonna just pass on that for now.
* reagent dispenser: fancy window
* reagent dispenser: dispense button grid
* reagent dispenser: rearrange containers & info
* reagent dispenser: remove `reagent-dispenser-window-container-label`
* reagent dispenser: add `Scrollcontainer` on right side
* reagent dispenser: get rid of pointless actions
* reagent dispenser: cleanup actions and `inventory` field on bound ui state
* reagent dispenser: cool reagent cards & finishing touches
* reagent dispenser: final cleanup and formatting
* reagent dispenser: `ButtonGrid` and `ReagentDispenserSetDispenseAmountMessage` refactor
* reagent dispenser: cleanup code & address minor concerns
* reagent dispenser: text in reagent cards no longer clips
* reagent dispenser: oh wait i forgot to change this and thats why the builds keep failing probably
* reagent dispenser mayybe this
* reagent dispenser: remove `using FastAccessors;`
* delete unused classes
* disable reagent button when container is empty
* Make things a bit bigger
* remove obsolete text color override
* Allow for Station Records interface for aghosts to delete records
* Fix record consoles not working when there are more than 2 crew members.
HOW DID NOONE NOTICE THIS SOONER???
* Stop being unconventional
* Vox stuff
* Species loadouts and lobby refactor
The control flow for lobby is all over the shop so I pulled it all up from the individual controls so now they handle the bare minimum required and LobbyUIController handles the rest.
* a
* Bulk changes
* a
* weh
* Character import / export
* finalise
* woops this stuff too
* Also datafield exporting
* comments
* Review
* Brings over changes from the original magic refactor PR
* Adds Master Spellbook, spellbook categories, WizCoin currency, and locale
* Wiz€oin™
* Adds currency whitelist to Spellbook preset, grants contained actions on action added.
* Adds grant contained action and remove provided action.
* adds a way for actions to be upgraded to the store
* Adds Fireball 3 and fixes action upgrade logic so that it checks if the action can level or if the action can upgrade separately
* Fixes upgrade logic in ActionUpgradeSystem to allow for level ups without an actual upgrade. Fixed action upgrade logic in store system as well
* Removes current action entity from the bought entities list and adds new or old action entity
* Removes Current Entity
* Removes old comments, fixes TransferAllActionsWithNewAttached
* Removes TODO
* Removes Product Action Upgrade Event
* reverts changes to immovablerodrule
* Removes stale event reference
* fixes mind action grant logic
* reverts shared gun system change to projectile anomaly system
* forgor to remove the using
* Reverts unintended changes to action container
* Adds refund button to the store
* Refreshes store back to origin.
* Refund with correct currency
* Init refund
* Check for terminating and update interface
* Disables refund button
* Removes preset allow refund
* dont refund if map changed
* adds refunds to stores
* Adds method to check for starting map
* comments, datafields, some requested changes
* turns event into ref event
* Adds datafields
* Switches to entity terminating event
* Changes store entity to be nullable and checks if store is terminating to remove reference.
* Tryadd instead of containskey
* Adds a refund disable method, disables refund on bought ent container changes if not an action
* Removes duplicate refundcomp
* Removes unintended merges
* Removed another unintended change from merge
* removes extra using statement
* readds using statement
* might as well just remove both usings since it won't leave the PR
* Fixes Action upgrades from stores
* Changes to non obsolete method uses
* Shares spawn code between instant and world
* Adds action entity to action event, adds beforecastspellevent, adds spell requirements to magic component
* puts prereq check in spell methods, sets up template code for before cast event
* checks for required wizard clothes
* Networks Magic Comp and Wizard Clothes Comp. Renames MagicSpawnData to MagicInstantSpawnData.
* Removes posdata from projectiles
* Speech > RequiresSpeech
* Fixes ActionOnInteract
* checks for muted
* popup for missing reqs
* Validate click loc for blink spell
* Checks if doors are in range and not obstructed before opening
* Check ents by map coords
* Adds speak event
* Comments spellbooks
* Removes comments
* Unobsoletes smite spell
* Invert if
* Requirements loc
* Fixes spell reqs
* Inverts an if
* Comment updates
* Starts doafter work
* Removes doafter references
* Balances fireball upgrades to be more reasonable
* Enables refund on master spellbooks
* Spells to do
* update spellbook doafter
* knock toggles bolts
* Touch Spell comments
* Comments for pending spells
* more comments
* adds spider polymorph to spellbook
* TODOs for spells
* reorganizes spellbook categories and adds wands
* fixes spacing and adds limited conditions
* commented owner only for future store PR
* reenables owner only for the grimoire
* fixes grimoire sprite
* Adds wizard rod polymorph
* summon ghosts event
* Moves rod form to offensive category
* Adds charge spell and loc for rod polymorph
* Oops forgor the actual chages
* Item Recall comment
* Fixes UI
* removes extra field for wizard rod
* Cleanup
* New Condition (INCOMPLETE)
* Fix linter
* Fix linter (for real)
* fixed some descriptions
* adds regions to magic
* Adds a non-refund wizard grimoire, fixes blink to deselect after teleporting, reduces force wall despawn time to 12 seconds
* removes limited upgrade condition
---------
Co-authored-by: AJCM <AJCM@tutanota.com>
* Adds Support for Guidebook Buttons in UIs
* read it from the component
* the code is perfect
* moony review
---------
Co-authored-by: ike709 <ike709@github.com>
* Fix votes using an audio entity
Just retains a source around and uses that. I think the audio limit is like 256 sources on the lower end so this is like whatever to persist.
* Restart
* weh
* create devicenet frequencies
* create borg transponder and give it to all nt borgs
* add robotics console
* actually implement battery charge display + some fix
* tab
* real explosion
* little safer
* disable destroy button clientside too when on cooldown
* m
* how do i do this when i review things...
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* webedit ops
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
* ui updates
* oracle java
* do a thing
* update ui when a borg times out
* maybe fix test
* add IsLocked to LockSystem
* make destroying gib the chassis again, so emagging isnt sus
* use locking
* require using alt click to unlock so normal click is open ui
* the
* use LogType.Action
* take this L
* pocket lint?
* sharer
* pro ops
* robor pushmarkup
* m
* update and make it not use prototype anymore
* frame0
* update yaml
* untroll
* bad
* h
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
* Mega Antag Refactor
* last minute delta save
* more workshopping
* more shit
* ok tested this for once
* okkkkk sure
* generic delays for starting rules
* well darn
* nukies partially
* ouagh
* ballin' faded and smonkin wed
* obliterated the diff
* Spread my arms and soak up congratulations
* I've got plenty of love, but nothing to show for it
* but there’s too much sunlight
Shining on my laptop monitor, so I
Can’t see anything with any amount of clarity
* ok this junk
* OOK!
* fubar
* most of sloth's review
* oh boy
* eek
* hell yea!
* ASDFJASDJFvsakcvjkzjnhhhyh
* add shipyard code
* add shipyard preferred dock
* shipyard locale
* add the computer itself
* add all the pre rebase shuttles
* name the shuttle
* tweak all shuttle maps + fix test
* add some categories for future use
* rename nanotrasen to civilian
* update for new ui system and move remaining yaml into deltav folder
* good
* write tests
* wow
* helix price hike
* fix dirty dispose
* use deltav cvar file
* s
Signed-off-by: deltanedas <39013340+deltanedas@users.noreply.github.com>
---------
Signed-off-by: deltanedas <39013340+deltanedas@users.noreply.github.com>
Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: Null <56081759+NullWanderer@users.noreply.github.com>
* Strip UI can now check for Thieving Component to see hidden items
* Admin Observers can now see hidden items in strip menu
* Felinid pickpocketing buffs
* Revert "Felinid pickpocketing buffs"
This reverts commit cfc6d80719.
* Revert "Admin Observers can now see hidden items in strip menu"
This reverts commit 496188729f.
* Removed mysterious line of code
* Response to review
* Removed more stuff unrelated to topic
* Responded to review regarding syntax
* Added IgnoreStripHidden to Felinids and Admin Observers
* Reimplement strip time multiplier with correct syntax
* Added strip time multiplier to Felinid and Admin Observer
* Added new icons for the emote wheel
* Corrected weh path
* Changed whistle to better match other vocal emotes. Modified honk icon to match dimensions of box. Corrected chirp and chitter emote icons.
* Cleaned up edges of icons
* Added attributions.yml to emotes folder
* Optimise navmaps significantly
- Reduce the delta state size significantly.
- Remove AirtightChangedEvent because this will spam them out constantly.
* weh
* review
---------
Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
* Basic emote radial menu
* Move out from corvax
* Move to UI controller & add to top menu bar and key bind
* Make emote play
* Add name localization for emotes
* Localize chat messages
* Fix emote menu
* Add categories localization
* Fixes
* Fix
* Add emotes entity blacklist
* Fix entity whitelist required all logic
* Remove unused wagging emote
* Revert sprite
* Set default texture for emote icon
* Update Resources/keybinds.yml
---------
Co-authored-by: Kara <lunarautomaton6@gmail.com>
* Tippy is BACK
* Clean up clippy from aprils fools
* Changed names from clippy to tippy, added localization, removed local_clippy command, made it easier to target a specific player
* Rename clippy.yml to tippy.yml
---------
Co-authored-by: Kara <lunarautomaton6@gmail.com>
* feat(fax): Client fax file-print parses and stores label
* feat(fax): Fax machines print, copy, and send paper labels
* style(Fax): Comments and formatting
* feat(fax): Make fax admin logging more consistent and clear
* refactor(fax): Replace ternary with a simpler null coalescing
* refactor(fax): Make FaxSystem Send method signature consistent with Copy, PrintFile
* refactor(fax): Read entire file and process later instead of peeking first
* refactor(fax): Remove local variables only used for style
* style(fax): Fix some nearby style errors
* fix(fax): Undo an inaccurate change to admin log formatting
* refactor(fax): Separate `firstLine` variable
* fix(fax): Use Environment.NewLine
* bienvenidos
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Added localization of groups and types: damage, metabolism (displayed in the guide book). The text for the health analyzer, weapon damage inspection is now taken from damage prototypes
* fix damage tests
* fix damage test yml
* fix damage test prototypes
* Update Content.Shared/Damage/Prototypes/DamageGroupPrototype.cs
* Update Content.Shared/Damage/Prototypes/DamageTypePrototype.cs
---------
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Fix handlabeler/utility belt misprediction
* Partly moved HandLabelerSystem to shared
And cleaned up HandLabelerComponent
* WIP format the files so later commits look clearer
Doesn't change individual code lines, but may move
functions to another file
* WIP some more code movement
* Hand Labeler is now mostly predicted
Only the UI isn't
* WIP: Formatting and moved stuff
* Using componentstates for prediction correction
* review
* Update label on label change
* Don't overwrite label while editing
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
* Rodents can be Faxecuted (executed via Fax machine)
* use brute instead of new group.
* fax visuals now use tags for mouse and hamster instead of comps
* fix for ubuntu, damn ubuntu bane of my life
* cant copy hamlet, can now faxecute mothroaches.
* fix
* fix
* fixes
* removed ifs now using switch, removed hastag now using string.
* fixes and no more switch
* cleanup
* more cleanup
* fix
* cleanup
* moved damage out of faxmachine and into own system and component.
* changes
* fixes and done i think.
* tidy
* Fixes
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Optimise navmaps significantly
- Reduce the delta state size significantly.
- Remove AirtightChangedEvent because this will spam them out constantly.
* weh
* review
---------
Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
Signed-off-by: null <56081759+NullWanderer@users.noreply.github.com>
Requires https://github.com/space-wizards/RobustToolbox/pull/5023
This uses the new engine features (above) to add a displacement map shader. This allows deforming a sprite based on another sprite.
Primary use case is automatically adapting human clothing sprites to different species, something we want to make species like Vox a reality.
A basic example of wiring this up with Vox has been added. The system is however incredibly simple and **will** need more work by a content developer to select and toggle displacement maps when appropriate. I am leaving that to somebody else. For example right now the displacement map is applied even if a species already has custom-fit sprites for a piece of clothing, such as the grey jumpsuit for Vox.
Basic Aseprite plugins to help with authoring displacement maps have also been made.
(cherry picked from commit 2f7d0dedbded99a8f3f538c887c3c17aaa667501)
* Added keybind for scoreboard, starting work
* Fixed the window appearing
* Added loc text
* Updated namespace for ScoreboardUIController.cs
* Switched to UISystemDependency
"- UIControllers can use [Dependency] as normal for IoC services and other controllers, but must use [UISystemDependency] for entity systems, which may be null as controllers exist before entity systems do." Jezithyr — 10/12/2022 1:20 PM
* Reverted back to functional state
* Replace with UISystemDependency
* Move RoundEndSummaryWindow to ScoreboardUIController
* Convert to EntitySystem
* Clean up command bind
* Move to RoundEnd directory
* Remove Nukeops rule when no nukies
* Cleanup
* Change to toggle hotkey
* Cleanup
* Revert "Remove Nukeops rule when no nukies"
This reverts commit 5d4bbca09f45110b24a674d59b505be87b602b67.
* Cleanup
* Make the Toggle hotkey work in lobby
* Fix error
---------
Co-authored-by: SlamBamActionman <slambamactionman@gmail.com>
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
(cherry picked from commit 8febdc5fc4851f44802bc675d90d3412bd0d4da6)
* Fix network configurator memory leaking
Doesn't dispose this window.
* Fix the other part
(cherry picked from commit 13c65378425e2d8254e8ed4e68061643b1245308)
* Move job info changing methods for id cards to shared
* Revert "Move job info changing methods for id cards to shared"
This reverts commit 95cbc46b2d1934fa7bf5c72d7d3de9f9168992a1.
* Reapply changes
(cherry picked from commit c122fdf183a8228ccba69cb747a86626ca9b5391)
* Upgraded UseDelay to support multiple delays per entity
* Implement secondary delay for bibles.
Also some improvements to make it work nicely.
* Documentation is good
* Reserve the previous change; now Storage uses the special ID and Bible uses the default.
* .0
* Added VV support to UseDelayInfo
* Serialize better
* No register, just setlength
(cherry picked from commit b292905216948e0c85b04e8ef65a5291dd868eee)
* Add command to toggle ghost visibility on the client
* Fix description
* Fix index of arg parsing
* Allow setting GhostVisibility directly
(cherry picked from commit cf45005471bbd07facbe2a5de841c08f3b8e84f0)
* Added selectable power level to radio jammer
* Cleaned up OnGetVerb
* Settings are now stored in the .yml file. Simplified stuff a lot!
* Minor fixes!
* Small little baby fix :)
* Added the power level switch to the examine menu and also removed the ftl file as it was in the incorrect location.
* Minor code cleanup
* Changed byte -> int
* Update sprite
* Fixed licence
* Added power LED that changes if the jammer is on low power.
* Removed tabs
* Changed github link to the commit
* Changed all the RemComp to RemComDeferred
* Moved NetworkedComponent to shared
* Changed radio jammer textures back with minor edits
* Added a space because it was annoying me
* Jammer now updates range for suit sensors properly! Thanks nikthechampiongr :)
* Removed useless comment
* Cleaned up code that updates the range of tracking devices.
* Fixed client namespace and removed newline
* Cleaned up ChangeLEDState and ChangeChargeLevel.
* Added comments
* Read only
* Fixed another comment
* Locked in
* Made server inherit shared
* Update Content.Shared/Radio/EntitySystems/SharedJammerSystem.cs
* Update Content.Shared/Radio/EntitySystems/SharedJammerSystem.cs
* review fixes
---------
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
(cherry picked from commit d3b1178428e9e0e714e51523558335589078a76c)
* Always display item status panel fully
Initial feedback from the UI changes seems to be that a lot of people go "why is there empty space" so let's fix that.
* Fix item status middle hand being on the wrong side
I think I switched this around when fixing the left/right being inverted in the UI code.
* Minor status panel UI tweaks
Bottom-align contents now that the panel itself doesn't dynamically expand, prevent weird gaps.
Clip contents for panel
* Fix clipping on implanters and network configurators.
Made them take less space. For implanters the name has to be cut off, which I did by adding a new ClipControl to achieve that in rich text.
* Update visibility of item status panels based on whether you have hands at all.
This avoids UI for borgs looking silly.
Added a new "HandUILocation" enum that doesn't have middle hands to avoid confusion in UI code.
* Use BulletRender for laser guns too.
Provides all the benefits like fixing layout overflow and allowing multi-line stuff. Looks great now.
This involved generalizing BulletRender a bit so it can be used for not-just-bullets.
* Fix geiger word wrapping if you're really fucked
(cherry picked from commit 7b90c08a2c7315b2c5a6cb17dfd82a5ac9863a53)
Make do-afters belonging to other players shaded
Co-authored-by: Plykiya <plykiya@protonmail.com>
(cherry picked from commit 14bc59544296aced303e71258e4ee3de3637bdab)
* cant disguise to thing in a container
* copy cigarette visualiser
* prevent aghost throwing an error
* make disguises die in space
* fuck it rewrite it to not use polymorph
* fix action troll
* oop
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
I love lobby code. Refreshing the entire jobs UI doesn't seem to cause issues. At least jobpriorityselector was my fault when I was far fucking stupider writing this shit.
(cherry picked from commit 9b1a8b07d734853c8cfcb83a6e2b7aad4e6dd764)
* LobbyUI fixes
I have no idea which were bugs prior but anyway fix stuff.
* More fixes
* Test moment
(cherry picked from commit fcd6c25242c195266c3b4c4aa2ed78922683567c)
Signed-off-by: NullWanderer <56081759+NullWanderer@users.noreply.github.com>
* SS14-26480 Roll Traversal Distorter into regular Artifact Analyzers
Bit of a grab-bag of cleanup of Xenoarchaeology prompted by #26480.
1. Traversal distortion biases are now "up" and "down" instead of "in" and "out".
2. Node generation has been tidied up to make it a little clearer how it works.
3. Traversal Distorters have been removed from the game along with their board.
4. Traversal distortion is now done by the artifact analyzers by default.
5. Some loc strings have been made clearer.
6. The Abnormal Artifact Manipulation tech has been made slightly cheaper.
7. The aformentioned tech is now localized as Artifact Recycling, given all it does is unlock the crusher.
8. The Xenoarchaeology guidebook entry has been given a bit of a rewrite, putting all information into
one page and making sure to cover the basics that otherwise would require someone typing "Liltenhead
artifact tutorial" into Youtube.
* Fix references to deleted guidebook entry
* Add fancy button to console because @EmoGarbage404 asked me to
* migration comprete
* Fixed a goober comment
* maint fails to resolve conflicts: more at 11
* Resolve PR comments
* Make UI nice
---------
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
(cherry picked from commit f059714a75601c73c0b7b917d0faac35c99f96fe)
* THE RETURN OF ITEM STATUS
Item status is now inline with the hands again. You can now see item status for both hands at once.
If you have more than 2 hands, the last active hand of that side is displayed in the respective item status.
The item status for the active hand is also highlighted.
Item status has been given a new look so it looks unique and matches every UI theme.
* Shrink item status to 125px
This is going to require fixing the existing controls. Do that later.
* New bullet item status rendering
sex
* Make gun item status look just a little bit nicer.
Avoid only one or two bullets ending up on a single row of an item status.
* Delete Eris theme files
* More improvements
Fixed the fact that left/right were flipped around when assigning status panel locations. Involved renaming all the UI textures.
Redid how content margins are set from the theme. Less complex and cleaner now.
Made the item name always left-aligned, just looks better since other UI elements don't adapt anyways.
* Compact down item status text
Now it fits 3 lines of text on one line. Yay.
This is achieved by compacting RichTextLabels by reducing their line height and giving them a negative bottom margin.
* Add item status sprites for Ashen theme.
* Add status control to show beaker/bucket/jug solution/transfer volumes
Also PollingItemStatusControl I'll be using that more.
* Fix welder item status, clean up welder code
The item status control implementation was ancient and bad. That's why it was buggy.
Removed all the complex dated networking stuff for welders, we just sync the solution contents now anyways so none of that is needed anymore. This moves a buncha stuff to shared and just removes code.
Cleanup. The code was doing some really dumb stuff.
* Spray bottles show contents in item status.
* cowtools
* Fix plasmafire and clockwork themes.
Actual git gaslighting wtf.
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
(cherry picked from commit 58f025ba8043bcf5c32204b08eec8ae9e5d2bd41)
* Make banpanel respect CCVars. Add CCVars for default ip/hwid/use last
details checkboxes.
* Move severity handling for server/role ban to another function
* Save sawmill
* Line goofyness
---------
Co-authored-by: Vasilis <vasilis@pikachu.systems>
(cherry picked from commit f96f92f54fe169d2e3a21356e07dfa50eca8b5d9)
* Adds the option to fit your viewport to your vertical screenspace
* fixes documentation
* Removes commented-out leftover
* Hides the viewport width slider and also we dont know if the viewport width causing stretching/squishing was a bug present before but we fixed that while we were at it
* Removes commented out leftovers
(cherry picked from commit 396c6133664de50f8d85133b3680292fa1b95be0)
Disable comms console announce for long messages
Disable the "announce" button on the communications console for messages
above the cap. I did not touch broadcasting because I could not identify
an easy way to check the maximum length for it.
(cherry picked from commit cff80836503c8d7bd3ed0b018d9feff904114128)
* Implemented Shakeable
* Prevent shaking open Openables
* Prevent shaking empty drinks. Moved part of DrinkSystem to Shared.
* DrinkSystem can have a little more prediction, as a treat
* Cleanup
* Overhauled PressurizedDrink
* Make soda cans/bottles and champagne shakeable. The drink shaker too, for fun.
* We do a little refactoring.
PressurizedDrink is now PressurizedSolution, and fizziness now only works on solutions containing a reagent marked as fizzy.
* Documentation, cleanup, and tweaks.
* Changed fizziness calculation to use a cubic-out easing curve.
* Removed broken YAML that has avoid the linter's wrath for far too long
* Changed reagent fizzy bool to fizziness float.
Solution fizzability now scales with reagent proportion.
* Rename file to match changed class name
* DoAfter improvements. Cancel if the user moves away; block if no hands.
* Match these filenames too
* And this one
* guh
* Updated to use Shared puddle methods
* Various fixes and improvements.
* Made AttemptShakeEvent a struct
* AttemptAddFizzinessEvent too
(cherry picked from commit cfa94be4c2044146298d07c703f3b71bc377ca63)
* texture appropriation
* add code for projector
* add chameleon projector yml
* damage and actions
* prevent small props being killed round removing you (700 damage from a single shot)
* tweak default
* oop
* do appearance properly, need engine update
* fix bugs, blacklist pda
* remove status icons
* amou
* sus
* fix test + make props fast
* amouuuung
* remove funny log
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
(cherry picked from commit 395c33024cb9d4e80078e3ab3c70c1e92e7fd5bc)
* Optimized the drawing of lines and tracked entities
* Optimized nav map updating and added thin wall support
* Added support for thin doors
* Removed floor tile seams, more line drawing optimizations
* Fixed split grids not updating correctly
* Cleaned up NavMapControl code
* Fix nav map header
* Converted nav map updates from system network messages to delta-states
* Addressed review comments
* Fixed timing issue where NavMapSystem would update before AirtightSystem did
(cherry picked from commit 009d06d97833b7700bcfaa534b20575fdbbd7db5)
The gas analyzer now shows the volume of pipes, tanks, canisters and the environment.
Adjust gas analyzers so that the volume and number of moles shown corresponds to only the scanned element, e.g. a canister or single pipe in a pipenet.
(cherry picked from commit 5a5efa11cf1d68708a70d48a286cb97fde96afdf)
* Added Jukebox, along with music for jukebox
* Fixed Jukebox meta.json copyright
* Removed songs I couldn't find a license for.
* Renamed files to solve check failures from spaces
* Added missing attributions.yml
* Fixed lack of description in Jukebox
* Jukebox is now constructable.
* Change Jukebox menu to FancyWindow
* Moved Jukebox messages out of jukebox component
* Removed Jukebox OnValueChanged.
* JukeboxComp now uses AutoGenerateComponentState
* Removed state code, since it's auto generated
* Fixed various Jukebox code to match conventions.
* Updated Standard.yml to match changed song list.
* fixes
* Jukebox workin
* Fix
* Polishing
* Finalising
* Revert
* bad
* jukey
* Reviews
* name
* Update submodule to 218.2.0
---------
Co-authored-by: iNVERTED <alextjorgensen@gmail.com>
(cherry picked from commit 2db374988c91c6ce5f932b9cee1ba251cbfb22e5)
* SS14-26950 Fix Waddling During Improper States
Fix some states when a clown can waddle when no clown should be able to waddle, no-matter their clowning powers.
1. You cannot waddle whilst weightless
2. You cannot waddle whilst stunned
3. You cannot waddle whilst slowed down due to stam damage
4. You cannot waddle whilst you're knocked down
5. You cannot waddle whilst you're buckled
6. You cannot waddle whilst crit
7. You cannot waddle whilst dead
There's some argument for being able to waddle whilst on the floor
and doing some bizarre floor-humping exercise but I'm not coding an animation layer system just to handle clowns doing the worm.
* Use a nicer "can move" check
(cherry picked from commit 3d0fc1067303635a743af04ef4c463abd0dba343)
* Clown shoes make you waddle, as God intended
* OOPS
* Toned down, client system name fix
* Tidy namespacing for @deltanedas
* Refactor to handle prediction better, etc.
* Resolve PR comments.
(cherry picked from commit ef42fb38061b29d7202eb6d65f1b658aecc43452)
Not having the nullable set properly is annoying but fixing that would probably be a significant amount of work.
(cherry picked from commit 4cb344cc307c33247492ba64cccca6dfe720540f)
* add button to menu
* networking and component work
* try to add access stuff
* main functionality done
* add access lock? I think?
* remove extra line
* fix access system
* move SkipTime to StationCargoBountyDatabaseComponent
* Disable/Enable skip button based on cooldown
* remove debugging
* add access denied sound
* remove DataField tags
* dynamic timer
(cherry picked from commit fd067731b544eb219493338a8fe446c154e880f4)
* Lathes: Show missing materials amount in tooltip
* Use AppendLine and remove the last newline at the end
(cherry picked from commit a17875498056ff746abb9ec1d4a40017c99ad7cc)
* Give lollipops and gumballs random flavors
* RandomizedCandy: Fix borg lollipop action
* RandomizedCandy: Play sound when candy is fabricated
* RandomizedCandy: Lollipop can now be put in mouth
* RandomizedCandy: Quieten fab sound
* RandomizedCandy: merge icons and reexport without pHYs chunk
should speed up downloading these textures on 9600 baud modems
* RandomizedCandy: loads more flavors and update description
* RandomizedCandy: Fix duplicate candyFlavor IDs
* RandomizedCandy: Fix attrib and preserve flavor order
* RandomizedCandy: init on MapInit instead of ComponentInit
* RandomizedCandy: Fix minor code style issues, file placement
* RandomizedCandy: put new code into DeltaV namespace
* RandomizedCandy: Removed redundant datafield tags
Signed-off-by: no <165581243+pissdemon@users.noreply.github.com>
---------
Signed-off-by: no <165581243+pissdemon@users.noreply.github.com>
* StatusIcon: add field to set if icon should be rendered with shading
* set/unset shader based on icon field
* set new field to true for hud icons
* re-shade health bars
(cherry picked from commit d314a41e4f5c166de5e59504090117435f6ba0c2)
* Suit sensors now know the 'total health' of an entity
* Missed the constructor 😔
(cherry picked from commit f5d9d3c4586252b6741f1c7473eef2b63b8fe586)
* Adds the option for you to toggle your OOC Patron color visibility to yourself and others.
* Makes the button magically disappear if you arent a patron
(cherry picked from commit 7ced9d42f0351319b20828115cad0abd274e4577)
* Adds a new slider to the misc tab in options that lets the player set chat window transparency
* Tweaked variable names
* Fixed order to match UI
* Renamed set chat window transparency function
* Changed and refactored to opacity instead of transparency
* Remove unnecessary int to float conversions
Slider used to be 0-100 while the CCVar was 0.0-1.0f. This is confusing and was only used for rounding to 2 decimal points.
* Round the value to two decimal points
* Remove rounding for now
* Rename
* Unhardcode chat color by moving to stylesheet
* Fix indent
* Make opacity slider only change opacity
---------
Co-authored-by: Your Name <you@example.com>
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
(cherry picked from commit bc31c193c25b297179e0de2bf54c2623fbeeebe0)
* Add scrollbars to lathe material list when necessary
* Fix bug where shrinking window would cause elements to overlap
---------
Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es>
(cherry picked from commit a05f95269f8e04a29e8d93da37cff47b84026d51)
* move SolutionTransfer to shared and predict as much as possible
* fully move OpenableSystem to shared now that SolutionTransfer is
* fix imports for everything
* doc for solution transfer system
* trolling
* add scoopable system
* make ash and foam scoopable
* untroll
* untroll real
* make clickable it work
* troll
* the scooping room
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
(cherry picked from commit 1db178b63254c5b509a6493a631fddb596b376a4)
* Add door electronics configuration menu
* Use file-scoped namespaces
Signed-off-by: c4llv07e <kseandi@gmail.com>
* Open door electronics configuration menu only with network configurator
Signed-off-by: c4llv07e <kseandi@gmail.com>
* Doors will now try to move their AccessReaderComponent to their door electronics when the map is initialized
Signed-off-by: c4llv07e <kseandi@gmail.com>
* Make the access list in the id card computer a separate control
Signed-off-by: c4llv07e <kseandi@gmail.com>
* Fix merge conflict
Signed-off-by: c4llv07e <kseandi@gmail.com>
* Remove DoorElectronics tag
Signed-off-by: c4llv07e <kseandi@gmail.com>
* Integrate doors with #17927
Signed-off-by: c4llv07e <kseandi@gmail.com>
* Move door electornics ui stuff to the right place
Signed-off-by: c4llv07e <kseandi@gmail.com>
* Some review fixes
Signed-off-by: c4llv07e <kseandi@gmail.com>
* More fixes
Signed-off-by: c4llv07e <kseandi@gmail.com>
* review fix
Signed-off-by: c4llv07e <kseandi@gmail.com>
* move all accesses from airlock prototypes to door electronics
Signed-off-by: c4llv07e <kseandi@gmail.com>
* rework door electronics config access list
Signed-off-by: c4llv07e <kseandi@gmail.com>
* Remove Linq from the door electronics user interface
* [WIP] Add EntityWhitelist to the activatable ui component
Signed-off-by: c4llv07e <kseandi@gmail.com>
* Better interaction system
Signed-off-by: c4llv07e <kseandi@gmail.com>
* Refactor
Signed-off-by: c4llv07e <kseandi@gmail.com>
* Fix some door electronics not working without AccessReaderComponent
Signed-off-by: c4llv07e <kseandi@gmail.com>
* Move AccessReaderComponent update code to the AccessReaderSystem
Signed-off-by: c4llv07e <kseandi@gmail.com>
* Remove unnecesary newlines in the door access prototypes
Signed-off-by: c4llv07e <kseandi@gmail.com>
* Remove unused variables in access level control
Signed-off-by: c4llv07e <kseandi@gmail.com>
* Remove unnecessary method from the door electronics configuration menu
Signed-off-by: c4llv07e <kseandi@gmail.com>
* [WIP] change access type from string to ProtoId<AccessLevelPrototype>
Signed-off-by: c4llv07e <kseandi@gmail.com>
* Remove unused methods
Signed-off-by: c4llv07e <kseandi@gmail.com>
* Newline fix
Signed-off-by: c4llv07e <kseandi@gmail.com>
* Restored to a functional state
Signed-off-by: c4llv07e <kseandi@gmail.com>
* Fix access configurator not working with door electronics AccessReaderComponent
Signed-off-by: c4llv07e <kseandi@gmail.com>
* Replace all string access fields with ProtoId
Signed-off-by: c4llv07e <kseandi@gmail.com>
* move access level control initialization into Populate method
Signed-off-by: c4llv07e <kseandi@gmail.com>
* Review
---------
Signed-off-by: c4llv07e <kseandi@gmail.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
(cherry picked from commit 64bb8dbdd50e0b1e5744e1eb0cc6f24bda959ade)
* Adds the CentComm Disk and configures it to work with direct-use shuttles
* Added functionality for drone shuttles (i.e. cargo shuttle)
* Adds support for pods, and a disk console object for disks to be inserted into. Also sprites.
* Added the disk to HoP's locker
* Removed leftover logs & comments
* Fix for integration test
* Apply suggestions from code review (formatting & proper DataField)
Co-authored-by: 0x6273 <0x40@keemail.me>
* Fix integration test & changes based on code review
* Includes Disk Cases to contain Coordinate Disks, which are now CDs instead of Floppy Disks
* Check pods & non-evac shuttles for CentCom travel, even in FTL
* Import
* Remove CentCom travel restrictions & pod disk consoles
* Major changes that changes the coordinates disk system to work with salvage expeditions
* Missed CC diskcase removal
* Fix build
* Review suggestions and changes
* Major additional changes after merge
* Minor tag miss
* Integration test fix
* review
---------
Co-authored-by: 0x6273 <0x40@keemail.me>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
(cherry picked from commit bed9e9ac6a068495ff70f09eb852a9c7a156d632)
* Don't clip text in item status
* Fix overflow in examine tooltip
---------
Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es>
(cherry picked from commit 9b08c2c908e344e3356c7cb4bd75efca0adae2e4)
* Initial radial menu prototyping for the RCD
* Radial UI buttons can send messages to the server
* Beginning to update RCDSystem
* RCD building system in progress
* Further updates
* Added extra effects, RCDSystem now reads RCD prototype data
* Replacing tiles is instant, multiple constructions are allowed, deconstruction is broken
* Added extra functionality to RadialContainers plus documentation
* Fixed localization of RCD UI strings
* Menu opens near cursor, added basic RCD
* Avoiding merge conflict
* Implemented atomized construction / deconstruction rules
* Increased RCD ammo base charges
* Moved input context definition to content
* Removed obsoleted code
* Updates to system
* Switch machine and computer frames for electrical cabling
* Added construction ghosts
* Fixed issue with keybind detection code
* Fixed RCD construction ghost mispredications
* Code clean up
* Updated deconstruction effects
* RCDs effects don't rotate
* Code clean up
* Balancing for ammo counts
* Code clean up
* Added missing localized strings
* More clean up
* Made directional window handling more robust
* Added documentation to radial menus and made them no longer dependent on Content
* Made radial containers more robust
* Further robustness to the radial menu
* The RCD submenu buttons are only shown when the destination layer has at least one children
* Expanded upon deconstructing plus construction balance
* Fixed line endings
* Updated list of RCD deconstructable entities. Now needs a component to deconstruct instead of a tag
* Bug fixes
* Revert unnecessary change
* Updated RCD strings
* Fixed bug
* More fixes
* Deconstructed tiles/subflooring convert to lattice instead
* Fixed failed tests (Linux doesn't like invalid spritespecifer paths)
* Fixing merge conflict
* Updated airlock assembly
* Fixing merge conflict
* Fixing merge conflict
* More fixing...
* Removed erroneous project file change
* Fixed string handling issue
* Trying to fix merge conflict
* Still fixing merge conflicts
* Balancing
* Hidden RCD construction ghosts when in 'build' mode
* Fixing merge conflict
* Implemented requested changes (Part 1)
* Added more requested changes
* Fix for failed test. Removed sussy null suppression
* Made requested changes - custom construction ghost system was replaced
* Fixing merge conflict
* Fixed merge conflict
* Fixed bug in RCD construction ghost validation
* Fixing merge conflict
* Merge conflict fixed
* Made required update
* Removed lingering RCD deconstruct tag
* Fixing merge conflict
* Merge conflict fixed
* Made requested changes
* Bug fixes and balancing
* Made string names more consistent
* Can no longer stack catwalks
(cherry picked from commit 02273ca0e7a4091bac88e585ecca5253dd0e7fd7)
* Can now search the uplink store interface with a searchbar.
* Search text updates no longer send server messages. Persists listings locally.
* Formatting fixes and tidying.
* Added helper method to get localised name and description (or otherwise, entity name and description) of store listing items.
* Update Content.Client/Store/Ui/StoreMenu.xaml
* Review change; moved localisation helper functions to their own class.
* Prevent thread-unsafe behaviour as-per review.
* Remove dummy boxcontainer
---------
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
(cherry picked from commit de62ec204b04809175945a2ccfd4dbce6dafd8eb)
* Make timer ignore client predict setting
* making tests run
---------
Co-authored-by: wrexbe <wrexbe@protonmail.com>
(cherry picked from commit 8676aad583ad7104151bf22932da86a87cb52c5a)
* Hyposprays Draw from Jugs
* Fix last onlyMobs usage in yml
* Some Suggested Changes
* Remove unnecessary datafield name declarations
* Remove unnecessary dirtying of component
* Same line parentheses
* Added client-side HypospraySystem
* Cache UI values and only updates if values change
* empty line
* Update label
* Label change
* Reimplement ReactionMixerSystem
* Remove DataField from Hypospray Toggle Mode
* Change ToggleMode from enum to Bool OnlyAffectsMobs
* Add DataField required back since it's required for replays...?
* update EligibleEntity and uses of it
* Add user argument back
* Adds newline
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Guard for dirty entity
* Adds summary tag
---------
Co-authored-by: Plykiya <plykiya@protonmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
(cherry picked from commit f192d7901fedd134c38a6cab38731f8e93994492)
The FTL UI on the shuttle console would reset the FTL progress bar every time you open it. This is because the server only sends "time until completion", not a start/end time. The FTL code now uses a separate start/end time so the exact same progress bar can be preserved.
For convenience, I made a StartEndTime record struct that stores the actual tuple. This is now used by the code and has some helpers.
(cherry picked from commit 3b791459c74c6b56c8ae6204a936f6de06674b93)
* Add auto-mode to reagent grinder
* Remove redundant stuff with DataField
* Use margin instead of dummy control
* Resolve grinder component
(cherry picked from commit a606909d30477453bc23765df4c78f04b2ead522)
* remove deprecated entity coordinate extension functions. Reduces warning count by approximately 50
* final toCoords Removed
* Remove all unused variables and dead code paths
* remove always true variable, should be a cvar or something instead
* remove superfluous variables from tests
(cherry picked from commit 59e46aab93ca38f8d57fcad4e3a2c893737d9ad4)
* make sure to keep late join button disabled if requirements not met
* more succinct representation of condition
(cherry picked from commit cfc0ecbf80ab497a01443aea354f4ac3dc205b58)
* Separated "thank you" messages from general ads
* Moved MessagePackPrototype to shared, cleaned up AdvertiseComponent, and actually killed AdvertisementsPackPrototype.
+More suggests changes.
* Rename PackPrototypeID to Pack in both components.
(cherry picked from commit 794a447bb7f0a36abaac802e0fa4d1ce7c8998ef)
* add Name field to SpeechVerbPrototype
* extra locale for voice mask ui
* SpeechVerb ui and handling
* raaaaaaaaa
* reeeeeeeeal
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* fix sort
* did you hear john syndicate died of ligma
* Update Content.Client/VoiceMask/VoiceMaskNameChangeWindow.xaml
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
(cherry picked from commit d13da2837d3a919df2101b37eae945e633c76c56)
* add SaveItemLocation keybind
* make item direction public to avoid having to change between Angle for no reason
* add item location saving
* show
* Added a better save keybind, made it draw saved positions, and trying to save in a position it has already been saved in removes that position.
* w
* code style
* Make taken spots appear blue
* style
* !
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: notquitehadouken <tripwiregamer@gmail.com>
Co-authored-by: I.K <45953835+notquitehadouken@users.noreply.github.com>
(cherry picked from commit 6863a7cc26f815ec9089003e8735777cea927d0f)
* When another player late joins it will correctly update the UI locally
* Resolve passengers not displaying the correct message in late join
* Improve final boolean comparison of button disabled state to be a bit neater
(cherry picked from commit bf7c1d647e7633ee2993a7da22318b7cf280d8ba)
* Fix mailing units turning into disposal units while recharging.
The states were hardcoded.
* Fix error handling
* Make default states constants
(cherry picked from commit 94e4755a8de6885c97fac1cfb767144e8e07981a)
- Fix text drawing being offset.
- Fix beacon snapping and distance check.
- Fix DrawData being offset.
- Fix bounds check for map objects not using PixelSize.
(cherry picked from commit 000a259563fd6ac1ec6889cd1fc767fcbc4a39de)
* Prep for DoorRemote Status
* Door Remote Mode Messages
* plural opens and closes
* never trust webedits
---------
Co-authored-by: Plykiya <plykiya@protonmail.com>
(cherry picked from commit e627a0d24bc8ae89665feb0b0d519b5fbb77ce32)
Fixes#26211
Admin messages now have separate "seen" and "dismissed" fields. The idea is that an admin should be able to tell whether a user pressed the "dismiss for now" button. Instead of using "seen" as "show this message to players when they join", "dismissed" is now used for this.
Existing notes in the database will automatically be marked as dismissed on migration. A note cannot be dismissed without being seen (enforced via constraint in the database too, aren't I fancy).
As part of this, it has become impossible for a player to play without dismissing the message in some form. Instead of a shitty popup window, the popup is now a fullscreen overlay that blocks clicks behind it, making the game unplayable. Also, if a user somehow has multiple messages they will be combined into one popup.
Also I had enough respect for the codebase to make it look better and clean up the code somewhat. Yippee.
(cherry picked from commit d776c4b392a082dba7539d77cfa20fc904ed4091)
* Replaced uses of Dirty(Component) with Dirty(Uid, Component)
Modified some systems (notably pulling-related) to use uids.
* Missed a few
* Revert changes to pulling
* No
(cherry picked from commit 4a83c365858830e3b2ff2b94fff501256422c20e)
* Pulling rework
Fixing up the FOUR systems managing pulling, all the shitcode, and also making it nicer ingame.
* More pulling cleanup
* stats
* More cleanup
* First draft
* More pulling
* weh
* Fix puller
* Pulling working
* Fix merge
* Dunked
* Self-merge time
* Fix hotkey
* Fix container changes
* oop
* Fix multi-pulling
* Move alerts cleanup.
* pulling fixes
(cherry picked from commit c584f6444a85cc53edb060230f7e7b2b76cc87bf)
* Fix SCRAM implant not being usable while in cuffs. Also fix freedom implant from working while dead/crit as a side effect
* Move check up to apply to all actions and do thing I forgor to do before
* Change check into an ActionBlocker check that also checks whether the user is sleeping.
* Make checking for Consciousness the default for actions
Went through and chose what I believe to be sensible defaults for actions that had CheckCanInteract.
* Fix typos my beloved
I had an unbelievable skill issue
* Fix major skill issue
(cherry picked from commit 22e9d6562f21bdd4f0962d6e3b6fcdd81bb4c253)
* Spray Paint (Draft)
* paint colors, paints in maints loot, cargo crate of paints.
* fix
* remove paint (sort of)
* moved paintcleaner into own system
* Moved paint to server (had to unfortunately)
* doafter now breaks when moving away.
* cant paint mobstatecomp
* loads of fixes
* fixes
* fixes
* nopaintshadercomp
* fixes
* fix
* use locale for paint remove string
* remove nopaintshadercomponent and use blacklist
* remove enabled.true from visualizer
* paint doafter event.
* add verbs for paint and remove paint and icon for paint verb.
* fixes
* no longer replaces shader when shader exists.
* replace forloop with foreach, check shader before adding and removing.
* paint doafter now separate so no copy paste code
* Entities in sprayed targets item slots are also now correctly sprayed.
* fix
* fix
* fix airlock psray painter now removes painted before painting door.
* spray paints now use openablecomponent.
* fix
* fix damn accesstypes.
* fix
* fix
(cherry picked from commit e4d5e7f1aebfc37b1bc3453fdb39578f3897b6a1)
* Improvements to the medical hud interface
* Adds an icon for SSD players
* Indentation fix
* Update sprites, changes direction and adds new status icon.
* Adds decomposing icon
* Code cleaning
* Changes Crit Icon sprite
* Simplifies the decision structure
* Changes copyright line
* Changes Critical Icon sprite
* Makes the Critical Icon border darker
* Changes sprites to /tg/ station
* Updates copyright
* Makes Dead Icon animation slight faster
* Code cleaning
* Remove some unused imports
* Code cleaning and rename icon
* Minor code cleaning
(cherry picked from commit 8d40bc36a93d3d5c6d3ece6c662ac9747f7837ae)
* move faction prototype to shared
* move faction exception and member stuff to shared
* fix breaking changes for random stuff
* move pettable friend stuff to shared
* mostly fix
* final fixy
* dragonops
* final fixy II
* use querys and fix warpspeed fish (probably)
* fixer
* Rrrr!
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Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
(cherry picked from commit 7561bef6a7aee65149381e155da53abc65a6a4e7)