* Adds variations to immovable rod
* slash oopsie
* Changed prototypes from being hardcoded to being defined in the rules component
* Changed from 10% chance to 5%
* Changes based on feedback
* Fix nullable error
* Moved randomized logic to .yaml. Probabilities of alternate rods add up to 5%.
(cherry picked from commit 8f652eaa7560a47a750173d716426dcd1ad7c01b)
Update borg_modules.yml
Changes basic welder in borg tool module to industrial welder
(cherry picked from commit 1dff97901d5c4ea3f23cf29a9e6f1c2edebdbc27)
* Removed Cannabis from thief objectives
* Removed the steal group and from cannabis prototypes
(cherry picked from commit b44015bd554eb97a2d4762d7b585c71e43865571)
All new opened issues automatically get marked as "untriaged", so a maintainer can go through them properly.
(cherry picked from commit 0303e9cb36902007354e9a5ed9fbc147c9ebe70f)
* make landmine work on stepping off
* update methods naming
* made both step modes possible
* updated stepoff event raise to not interfere with game physics internals
* added comments
* figuring out how audiosystem works
* added beep sound effect, updated how stepoff trigger works to make it more consistent
* updated source in attributions.yml
* made stepoff working every time
* introduced suggested changes
* updated janitor's WetSignMine to have audio
* made cleaner events and bashing my head at OnEndCollide event raise
* inverted conditional where applicable
* review
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Co-authored-by: Yurii Kis <yurii.kis@smartteksas.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
(cherry picked from commit 54dd273f660d6d8d523d0771bb8d8437373b082e)
* Add Prometheus stats for admin count
Fixes#20828
Reports time series for admin count. Counts are separated by state (active, AFK, or deadminned) and admin rank.
* Use static constructor instead of static readonly for the metric
Docs recommend this due to inconsistent execution of C# static constructors.
* Remove static usage, use IoC IMeterFactory.
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Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
(cherry picked from commit a1817a12dbb385275f4273c1abf48fac0a989ddd)
* haunted dungeon
* Initial work
Still needs prefab gen work to make it interesting.
* ime a worm
* weh
* Work
* Slight tweaks
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Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
(cherry picked from commit 952b7f4c4e8e957c0c3765f7b20f2745c9297e27)
* Configuration argument for content packaging
Needed this for something so here we are. I think someone mentioned they wanted this? Welp its here now
* Add client, tiny fixes
(cherry picked from commit 9e7b196ffbaa8c0a772d5d7544e51deaa2fe5a26)
Restrict door remotes to only being able to manipulate doors relevant to
their type.
(cherry picked from commit 93e3aed26e30375058aa44482236410ff31484f0)
Basicly just does small fixes that were told to me.
Warden's wall monitor is now located on the table because previously it was on a wall that wasnt even accesable
Salvage was readjusted due to no shuttle and given conveyors to help moving the cargo inside
Prisoner wall lockers now contain jumpsuit and jumpskirt for any new prisoners