* Pass 1.
* i'm FREE
* Prevent hangups.
* okay fine here's an attribute for settings, will polish later and prolly remove the overridable thing.
* sigh.
* fix singular trigger bug so LatheTest doesn't flake.
* Remove SystemAttribute usage.
* Poke
* I used the shotgun. You know why? Cause the shot gun doesn’t miss, and unlike the shitty hybrid taser it stops a criminal in their tracks in two hits. Bang, bang, and they’re fucking done. I use four shots just to make damn sure. Because, once again, I’m not there to coddle a buncha criminal scum sucking f------, I’m there to 1) Survive the fucking round. 2) Guard the armory. So you can absolutely get fucked. If I get unbanned, which I won’t, you can guarantee I will continue to use the shotgun to apprehend criminals. Because it’s quick, clean and effective as fuck. Why in the seven hells would I fuck around with the disabler shots, which take half a clip just to bring someone down, or with the tazer bolts which are slow as balls, impossible to aim and do about next to jack shit, fuck all. The shotgun is the superior law enforcement weapon. Because it stops crime. And it stops crime by reducing the number of criminals roaming the fucking halls.
* Change the faulty store test into two tests, one of which is ignored for failing.
* 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...
* Remove the unnecessary NetID property from ComponentState.
* Remove Component.NetworkSynchronizeExistence.
* Removed Component.NetID.
* Adds component netID automatic generation.
* Removed NetIdAttribute from serverside components with no corresponding clientside registration.
* Completely remove static NetIds.
* Renamed NetIDAttribute to NetworkedComponentAttribute.
* Add GenerateNetIds calls to client and server entry points.
Add test to make sure auto generated NetIds are identical.
* Component changes when rebasing that I am too lazy to rewrite into the branch.
Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
* Initial
* Cleanup a bunch of things
* some changes dunno
* RequireAnchored
* a
* stuff
* more work
* Lots of progress
* delete pipe visualizer
* a
* b
* pipenet and pipenode cleanup
* Fixes
* Adds GasValve
* Adds GasMiner
* Fix stuff, maybe?
* More fixes
* Ignored components on the client
* Adds thermomachine behavior, change a bunch of stuff
* Remove Anchored
* some work, but it's shitcode
* significantly more ECS
* ECS AtmosDevices
* Cleanup
* fix appearance
* when the pipe direction is sus
* Gas tanks and canisters
* pipe anchoring and stuff
* coding is my passion
* Unsafe pipes take longer to unanchor
* turns out we're no longer using eris canisters
* Gas canister inserted tank appearance, improvements
* Work on a bunch of appearances
* Scrubber appearance
* Reorganize AtmosphereSystem.Piping into a bunch of different systems
* Appearance for vent/scrubber/pump turns off when leaving atmosphere
* ThermoMachine appearance
* Cleanup gas tanks
* Remove passive gate unused imports
* remove old canister UI functionality
* PipeNode environment air, make everything use AssumeAir instead of merging manually
* a
* Reorganize atmos to follow new structure
* ?????
* Canister UI, restructure client
* Restructure shared
* Fix build tho
* listen, at least the canister UI works entirely...
* fix build : )
* Atmos device prototypes have names and descriptions
* gas canister ui slider doesn't jitter
* trinary prototypes
* sprite for miners
* ignore components
* fix YAML
* Fix port system doing useless thing
* Fix build
* fix thinking moment
* fix build again because
* canister direction
* pipenode is a word
* GasTank Air will throw on invalid states
* fix build....
* Unhardcode volume pump thresholds
* Volume pump and filter take time into account
* Rename Join/Leave atmosphere events to AtmosDeviceEnabled/Disabled Event
* Gas tank node volume is set by initial mixtuer
* I love node container
* First pass
* Fix access and rename banananium to bananium
* Fix captialization of CookTimeInfoLabel
* Fix InteractUsing calls
* Remove unused [Dependency]
* Replace obsolete references to Anchored with BodyType
* Assign default value to shoving someone in disposals
* Fix naming
* Replace Initialize TryGetComponents with EnsureComponent
* Rework AnchorableComponent
* Fix singularity component
* Replace obsolete usages of Angle.South
* Fix efcore warning
* Fix container tests
* Fix DebugPressurePump invalid PressurePump yaml
* Fix getting pathfinding region of grid 0
* Fix atmos plaque missing layer and add info message when it happens
* Fix AiSteeringSystem steering in an invalid grid in entity test
* Make content able to choose which log level leads to test failures
* Revert container test fix for Acruid
* Fix sprite, pipe and saving errors
Make EntityTest print all errors instead of stopping on the first
* Reorder singularity visualizer
* Disable pvs for container occlusion adn simple predict reconcile, they use entities other than map ones
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Removed obsolete EntitySystemMessage, now everything uses the base EntityEventArgs or the derived HandledEntityEventArgs.
Setup InteractionSystem to use new directed events.
* Update Submodule.
* Engine namespace changes.
* Automated remove redundant using statements.
* Simplified Graphics namespace.
* Apparently the container system stores full type names in the map file.😞 This updates those names.
* API Changes to LocalizationManager.LoadCulture.
* Update submodule to v0.3.2
* Update usages of ! is with is not
* Content.IntegrationTests commit
* Content.Server commit
* Content.Shared commit
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>