* Holofan re-balance. No longer infinite but recharge.
Original Implementation by MajorMoth. Modified and expanded on by ShepardToTheStars. Holofans Changes (#1394)
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<!-- What did you change? -->
- Holofans are now timed
- Holobarriers are now charge based, and produce a timed barrier
<!-- Discuss how this would affect game balance or explain why it was
changed. Link any relevant discussions or issues. -->
Direction request to avoid them being up all shift and doing atmos
shenanigans.
<!-- Summary of code changes for easier review. -->
New components and systems to handle detailed descriptions on holofan
barriers. Bunch of .yml changes.
Because both holograms can now either be destroyed, or despawn after 5
minutes, a complete rewrite of the way they're produced was necessary.
The projectors still have 6 uses and can recharge 1 use every 2 minutes.
Clicking on a holo barrier/fan with the correct projector will delete
it, and add a charge back to the projector.
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showcase.
- [X] I can confirm this PR contains no AI-generated content, and did
not use any AI-generated content.
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**Changelog**
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🆑 Jakumba
- add: Added a warning text when inspecting a Holofan and Holobarrier
with duration before they expire
- tweak: Holobarrier Projectors now work on a charge base system
- tweak: Holofans and Holobarriers now last for five minutes when placed
---------
Co-authored-by: Falcon <falcon@zigtag.dev>
Co-authored by: Vanessa <vanessalouwagie@gmail.com>
* Added a CanPickup variable to the component to disallow picking up holoprojections.
* Hid the empty version of HoloprojectorEngineering
* YAML cleanup
* Holoprojection locale update
* Old logic cleanup
* Fixed holobarrier sprite
* Words
* Fixed hidden projector in DV namespace
* Excluded TimedDespawnDetailed from test that already excluded the TimedDespawn comp
* PR #4734 feedback changes
* oops. Actually put StopTimer in TimedDespawnDetailed
---------
Co-authored-by: Jakumba <16194688+Jakumba@users.noreply.github.com>
Co-authored-by: Falcon <falcon@zigtag.dev>
* Bring Ovni back
* Update ovni.yml
* Made archivists room bigger, changed AI core a bit
* Update ovni.yml
* Update ovni.yml
* removed invalid
* attributions file
* Made requested changes
* removed invalid..?
* Update ovni.yml
* removed invalid
* Minor fixes
* fix invalid, hopefully for the last time..
* fixes, still need to do signs, its next
blah
* final fixes.. i hope
beh
* attributions fix
* Update deltav_map_attributions.yml
This PR adds delta-pressure damage. In short, airtight structures can now take damage proportional to the difference in pressures between the sides of the structure.
* Init Commit
* Typos
* Commit 2
* Save Interaction Test Mob from failing
* ssss
* Confident I've gotten all the correct prototypes
* Whoops forgot to edit those
* aaaaa
* Better solution
* Test fail fixes
* Yaml fix
* THE FINAL TEST FIX
* Final fix(?)
* whoops
* Added a WeightlessnessChangedEvent
* Check out this diff
* Wait I'm dumb
* Final optimization and don't duplicate code
* Death to IsWeightless
* File scoped namespaces
* REVIEW
* Fix test fails
* FIX TEST FAILS REAL
* A
* Commit of doom
* borgar
* We don't need to specify on map init apparently
* Fuck it
* LOAD BEARING COMMENT
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Increase SpawnAndDeleteAllEntitiesOnDifferentMaps test simulation time (#38901)
wait longer
* Reduce LevelOfParallelism to 2 for integration tests (#39566)
less paralelliism
* Fix Assumption of Nullable to have value (#41220)
* Fix Potential Test Fail
* Please the maintainer gods
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146)
* Optimize sensor monitoring window graph drawing
* Add shared static Vector2 pool for all GraphView instances
* Address requested changes
* remove lock
* Update submodule to 264.0.0 (#38629)
* Toy/Plushie Inhands and Wearables (#38514)
* Fixed dependency injection and some other issues in a few places.
* More issue fixes
* patchfor broken NetworkConfiguratorLinkMenu (#38632)
fix
* Fix solutions flickering when transferring contents (#34838)
* Use Solution clones when applying SolutionComponent states
* Revert "Use Solution clones when applying SolutionComponent states"
This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62.
* Make Solution implement ICloneable and rename Clone method.
* Copy CanReact value when cloning a Solution
* Convert to IRobustCloneable
* Fix typos in guidebook: Buisness → Business (#38636)
* Fix typo in `MinorAntagonists.xml`
Buisness → Business
* Fix typo in `YourFirstCharacter.xml`
Buisness → Business
* Various Headphones Fixes and Tweaks (#38479)
* sprites, wearables
* neck
* icon-on sprite
* Cleanup prototype instantiation in `DamageTest` (#38639)
Cleanup prototype instantiation in DamageTest
* Cleanup prototype instantiation in `ExplosionSystem` (#38642)
Cleanup prototype instantiation in ExplosionSystem
* AddBodyPartCommand localization. (#38612)
commit
* fix ItemSlotsSystem debug assert (#38655)
* Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536)
* Added directional beacons (#38284)
* Added directional beacons
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Fixed names
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
---------
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Power stat and nuke codes commands get some LEC love. (#38585)
* commit
* requested changes.
* Dsay Dirty and Follow commands converted to LEC and localized. (#38666)
* commit
* whoopwhoopwhoop
* Retro laser sprite fix (#38676)
* Fixed everything except the icon
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* fixed icon
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
---------
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* fix water coolers (#38681)
* Monochromacy typo fix (#38686)
* fixes the typo
* Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504
* Apply suggestions from code review
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Validate `CloningSettingsPrototype`s (#38688)
* Validate CloningSettingsPrototypes
* Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Check EventComponents too
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Add test of objective-related console commands (#36400)
* Add test of objective add/list/remove commands
* Not sure why we're validating test prototypes, but sure
* We don't need a map
* Improvements and fixups for New Status Effect API (#38660)
* Predict healing and bloodstream (#38690)
* initial commit
* reapply 38126
* fix rootable
* someone missed an important minus sign here
* try this
* fix
* fix
* reenable crit hits
* cleanup
* fix status time dirtying
* fix
* camelCase
* Healing and bloodstream prediction fixes.
* Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661)
* Resolving Wizard Recall on Nuke disk making it impossible to disarm
- Adding a DisarmBomb case to nuke status update loop
- Changing a few methods and parameters to properly follow formatting standards
- Updating some names to follow camelCase
* Updating missed tag
* Reverting DataField change
Should prevent this preventative bugfix being a breaking change.
* Switch HSV to the default colorspace for character customization (#38434)
* Made HSV default for character editor
* Adds/fixes comments to HSV defaulting
* Added dropbox fix, potentially cursed
* Revert "Added dropbox fix, potentially cursed"
This reverts commit a709883366fbee813e839742125e70844672af29.
---------
Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>
* Fix: Don't deploy foldables when clicking on items inside containers (#38709)
* Fix
* Apply suggestions from code review
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Pressure Relief Valve (#36708)
* initial system (this math is probably WRONG)
* General code cleanup and OnExamined support
(holy moly this code sucks)
* UICode and related events foundation
TODO:
- Actually write the XAML UI and the underlying system
- Un-shitcode the entire thing
- Actually test everything...
* Working UI code
TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't.
* Remove one TODO for unshitcoding the examine code
* Add reminder
yea
* Make predicted (defenitely isn't)
(also defenitely isn't a copypaste from pressure pump code)
* It's predicted!
TODO:
- Give it snazzy predicted visuals!
- Have a different field for pressure entry, lest it gets bulldozed every UI update.
* Improve gas pressure relief valve UI
TODO: Reminder to reduce amount of dirties using deltafields
* Implement DirtyField prediction
* Entity<T> cleanup
A lot of Entity<T> conversions and lukewarm cleanup.
Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell.
* More cleanup and comments
* Remove TODO comment on bulldozing window title
* """refactoring"""
- Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance.
- More Entity<T> conversions because I like them.
- Move UI creation handling over entirely to the ActivatableUI system.
- Fix a hardcoded locale string (why????).
* Add visuals
* Revert debugging variable replacememt
yea
* Revert skissue
* Remove unused using directives and remove TODO
* Localize, cleanup, document
* Fix adminlogging discrepancy
* Add ability to construct, add guidebook entry
* Clear up comment
* Add guidebook tooltip to valve
* Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor
* Adds more input handling and adds autofill on open
* Un-deepfry input validator shitcode
Genuinely what was I smoking
* improve visuals logic
* Refactor again
- Update math to the correct implementation
- Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs
* I'm sorry but I hate warnings
* Remove unused using directive in AtmosphereSystem.Gases.cs
* Review and cleanup
* Lukewarm UI glossup
* Maintainer for the upstream project btw
* Remove redundant state sets and messy logic
* Unduplicate valve updater code
* Redo UI (im sorry Slarti)
* run tests
* Test refactored UI messaging
* Second round of UI improvements
- God please find a way to improve this system. Feels bad.
* Update loop implementation
* Further predict UI
* Clear up SetToCurrentThreshold
* cleanup
* Update to master + pipe layers and bug fixes
want to run tests
* fixes
* Deploy rename pipebomb
* Documentation and requested changes
* Rename the method that wiggled away
* Undo rounding changes
* Fix comment
* Rename and cleanup
* Apply suggestions from code review
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Fix TextLinkTag (#32203)
* Adjust uplink buy button to be under item icon (#38596)
* Adjusted uplink buy button to be under item icon
* Put the discount subtext under the icon
* Indent fixes, added margin
---------
Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>
* Scurrets - Audio Improvements (#38482)
* Scurret audio tuning
* Add new sfx
* Update sneezing sfx
* YAML support
* Rename a folder
* make telesci wreck easier (#37569)
rel
* Validate `ShaderPrototype` IDs (#38728)
* Convert all shader prototype string literals to protoids in overlays
* Convert more shader prototype literal strings to protoids
* Convert ValidatePrototypeId to ProtoId
* Later
* [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664)
* fixed
* clean up
* orks fix smart
* review fix 1
* more requested changes
* less cursed
* more descriptive description
* better wording
* Tiny Tiny Cleanup of the EyeClosingSystem. (#38734)
Update EyeClosingSystem.cs
* Fix human skin tone distribution (#38701)
* fix: Use PredictedQueueDel for gib spell (#38729)
* fix: don't default to uncharged sprite state for cells (#38730)
* Fix Hristov description - remove inaccurate technical specs (#38746)
- Removes inaccurate 'armor piercing 14.5mm shells' reference
- Replaces it with a more funny description, matching the style of the other snipers and guns
- Keeps ammunition type '.60 anti-materiel ammo' specification
- Fixes issue #38590
Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br>
* feat: allow mopping evaporating puddles (#38743)
* Validate remaining `ProtoId` strings (#38747)
Validate remaining ProtoId strings
* Validate `ProtoId`s in tests (#38745)
* Convert string literals to protoids in Content.Tests
* Convert string literals to protoids or consts in Content.IntegrationTests
* Fix linter failures
Tricksy static using misled me
* Cleanup warning in StomachSystem (#38748)
you did not see this
* Vox scars (#38592)
* Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl
* Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl"
This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15.
* locale key fix
* Changed top surgery scar names to be more generalized
* Adjusted face scars
* Formatting fixes
---------
Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>
* UnlockNode command to LEC. (#38751)
* commit
* Update UnlockNodeCommand.cs
* commit
* move command locale to its own file.
* Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Typofixes for figurine dialogue (#38737)
* Typofixes for figurine dialogue
* Forgot two
* Janitor Tool: Wire Brush (#38667)
* Wow! It's -brush-
* spacing.
* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* fixed changes
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Minor escape menu UX improvements (#38650)
* fix: spellbooks can have infinite charges (#38376)
* fix: spellbooks can have infinite charges
* refactor: indicate infinite spellbook charges with null
Not sure if I like this much better...
* academy station map with evac shuttle and prototype
* Added Academy to list in PostMapInitTest.
* Academy station
- tweak: added empty crates in engineering to help with PA setup.
- removed: physics grid
NTES_Academy shuttle
- added: firelocks
- added: decals
- removed: physics grid
maps Pools
- added academy to list.
* Academy Station
- added buttons for janitor lights.
- tweaked several areas
- added more intercomms
Evac
- added warp point
- added "device network .... shuttle timer"
- tweak linked airlock doors in rear - oops.
* - tweak removed mining shuttle console and airlock
* - fix removed physics from anchored barrier
* fix - replaced some barriers causing errors in the whole hallway.
* working through feildcommands requested changes.
* arrivals/dorms done
* engineering in progress
* working through fieldcommander's requests.
* eng - done.
* cargo - done
* service - done
* evac - done
* working through changes.
* working through changes.
* law done
* ai done
* bridge done
* perma done
* working through changes:
* perma done
* sec done
* epi brig done
* working through changes
* chapel - done
* park - done
* epi - in progress
* working through changes
* epi - done
* medical - done
* working through changes.
* TODO - evac shuttle
* TODO - playtest
* evac commit before adding devicenetwork component for shuttle timer
* added shuttle timer to evac
* changed NY to DV in prototype
* fixed rotations, tiles.
added archivist temp space.
changed min pop to 50.
* minor edits for power, air, and buttons on map.
* oops! forgot a comma.
* RE-added Academy to initTest.
upped max pop to 100
* updated path of shuttle to match new directory schema.
minor edits for air alarms on evac and map.
* perhaps this comma at the end is causing undue stress on the integration tests. Let's find out!
* fixes and tweaks for Velcro's first step in reviewing this behemoth.
* added LO, MG beacons
* removed trash piping in old surgeon theater
* connected LV to APC in maints near west solar
* replaced viro janitor button to be for medical instead of service
* linked security airlock to bolt airlocks when opening to space
* re-fanagled viro atmos piping to rooms
* replaced honklaw maints door - not service access anymore!
* linked other jani-light in delta-phi dorms
* Fixed invalid scrubber in viro
* alphabetized the //DeltaV maps in the list per Velcro's ask.
* removed bomb tagets in; arrivals, med, epistemics, evac.
* oops.
* * fixed missing window in viro checkpoint - how did that happen?
* added curtains to entertainers rooms
* connected captain's toilet to disposals
* replaced intercom outside command with working one
* replaced maint access in honklaw and mimelaw with theater access to match
* fixed space and pods sign directions to make more sense
* fixed unreinforced wall at salvage external airlock
* fixed unreinforced walls at atmos
* added crematorium in chapel morgue
* replaced epi lock with chapel lock for chapie chapalino chaplinsky charles chaplin
* fixed mantis maints door
* made cloister public access to players can talk to the oracle - sorry epistemics
* moved cargo dock emergency lights off normal lights
* made boxketball lockers public access - go play!
* made distro public access - unless by popular demand you all tell me that it be jani locked. snicker snicker.
* replaced hydroponics access to the freezer to be hydroponics only - sorry kitchen staff.
* added nutrimax for hydroponics
* fixed conveyor direction in perma disposals
* Testing phase 1
* Official ready for review
* Fixed the mapping oopsie
* Map Fixes, and cleanup
* 123
* Evac Shuttle updated
* Updated YML of the protothingy
* Fixed fails, cried a few times
* More Fixes. I've ran out of tears
* Revert "More Fixes. I've ran out of tears"
This reverts commit afeefedf3a.
* Had to revert. I feel as though I am going bald, send help, or rogaine
* Subfloor PT1, Many Fixes, Multiple Crying Sessions
* Fixes / Changes / tweaks
* Changes requested
* I broke it
* notepad savior
* Add basic test of station initial power supply
* Add info about stored power vs needed amount
* Update map list
* Get it compiling again
* Get it working again
* Only run if explicitly requested
* Fix merge
* We call 'em batteries
* Mark the test as dirty
* Add the chameleon controller implant
* address the issues (Git please dont kill me)
* Address the review and fix some merge conflicts!
* Cleanup
* Add use delay
* Silly mistakes
* Making a PR at 2 am: Gone wrong
* Predict use delay and disable the buttons until you can choose another
* First phase custom clothing
* Better system, now relays to agent id and mindshield. Chameleon loadouts are a lot better to work with as well
* Address the review! No more evil goto
* Slams way is better I should have read more closely xD
* Some of the jobs
* Add to Cargo, CentComm, Service, Passenger, Ninja, Cluwne, Wizard + Minor changes to existing; Add chameleon to bandanas, medals, jugsuits and HUDs
* Add everything else
* Fix test
* Job name
* This looks better
* Add department organization
* Minor cleanup
* Added some mindshields
* Remove redudent comment and change funcion name to be clearer
* Fix cluwne outfit
* fix merge conflicts
---------
Co-authored-by: SlamBamActionman <slambamactionman@gmail.com>
* feat: now vacuum cleaner can suck solutions from floor
* refactor using AbsorbentSystem instead of separate vacuum cleaner
* refactor: remove unused vacuum cleaner files
* refactor: renamed ConnectedContainerComponent to SlotBasedConnectedContainerComponent (and system)
* fix: fix invalid comp name
* fix: no more spray nozzle messaging about water inside bottles etc.
* refactor: minor refactor in SlotBasedConnectedContainerSystem and adjustments after merge
* refactor: cleanups
* refactor: renaming
* refactor: update to use _puddleSystem.GetAbsorbentReagents
* refactor: changed interactions with SlotBasedConnectedContainerSystem into events
* refactor: new sound and action delay adjusted to sound (amount tweaked a bit accordingly, almost)
* refactor: added networking for SlotBasedConnectedContainerComponent
* fix attribution for vacuum-cleaner-fast.ogg
* trying to fix multi-license for mix sound file
* remove empty line
* refactor: remove trailing whitespace
* by ref struct, brother
---------
Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
Co-authored-by: EmoGarbage404 <retron404@gmail.com>
* 1 warning in KudzuVisualizerSystem
* 2 warnings in ChameleonProjectorSystem
* 1 warning in MarkerSystem
* 2 warnings in ItemSystem
* 1 warning in GhostToggleSelfVisibility
* 1 warning in FoamVisualizerSystem
* 1 warning in ClickableTest
* 1 warning in ThrownItemVisualizerSystem
* 2 warnings in InfantSystem
* 1 warning in ChasmFallingVisualsSystem
* 1 warning in PotencyVisualsSystem
* 2 warnings in OrbitVisualsSystem
* 2 warnings in BeamSystem
* 1 warning in JitteringSystem
* 1 warning in CardboardBoxSystem
* 2 warnings in StationAiSystem
* 2 warnings in FirelockSystem
* 2 warnings in CargoSystem.Telepad
* 1 warning in StasisBedSystem
* 2 warnings in WeldableVisualizerSystem
* 2 warnings in DeliveryVisualizerSystem
* 1 warning in TimerTriggerVisualizerSystem
* 1 warning in StorageFillVisualizerSystem
* 2 warnings in RadiationCollectorSystem
* 2 warnings in BorgSwitchableTypeSystem
* 1 warning in TurnstileSystem
* 1 warning in SurveillanceCameraVisualsSystem
* 1 warning in BurnStateVisualizerSystem
* 2 warnings in CableVisualizerSystem
* 1 warning in JetpackSystem
* Adding the new Terra Station!
* Renamed a BUNCH of doors, Substations, and SMES. Fixed EVA doors, piping. Added BecomeStation component. Removed invalids from yml
* Added Sophic Grammateus, some decals, and APC to power Genpop. Renamed some cameras
* Made Sec and Epi maints not deadends
* Added Mr Butlertron and some beacons
* Loooots of changes
* Lots more updating, changing pipes, making things not as bright, etc etc
* Moved a few unreachable devices, AI can't use fancy turrets yet so you get bullets, and the screens finally show Evac ETA!
* Adds Division Station
new station woo hoo
* other nonsense
can't a guy just make a map without doing all this other stuff
* Update division.yml
AI turrets, cargo dock changes, added missing LV, added light to HoS, made freezer cold, added minimoog to maid cafe, made firing range better
* Update division.yml
added tile in captain's room lol, changed around perma wall layout by cells.
* Update division.yml
Made CJ's closet into a room.
* Adjust prototype and map
adjusts some jobs and adds atmos burning stuff, also replaces explosive landmines with shrapnel landmines
* Updated map & prototype
I CHANGED A LOT OKAY
* Update division.yml
Added CMO air alarm, added scrubbers to some rooms, added some lights, added robodrobe
* Update division.yml
added emergency lights and other stuff
* Update division.yml
fixed recycler directions, etc
* Update division.yml
Tucked in AI satellite shielding to remove potential obstruction to the shipyard dock.
* Update division.yml
Added parallax
* Update division.yml
Added screens and some posters
* minor adjustments & MaxPlayers
* Update division.yml
removed duplicate HOS locker, misc decal and decor changes
* Added detective slot
also added another forensic scanner
* Update division.yml
* Update division.yml
added logic gates, misc changes
* Update division.yml
added hats, made kitchen nicer
* Lowered minimum & midround antag spawns
* added maxPlayers of 70
there are bigger stations
* Update division.yml
added LV to cold loop pumps, added some decals to TEG area, moved TEG south 1 tile, gave engineering generators, added a toolbox to medical Substation room, gave MG a pretty painting & poster, removed mirrors in barber shop because they looked dumb and were inaccessible.
* Update division.yml
added a few mob spawners with a 5% chance to spawn something scary in maints
* Update division.yml
made requested changes per Velcroboy
* Update division.yml
more requested changes
* Update NTES_Right.yml
---------
Signed-off-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>
* Cleanup warnings in MagazineVisualsSpriteTest
* Cleanup warnings in WiresVisualizerSystem
* Cleanup warnings in GunSystem.SpentAmmo
* Cleanup warnings in GunSystem
* Cleanup warnings in GunSystem.ChamberMagazine
* Cleanup warnings in MeleeWeaponSystem.Effects
* Cleanup warnings in ToggleableLightVisualsSystem
* Cleanup warnings in StatusIconOverlay
* Cleanup warnings in SpriteFadeSystem
* Cleanup warnings in PdaVisualizerSystem
* Cleanup warnings in EnvelopeSystem
* Cleanup warnings in MechSystem
* Cleanup warnings in MappingOverlay
* Cleanup warnings in LockVisualizerSystem
* Cleanup warnings in DragDropSystem
* Cleanup warnings in GhostSystem
* Cleanup warnings in TriggerSystem.Proximity
* Cleanup warnings in DragonSystem
* Cleanup warnings in PortableScrubberVisualsSystem
* File-scoped namespace for PortableScrubberVisualsSystem