* Added new Buy & Sell specific cargo pallets
* Remapped trading outpost with new pallets, tweaked texture
* Removed debug message
* Fixed/Compacted conditional checking to let old pallets still work for backwards compatability
* Update Content.Server/Cargo/Components/CargoPalletComponent.cs
Alright, updating all the references to it.
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Changed textures, changed to enum instead of string for pallet type check
* Few minor code tweaks/formatting fixes
* Missed the prototype change
* Update Content.Server/Cargo/Components/CargoPalletComponent.cs
* Update Content.Server/Cargo/Systems/CargoSystem.Shuttle.cs
---------
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
(cherry picked from commit c0bbbc33c19eafcc8defaa7f1ec2df42e485b435)
* sprites
something something strength and certainty of steel (except this is brass)
* test1
* commas it was commas
* commas and brackets
* LET THERE BE BRASS
* brass-glass-etc-windows-thindows-floors-lattice
* ALL THE STRUCTURES!!
"Which structures did you add?"
"all."
* buyable brass
and on the first day the quartermaster said "let there be brass" and all the cargo techs stopped inve$ting in awe
* Update windoor.yml
i forgor 💀
* Update tiles.ftl
* i hate random capital letters
* linter fix 1
whew, thank god for linters
* fix 2
* maybe this
shot in the dark, idk what the hell i'm doing hopefully this fixes it?
* fix attempt 1
weather to true, maybe the thingy got confused?
* remove clockwork lattice
it's fixed the test fail... but at what cost?
* changes 1
* fix clockwork windoor
* FLOORS
HAHAHA LET THERE BE FLOORS
* try linter fix 1
i love linters they find things i'd never catch myself
* tweaks fixes 1
fixes merge conflict and does more stuff part two later because i'm tired
* tweaks fixes 2
i should probably do this stuff during the day when i have more energy but eh
* Update assembly.yml
* Update chairs.yml
* fix door sprites
somehow the deny_unlit was broken for all the clockwork doors
* fix glass.yml
(cherry picked from commit f0e8695a91b787c8107ebf198309d92159463dc0)
* adds a new syndie space shuttle ruin + plastitanium windows
* the green goomba gaming
* fixe
* visor > gloves
(cherry picked from commit 7b9346d2a8f3ab7e62c19b207ba5091cbddd6ecd)
* Added salt to ore.yml
Added salt to ores.yml
Added salt walls to asteroid.yml
Added salt to BaseAsteroidDebris' list of ores to generate in asteroids.yml
Added OreSalt to biome_ore_templates.yml
Added salt to guaranteed salvageLoot in salvage_loot.yml
Added salt entry under salvage-magnet-resources in salvage-magnet.ftl
Added WIP sprites for salt.
* Renamed salt's id to SaltOre inside Entities/Objects/Materials/ore.yml
Fixed salt not being grindable due to using an incorrect reagent name
Added salt to ore.rsi/meta.json and rock.rsi/meta.json
* Added chlorine to the list of solutions salt gives when used in the grinder.
* Gave salt ore and salt rock overlay unique sprites.
* Added raw salt to materials/materials.ftl
Updated SaltOre definition in ore.yml to have RawSalt under materialComposition
* Updated saltore definition to give 10 units of tablesalt and 5 units of iodine when ground.
(cherry picked from commit 133bd0353a16a3b2260555318a1389b1c2c0f0e9)
* Added Plasma and Uranium Windoors, plus uranium directional windows
* I forgor the locked proto's too ;-;
* Skill issue, forgot to remove something that was a test
* Please dear git tests, let me sleep (ShardGlassRUranium indeed does not exist)
* No more static prices for windows/windoors
* I wish I knew how to run the tests locally ;-;
(cherry picked from commit 88ae71715b89b4ada2dfa42331c12962f73485fe)
* LockVisualizer
* Fix state
* Clean some code
* Make it component, fix tests fail
* Fix for StateUnlocked
Now it is possible to manually set the unlocked state and it will work!
* Optimize LockVisualizer, add check for unlocked state
* No todo I guess
(cherry picked from commit c7870882f6f956eea07cbb4738ae45c8805c8ce6)
The 8-directions is a vestige of /tg/station, where the extra
directions were used to place cameras on the left or right half of the
wall.
Setting it to 1 directions (sic) allows the game engine to rotate the
sprite for us, which is fine as the art currently has no perspective.
(cherry picked from commit 15f91b07207b803e7bb581bf30dd2a21d813edf0)
* * Fixed rounding errors when the PA control box was checking for parts, sometimes leading to the obscure "port/starboard emitters are not detected".
* Auto-rotated the PA control box toward the fuel box when checking for parts
* Swapped the wired/completed state sprites for the PA control box as it appears they were inverted
* Update Content.Server/ParticleAccelerator/EntitySystems/ParticleAcceleratorSystem.Parts.cs
---------
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
(cherry picked from commit eb0a54fef295d4b05f864a0f4af404e8870d505f)
* sans
* Papyrus
* add to game
* tweak stick
* fixes
* Update Resources/Prototypes/Entities/Objects/Misc/kudzu.yml
Co-authored-by: Kara <lunarautomaton6@gmail.com>
* Update Resources/Prototypes/Entities/Structures/Specific/Anomaly/anomalies.yml
Co-authored-by: Kara <lunarautomaton6@gmail.com>
---------
Co-authored-by: Kara <lunarautomaton6@gmail.com>
(cherry picked from commit b3b64e6cf29f313a9782fb95ae8727f907b1836a)
* Cryogenic sleep units
* pause map support
* no more body deletion
* Cryogenic Storage Units
* boowomp
* no more emag, no more dropping present people
(cherry picked from commit 736b9dd7df6e35f07fed88686c7c863ac61af846)
* glowy lights - makes light fixtures actually physically glow when active
* serviced the lights
* ya sure
(cherry picked from commit 1a531342c5c8b2860054f79479b02c8083f3b5d0)
* Flatpacker and flatpacks
* ok that's good enough
* convert solars/AME to flatpacks
* mats, mats, we are the mats
* basic mechanics are DONE
* thing
* final UI
* sloth
* rped jumpscare
* rename
(cherry picked from commit 1c11332fa4b77d556e7f3db17f391dbd2664cda5)