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84c7e3d877e25a61ba5c74a76f2edef2ffaf8426
45
Commits
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709ebff010 |
Predict damage examine (#40168)
* predict damage examine * . * required true * nits --------- Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com> |
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29e55b9464 |
Upstream Merge (June / July) attempt 2 electric boogaloo (#4607)
* 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... |
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82e31f5e80 |
Add Diona rooting (#32782)
* Initial commit * Add sound * Review commets * addressing review * I think this is what Slart meant? * Review fixes * More fixes * tiny formatting * Review fixes * Review fixes * Fix small timing error * Follow new action system * review --------- Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com> Co-authored-by: ScarKy0 <scarky0@onet.eu> |
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+88 |
22aa10443e |
upstream merge 27/04/2025 (#3596)
* Fix glass duplication with beakers (#34441) Update chemistry.yml Fixing glass dupe. * Automatic changelog update * Heterochromia for Moth (#36061) * 1 * Fix local * formatting --------- Co-authored-by: Milon <milonpl.git@proton.me> * Salvage Airlock (#36375) * Salvage * atmos a * more muted colours * Mapping Related to AI * Fixed small naming inconsistency * Revert "Fixed small naming inconsistency" This reverts commit 985e1fd46a09e521c11dc345f470228e7907fbb9. * Revert "Mapping Related to AI" This reverts commit 5d5ae4feb819396c5c2a7413399ab5ce34f8683b. * Revert "atmos a" This reverts commit 529831e2584df27fa102ee1c970948fa3b6bab56. * indent --------- Co-authored-by: Milon <milonpl.git@proton.me> * Automatic changelog update * Departmental shelves whitelist expansion (Attempt №3) (#34292) (disabled) * Expand-Shelves-Whitelist Made departmental shelves hold a wider variety of items. * Accidentally included "Packet" twice * Automatic changelog update * Replace GetEntitiesInTile with EntityLookupSystem equivalent (#36756) * commit GET!! * minor cleanup * Automatic changelog update * Unused dependency cleanup. (#36760) * take 2! fight!!! * final touches * reeeeeee * Fire protection for ERT engineering hardsuit (#34949) * Automatic changelog update * Nonlethal throwables crate (#35808) * Automatic changelog update * Use non-generic TryComp in `StationSpawningSystem` (#36769) Use non-generic TryComp in StationSpawningSystem * Add marker components for admin shenanigans (#36776) * Automatic changelog update * Restore `LimitedChargesComponent.MaxCharges` default value to 3 (#36778) * Wizard Figure Voiceline Fix #36771 (#36779) DA WIZARDgit add -A * change MV cable outline (#36751) * change MV cable outline * zamn * The Beverage Jug Can Now Look Open (#36070) * GenJug-Changes Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com> * Guh Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com> * Support For the Rest Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com> * New Sprites Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com> * Newest Sprites Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com> --------- Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com> * Pirate Gear Tweaks. (#35986) * Tweaked pirate gear to be in-line with similar items. * Added attribution for flashlight sprites, made hardsuits Major Contraband * Added empty versions of the pirate revolver and flintlock. * Test fail fix hopefully? * Test fail fix hopefully V2.0 * Test fail fix hopefully V3.0 * Test fail fix hopefully V4.0 --------- Co-authored-by: RedBookcase <Usualmoves@gmail.com> * Automatic changelog update * Markings overhaul (#35938) * markings displacement setup * ok i got it! * fix map updating * remove trackingLayers * markings clean up and modernizize * marking disabling displacements * markings restriction * dehihienize * dehihiniezize 2 * aa * nice * Automatic changelog update * Resprite main altars (#35685) * resprite main altars * updated meta.json * Automatic changelog update * Adds beanies to the WinterDrobe! (#32946) * sprites * messing with the ymls * new sprites * that's a lotta yaml * make the sprites gooder * color adjustment * to the winterdrobe with you * layering fix * Automatic changelog update * Santa hat with a foldable beard (#36510) * Added foldable component to santa hat * Modified sprites, modified YAML. YAML is cursed * Changed santa hat description to mention the beard fold * Removed HideLayerClothing since it doesnt work * Changed the prefix from "beard" to "nobeard" to match with the fold/unfold verb * Credits for sprite changes --------- Co-authored-by: Lanedon <matth.galvez@gmail> * Automatic changelog update * Puddle Code Slipping Cleanup (#35845) * Init Commit * windows yelling at me to update commit * working commit, need prediciton and more dehardcoding * Project 0 warnings * Working Commit (Near Final) * ryder got confused commit * I love Merge Conflicts :) * Working commit, no prediction * Forgot the yaml changes * Comments and typos * Apparently while the reduced launch mult of lube was initialized it was never used so I revered back to default * Fixed an incorrect divisor * bit of cleanup * Prediciton fixed, and puddles now affect all entities * FORGOT TO RENAME A VERY IMPORTANT VARIABLE OOPS * Really big I forgor moment * Even bigger I forgor moment * four more merge conflicts to fix four more oopsies * fixed actual divide by zero moment and also im very dumb * Even bigger I forgor moment * four more merge conflicts to fix four more oopsies * fixed actual divide by zero moment and also im very dumb * Fix all test fails * code cleanup * Webedit whitespace * Code cleaup * whitespace webedit * whitespace webedit * whitespace webedit * whitespace removal * Comments and cleanup * Re-Added 20 warnings as per Ork's request * Cleanups * Spacing fix * bugfixes and cleanup * Small bugfix * Actually dirty the slipComp for real * Added Friction field to Reagent Prototype per design discussion * Sliding system is kill * The Bartender can now make Eggnog (#34065) * Preliminary eggnog changes (egg in shaker crashes?) * Fixed eggnog reagent name and description * added - to flavor * deleted a space * Added eggnog glass sprite * changed fill levels to match rsi * Added two more fill levels to eggnog * Removed fizziness, changed physical description, and fixed rsi --------- Co-authored-by: uhbg <29674581+uhbg@users.noreply.github.com> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> * Automatic changelog update * Require traitors to maroon their objective no matter what (#35825) * jesus * okay. * OOPS * ok * ok Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * ok * Update Resources/Prototypes/Objectives/paradoxClone.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Resources/Prototypes/Objectives/base_objectives.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * m * ok * ok --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Wizard Headset (#35732) * wizardcomms * wizheadset * Addressed requested changes and axed wizard channel due to redundancy. * oops overlooked this, dont tell anyone * another mistake fixed * removed wiz encryption key due to redundancy * accidentally left some punctuation in a now unrelated meta.json * Automatic changelog update * Remove MK ULTRA ai name (#35726) * Remove bad AI names * Fine, I won't try to sneak this in here. * Reorder electronics recipe file, add filter categories (#35713) * electronics split * split base recipe and category * all but machines * machine shuffle * reorder * delete unused recipes * rename cargo to supply * git weirdness * git weirdness 2 * Automatic changelog update * Cleanup warnings in `SharedPortalSystem` (#36747) * Cleanup warnings in SharedPortalSystem * Formatting while we're here * Replace uses of !Any() with Count == 0 * AnyEntitiesIntersecting * Binomial Number Selector for EntityTables (#36783) * binomial dist * lol initialize the int tho idiot * xml docs my forgotten * ditto * Add more ruins (#36785) * Fix NRE in GasTileOverlaySystem (#36793) * Automatic changelog update * Add RGA/RSI to Credits (#36704) * Add RGA and RSI to Credits * Move to thread + add directory field * Further Allocation Tweaks (#36800) * init * fix lockboxes * Automatic changelog update * Add the medical HUDs to medical's loadouts (except chem) (#32847) Added the medical HUD and eyepatch to the medical (CMO, doctor, paramed and intern) loadout to let them choose between. Also gives the option for the regular glasses. * Automatic changelog update * new salv ruins (#36798) * hotplate, kitcken grille bugfixes (#34776) * commit * cleanup * Automatic changelog update * Solution drag and drop now checks if container is closed and drainable (#34683) drainable fix * Automatic changelog update * fix some datasets (#36806) * Add rehydratable mop bucket cube, refactor the rehydratable yml (#34586) * Refactor rehydratable items * Finish main refactor * Add mop bucket cube * Move cube sprite and item size to RehydratableAnimalCube * Fix sprite attribution * Make it follow the conventions * Refactor wrapped cube, leave MonkeyCube tag only on the cube and the Syndie Sponge * Fix DehydratedSpaceCarp inheritance overwriting needed components * no need for this comment * remove whitespace Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * indentation Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Restore lost description * reorder stuff * line --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Automatic changelog update * Increase thief to player ratio (#36531) * reduce max number of traitors, increase thief to player ratio * revert traitor max back to 8 * Automatic changelog update * Added a semi-functional genderfluid pin. (#35854) * Added a semi-function GenderfluidPin * Update pins.yml fix bug * Fix meta.json under the newly merged "fix as you go" policy * Update pin description --------- Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> * Automatic changelog update * Station AI Name Identifier (#36801) init * Automatic changelog update * Makes EventRole Ids properly set ID names. (#28958) * Add id binding system * Change so it activates when added too * Add to eventhumanoid * Add PDA binding, try to fix some things * Still not fixed, PDA is working right * Move to server, add on mind instead * Implement suggestions * Fix things * Finish review stuff * Messed up cluwne * Remove after only changing id too --------- Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> * Various sharedsystem spring cleaning (#36200) * Various shared system warnings cleanup * More shared system warnings cleanup * Rearranging changes * Using correct transform for unbuckle * Small changes * Revert buckle change * Update Content.Shared/Ghost/SharedGhostSystem.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Fix some locale strings and make some code for them looks better (#32003) * Fix a lot locale strings add functions using fix identity for meat spike and creaming * comma * fixes for fixes * yeah * fuck * Automatic changelog update * Remove non-functional ninja exemption from `SpawnAndDeleteEntityCountTest` (#36813) Remove non-functional ninja exemption from SpawnAndDeleteEntityCountTest * Firelock temperature and pressure warning lights (#28339) * Add temperature and pressure lights to firelocks * Replace sprites with new pressure and temperature light versions * Remove obsolete deny and locked sprites * Add SpriteSync for warning light animation synchronization * Teal lights * Partial animation implementation * fixup! Teal lights * Temperature lights * Adjusted firelock light heights and added final warning light sprites * Fix colors * Testing colors * Update light sprites * updated sprites --------- Co-authored-by: EmoGarbage404 <retron404@gmail.com> * Automatic changelog update * Fix bots parenting, emotes (#29949) * Bots overhaul * fix * change speech sound to pai * purge a lot * i forgor :trollface: * adjust * that aswell * Automatic changelog update * Fix identity grammar (#36817) Fix identity * Fix Animal Versions of Captain Uniform (#36804) * scienceevasuit * update money uniforms * update meta.json files and hamster hats * revert scienceevasuit * revert accidental prisoner eva change * Automatic changelog update * Fix vox hair (#36816) * Fix vox hair * remove CL * Tweak Security protection values (#30212) * Tweak Hardsuits * HoS/Ward Coats change * Whoopsie wrong number god why am i doing this its 1:33 AM and i made a silly mistake... * Adress Review Revert Warden hardsuit slowdown to 30% again Decreased Security hardsuit heat protection down to 20% * Automatic changelog update * Added more salvage ruins (#36822) * Metal foam grenade rework, small tweaks to grenade timers (#34579) * Automatic changelog update * dragons can now pry doors (#36811) * Automatic changelog update * Make funding allocation computer more configurable (#36790) * Make funding allocation computer more configurable * admin logging * unused * ccvar enabled --------- Co-authored-by: ScarKy0 <scarky0@onet.eu> * Automatic changelog update * Fingerprint taking improvements (#31864) * now using event to check access to fingerprint * Opps actually commiting the changes --------- Co-authored-by: YourUsername <you@example.com> Co-authored-by: beck-thompson <beck314159@hotmail.com> * Banana cream pie loc improvements (#36829) * CAPITALIZE(THE($owner)) * Rename "thrower" to "thrown"; use THE($thrown) * "the banana cream pie" -> "a banana cream pie" * Simplify filter * Automatic changelog update * Command uniform (#32103) * Added generic command jumpskirt, jumpsuit and cap, and made them available in the HoP's clothing printer. * fixed generic command jumpskirt and jumpsuit. * Updated generic command jumpskirt/-suit textures, added generic command beret. * Fixed game-breaking bug in previous commit relating to the command beret. * altered generic command soft cap/baseball cap sprites. * Update Resources/Prototypes/Entities/Clothing/Head/hats.yml Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com> * Update Resources/Prototypes/Entities/Clothing/Uniforms/jumpskirts.yml Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com> * Update Resources/Prototypes/Entities/Clothing/Uniforms/jumpsuits.yml Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com> * review * whoopsie --------- Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com> Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com> Co-authored-by: Milon <milonpl.git@proton.me> * Automatic changelog update * downprice many cargo orders (#32375) * atmos repricing * emitter crate * materials * lasers * revert gun prices * Automatic changelog update * Ashen hud item status slot fix (#31411) * new patchMargin variable added, horizontals fixed * All sides now work, system is fully integarated --------- Co-authored-by: Zachary Yona <magicalusf@gmail.com> * Ashtray Resprite and Fix (#31643) * The meat and potatoes Yup * Stupid recycler bruh * guh guh * Update MinorAntagonists.xml (#36836) * Simulate command in minutes for real (#36808) * 60 * Fix warning CS0414 instances (#36832) Fix warning cs0414 instances * Nerf Firelock electronic prices (#33469) * Nerf Firelock electronic prices - make firelock electronics price half of the input cost to make one (27) rounded up * Why does firelock make glass? - remove the Physical composition of glass from FirelockElectronics as the input does not contain glass and the output cannot contain half a steel and plastic --------- Co-authored-by: Milon <milonpl.git@proton.me> * Automatic changelog update * Give Admins "Tails" (#36842) One line yaml change * Fix construction orientation being ignored for some objects (#36488) * fixes * removed empty "SnapToGrid"s and parent "completed"s * Automatic changelog update * elemental.yml & asteroid.yml cleanup (#36448) * Moth-pockets (#34517) Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com> * Four new food crates for the ATS (#33286) Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com> * Automatic changelog update * Cleanup: Move folders out of bureaucracy.rsi and paper.yml (#35108) Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com> * Improve LocalizedDataset test to check for low Count (#36848) * Improve LocalizedDataset test to check for low Count * Fix missing entries for FigurinesFootsoldier * Add 1 dragon name (#36846) * this is a commit you cannot skip * why do you have to add a count why * Remove steel sheet hull fixing (#33443) * Remove steel sheet hull fixing It's unintuitive that it's wasteful, there's not really any systems to NOT make it wasteful, and it's a UX trap. No this is not "noob trap", no. It's an UX issue because if hundreds of people do it over and over again without noticing anything wrong, well, something fails to properly note that there's an issue with what they are doing. Aka user experience issue. Aka not a problem with the user but the design. Also could be a shitty doafter action that makes you wonder if something's wrong * Why was this testing using steel of all things * Automatic changelog update * cleanup + add names to some entities (#36856) * Remove redundant fields from `MovementSpeedModifierComponent` (#36859) Delete _baseWalkSpeedVV and _baseSprintSpeedVV * Cleanup warnings in NinjaSuitSystem (#36861) Fix warnings in NinjaSuitSystem * Modernize `GhostComponent` & Ghost API (#36858) * Move CanReturnToBody to system * Move CanGhostInteract to system * Cleanup redundant datafields and viewvariables * Document datafields * Document component * Add SetTimeOfDeath Entity<T> overload, obsolete old version * Document public methods * Cleanup obsoleted method calls * Cleanup warning in `EmptyAllContainersBehaviour` (#36860) Fix warning in EmptyAllContainersBehaviour * Cleanup warnings in `SharedCryostorageSystem` (#36863) Fix warnings in SharedCryostorageSystem * Cleanup warnings in `CableSystem.Placer` (#36868) * Fix warnings in CableSystem.Placer * Formatting * Cleanup warnings in `PolymorphSystem.Map` (#36869) Fix warnings in PolymorphSystem.Map * Cleanup warnings in `WorldgenConfigSystem` (#36864) Fix warnings in WorldgenConfigSystem * Move guardian sounds to component (#36870) * Cleanup warnings in `SpawnSalvageMissionJob` (#36866) * DoMapInitialize and SetMapPaused * GridTileToLocal * Formatting * Remove unused variables * Update Content.Server/Salvage/SpawnSalvageMissionJob.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Fix warnings in `ServerDbManager` (#36871) Fix warnings in ServerDbManager * pAI Software Catalog (#36857) * initial commit * add the shop and make it work * add existing pai actions to the software shop * added power monitor app * killed the power and crew monitor software, too powercreepy * fix test failures * fix more test failures * fix merge conflicts * code changes to conform with review * fix unintentional submodule update * submodule update * remove unused currency prototype ref --------- Co-authored-by: archrbx <punk.gear5260@fastmail.com> * New Salvage Ruin - Hydro Outpost (#36826) * Automatic changelog update * Make toy sword less obvious (#34199) * YAML fuckery * Remove toy_sword.rsi Not a webedit btw * Automatic changelog update * Adds shorts/pants to ClothesMate vending machine (#35361) * Clothesmate shorts * matches price of vend to the new contents * Moths can eat pills (#35609) * Automatic changelog update * Xenoborgs part 1 (#36830) Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com> Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com> * Updated Syndicate and Ammo Contraband (#35102) Co-authored-by: RedBookcase <crazykid1590@gmail.com> * Automatic changelog update * Put items inside cakes! (#31015) * First commit * I'm silly * Please be it * Some more fixes * Cleanup * fine! * removed = false * review --------- Co-authored-by: Milon <milonpl.git@proton.me> * Removed syndicate surgery duffel, added advanced circular saw to Medical Doctor uplink. (#35915) * Removed syndicate surgery duffel, added advanced circular saw to Medical Doctor uplink. * Update Resources/Prototypes/Entities/Objects/Specific/Medical/surgery.yml Co-authored-by: Tayrtahn <tayrtahn@gmail.com> --------- Co-authored-by: RedBookcase <Usualmoves@gmail.com> Co-authored-by: Tayrtahn <tayrtahn@gmail.com> * unremove surgery duffel * unfunny * Automatic changelog update * fix NoCargoOrderArbitrage fail (#36878) whoopsie * Cotton Grilled Cheese Sandwich (#36135) * Working entity. * New sprite by MadeOfHeartAndStone * Removed deadspace, changed attribution in meta.json * review --------- Co-authored-by: Milon <milonpl.git@proton.me> * Automatic changelog update * Meat Patty (#34896) Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com> * Automatic changelog update * Remove beaker from the MaterialArbitrageTest whitelist (#36876) * Turnstiles (#36313) * construction rotation fix * Turnstiles * renaming * review-slarticodefast-1 * mild attempts to fix (sorry sloth) * move some more shit * Remove engine dependency * grid agnostic * remove debug string * fix json * Update Content.Shared/Movement/Pulling/Systems/PullingSystem.cs Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com> * Update Content.Shared/Movement/Pulling/Systems/PullingSystem.cs Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com> * remove pass delay for mispredict reasons. * most minor of changes * Give directional indicator on examine --------- Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com> * Automatic changelog update * Genpop Closets & IDs (#36392) * Genpop IDs and Lockers * placeholder generation, no ui yet. * UI * Fix time offset * fix meta.jsons * big speller * Scarkyo review * Add turnstile prototypes * make IDs recyclable --------- Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com> Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com> * Automatic changelog update * Fix small misc. turnstile issues (#36893) * Fix small misc. turnstile issues * more missing things * quieter * New Spawners, Modified Spawners, new Service/Theatre Airlock, and new Colorful Light Crate (#36750) Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com> * Automatic changelog update * Automatic changelog update * Disable shadows for observer pointlight (#36897) no shadows * Fix QSI bringing people into paused maps (#36834) * Automatic changelog update * Fix storage ui hovering over the hotbar (#36770) * Turnstiles lower volume + access reader (#36900) fixes * Fix disposal unit flush animation (#30677) * Fix disposal unit flush animation * Revert "Fix disposal unit flush animation" This reverts commit a596ecfd5f5368f87ef52cfb27884a8e000185c6. * control by setting layer visibility rather than overwriting * restore changes * Correct IdentityBlocker to include specific outer clothing (#33085) * Make IdentityBlocker include outerclothing * Modify Correct Bit * Fix mask/eye cobo * Automatic changelog update * Change some posters to be rules-compliant (#32734) * Initial commit * Minor edit * it's very hard to fit "disorder" * Revert No ERP poster, fix spawner * Attribution * Update text * Missed poster spawner --------- Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> * Automatic changelog update * Cyborg Rebalance (#34186) Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> * Automatic changelog update * Reptilians Can Eat Orange Creamsicles (#36890) * Automatic changelog update * Add Bloodstream to Goliaths (#33305) * Automatic changelog update * Nerf mining hardsuit's effectiveness against bullets and bombs. (#31450) * Automatic changelog update * Controls page guidebook rework 2025 Q1 (#36363) Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com> * Automatic changelog update * Lower interdyne herbals TC cost (#36841) * Automatic changelog update * cleanup instruments yml (#32262) Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com> * Automatic changelog update * Automatic changelog update * [FIX] Rubber now uneatable (#34543) * Releasing an under-pressure lockout is now a verb (#36910) Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com> * Automatic changelog update * fix changelog (#36915) * Fix for ghosts being unable to follow the AI when it uses a holopad (#36355) * Initial commit * Added to-do * Automatic changelog update * Fix random maints room deleting whatever was already there (#36605) * Fix donuts tags breaking the bounty (#36903) * Automatic changelog update * Make 10u of "Atomic Bomb" drink instead of 11u (#36921) changed atomic bomb recipe * Automatic changelog update * PKA Modkits + Rebalance (#31247) * Automatic changelog update * Remove a redundant trycomp from TileAnomalySystem (#36924) * remove a redundant check * revert this space. * Land mine armament (#33883) * Land Mine is now armable, it will not explode unless armed. * Land Mine is now armable, it will not explode unless armed. * Explicitly have Armed as false * SharedLandMineSystem.cs adds the "Arm"-verb in "Content.Shared" with the Arming logic being implemented in "Content.Server" * Land Mines now blink only when armed. * Added prediction components, moved logic to SharedLandMineSystem.cs and inherit it in client content. * Accessing the datafield directly instead of using methods * Mines are now armed by default with a unarmed prototype * Land mine now shows if it is armed when examined and in range. * Landmine is unarmed by default with an armed variant for mapping purposes. * Removed properties that were already defined by inheritance. * Access the bool directly from the component * Add booleans to change if the Arm-verb is showed and if examining the mine shows the status. * Added status message for unarmed mine, removed using PushGroup since only one string is displayed. * Added properties to the explosive floor sign to ensure that it is armed, not showing neither status nor arm-verb. * The prototypes work now as before with added unarmed versions. Sprite is now only one toggable layer. * Make the craftable land mine unarmed. * Refactored the arming mechanic into own component and system. * Reverted the explosive wet floor sign to previous prototype and added the Armable component and ItemToggle to the landmines. * Moved the examination strings from land-mines.ftl to armable.ftl. * Removed unused property. * Formatting and fixing imports * Added prefixes to the ftl naming. Moved LocId from system to component * Added documentation. Moved check for armable to HandleStepTriggerAttempt. Moved the LocId to component. * Removed the TryArming method. Added documentation. * Removed unnecessary TryComp * Simplified the logic for the trigger attempt * HasComp instead of TryComp on logic * EmoGarbage Review --------- Co-authored-by: Franz - Josef Björck <kaiserbirch@proton.me> Co-authored-by: EmoGarbage404 <retron404@gmail.com> * Add Cotton Burgers (#36405) * Adds cotton burgers * Rephrased copyright * Added an extra comment * Adds CottonBurger to tags.yml, Not sure if i am supposed to do this or not. * Reordered Cotton bun YAML, and fixed overwritten tags * Merge issue fix? * Add experiment plushie and remove rubber chicken from cotton burgers * Minor comment change --------- Co-authored-by: beck-thompson <beck314159@hotmail.com> * hide light-switches from build menu (#34664) * Automatic changelog update * Fixed stinger grenade lag spikes (#36641) * Fixed stinger lag spikes * Simplify nullable checks * More cleanup of projectile grenades * Remove null default from ShootProjectile * Sheet-meister 2000 Cloth recipe (#32676) * Sheet-meister 2000 can now make rolls of cloth * Small Cleanup * resolve conflicts --------- Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com> * Automatic changelog update * Clear MIDI masters properly to avoid replay freezes (#36809) While trying to play a replay I noticed that the replay would freeze when seeking in some cases. After some debugging, I discovered that two MIDI renderers had each other as master, which caused an infinite loop processing MIDI events. I'm not entirely sure of the sequence of events that leads to this during replay playback, but I did notice that MIDI render masters are never set to null. This is in the best case just a memory leak, in the worst case probably the source of the bug, so... I fixed that. * Changed soundGunshot for Pulse Pistol and Pulse Carbine from laser_cannon to laser3 (#36952) * Automatic changelog update * The Atmos A Airlock (#36376) * airlocks * Update meta.json Added my modification in the meta * Changed the storage sizes of different swords. (#36564) Co-authored-by: RedBookcase <Usualmoves@gmail.com> * Automatic changelog update * Fix autorecharge (#36955) * Fix inflatable barriers finishing instantly if canceled! (#36937) Fix * Automatic changelog update * Only sec glasses can show contraband: second attempt (#36412) * Add base code for cheking contraband in hud * Fix missing using in InventorySystem.Relay * Fix errors and update HUD yml * Add show contraband with component on entity * fix component description * Update Content.Shared/Contraband/ShowContrabandDetailsComponent.cs Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com> * Update "if" for check if ent hasComp in contrabandSystem * Remove << InventorySystem.Relay.cs * Update Content.Shared/Contraband/ShowContrabandDetailsComponent.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Content.Shared/CCVar/CCVars.Game.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Fix partial class ShowContrabandSystem Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Content.Shared/Contraband/ShowContrabandDetailsComponent.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Content.Shared/Inventory/InventorySystem.Relay.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Some update ShowContrabandSystem * Try with record struct * back again ti default class with EntityEventArgs * Remove EntityEventArgs * Finally use record struct --------- Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com> Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Automatic changelog update * Resolve a warning in SharedAnomalySystem and quell some linter whining. (#36939) * resolve a warning and deal with some linter whining. * Update Content.Shared/Anomaly/SharedAnomalySystem.cs --------- Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> * Automatic changelog update * Truncate lathe announcement lists (#36945) * Automatic changelog update * Descriptions for .30 Rifle (#36958) Initial commit * CMO Hardsuit: Zombification Resistance tweak (#36957) initial commit * Automatic changelog update * Adds Parcel Wrap (#34471) * Parcel Wrap * fix TG sprite licenses update attribution on modified `unwrapped` sprite to better conform to CC's guidance * ContainerContainer test failure fix * Just easy changes for now. * Imagine building your code before pushing it for review * The rest of the PR comments * PR comments * more comments + cargo orderability * whitespace: deduplicated. * use limitedcharges replace mostly-duped client/server with if(onserver) * cabinet perspective sprites * web edit detected fite me * @ps3moira 's new sprites for me :) * add a touch of attribution * EmoGarbage Review * Merge with master * Merge with master --------- Co-authored-by: EmoGarbage404 <retron404@gmail.com> * Automatic changelog update * Ammo Mag + Speedloader Inhand Sprites (#34235) * Added inhand visuals to (most) ammo magazines and speedloaders * whoops mixed up a single inhand on the rifle mag * Didn't realize rubber ammo got removed. * added attributions * adjusted inhand visuals to account for magazine types * missed one :eye:👁️ --------- Co-authored-by: EmoGarbage404 <retron404@gmail.com> * Automatic changelog update * New Science Biosuit Locker Sprite (#36929) * first commit, slightly broken * fixed meta json * reverse accidental cmo inclusion * Automatic changelog update * Remove legacy cargo shuttle code/prototypes (#36967) * Automatic changelog update * Paramedic suits adjustments (#36707) * Changes * meta * Battery (SMES/substation) interface (#36386) * Add ENERGYWATTHOURS() loc function Takes in joules (energy), displays as watt-hours. * Add simple OnOffButton control * Re-add Inset style class This was sloppily removed at some point?? Whatever, I need it. * Add helper functions for setting title/guidebook IDs on FancyWindow Reagent dispenser uses these, more in the next commits. * Add BuiPredictionState helper This enables me to implement coarse prediction manually in the battery UI. Basically it's a local buffer of predicted inputs that can easily be replayed against future BUI states from the server. * Add input coalescing infrastructure I ran into the following problem: Robust's Slider control absolutely *spams* input events, to such a degree that it actually causes issues for the networking layer if directly passed through. For something like a slider, we just need to send the most recent value. There is no good way for us to handle this in the control itself, as it *really* needs to happen in PreEngine. For simplicity reasons (for BUIs) I came to the conclusion it's best if it's there, as it's *before* any new states from the server can be applied. We can't just do this in Update() or something on the control as the timing just doesn't line up. I made a content system, BuiPreTickUpdateSystem, that runs in the ModRunLevel.PreEngine phase to achieve this. It runs a method on a new IBuiPreTickUpdate interface on all open BUIs. They can then implement their own coalescing logic. In the simplest case, this coalescing logic can just be "save the last value, and if we have any new value since the last update, send an input event." This is what the new InputCoalescer<T> type is for. Adding new coalescing logic should be possible in the future, of course. It's all just small helpers. * Battery interface This adds a proper interface to batteries (SMES/substation). Players can turn IO on and off, and they can change charge and discharge rate. There's also a ton of numbers and stuff. It looks great. This actually enables charge and discharge rates to be changed for these devices. The settings for both have been set between 5kW and 150kW. * Oops, forgot to remove these style class defs. * Automatic changelog update * Use RMC mob collision values (#36851) Use RMC movement values General feedback was it's too slow to push through people but this still prevents stacking so. * Automatic changelog update * early merge fix AAAAAA validcheck * Cherry Pick Round-start Solar Variation (#36825) * Roundstart Variation for Solar Panels (#86) * Added roundstart variation for solar panels * Removed HV cable spawner since i don't want to bother with mapping them * Solar Panel Variation Pass Fix (#96) Added a second variation pass for regular solar assemblies, since otherwise they would spawn both it and the broken variety * Reorganized everything to no longer be in the _Moffstation subdirectory * Removed a forgotten tag for Moffstation * Removed the moffstation namespace settings * Update Content.Server/GameTicking/Rules/VariationPass/Components/SolarPanelReplaceVariationPassComponent.cs Co-authored-by: Tayrtahn <tayrtahn@gmail.com> * Update Content.Server/GameTicking/Rules/VariationPass/Components/ReplacementMarkers/SolarPanelReplacementMarkerComponent.cs Co-authored-by: Tayrtahn <tayrtahn@gmail.com> --------- Co-authored-by: Tayrtahn <tayrtahn@gmail.com> * disable solar panel variation * put surgery borg module icons in _Shitmed * the big fix * abstract the right recipe * goida * no milk * update coscult code * update coscult objectives * migrate SignCansScience away * goida * update engine maybe fix test * GET OUT OF MY HEAD * i give up --------- Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com> Co-authored-by: Alice4267 <psycopompass14@gmail.com> Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com> Co-authored-by: Pgriha <133212269+Pgriha@users.noreply.github.com> Co-authored-by: Milon <milonpl.git@proton.me> Co-authored-by: TakoDragon 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Co-authored-by: Saphire Lattice <lattice@saphi.re> Co-authored-by: ArchRBX <5040911+ArchRBX@users.noreply.github.com> Co-authored-by: archrbx <punk.gear5260@fastmail.com> Co-authored-by: Southbridge <7013162+southbridge-fur@users.noreply.github.com> Co-authored-by: No Elka <125199100+NoElkaTheGod@users.noreply.github.com> Co-authored-by: PotRoastPiggy <121025443+PotRoastPiggy@users.noreply.github.com> Co-authored-by: Samuka-C <47865393+Samuka-C@users.noreply.github.com> Co-authored-by: Coolsurf6 <coolsurf24@yahoo.com.au> Co-authored-by: beck-thompson <107373427+beck-thompson@users.noreply.github.com> Co-authored-by: deltanedas <@deltanedas:kde.org> Co-authored-by: SG6732 <151011904+SG6732@users.noreply.github.com> Co-authored-by: themias <89101928+themias@users.noreply.github.com> Co-authored-by: Preston Smith <92108534+thetolbean@users.noreply.github.com> Co-authored-by: Nox <nebulousnox38@gmail.com> Co-authored-by: Victor Shen <71985089+Vexerot@users.noreply.github.com> Co-authored-by: Alzore <140123969+Blackern5000@users.noreply.github.com> Co-authored-by: Kresny <krzeszny@gmail.com> Co-authored-by: chromiumboy <50505512+chromiumboy@users.noreply.github.com> Co-authored-by: Radezolid <snappednexus@gmail.com> Co-authored-by: Kiri1674 <107365596+Kiri-Yoshikage@users.noreply.github.com> Co-authored-by: kaiserbirch <150971100+kaiserbirch@users.noreply.github.com> Co-authored-by: Franz - Josef Björck <kaiserbirch@proton.me> Co-authored-by: Wolfkey-SomeoneElseTookMyUsername <wolfkey75@gmail.com> Co-authored-by: TGRCDev <tgrc@tgrc.dev> Co-authored-by: OnyxTheBrave <131422822+OnyxTheBrave@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: SyaoranFox <99053675+SyaoranFox@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: qrwas <aleksandr.vernigora93@gmail.com> Co-authored-by: UpAndLeaves <92269094+Alpha-Two@users.noreply.github.com> Co-authored-by: Centronias <me@centronias.com> Co-authored-by: Tiniest Shark <head.rebel@yahoo.com> Co-authored-by: KingFroozy <140668342+KingFroozy@users.noreply.github.com> |
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2013c8514e | Allows pacifists to throw Items with DamageOnLand (#31060) | ||
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b83ee1b5c7 | make mousetraps damage your feet | ||
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22c7f4e610 | Welding tweaks (#27959) | ||
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08b1729e72 |
Damage popup type can now be changed with a left click if allowed via component boolean. (#26734)
* Update DamagePopupSystem.cs
* Update DamagePopupSystem.cs
* Add ability to allow or deny type change via component bool
(cherry picked from commit
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e7d8f5e080 |
Diona Nymphs & Splitting (#24630)
* Porting & implementation
* Fix two stupid errors
* Human not humans
* fix audio path
* Fix test fails & update cooldown
* Work on reviews & test fail
* Rework nymph organ system.
* Make the nymph organs nospawn.
* IsDeadIC
(cherry picked from commit
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8bb05d7d78 | Roller Skates fixes (#21542) | ||
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aa4aafbe22 |
Added fun: Darts (#20582)
* add textures * fix cargo/cargo-fun.ftl * fix cargo/cargo-fun.ftl again * update icons and resize hitbox * really fixed cargo.ftl * fix soundSpecifier * balance changes: solution transfer has been reduced from 2 to 1. Now the transfer does not work on targets wearing anything in the outerclothing slot * add hypodart to uplink * return of darts solution capacity to 2u * Update uplink-catalog.ftl * Update uplink_catalog.yml * Update darts.yml * remove hypodart sprite * Update darts.yml * Update fun.yml * add random popups component, resprite dartboard * localize darts * fix * Update darts.yml |
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a88e747a0b | Refactor serialization copying to use source generators (#19412) | ||
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94e2c7a4b0 |
Fix godmode mispredicts (#18524)
Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> |
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52a60f698f | Damage on high speed effect (#18566) | ||
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b10a7da5d8 | Guitar Smashing (#17724) | ||
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48cefca4e4 | Godmode refactor (#14651) | ||
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fb3f6fa80f |
Predicted stamina (#12413)
* Predicted stamina Needed to do some semblence of predicted melee. * Okay now done. * Pause support * Comment |
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325ccc1c17 | Add DamagePopup, Target Entities, And Practice Laser Gun (#12317) | ||
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f51248ecaa |
Melee refactor (#10897)
Co-authored-by: metalgearsloth <metalgearsloth@gmail.com> |
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c7ad6b709e | Audio System Rejig (#9635) | ||
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e36b155325 | Port boxer from Nyano (#9080) | ||
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459f8d23eb | Shards damage barefoot users + steptrigger-related general cleanup (#9585) | ||
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40eecdd78a | Stamina damage (#9230) | ||
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a323ba8223 | Revert "Revert "Fix some friend access violations by allowing others access. (#8594) (#8703)" (working this time) (#8704) | ||
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cecf87997b | Revert "Fix some friend access violations by allowing others access. (#8594) (#8703) | ||
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c5f7c61041 |
Fix some friend access violations by allowing others access. (#8594)
Rename Friend attribute to Access attribute. Updates submodule to v0.21.0.0 as well. |
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a8f1ffd435 |
Mousetraps (#8440)
Co-authored-by: Kara <lunarautomaton6@gmail.com> |
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def4473ed2 | Fixes some high speed item issues (#8361) | ||
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bc68ac96dd | Cleanup the namespaces (#8132) | ||
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ec4d4688c7 | Seal/abstract/virtual everything (#6739) | ||
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17db0775c8 | Auto comp (#6416) | ||
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2a68023143 |
Move WindowComponent to ECS (#6267)
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> |
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365c7da4dc | Makes tools and welders ECS, add ToolQualityPrototype. (#4741) | ||
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f80f252ff2 |
Make fuel tanks explodey again (#4670)
* make fuel tanks explodey again * tanks now take damage from lit welders, |
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df584ad446 |
ECS damageable (#4529)
* ECS and damage Data * Comments and newlines * Added Comments * Make TryChangeDamageEvent immutable * Remove SetAllDamage event Use public SetAllDamage function instead * Undo destructible mistakes That was some shit code. * Rename DamageData to DamageSpecifier And misc small edits misc * Cache trigger prototypes. * Renaming destructible classes & functions * Revert "Cache trigger prototypes." This reverts commit 86bae15ba6616884dba75f552dfdfbe2d1fb6586. * Replace prototypes with prototype IDs. * Split damage.yml into individual files * move get/handle component state to system * Update HealthChange doc * Make godmode call Dirty() on damageable component * Add Initialize() to fix damage test * Make non-static * uncache resistance set prototype and trim DamageableComponentState * Remove unnecessary Dirty() calls during initialization * RemoveTryChangeDamageEvent * revert Dirty() * Fix MobState relying on DamageableComponent.Dirty() * Fix DisposalUnit Tests. These were previously failing, but because the async was not await-ed, this never raised the exception. After I fixed MobState component, this exception stopped happening and instead the assertions started being tested & failing * Disposal test 2: electric boogaloo * Fix typos/mistakes also add comments and fix spacing. * Use Uids instead of IEntity * fix merge * Comments, a merge issue, and making some damage ignore resistances * Extend DamageSpecifier and use it for DamageableComponent * fix master merge * Fix Disposal unit test. Again. Snapgrids were removed in master * Execute Exectute |
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f301e45163 |
Remove ILand (#4582)
* Remove ILand * Make land not handleable * Rename ILand |
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32d99eaba9 |
Damageable Refactor 3: Revenge of the Instamerge (#4524)
* Add DamageType And DamageGroup Prototypes * Remove DamageTypePrototype Field "name" as its redundant * Change I/DamageableComponent to use prototypes * Update DamageContainer, ReisistanceSet and DamageChangeData * Change Barotrauma Component to use DamageType from DamageSystem * Update AsteroidRockComponent * update some more components * update some more components * Fix m o r e c o m p o n e n t s and their damageType * all thats left is bug/missing node hunting then verification. * push changes * update submodule * Merge fixes * push DGP for example * update damagecomponent across shared and server * fix a few bugs * Fix Merge issues * Refactor damageablecomponent update (#4406) * Fixing merge. I messed up part of the merge. this should fix it? * Barotrauma now uses prototypeManager As System.Runtime.CompilerServices also has a [Dependency], I think I had to use the full path [Robust.Shared.IoC.Dependency] * FlammableComponent now uses prototypeManager * SuicideCommands now use prototypeManager * Changed many files to use prototypeManager to resolve damaege prototypes Yeah.... prototype references would be very nice. maybe this was all a waste of time. * Grouping prototypeManager.Index with datafield definitions This will make it easier to eventually add prototype references * removed unused variable * Moved lines around. Lines now consistent with other TODO PROTOTYPE blocks * Grouping more prototypeManager.Index with datafield definitions * Removed unnecessary code * Added more prototypeManager indexing These ones weren't pointed out by DrSmug. But I think this is all of them? That or my regex is shit. * Remove redundant _damage field * Remove redundant _currentTemperature * Moved variables down * Added prototypeManager indexing to TemperatureComponent * WeaponComponent/System now use ProtptypeManager And as far as I can tell damageType is required, and therefore should never have been null anyway? * Make ranged weapon clumsy fire effects datafields And yes, the order in which the clumsy effects occur is very important. * Made damage on vital body part loss a datafield * Renamed several damageGroup variables to group * Capitalised DamageListToDamageGroup * Make radiation and explosion damage types datafields * Renamed _supportedDamageGroupIDs and _supportedDamageTypeIDs * Fixed mistakes Frogot to remove prototypeManager index DamageTypeTrigger, and wrong variable visibility in TemperatureComponent * Added necessary code Is something tragically wrong? * MeleeWeapon damageType is not actually required * Fixing someone else's mistakes A search comes up with nothing in the yaml files, and its not a required field. So no one uses it? Hopefully? * Changed and renamed damageTypeToDamageGroup Previously would incorrectly return the total container damage for each group, not the total in the group * renaming varitables * Renamed variable DamageClasses * Added dictionary converting functions * Added ID-keyed dictionaries * Making MedicalScanner use ID dictionaries, instead of prototype dictionaries Oh oh no. I've been able to avoid UI & networking up until now. I have no Idea what I am doing. * Fix Medical Scanner * Summary (required) The joke here is that this fixes the empty summary. * Removed DamageableComponent.GetDamageGroup/Type * Renamed "damage classes" to groups. * Update ChangeDamage description * Replaced Heal() with SettAllDamage() Heal() was just a confusing name, * More Class -> Group renaming * Replace Class with Group in yaml files DamageClassTrigger does not appear in any yaml? only in testing? DamageTypeTrigger appears only in human.yaml? HealthChangeMetabolism is Mostly in medicine.yml and one in soad.yaml Why the hell is Cola metabolizable by plants? Who is pouring cola on their plants!?!? * Fix _prototypeManager being null errors. * Changing comments Where are the prototype references * MetabolismComponent doesn't give free heals anymore. * Changes HungerComponent healing. Previously I think it would actually damage you. Only did this as I though it was causing the fast healing. Turns out that was just BREATHING. * Generalised a function in DamageableComponent and moved it to DamageGroupPrototype previously DamageTypesDictToDamageGroupDict was private to DamageableComponent, but was also quite general (nearly a static function). As this sort of function may be needed by other components using DamageGroupPrototypes in the future, I moved it there as a static function instead. * modified DamageableComponent.ChangeDamage() ignoreResistances was renamed to ignoreDamageResistances to make it clearer that it had no effect on healing. Now uses default argument for ignoreDamageResistances, so when healing you are not forced to specify an argument that does nothing. Also made some general changes to ignoreResistances() * Changed class->group and added missing damage type functionality to DamageContainerPrototypes * Added Comments to damage.yml * Misc Changes to DamageableComponent * Differentiated between group support and group applicability So far, every damage type is a member of one, and only one, damage group. So this change has no real effect so far. * Added proposed alternative to ChangeDamage() * fixed error in DamageGroupPrototype * Changes to DamageableComponent Lots of changes to comments. Some variables renamed in IDamageableComponent and DamageableComponent (also required renaming in other files) Some minor logic changes, mostly for incorrect descirptions of boolean return values. Also further differentiating between ApplicableGroups and SupportedGroups... if that will ever even matter * Generalised MedicalScannerComponent If needed, can print miscellaneous damage types now * Fixed HealthChangeMetabolism bug * Changing Comments around * More questions * Made Barotrauma default to blunt * Fix RejuvenateTest.cs * Comments * Coments and variable names * fix some master-merge issues * Removed redundant fields * Misc changes for readbility of PR diff * Consistent naming * Fixed atmos damage bug * Removed Ranting * Fixed Hunger after I broke it * Fixing Bugs * Removed stupid question * Removed more stupid questions * Fix potential null errors. * Made boolean return values consistent Also renamed several functions, to make it clear they return a bool. Docs were also updated. * Removed IoCManager.InjectDependencies() * Removed unnecessary 'suffocation' prefix * Fixed Spelling Also removed accidentally left in logger call * Fixed Medical Scanner * Apply suggestions from code review Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com> * Changing comments and whitespaces * Made damage thresholds trigger datafields required * So many typos * Changes to DamageableComponents Changed documentation in IDamageableComponent Made testing code more readable. Relabelled groups as 'Applicable' either 'Fully Supported' * Removed function and degeneralised * Update DamageableComponent.cs Removed unused parameters Fixed Networking * Added IoCManager.Resolve * Now using alternative TryChangeDamage() * Removed function from DamageGroupPrototype * Removing comments * Remove bad if statement? * Fix damageChanged ordering * Fix hurt server command * Changed //TODO PROTOTYPE blocks Now use PrototypeManager differently. Wherever possible, only retrieve the prototype once. Also added default damage types to some more datafields * Update Content.Shared/Damage/Container/DamageContainerPrototype.cs Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com> * renamed _accumulatedHealth -> _accumulatedDamage and added TODOs * Another class-> group * Fix bug in generalisation of damage container prototypes * Addes Tests to make sure I dont keep adding bugs to my own code. * Changed Return values when setting * Removed unused class * Added more tests, split tests into three files * Made damage types public and VV read-write-able * Minor changes to DamageableComponent Replaced internal use of GetDamagePerType with _damageDict and removed some unnecessary fields * Fix Suicide, by adding IoC Resolve() * Fix DamageGroupTrigger bug * Fix typos in tests * Change comments./docstrings & spacing * Merge tests, use test prototypes Co-authored-by: Leon Friedrich <60421075+leonsfriedrich@users.noreply.github.com> Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com> * Fix merge issues Co-authored-by: Silver <Silvertorch5@gmail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com> Co-authored-by: Leon Friedrich <60421075+leonsfriedrich@users.noreply.github.com> |
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e708091518 |
Revert "Refactor Damage to use Protoypes (#4262)"
This reverts commit
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+19 |
20bf5739a9 |
Refactor Damage to use Protoypes (#4262)
* Add DamageType And DamageGroup Prototypes * Remove DamageTypePrototype Field "name" as its redundant * Change I/DamageableComponent to use prototypes * Update DamageContainer, ReisistanceSet and DamageChangeData * Change Barotrauma Component to use DamageType from DamageSystem * Update AsteroidRockComponent * update some more components * update some more components * Fix m o r e c o m p o n e n t s and their damageType * all thats left is bug/missing node hunting then verification. * push changes * update submodule * Merge fixes * Revert "#3935 implemented suggestions from PR" This reverts commit a9b1c7b96333ca570067d6a9df1954481005892a. * #4219 revert of single sound removal in EmitSoundSystem * #4219 single sounds in EmitSoundSystem should work now * #4219 some small project tweaks * push DGP for example * update damagecomponent across shared and server * fix a few bugs * #4219 upgraded EmitSoundSystem to use SoundSpecifier * replacing sound (collection) names with SoundSpecifier - part 1 * #4219 pr tweaks * #4219 pr tweak (cherry picked from commit 00b80cb1df2434259ab5df45188e176be57603af) * emitsoundsystem tweak * first windoor commit * finished yaml * windoors work #Dab * sound + locked prototypes * Inserted SoundSpecifier where appropiate * added comment * removed TryGetSound + made some SoundSpecifier datafields required * changed some prototypes' sound paths * test fixes * Fix Merge issues * Made plasma grindable (#4334) Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com> Co-authored-by: Swept <sweptwastaken@protonmail.com> * Automatic changelog update * Fixes invalid yaml line (#4408) * Fix potential timer exception * SetTile during extensions test (#4409) Mainly so it can actually account for accurate grid bounds when doing the test Co-authored-by: metalgearsloth <metalgearsloth@gmail.com> * Update submodule * GasFilter appearance, EnabledAtmosDeviceVisualizer improvements. * Add Enabled property to SubFloorHideComponent, make it networked. (#4404) * Refactor IDoorCheck into entity events (#4366) * IDoorCheck refactored to events # Conflicts: # Content.Server/Atmos/TileAtmosphere.cs # Content.Server/Doors/Components/AirlockComponent.cs # Content.Server/Doors/Components/FirelockComponent.cs # Content.Server/Doors/Components/ServerDoorComponent.cs # Content.Server/Doors/IDoorCheck.cs * namespaces * Fix mapinit bug with refreshautoclose * ok i guess these just didnt feel like staging today * Automatic changelog update * AtmosDevices can optionally process in space. (#4405) Refactors some misc atmos things, too. * Fix gravity generator yeeting * Enables nullables for atmos internals * Meth (#4186) * adds an overdose metabolism with sensible default settings * adds the compoenents for the run fast part of meth * not sure what I changed here but I trust my past self to not fuck up for once * adds basic meth recipe * correctly names comething * I really should've checked my spelling before making this pr Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * adds suggestion from the maintaner, who managed to get to this pr suprisingly fast * Revert "adds suggestion from the maintaner, who managed to get to this pr suprisingly fast" This reverts commit 9b0f07402e35ed5890b3af805691b690671b950c. * tweak * tweak * git's gitting on my nerves * some small tweaks * don't need these anymore * makes some stuff required * changes the meth recipe to arbitary bullshit to get the yaml thingy to leave me alone goddamnit * extremely minor change * removes overdose, because however it's gonna be done, it's definitely not my way * i should really double check every key I press * hm * sigh, I should be more thorough with looking at error messages. * beenus * gay sex is gay * this one goes out to bingo * reviews * not sure why status lifetime description wasn't being commited * Update MovespeedModifierMetabolism.cs Co-authored-by: mirrorcult <notzombiedude@gmail.com> * adds VV to component variables * rebalances meth, and makes the completely unrealistic recipe properly work now * meth effects should go away now or something do you think I test these changes before pushing?? * ah yes, orginization * adds proper recipe and prequisite chemicals * fixes linter hopefully * Update chemicals.yml * a * starts working on prediction * thing * predmiction?? * changes thing * does it properly * uses timespan instead of timer * uses dif timers and adds a system * updates robust and tweaks a small thing * Fixes * "Fix" prediction * starts changing the timer to timespans to avoid icky on timer end * okay fixes the check thing but now meth is broken and I don't know why * fixes predicition (partially) * Delete ContentNetIDs.cs whoops * some changes advised by sloth * certified scalycode fix right here * moves resettimer to the metabolism to make it less oop stinky * moves resettimer to the metabolism to make it less oop stinky * gamin * when the is * updates mth colour to be accurate because I forgot * abc hard ok * everything should be up to date now * makes MovespeedModifierMetabolism ECS and cleans up some other stuff * does a fixy wixy * fix thing * Revert "Merge branch 'master' of https://github.com/space-wizards/space-station-14 into meth" This reverts commit 62886561098be02f9adb6352f4e858a8269d5bd5, reversing changes made to ca34fffb5b7a40f19aec7b9e4bc37bdeab914bc1. * Revert "Revert "Merge branch 'master' of https://github.com/space-wizards/space-station-14 into meth"" This reverts commit 4f550da19656abfd0be05f818fc6b7100252d5b8. * fix hopefully * updates metabolism to works with mirror's fancy new system * updates yaml + tweaks * bruh * yaml moment * :yaml moment * Revert " :yaml moment" This reverts commit 8cb51573c64db76d989de22acdbb9c50b2c6d052. * 99th commit yay, also I need to not do this * removes something that I don't need * makes system work with this and gets rid of unnesescary check * make the update only work on active components * oops * Cleanup * alphabetise this shit * Touchup * Woops stupid alloc by me * Nerf nyoom for now Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: mirrorcult <notzombiedude@gmail.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> * Automatic changelog update * Random offset for DefaultGrid every round (#4411) * Random offset for DefaultGrid every round This is useful to make coders aware of entitycoordinates and mapcoordinates being different and to help spot problems early. It also puts the onus of fixing positioning bugs back onto the original coder rather than someone else if they happen to spot it. * Fix clickable test * Fix entitysystemextensions * Automatic changelog update * Document a few atmos classes. * Update submodule We do a little bit of debugging * Make pulling feel less crap (#4414) Something something pulling refactor someday * Automatic changelog update * Comment joint prediction * Add CVar for random grid offset, disable it by default. * Fixes not taking pressure damage in space. Fixes #4415 * Automatic changelog update * Adds an alternate jumpsuit for botany (#4419) * Adds an alternate botanists jumpsuit * Updated license information * Automatic changelog update * Added two new small areas to maintenence (#4359) Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com> * Automatic changelog update * Updated meta.json to standard * Update meta.json to standard * a * Revert "Update meta.json to standard" This reverts commit |
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ea4ce1c6fc | Refactors throw events, makes cream pies ECS (#4500) | ||
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57016d14b4 | removed TryGetSound + made some SoundSpecifier datafields required | ||
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f531c65a0b |
Merge branch 'master' into replace-sounds-with-sound-specifier
# Conflicts: # Content.Server/Actions/Actions/DisarmAction.cs # Content.Server/Actions/Actions/ScreamAction.cs # Content.Server/Arcade/Components/SpaceVillainArcadeComponent.cs # Content.Server/Damage/Components/DamageOnHighSpeedImpactComponent.cs # Content.Server/Explosion/Components/FlashExplosiveComponent.cs # Content.Server/Physics/Controllers/MoverController.cs # Content.Server/Portal/Components/PortalComponent.cs # Content.Server/Portal/Components/TeleporterComponent.cs # Content.Server/Projectiles/Components/ProjectileComponent.cs # Content.Server/Singularity/Components/EmitterComponent.cs # Content.Server/Sound/EmitSoundSystem.cs # Content.Server/Stunnable/Components/StunbatonComponent.cs # Content.Server/Tools/Components/MultitoolComponent.cs # Content.Server/Weapon/Ranged/Barrels/Components/ServerBatteryBarrelComponent.cs # Content.Shared/Gravity/GravityComponent.cs # Content.Shared/Light/Component/SharedExpendableLightComponent.cs # Content.Shared/Maps/ContentTileDefinition.cs # Content.Shared/Slippery/SlipperyComponent.cs # Content.Shared/Standing/StandingStateComponent.cs # Resources/Prototypes/Entities/Objects/Fun/bike_horn.yml |
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e1fdd902bb |
Refactor DamageOnHighSpeedImpact to be ECS (#4297)
* Refactor DamageOnHighSpeedImpact to be ecs * Comment |
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ce3c59e0e6 | replacing sound (collection) names with SoundSpecifier - part 1 | ||
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ff1a2d97ea | Re-organize all projects (#4166) |