* The previous branch got cooked let's do this again
* Species-specific sprites (fuck IPCs)
* Ы
* Add stuff to prototypes
* Jarvis play very loud incorrect buzzer sound
* Function doesn't work if it's not called
* Apparently thaven never had this
It was created FOR thaven lol
* Fix remainng bullshit
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* Change stuff
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* Fixes and adds many localization keys from #34343
Open
* Fix comment, that is not how that works.
* Update Resources/Locale/en-US/components/screen-component.ftl
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Fixes cmd-parse-failure-int -> cmd-parse-failure-integer in OptionsUIController.cs, removes cmd-parse-failure-int from options-menu.ftl
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* 1 warning in MechAssemblyVisualizerSystem
* 2 warnings in RecyclerVisualizerSystem
* 1 warning in ClusterGrenadeVisualizerSystem
* 2 warnings in BarSignSystem
* 4 warnings in AlertControl
* 1 warning in ToolSystem
* 2 warnings in PinpointerSystem
* 2 warnings in ClientSpriteMovementSystem
* 2 warnings in OptionsVisualizerSystem
* 1 warning in FlatpackSystem
* 1 warning in ZombieSystem
* 1 warning in StackSystem
* 1 warning in MiningOverlay
* 1 warning in FlippableClothingVisualizerSystem
* Guard clause for MechAssemblyVisualizerSystem
* Get SpriteSystem in AlertControl constructor
* 1 warning in KudzuVisualizerSystem
* 2 warnings in ChameleonProjectorSystem
* 1 warning in MarkerSystem
* 2 warnings in ItemSystem
* 1 warning in GhostToggleSelfVisibility
* 1 warning in FoamVisualizerSystem
* 1 warning in ClickableTest
* 1 warning in ThrownItemVisualizerSystem
* 2 warnings in InfantSystem
* 1 warning in ChasmFallingVisualsSystem
* 1 warning in PotencyVisualsSystem
* 2 warnings in OrbitVisualsSystem
* 2 warnings in BeamSystem
* 1 warning in JitteringSystem
* 1 warning in CardboardBoxSystem
* 2 warnings in StationAiSystem
* 2 warnings in FirelockSystem
* 2 warnings in CargoSystem.Telepad
* 1 warning in StasisBedSystem
* 2 warnings in WeldableVisualizerSystem
* 2 warnings in DeliveryVisualizerSystem
* 1 warning in TimerTriggerVisualizerSystem
* 1 warning in StorageFillVisualizerSystem
* 2 warnings in RadiationCollectorSystem
* 2 warnings in BorgSwitchableTypeSystem
* 1 warning in TurnstileSystem
* 1 warning in SurveillanceCameraVisualsSystem
* 1 warning in BurnStateVisualizerSystem
* 2 warnings in CableVisualizerSystem
* 1 warning in JetpackSystem
* Psionic Eruption
* Art Pass
* Detangles spaghetti
Removed from Nyano namespaces, moved entirely into _DV namespaces and folders where possible.
* Remove nuke behavior (Maybe next time 😢 )
* Various maintainer requested patches
* More cleanup
* I'm blind
---------
Signed-off-by: William Lemon <William.Lemon2@gmail.com>
* Initial port of goobstation factorio, missing disposals integration and faxing. Also ports impstations modification for robotic arms to have static power draw. Also adds automation slots to silos and advanced microwave.
* Ports goobstation factorio fax automation, adds to the guidebook entry info about gas canisters.
* Ported Goob Disposals. Removed part about taking
mats out of storage silo cuz it ain't implemented
yet. Seems to work.
* Adds constructor circuitboard to research cuz I
forgor
* update code to allow long range crew monitor to work
* add syndicate crew monitor prototype
* update listening post to cull bloat and use new crew monitor
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
* fix: stop the SmartFridge from eating the contents of plant bags
* flukie test failure
* double flukie test failure??
* Address review
* fix: ToList go brr
* wip: added the synth mammal head from Iris and whitelisted a lot of extremities from more fuzzy races
* feat: ported synthliz from iris
* chore: started adding locales
* feat: ftls are going to make me loose my mind
* fix: missed an item
* fix: IPCs would always show humanoid eyes
* fix: autogenerated state values didn't work with the snout helmet
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* fix: attribution license
* fix: ignore last frame on left and right tail views
* chore: fix comment
* chore: change requests
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* chore: make additions cleaner
* chore: add missing comment
* chore: missed a comment
* Revert "chore: make additions cleaner"
This reverts commit 779c858f9c.
* refactor: removed hardcoded goidacode
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* refactor: used VisualizerSystem correctly
* refactor: Move change-able variables to private consts
* refactor: revert back to ComponentStartup, OnAppearanceChange updated too frequently
* refactor: remove protogens
* fix: integration tests
* chore: fix cr
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* Optimise storage a quadrillion times (#37638)
* Optimise storage a quadrillion times
* How sweaty can we get
* Add fast angle checks
* Fix chunk indices
* Optimise the refresh method
Helps on client a lot as the clientside is suboptimal atm.
* Better name
* wawawewa
* Add single-angle path
* Okay FINE rider
* Fix storage (#37714)
The one path I forgot to get the relative index.
* cleanup ring box
* Fix 1x1 storage windows (#35985)
* fix stupid lunchbox error
---------
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: deltanedas <@deltanedas:kde.org>
* Cleanup warnings in ClickableSystem
* Cleanup warnings in FultonSystem
* Cleanup warning in HolidaySystem
* Cleanup warning in DoAfterOverlay
* Cleanup warning in EntityHealthBarOverlay
* Cleanup warning in SmokeVisualizerSystem
* Cleanup warning in VaporVisualizerSystem
* Cleanup warning in ColorFlashEffectSystem
* Cleanup warnings in StealthSystem
* Cleanup warnings in TrayScannerSystem
* Cleanup warnings in InventoryUIController
* Cleanup warnings in HideMechanismsCommand
* Cleanup warning in ShowMechanismsCommand
* Cleanup warnings in EntityPickupAnimationSystem
* Cleanup warnings in PointingSystem
* Cleanup warning in StickyVisualizerSystem
* Cleanup warnings in TabletopSystem
* Cleanup warnings in PillSystem
* Cleanup warnings in DiceSystem
* Cleanup warnings in ProjectileSystem
* Persist construction menu favorites to player profile
* Use `ProtoId`s for construction favorites
* Validate construction favorites updates from the client
* Actually await the async database call
* fax upgraded
* improve resizable
* move Paper type settings & change margins
* change margins & Aling of text
* Rearrange Fax UI
Group paper-type with print-file.
Group refresh button with destination list.
Add some panels to differenciate functionality for faxing an inserted
sheet of paper and printing a local file to a new paper.
* Whitespace
* Remove unnecessary style definition
* Remove whitespace
---------
Co-authored-by: VideoKompany <135313844+VlaDOS1408@users.noreply.github.com>
* Cleanup warnings in MagazineVisualsSpriteTest
* Cleanup warnings in WiresVisualizerSystem
* Cleanup warnings in GunSystem.SpentAmmo
* Cleanup warnings in GunSystem
* Cleanup warnings in GunSystem.ChamberMagazine
* Cleanup warnings in MeleeWeaponSystem.Effects
* Cleanup warnings in ToggleableLightVisualsSystem
* Cleanup warnings in StatusIconOverlay
* Cleanup warnings in SpriteFadeSystem
* Cleanup warnings in PdaVisualizerSystem
* Cleanup warnings in EnvelopeSystem
* Cleanup warnings in MechSystem
* Cleanup warnings in MappingOverlay
* Cleanup warnings in LockVisualizerSystem
* Cleanup warnings in DragDropSystem
* Cleanup warnings in GhostSystem
* Cleanup warnings in TriggerSystem.Proximity
* Cleanup warnings in DragonSystem
* Cleanup warnings in PortableScrubberVisualsSystem
* File-scoped namespace for PortableScrubberVisualsSystem
* Cleanup warnings in DamageMarkerSystem
* Cleanup warnings in CuffableSystem
* Cleanup warnings in DeployableTurretSystem
* Cleanup warnings in StorageContainerVisualsSystem
* Cleanup warnings in ItemMapperSystem
* Cleanup warnings in ItemCounterSystem
* Cleanup warnings in RandomSpriteSystem
* Cleanup warnings in PowerCellSystem
* Cleanup warnings in ParticleAcceleratorPartVisualizerSystem
* Cleanup warnings in PaperVisualizerSystem
* Cleanup warnings in PoweredLightVisualizerSystem
* Cleanup warnings in LightBulbSystem
* Cleanup warnings in EmergencyLightSystem
* Cleanup warnings in DoorSystem
* Cleanup warnings in ClockSystem
* Cleanup warnings in BuckleSystem
* Cleanup warnings in JukeboxSystem
* Cleanup warnings in PuddleSystem
* Cleanup warnings in HandsSystem
* Cleanup warnings in EnsnareableSystem
* Cleanup warnings in ElectrocutionHUDVisualizerSystem
Also simplify some if statements
* Cleanup warnings in PlantHolderVisualizerSystem
* Cleanup warnings in AlertLevelDisplaySystem
* Cleanup warnings in TetherGunSystem
* Fix error in PlantHolderVisualizerSystem
* I hate var _
This simplifies the code and makes the experience of examining contents
easier without the reagent dispenser UI, as well as adding the possibility
for dispensers to have items of heterogeneous sizes in them, which would
allow configuring reagent dispensers to accept smaller containers such
as beakers or vials in order to allow for more types of smaller quantities
of reagents, or other flexibilities brought by using a standard storage
component.
* Add in-page links for guidebook reagent recipes
* Add links to microwave recipes
* This function is too specific to be in Control extensions
* Better naming
* Wrap RichTextLabel instead of subclassing
* "Activate" is ambiguous
* removes changing draw depth when occupied
* changes collision to square
* small texture changes
fixes slight perspective size when comparing side columns to the direct column facing the camera
removes the baked in pipe exit (the yml's sprite adds it anyway)
* Predicted gas pumps
I wanted to try out atmos and first thing I found.
* a
* Atmos device prediction
- Canisters
- Tanks
- Internals
AirMixes aren't predicted so nothing on that front but all the UIs should be a lot closer.
* Remove details range
* Gas tank prediction
* Even more sweeping changes
* Alerts
* rehg
* Popup fix
* Fix merge conflicts
* Fix
* Review
* Conveyor optimisations
- Optimise movement for moving stuff. Better flags + less resolves + slapped parallelrobustjob on it.
- Sleeping for entities getting conveyed into walls.
* Blocker version
* Finish
* Final
* Fix conveyor power mispredict
* Bagel save
* Revert "Bagel save"
This reverts commit 1b93fda81fb852d89b89b0beae0b80f8a61165f2.
* Conveyor resave
* 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
* Fix prediction
* Mob movement rewrite
* Bandaid
* Working version
* Tentatively working
* Friction to fix cornering
* More fixes
* Refactor mob movement
Trying to cleanup relay ordering / tryupdaterelative being cooked, purge ToParent, and fix all the eye rotation shenanigans.
* Building
* Re-implement jetpacks
* Reorganise weightless movement
* More work
* Fix camera
* reh
* Revert bagel
* Revert this
* Revert held move buttons
* Puddles work but are unpredicted and unoptimized
* Fixes
* Puddle code...
* Actually dirty the slipComp for real
* Sliding component done plus an extra suggestion from ArtisticRoomba
* Atomized Commit
* Added Friction field to Reagent Prototype per design discussion
* Cleaned up Working Commit
* a
* Delete stinkers
* Fix this code smell
* Reviewed
* Funky re-save
* Our conveyance
* Better conveyor sleeping
* Remove this
* Revert "Better conveyor sleeping"
This reverts commit f5281f64bbae95b7b9feb56295c5cf931f9fb2e1.
* Revert that
Way too janky
* Also this
* a
* Working Commit - Still a lot to do
* Acceleration refactor
* Minor jetpack cleanup
* frictionnomovement no longer nullable
* Shared Mover Feels 99% done
* OffGrid/Weightless/Throwing Friction saved
* Fix merge conflicts
* Fix a debug assert
* Final Commit for today
* Some fixes
* Actually use those CCVars Properly
* Need to fix throwing
* Second to last Commit for real
* Jetpack bug fixed
* Jetpack bug fixed
* Test fail patch
* Small patch
* Skates Component cleanup + Bring Accel back to 5 (oops)
* Fix test fail oops
* yaml cleanup make dragons not fat
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Now the name of the target craft items is taken directly from the prototypes
* Deleting unnecessary fields
* Deleting unnecessary fields
* Added suffix field
* Added override via localization keys
* My favorite ItemList and TextureRect have been replaced with ListContainer and EntityPrototypeView
* Fix suffix
* Fix construction ghosts... maybe
* Remove suffix from UI
* Suffixes have been removed from prototypes
* Added a description for the secret door
* Fix search..?
* The Icon field of ConstructionPrototype has been removed
* StackPrototypes used in the construction menu have been localized
* TagConstructionGraphStep used in the construction menu have been localized
* The search bar has been localized
* Fix localization and prototypes
* Recipes are now only loaded when the crafting window is opened.
* Fix crooked merge grid of the crafting menu.
* Localization update
* Fix cyborg graph
* Revert "Recipes are now only loaded when the crafting window is opened."
This reverts commit 97749483542c2d6272bda16edf49612c69a0761a.
* Fix loc
* fix merge
* Fix upstream
* Some of the logic has been moved to Shared
* fix
* Small adjustments
* Very small change
---------
Co-authored-by: EmoGarbage404 <retron404@gmail.com>
* update listings to use reputation field
* change reputation condition to a listing field, show in the UI
* a
* Update Content.Shared/_DV/Reputation/ReputationSystem.cs
Co-authored-by: Tobias Berger <toby@tobot.dev>
Signed-off-by: deltanedas <39013340+deltanedas@users.noreply.github.com>
---------
Signed-off-by: deltanedas <39013340+deltanedas@users.noreply.github.com>
Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: Tobias Berger <toby@tobot.dev>
If our current ID is different to the received one we should just discard it even if it's for the same entity.
Note that this doesn't quite fix my prediction issue as client and server are using slightly different timings for the event.
* add action prototype
* refactor contracts so its stored on the mind
* let uplink implants access contracts
* goida
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
* add reputation system
* add contracts button to PDA
* give traitors contracts
* add GetRandomObjective to SharedObjectivesSystem
* add TryRemoveObjective overload
* add everything needed for reputation store and objectives
* "ui"
* giant uplink reputation tagging
* prevent buying reputation-locked gear with uplink implant
* :trollface:
* more ui stuff
* :trollface:
* :trollface:
* remove default objectives
* :trollface:
* UI fixes
* stuff
* objective component changes
* add offerings and stuff to yml
* make some objectives work
* make rcd objective real
* more ui fix
* :trollface:
* ui usable
* bunch of low risk objectives
* syndie jail wip
* more wip
* massive amount of work
* add bad guidebooks
* prevent fultoning anchored things
* fixes
* disable claim buttons when no slots are open
* :trollface:
* :trollface:
* :trollface:
* update ui when a slot unlocks
* move rejecting to offerings, remove rescan (automatic now)
* add verb to attach fulton, fix
* dont get objective to ransom/kill someone you already ransomed
* make offering slots random + maximum count in rep level
* :trollface:
* rela
* update syndie jail
* more syndie jail update
* make marshal real
* fix
* fix power room power
* remove access from timer
* :trollface:
* engine
* allow syndicate items on syndie jail
* add ransom ui
* update map loading
* add ransom purchasing to cargo request console
* warn not error for loading
* ui fixes
* final fixy
* mg book fix
* final fixy II
* remove redundant Announcement word
* more []
* end ransom when leaving the jail
* :trollface:
* 10 tc for roundstart traitors
* make nuke core objective work for traitor
* guidebook gaming
* early merge of guidebook comments
* update bunch of objectives
* add min reputation to kill fellow traitor
* guidebook gaming
* evil
* giant stuff
* dont offer dupe objectives
* evil
* pronoun
* fix
* grr
* blacklist assist and DAGD from assist objective
* grr
* fix linter
* remove objectives from traitor rule test
* nuke disk anti-troll
* evil test
* add objectives test to find bad objective groups
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* fixy
* fix
* fix stuff
* reword ransom announcement
* pro
* goida
---------
Signed-off-by: deltanedas <39013340+deltanedas@users.noreply.github.com>
Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* added paper chat bubble
* forgor comma
* new prototype
* added invoking to the paper writing
* fixed indicator a bit
* placed typing invokes better
* adjusted offset
* added comments and moved things to partial
* better comments
* migrated submit to OnClose
* 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 👁️👁️
---------
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
---------
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* Introduce an AI shop system
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* feetback
* condensation
* meow
* valid8
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* asset upload
* fixes
* yml
* guidebook, alert
* yml fixes
* yml you silly goose
* yml and ft and just one tiny tiny cs
* wtf is git doing i swear i already comitted these exact files
* i can't believe it took 16 minutes to fail an enum
* test fails begone. please.
* ccvar namespace correction
* ftl changes, namespace fixes again
* wow actiongrant yml conflicts make me angrier than god
* razor weapon dev
* some requested changes
* more requested changes
* step one of who knows how many requested changes
* grabbag of bugfixes
* big refactorenning
* the refactorings continue
* bugfixes, some timering
* ability system feedbacks
* finish detimering
* she feed on my back til i loop
* ough
* linq...
* unity
* mrrrp
* meow
* todo
* mrp
* woe rider mass cleanup be upon ye
* ough
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* Revert "woe rider mass cleanup be upon ye"
This reverts commit 5e24490a66389c78efe969d16e43a7c5d52c1249.
* 3 of 9
* omegadictionary begone
* centralize is cosmic cult/sees cosmic cult checks
* durations
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* florbular
Co-authored-by: Tobias Berger <toby@tobot.dev>
Signed-off-by: pathetic meowmeow <uhhadd@gmail.com>
* feedback is stored in the git
* yaml warrior
* test fail real
* dont specify the default
---------
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Co-authored-by: Janet Blackquill <uhhadd@gmail.com>
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
Co-authored-by: Tobias Berger <toby@tobot.dev>
* Added new sprites for the RCD, changed cs to reflect new location, Changed construction menu YML to display delta-V sprite instead of upstream one
* added artibutions.yml for new RCD sprites
* Added recipies for directional uranium window and directional reinforced uranium window
* Decided to move uranium windows to new branch/pr since it's a seperate issue
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* Added recipies for directional uranium window and directional reinforced uranium window
* New line
* Relocated additions to _DV
* Formatting
* Added additional deconstruct.png sprite added. attributions.yml updated with correct attributions. Formatting fixes.
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* removed unneeded files and fixed formatting
* formatting part 2
* updated with complete filepaths
* updated with permalinks
---------
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* feat: node scanner now auto-updates artifact details if in range
* refactor: minor cleanup
* refactor: optimization for update and query of range checking
* refactor: fix xml-doc
---------
Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
* null check glove dirtiness to fix broken control
* use is not null instead of != for fix 3425
---------
Co-authored-by: Anthony Bucyk <abucyk2@gmail.com>
* DAG Adjacency Matrix & Tests
* Fix sandbox type errors
* First pass on procgen
* Procgen adjustments
* Networking
* Cruft and god and beauty and analysis console
* convert to data types that dont make me want to kill myself
* starting work on console UI
* drawing nodes n shit
* damn that ui FUCKS
* XAT
* Add a bunch of basic triggers
* Fix trigger gen
* Add node info into the analysis console UI
* Add node unlocking
* more trigger cuz thats pretty cool
* final triggers + incorporate gnostic faith
* some ui changes, mostly
* Fix orphaned procgen segments
* its not random dipshit
* yeah... this one will make pjb happy....
* we call it a day for the UI
* imagine... shared power code...
* extraction WIP but we gotta sidequest momentarily
* oh hey would you look at that its the actual functionality
* distrotrased
* Small departure for randomness.
* ok yep yep indeed that is an effect very cool.
* thanos snap oldcode
* fuck it we ball
* feat: node scanner now displays triggered nodes. Removed unused old artifact systems and related code (most of it). xml-doc and minor fixups.
* refactor: most of preparations, cleanup and groundwork. also segment-related tests
* feature: all basic effects returning
* feat: finished effects lits, created weight lists for struct and handheld artifacts, fixed throw trigger and music ApplyComponent artifact effects not working
* feat: prevent non-first-time-predicted calls in shared artifact effect systems
* fix: remove gun effect from artifact effects - as it interferes with 'activate artefact' action
* fix: foam reagent selection, neat ApplyComponents art effect scenarios, handheld art is RadiationReceiver again
* fix: moved spawn/ pry&throw effect systems back to server part of code - entity duplication bugs were not quite fun
* refactor: fix protos
* refactor: fix linter
* fix: fix old artifact component names in yml
* fix: no more throwing error on artifact spawn with empty XAEFoamComponent.Reagents
* fix: removed old component usage in maps
* fix: remove more deleted components from map
* fix: ContainerContainer is now part of initial artifact entity, it won't be affecting UninitializedSaveTest
* refactor: fix tests, add loc description to toolshed commands
* Changed node scanner to tell the whole story about current artifact state
* refactor: remove excessive get of EntityCoordinates in XAE systems, removed Value access in NodeScannerDisplay
* fix: turned off TriggerInteraction, removed XAESpawn usage and system, EmpSystem now can use EntityCoordinates,
* fix: moved SharedXenoArtifactSystem.CancelUnlockingOnGraphStructureChange into RebuildXenoArtifactMetaData to lessen code coupling
* fix: XenoArtifactEffectJunkSpawn moved invalid rolls declaration
* refactor: set default value for XenoArtifactComponent.EffectsTable for tests
* fix: now explosions XAE can be activated for effect
* refactor: added some usedelay so artifactuse would'nt be spammed
* refactor: artifact-related hints improvements
* fix: artifact no longer spawns fauna into itself
* refactor: xml-doc and minor refactoring
* refactor: xml-doc for Xeno Artifact systems, renaming of questionable XAT systems
* map for playtest, TODO REVERT THIS
* fix: magboots trigger art from a mile
* refactor: bind artifact animation to unlocking state
* feat: radiation dmg now have reference to source (and artifacts won't irradiate themselves)
* fix: random artifact node durability now is rolled for max and not current value
* refactor: gas effects are more rare, hand-held artifact effects are filtered properly now, rad dmg trigger now requires only 20 dmg for activation
* feat: animations and sound effects for artifact force-use and failed finish of unlocking phase
* use only 1 file with art use animation
* refactor: minor artifact dmg triggers tuning
* feat: now nodes that CAN be unlocked are displayed with specific color in console.
* feat: now unlocking stage time is dynamic and it depends on amount of triggers player activated correctly. Failed one stops incrementing
* feat: now non-active unlocked nodes return more points if durability was not wasted
* feat: now puddle/foam effects change description of node
* fix: fix test failure
* refactor: renamed phasing effect, fixed failing test for elkridge
* minor balance changes
* refactor: split rare materials into separate effects
* feat: unlocked nodes without successor wont listen to unlocks, node unlock is not activating node
* fix: removed OnIrradiatedEvent duplicate c-tor
* revert changes of reach for playtest
* revert last row empty line removal on reach.yml
* fix: fix PVS bug, born from attempt to relay event to art nodes that were not synced yet to the client
* fix: fix elkridge for tests (again)
* refactor: xml-doc, more stuff predicted, allocation optimization in XAE/XAT systems
* refactor: naming
* refactor: extract variable refactor for XAEApplyComponentsSystem.OnActivated insides
* fix: duplicate xeno artifact unlocking sound fixed
* feat: CreatePuddle xeno artifact effect now can have min and max borders for chamicals to be drafted, minor XAECreatePuddleSystem refactor
* feat: networking for shared XAE components + xml-doc leftovers
* refactor: more xml-doc, fix XAEApplyComponentsComponent.Components not being serializable but trying to be
* refactor: xml-docs and XAEThrowThingsAroundSystem now uses circle and not box for prying tiles
* refactor: xml-docs, minor refactors
* revert XenoArtifactCommand.ArtifactPrototype being PrototId
* refactor: simplify the way ExtractionResearchLabel works
---------
Co-authored-by: EmoGarbage404 <retron404@gmail.com>
Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
* Added health analyzer reactivation if one moves back in range of the entity
* Leaving analyzer range while focusing on a body part will keep focus on that body part.
* PR #3521 requested changes
* Add Chatstack (#1422)
Chatstack.
Can be changed/disabled in settings, and the chat automatically updates
to reflect the change.
Does not interfere with filters, etc.
Also updated ChatMessage class and serverside IChatManager with a new
IgnoreChatStack bool option, default false.
Currently is limited to looking up to 3 messages behind, only because I
feel off adding a textbox to the options.
---
- [x] Make sure it works
- [x] Add it to settings
---
<details><summary><h1>Media</h1></summary>
<p>

[ee.webm](https://github.com/user-attachments/assets/bf1c92f0-b52a-47a0-b142-70b1ee5003cc)
</p>
</details>
---
🆑
- add: Chatstack. Look for it in Options under "General - Accessibility".
---------
Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
* fix missing param; use default value
* Properly save entries option
* Move added EE content to _EE where possible, comment where not.
* Comments; simplify l10n; cleanup/standards
* remove ignoreChatStack, unused l10n strings
* l10n moment; style/untouch
* Simplify ftl; int → var
* Whitespace
* Fix naming for get-only property
Co-authored-by: Tobias Berger <toby@tobot.dev>
Signed-off-by: Madison Rye Progress <makyo@drab-makyo.com>
* Fix instance of old variable name.
---------
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* old branch bad
* Stun transfer
* big bunch of needed yaml stuff
* minor fixes
* locale stuff
* lots of stuff, kitsunes are no longer just orange
* fixed license attribution thing
* maybe fix the linter fail
* more yaml fixes
* removes error.log stuff since not needed
* Fix fox sprite coloring
* Remove polymorph into fox from fox
* fail fix
* modifies damage set and light strength for direction
* Colors yippie
* Access transfer
* factions stuff
* minor fixes
* transfer factions
* modified foxfire sprite a little bit
* merge master and hope things don't break
* Revert "merge master and hope things don't break"
This reverts commit 2261ec8f5f.
* aaaaaaaaaaaaaa
* let's try this
* fix kitsune size
* fixes yaml stuff I hope
* Fish part 1
* move server KitsuneSystem.cs methods to SharedKitsuneSystem.cs
* fish part 2
* Made fox fires not an item, fix fox fire charges.
* unused
* comments
* more tails and ears
* make more markings available
* edit scale and height limits
* change some things, also removes holy damage for now, pending new damagecontainer stuff
* stuff like this I can just do here
Co-authored-by: Tobias Berger <toby@tobot.dev>
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* same thing for this
Co-authored-by: Tobias Berger <toby@tobot.dev>
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* fix foxfire name stuff
* so my dev env kinda hates me so this is genuinely the easiest way to fix the merge conflict
* readd kitsune to scars file
* and unambiguously CC licensed sounds, plus last Foxfire fix
* growl volume adjustment and typing indicator stuff
* fix scar stuff
* more delta changes
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* networking hell
* A tad broken
* fixed
* nicer comments, moving things into polymorph event
* oops
* remove extra empty line
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* readd taking holy damage
* meow
* BiologicalMetaphysical again
* a
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* aa
Co-authored-by: Tobias Berger <toby@tobot.dev>
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* aaa
Co-authored-by: Tobias Berger <toby@tobot.dev>
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* aaaa
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* aaaaa
Co-authored-by: Tobias Berger <toby@tobot.dev>
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* aaaaaa
* newline stuff real quick
---------
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* Allows AAC phrases to be combined
* Uses Index instead of TryIndex when ID guaranteed valid
* Removes unnecessary braces
* Reduces List reallocations
* Renames the backspace button to be less silly
---------
Co-authored-by: Oxdeception <9624-oxdeception@users.noreply.gitgud.io>
* Extracts magic strings from Tag calls
When #36281 gets merged, the `TagSystem` methods will all give warnings. Let's fix those warnings before they even happen!
* Adds missing libraries
* Remove not yet implemented TagSystem changes
* Fix tag spelling error
Genuinely surprised there was only 1!
* Styling and proper type changes
* Styling
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
---------
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Conveyor optimisations
- Optimise movement for moving stuff. Better flags + less resolves + slapped parallelrobustjob on it.
- Sleeping for entities getting conveyed into walls.
* Blocker version
* Finish
* Final
* Mob collisions
* impulses
* Collision smoothing
* Locked in
* 30tps working
* r
* fixes
* Best
* Fixes + CVars
* CVars in place
* Pushies
* Opt attempt 1
* Revert "Opt attempt 1"
This reverts commit 5ccd72dcbea09261a992aa1f7f05df169a1ce676.
* Fix mispredicts
* Ready-ish
* better
* Cleanup
* Fix conveyor power mispredict
* Forgetting to actually do deltas
* Fix buckle pushes
* Bagel save
* Revert "Bagel save"
This reverts commit 1b93fda81fb852d89b89b0beae0b80f8a61165f2.
* Conveyor resave
* Fix prediction
* Mob movement rewrite
* Bandaid
* Working version
* Tentatively working
* Friction to fix cornering
* More fixes
* Revert bagel
* Revert this
* Bad parity
* Working
* Fixes
* Woops
* Doc comments
* Pen cap cvar
* StandingState cleanup and sub
* Fix downed mobs
* fish
* client
* Disable pushing on tests
* More variables
* Movement mods
* Mass diff
* 1 more tweak
* Cvar
* Prediction for EntityHeaterSystem
* Switch to Entity<T>
* meh
* Move popup inside ChangeSetting
* Fix grill visually turning on when changing setting while power is off
* Add note about my failed quest
* Why isn't this an IDE warning?
* Move comment above switch expression in SettingPower
* it works! kinda
* so it works now
* minor cleanup
* central button now is useful too
* more cleanup
* minor cleanup
* more cleanup
* refactor: migrated code from toolbox (as it was rejected as too specific)
* feat: moved border drawing for radial menu into RadialMenuTextureButton. Radial menu position setting into was moved to OverrideArrange to not being called on every frame
* refactor: major reworks!
* renamed DrawBagleSector to DrawAnnulusSector
* Remove strange indexing
* Regularize math
* refactor: re-orienting segment elements to be Y-mirrored
* refactor: extracted radial menu radius multiplier property, changed color pallet for radial menu button
* refactor: removed icon backgrounds on textures used in current radial menu buttons with sectors, RadialContainer Radius renamed and now actually changed control radius.
* refactor: in RadialMenuTextureButtonWithSector all sector colors are converted to and from sRGB in property getter-setters
* refactor: renamed srgb to include Srgb suffix so devs gonna see that its srgb clearly
* fix: enabled any functional keys pressed when pushing radial menu buttons
* fix: radial menu sector now scales with UIScale
* fix: accept only one event when clicking on radial menu ContextualButton
* fix: now radial menu buttons accepts only click/alt-click, now clicks outside menu closes menu always
* feat: simple radial menu prototype for easier creation
* refactor: cleanup, restored emote filtering, button models now have class hierarchy
* refactor: remove usage of closure from 'outside code'
* refactor: remove non existing type from UiControlTest
* refactor: remove unused using
* refactor: revert ability to declare radial menu layers in xaml, scale 32px sprites using scale in radial menu
* refactor: whitespaces
* refactor: subscribe for dispose on existing radial menus
* feat: now simple radial menu button models can have custom color for each sector background (and hover background color). Also added OpenOverMouseScreenPosition inside SimpleRadialMenu
* fix: AI door menu now can be closed by verb if it gets unpowered
* refactor: simplify hiding border, extended xml-doc for simple radial menu settings
* refactor: remove linq
* fix: fix AI radial action serialization using invalid type
* refactor: fix duplicate ShowDeviceNotRespondingPopup for AI by properly checking if it can interact
* refactor: whitespaces, changed list to array in simple radial button preparing methods
---------
Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es>
* Better jetpack emitter
Still need particles this just tilts me whenever I see it.
* Update Resources/Prototypes/Entities/Objects/Tools/jetpacks.yml
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Remove warnings from cargo system
* Guard statement early exit and cleaner object instantiation
* Whitespace
* Add AnimationPlayer as a component of telepads
* Initial commit
* Removed mention of StationAiTurretComponent (for now)
* Prep for moving out of draft
* Fixing merge conflict
* Re-added new net frequencies to AI turrets
* Removed turret control content
* Removed unintended change
* Final tweaks
* Fixed incorrect file name
* Improvement to fire mode handling
* Addressed review comments
* Updated how turret wire panel auto-closing is handled
* Ranged NPCs no longer waste shots on stunned targets
* Fixed bug in tracking broken state
* Addressed review comments
* Bug fix
* Removed unnecessary event call
* refactor(src): Minor refactor of Draw in "AdminNameOverlay. And new info about playtime player
* fix(src): Add configure classic admin owerlay
* fix
* antag status indication rework
* the cvars are free, you can just take them
* update playerlist on cvar change
* more overlay options
* tweak(src): Use _antagLabelClassic and tweak style
* tweak(src): Add config display overlay for startingJob and playTime
* tweak(src): Vector2 is replaced by var
* tweak(src): return to the end of the list
* add new option checkboxes
* passing ConfigurationManager through constructor, some format changes
* made sorting values more futureproof
* comments
* labels
* no point commenting this out when the overlay stack PR will uncomment it again anyway
* sorting prototype
* localize symbols because why not
* symmetry
* Revert "localize symbols because why not"
This reverts commit 922d4030300285a45777d62fcfd9c74b25fe7a60.
* layout and formatting stuff
* fix errant space
---------
Co-authored-by: Schrödinger <132720404+Schrodinger71@users.noreply.github.com>
* add disabling apc power with wire
* update apc yml
* make wire lights work for APC
* show it as Disabled in the ui
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
* Merge pull request impstation/imp-station-14#468 from hivehum/highlight
Add text highlighting
(cherry picked from commit e442cc4bb20fbb4d5b970275c82cc87508e6f687)
* More cleanly separate auto-generated and manual highlights
Edge case that's not handled: Closing and reopening the game drops the list of auto-generated highlights
* Use LocalizedDatasets to make higlight lists for all jobs
* DeltaV-ification
Since the implementation is now fundamentally incompatible
with the (still open) upstream PR, move to our own cvars
* Try to untroll code
* Untroll
* Untroll for real this time
* Fix wrong count in ChatHighlightBorg
* Escape highlights
Depends on space-wizards/RobustToolbox/pull/5688
* add missing using directive
* Fix failing test
* Rename CVars to avoid clash with previous implementation
* Tidy some stuff up
* Show auto highlights
* Remove redundant check
---------
Co-authored-by: V <97265903+formlessnameless@users.noreply.github.com>
* Steal the mail thieving objective (#35746)
* mail theft
* networked
* Automatic changelog update
* fix UpdateBankAccount (#35749)
* trolled
* fun
* fuck me
* Python Suit Storage Visual (#35593)
* Python-SUITSTORAGE-Visuals
Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com>
* REVised Sprite
Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com>
* Copyright
Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com>
* Update Resources/Textures/Objects/Weapons/Guns/Revolvers/python.rsi/meta.json
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
---------
Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com>
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Predict some power PowerReceiver stuff (#33834)
* Predict some power PowerReceiver stuff
Need it for some atmos device prediction.
* Also this
* update mail system
* Localize traitor codeverbs datasets (#35737)
* Localize verbs dataset
* Localize adjectives dataset
* Localize corporations dataset
* Update TraitorRuleSystem to use LocalizedDatasetPrototype instead of DatasetPrototype
* Fix sun shadows in ANGLE (#35757)
I think I fat-fingered a ctrl-Z on this at some point but the intermediate blur is necessary.
* Automatic changelog update
* Tweak sun shadow rotations (#35758)
Won't use the entity's rotation for the matrix, I just forgot to do this. Means shadows will always point in the same direction and the points will correctly adjust as the entity rotates.
* Automatic changelog update
* Fix Ahelp window playerlist resize (#35747)
reorganize bwoink window layout
* Automatic changelog update
* Ensure speech bubble cap is always respected (#32223)
Ensure speech bubble cap is respected, even when messages are sent very fast
* Cleanup: Fix ``PaperWriteEvent`` in ``PaperSystem`` (#35763)
* Cleanup + fix
* Revert
* Cleanup: Add missing locale ``cmd-planet-map-prototype`` (#35766)
Cleanup
* Added New Cocktails and new fill level sprites to existing drinks. (#33570)
* Added New Cocktails and new fill level sprites to existing drinks
* Updated copyright info and fixed recipies for Caipirinha/Mojito.
---------
Co-authored-by: RedBookcase <Usualmoves@gmail.com>
* Automatic changelog update
* Performer's Wig (#35764)
* miku wig
* fix to correct json convention
Co-authored-by: Winkarst <74284083+Winkarst-cpu@users.noreply.github.com>
---------
Co-authored-by: Winkarst <74284083+Winkarst-cpu@users.noreply.github.com>
* Automatic changelog update
* Merge showsubfloorforever into showsubfloor (#33682)
* Removable mindshields and revolutionary tweaks. (#35769)
* I fucking hate revs
* Update preset-revolutionary.ftl
* fixy fix
* Automatic changelog update
* Fix Chameleon PDAs renaming the user in station records (#35782)
* Automatic changelog update
* Restore the order of admin overlay elements (#35783)
admin overlay order fix
* Automatic changelog update
* Fixes and refactoring to discord changelog script (#33859)
* Fixes and refactoring to discord changelog script
Upstreamed from https://github.com/impstation/imp-station-14/pull/1023
* Add some prints back in
* Update to borg ion storms (#35751)
* Updates ion storms for borgs.
* Remove additional ion laws into future PR
* Automatic changelog update
* TriggerSystem improvements (#35762)
* desynchronizer real
* yaml stuff from slarti branch
* C# stuff
* oops
* fix triggers
* atomize PR
---------
Co-authored-by: Flareguy <woaj9999@outlook.com>
* Roleban command error handling (#35784)
roleban command jobid fail handling
* Localize news dataset (#35774)
* Localize news dataset
* Remove the `"`
* Localize rat king commands datasets (#35780)
* forensics cleanup (#35795)
* polymorph popup fixes (#35796)
polymorph fixes
* New Feature: Warden job rolls before security officer/cadet/detective (#35313)
Commit
* Automatic changelog update
* Fix anomaly doublelogging (#34297)
cull doublelogging
* Add wallmount N2 closets, Revived (#34042)
* Add standard, wallmount and improvised N2 closets, Revived
* remove improvised locker
* Parent>ID
* Undo sprite replacement
* Update meta.json
---------
Co-authored-by: Velcroboy <velcroboy333@hotmail.com>
Co-authored-by: Milon <milonpl.git@proton.me>
* Cryo and grinder cleanup (#34842)
* cryopod and grinder cleanup
* lower case name
* 4 spaces
* prototype clean
* looks like there is some kind of test that prevents removing this
* grinder too
* both should be empty
* cleanup
* Add Gold and Coal Rock Anomalies (#34809)
* This commit adds 2 new Rock Anomaly types, Coal and Gold. It also adds Resource Crabs, colored crystals, and lights for both.
* Added crafting recipes for yellow and black light tubes. Somehow I forgot that the first time.
* Sorted tags.yml alphabetically this time instead of not doing that.
* Updated Texture Copyright information
* Attempted to fix Merge Conflict
* Added bulb light variants for both yellow and black crystals.
* Automatic changelog update
* Tools/Devices: In-hand Sprites (#33689)
* Adds in-hand sprites to the barber scissors.
* adds in-hand sprites to the floodlight.
* adds in-hand sprites to the gas analyzer.
* adds in-hand sprites to the gps.
* Update copyright wording, linting
* resprite gps inhand sprites.
* adds in-hand sprites to the mass scanner.
* adds in-hand sprites to the spray_painter.
* resprite in-hand sprites to the mass_scanner.
* fix in-hand sprites to the mass_scanner.
* Resprite mass_scanner in-hand sprites.
* Automatic changelog update
* IconSmooth additional smoothing keys (#35790)
* additionalKeys
* Update lava.yml
* Update Content.Client/IconSmoothing/IconSmoothComponent.cs
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Locks nitrous oxide canisters (#35785)
lock nitrous oxide canisters
* Automatic changelog update
* Cleanup Objective files, add PickSpecificPersonComponent (#35802)
* cleanup objectives
* remove unrelated access restriction
* review
* Adds popup when firing gun while gun has no ammo (#34816)
* Adds popup when firing gun while gun has no ammo
* simplify
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Automatic changelog update
* Automatic changelog update
* Whitehole/Singularity grenade price adjustments + whitehole grenade fix (#35821)
* prices + adjustments
* teehee
* revert changes to supermatter grenade
* Automatic changelog update
* Update Lobby Music Attribtions (#35817)
Biggest change is updating the attributions and links for Sunbeamstress' to reflect the changes in their online profile as the previous link is now a dead link.
Updated Comet Haley's link to go directly to Stellardrone's Bandcamp instead of diverting to Free Music Archive
Fixed a double the in the comment for Space Asshole
* Paradox Clone (#35794)
* polymorph fixes
* paradox clone
* forensics cleanup
* bump doors
* 4
* attribution
* polymorphn't
* clean up objectives
* Update Resources/ServerInfo/Guidebook/Antagonist/MinorAntagonists.xml
* review
* add virtual items to blacklist
* allow them to roll sleeper agent
* update paradox anomaly stuff
* update uses of UpdateBankAccount
* Automatic changelog update
* Automatic changelog update
* Added Bacchus' Blessing Drink (#35306)
* added start to bacchus blessing with few more things left to do
* added sprites and trying to get the empty sprite to work
* fixed empty sprite will fill layer
* added missing fill image
* made flavor, physical description, recipe reaction and tweaked reagent threshold
* fixed fill levels
* removed name from drinks.yml, updated suffix instead
* delay is weird and broken, removing the difference
* updated copyright
* Automatic changelog update
* Corrupt borg speech if they are damaged or low power (#35318)
* - Corrupt borg speech the more damaged they are
- Corrupt long borg messages if battery is low or empty
* twiddle values
* Remove RNG based loop, hardcode repeating values for p=0.25 up to 10 repeats.
* Make sure that DamagedSiliconAccentSystem is AFTER ReplacementAccentSystem
* add missing base initializer call
* use Entity<T> pattern for event listener and clarify default values
* Move corruption parameters to datafields
* Add datafields to enable and disable the two types of corruption, and add datafields to override damage values and charge levels to support entities that don't have damageable components or power cells.
* Use nullables for override values
* Move DamagedSiliconAccentComponent to Shared and make it networked
* Add DamagedSiliconAccent to cloning whitelist
* Automatic changelog update
* Moths can eat lizard plushes again (#35835)
* tags back
* Update Resources/Prototypes/Entities/Objects/Fun/toys.yml
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Automatic changelog update
* Fix thrown item prediction weirdness (#35843)
Don't predict thrown item landing/stopping
* Add interaction tests for vending machines (#35801)
* Add interaction test for vending machines
* Add test of UI basic UI interactions
* Added test for dispensing an item
* Simplify and internalize test yaml
* Add check for restocking with wrong restock box
* Add test for breaking and repairing
* Reduce base electrocution stun time from 8 to 5 seconds (#34578)
* reduce shock time from 8 to 3 seconds
* shocktime 5 second, 1.25 mv time multiplier, 1.5 hv time mulitplier
* Automatic changelog update
* NanoTask (#34095)
* Automatic changelog update
* HOTFIX: Fix paradox clone event (#35858)
fix paradox clone event
* Fix holopads phasing through walls. (#34300)
* change holopad mask from subfloormask lowimpassable to tabletopmachinemask opaque
* change masks to prevent laser collisions
followed the artifact analyzer for this one. I don't quite understand how fixtures work so I'm a bit perplexed by this.
* Boolean I command you: LOWERCASE
* Automatic changelog update
* Make NukeOpsTest list RuleGrids on failure (#35873)
* Fix salvage sites ejecting borg brains when they despawn (#35855)
* Fix salvage sites ejecting borg brains when they despawn
* Extra check in while loop
* Move mobStateQuery to InitializeMagnet
* Automatic changelog update
* Fix development and debug configurations for tests (#35625)
* Move settings from debug.toml to development.toml
* Don't force disable dev config for integration tests
* Force on instead?
* Remove change to PoolManager
* Add viewer parameter to Identity.Entity (#35861)
* Add viewer parameter to Identity.Entity
* Docs
* Let LocalizedDatasetPrototypeTest report multiple failures (#35876)
* Paradox clones get all storage items the original has. (#35838)
* recursive storage copying
* include slime storage
* future proofing
* remove survival box
* Automatic changelog update
* Mark all hostile mind roles as antag (#35832)
* dummy antag prototypes
* I'll deal with YOU later!
* remove redundant soloantag definitions
* doctor, we left the scalpel in the patient
* minor cleanup
* Automatic changelog update
* make paradox clone receive the original's objectives (#35829)
* make paradox clone receive the original's objectives
* remove redundant indexing
* Minor comment change
* fix ninja objectives
---------
Co-authored-by: beck-thompson <beck314159@hotmail.com>
* Automatic changelog update
* Localize criminal records reason placeholder dataset (#35810)
* Localize criminal records reason placeholder dataset
* Forgor
* Hotfix: Fix AntagRandomSpawn location preview (#35864)
fix AntagRandomSpawn location preview
* add missing unknown shuttle ghostrole mindroles (#35892)
* Automatic changelog update
* Increase storage size of Syndicate Backpack (#35888)
* Automatic changelog update
* Chameleon vests now act like winter coats (#34929)
First commit
* Automatic changelog update
* Add a test to verify that all device signal sink ports can trigger (#35891)
* Add test of all device link sink ports
* Revert the fixed problem to prove that the test works.
Revert "Fix SpawnAndDeleteAllEntitiesInTheSameSpot heisentest (#32330)"
This reverts commit 4704309b4e7673e18019cb06701f66beaba9b1a2.
* Revert "Revert the fixed problem to prove that the test works."
This reverts commit cf0dbe797243552d8a63afefced2acd6829c3887.
* Assert that test devices aren't deleted between port triggers
* Test each port on a different map too
* Convert Linq to guard clauses
* Update Content.IntegrationTests/Tests/DeviceLinking/DeviceLinkingTest.cs
* More informative failure message
* Delete map after each test
* Don't bother sorting by ID
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Paradox Clones receive the implants the original has (#35906)
* copy implants to paradox clones
* Minor fixes
---------
Co-authored-by: beck-thompson <beck314159@hotmail.com>
* Automatic changelog update
* Killer tomatos take damage from weedkiller and plantbgone (#35898)
* tomatobgone
* formatting
* Automatic changelog update
* Paradox Clones spawn with their suit sensors off (#35909)
* sensors off
* remove import
* Update Content.Server/Medical/SuitSensors/SuitSensorSystem.cs
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
---------
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Automatic changelog update
* Smite Vendor Restock and General Soda Machine Balance (#35144)
* Inventory Buff and Enabling Restock
* Smite rebalance
* Rebalance and swapping contraband inventory positions
* Yet another rebalance
* Spaceup rebalanced, removed Smite from machine.
* Automatic changelog update
* Renaming the "Mime Cap" to "White Cap" (#35901)
* MimeCapRename
* FixedTheName
* FIXITAGAIN
* Remove non-networked Dirty call in GuardianSystem (#35916)
* Adjust small light hitbox (#35920)
* Automatic changelog update
* Fix artifacts swapping places with ghosts (#35074)
* Prevent artifacts swapping position with ghosts
* Filter for MobStateComponent instead
* Update Content.Server/Xenoarchaeology/XenoArtifacts/Effects/Systems/PortalArtifactSystem.cs
* bluh
* Metagame improvements to antag-before-job selection system (#35830)
* Initial commit
* Update the selection to only count for people who have one of the preferences assigned; latejoin on delay no longer applies pre-selection.
* lock bwoinkwindow bottom bar height (#35896)
* Automatic changelog update
* Cleanup: Remove redundant prototype name specifications (#35793)
* Remove redundant prototype name specifications
* These can stay
* make surgery components use EntityCategory instead of Prototype, how did it even compile
* remove redundant categories from surgery prototypes
* Add a code comment to the trait prototype files (#35936)
code comment
* Donk Co. Microwave heats twice as fast (#35937)
hot donk!
* Automatic changelog update
* snake can now be seen inhand and worn on neck like friend (#35323)
* snake can now be seen inhand and worn like friend
* Roomba's additions
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Update Resources/Textures/Objects/Fun/toys.rsi/meta.json
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Spacing adjustment
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
---------
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Automatic changelog update
* consistent grapes (#35125)
* grape
* seedtributions
* Fix recipe and animation for copypasta (#35925)
* Fixed animation and recipe for Copypasta
* Update Resources/Prototypes/Entities/Objects/Consumable/Food/noodles.yml
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Automatic changelog update
* inhand sprites for Produce (#35151)
* awakening
* fix test fail
* attribution fix
* tomater killer inhandered
* extrorange inhand spin rate nerfed
* fuck webedit
* Automatic changelog update
* Add In-hand Sprites for miscellaneous items (#35433)
* guh???
* Merge branch 'master' of https://github.com/SeamLesss/space-station-14
* incomplete baseball bat
* bling
* attribution
* camera bug
* damp rag
* cap cap
* centcom cap
* Update Resources/Textures/Clothing/Head/Hats/capcap.rsi/meta.json
* Automatic changelog update
* Automatic changelog update
* some robotics inhands (#33676)
* real
* spacing stuff and fix tiny issue
* Fix strip menu revealing true identity (#35862)
* Fix strip menu revealing true identity
* Ghosts don't see through identity
* Removed the heat damage from disablers and disabler SMGs (#35834)
removed the heat damage from disablers and disabler SMGs
* Automatic changelog update
* fix uncuff popups (#35743)
* fix uncuff popups
* them too
* Automatic changelog update
* Medical Item In-Hand Sprites (#34984)
* Bruizepack fix and Gauze
* tourniquet sprites added
* medipen sprites
* bodybag sprites
* handheld crew moniter sprites
* implanter sprites
* rollerbed sprites
* health analyzer sprite
* bloodpack sprite
* small rollerbed change
* attributuions + spacing fix
* fixed?
* RAAAAAGH ITS DONE
* actually good code
* Update Resources/Textures/Objects/Specific/Medical/handheldcrewmonitor.rsi/meta.json
* Update Resources/Textures/Objects/Specific/Medical/healthanalyzer.rsi/meta.json
* Automatic changelog update
* Support separate displacement maps for left and right hand (#35820)
* Update HandsSystem.cs
* Update HandsComponent.cs
* Fixed Wizard Thrust (#35948)
fixed wizard thruster
* Fix broken layer hiding on clothes with multiple equipment slots (#34080)
* Fix broken layer hiding on clothes with multiple equipment slots
* Refactor ToggleVisualLayers, HideLayerClothingComponent, and ClothingComponent to allow more
precise layer hide behavior and more CPU efficient layer toggling.
* Adjust HumanoidAppearaceSystem to track which slots are hiding a given layer (e.g. gas mask and welding mask)
Add documentation
Change gas masks to use the new HideLayerClothingComponent structure as an example of its usage
* Fix the delayed snout bug
* Misc cleanup
* Make `bool permanent` implicit from SlotFlags
any non-permanent visibility toggle with `SlotFlags.None` isn't supported with how its set up. And similarly, the slot flags argument does nothing if permanent = true. So IMO it makes more sense to infer it from a nullable arg.
* Split into separate system
Too much pasta
* Remove (hopefully unnecessary) refresh
* Fisk mask networking
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
* Keep old behaviour, use clearer names?
I'm just guessing at what this was meant to do
* english
* Separate slot name & flag
* dirty = true
* fix comment
* Improved SetLayerVisibility with dirtying logic suggested by @ElectroJr
* Only set mask toggled if DisableOnFold is true
* FoldableClothingSystem fixes
* fix bandana state
* Better comment
---------
Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
* Sloth's subfloor vismask adventure (#35347)
* Add a subfloor vismask
Significantly cuts down on sent entity count.
* More optimisations
* Fix command
* Fixes
* namespace cleanup
* Review
* Vismasks
* Content update
* Bandaid
* awewa
* Revert these
* reh
* Update Content.Shared/SubFloor/TrayScannerComponent.cs
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* C4 helmet unequip delay (#35922)
* Automatic changelog update
* Fix LatheMenu DefaultProductionAmount getting ignored (#35951)
* Automatic changelog update
* vox inhands displacements (#35947)
vox inhands
* "New player" admin logging improvements (#35961)
* Initial commit
* Adjust a whoooole bunch of logs
* Also spears
* Track going crit
* Review fix
* Review fixes
* Automatic changelog update
* Fix wrong assert message in DeviceLinkingTest (#35964)
* Validate some SpeciesPrototype fields (#35965)
* Convert SpeciesPrototype strings to ProtoIds
* Simplify protoman indexing calls
* Fix erased paper sprites looking written (#35967)
* Automatic changelog update
* More coat zips! (#35029)
* Update meta.json
* Sprites Exp
* Update meta.json
* More zips for coats
* Automatic changelog update
* Fix thermal regulation (#35971)
* Automatic changelog update
* Add stamina and mob damage playtest modifiers (#35599)
* Add stamina and mob damage playtest modifiers
* Fix typo
* Add FTL
* Review fixes
* Update Content.Shared/Mobs/Systems/MobStateSystem.Subscribers.cs
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Automatic changelog update
* dragon ai faction fix (#35578)
* dragon ai faction fix
* xeno faction
* Automatic changelog update
* feat: Ghost Role Button only turns red when new ghost roles are added (#35970)
* feat: Ghost Role Button only turns red when new ghost roles are added
* fix: Make _prevNumberRoles private
* Redid Singularity Generator Sprite (#31500)
changed singularity generator sprite
* Automatic changelog update
* Fix thermoregulation (#35981)
* fix thermoregulation
* req
* Grenade + Throwable Inhands (#35974)
* Added inhands to grenades, bolas, ninja stars, and some bombs.
* whoops bolas were wrong hands
* Couple more quick fixes whoops
* Automatic changelog update
* Add a crate with foam force weapons to the cargo catalog (#35824)
* made up a nice lil crate
* changed rifle count to 4, added to cargo console
---------
Co-authored-by: TeenSarlacc <baddiepro123@gmail.com>
* Recolor some machine boards (#35715)
* recolor
* Revert for easier review
This reverts commit 20709a6e1f1ac9c99cb030ee56156c8ed4bcc291.
* spacing
* colors
* Revert "spacing"
This reverts commit 92d2d4fc6ee918d13cc8f1f82ce720b94e25d4a8.
* Automatic changelog update
* Predict pipe anchoring and unanchroing (#35977)
* yay prediction
* Added cool popups
* bruh
* this is better!
* Arachnid Jensen Googles Fix. (#35987)
pleasespeedmerge
* Add antag notice to admin chat alerts (#35994)
Add antag notice to admin chat pop-ups
* Automatic changelog update
* Hover examine buttons (#35206)
* hover examine verbs (not aligned to the left yet)
* handle click hovers and align them to the left
* revert contrabandsystem changes (this is for another PR)
* add support for markup tags
* Remove serverside StandingStateSystem (#35999)
Refactor system
* Prisoner Jumpsuit Description (#36005)
* PrisonerJumpsuitFix
* Update jumpskirts.yml
* Fix alerts mispredict + log spam (#36004)
tstalker alerted me to it and noticed the classic case of shallow copies.
* Automatic changelog update
* unrevivable lets you be cloned again (#36008)
weh
* Automatic changelog update
* Fixed some unintended salvage changes. (#36013)
* Fixed some unintended salvage changes.
* Update Resources/Prototypes/Entities/Objects/Tools/handheld_mass_scanner.yml
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
---------
Co-authored-by: RedBookcase <Usualmoves@gmail.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Automatic changelog update
* Fix migrations not being applied to PostMapInitTest (#35933)
* Fix migrations not being applied to PostMapInitTest
* formatting
* Raise the event outside the loop so it only happens once
* Chemistry bottle cleanup (#35911)
* init
* clean
* god save me
* fuck relic
* i HATE HATE HATE relic
* make it stop
* please make it stop
* CEASE
* PLEASE
* Revert "PLEASE"
This reverts commit 47d34f3c1e657adf869d84a5349f9c18fc33bfea.
* Revert "CEASE"
This reverts commit 147ab6697807b98e24b0e1ee05571a1995f3c41c.
* Revert "please make it stop"
This reverts commit f2a4f63e5f5b017f2b4ad3511e8c77700abed58b.
* Revert "make it stop"
This reverts commit b10c6344bd9e9e3f1989b29fc46a8de7829e382e.
* Revert "i HATE HATE HATE relic"
This reverts commit a05d60c0055fa003f7746be7aec2ebf4acd6e136.
* Revert "fuck relic"
This reverts commit e44f3368bc8aa5938095dc5a60e9390fbaf8aba3.
* Upgrade Github actions in Workfows to node20
* update bottle ids
* engine
* update PartAppearance stuff
* update IPC death system
* remove duplicate daiquiri drink
* move secborg textures
* update surgery borg module rsi
* early merge Show paradox clones in deadchat (#35940)
* fix tests
* evil
* grr
* evil
* fix stupid test
* rare shiny test fail
* remove unused role component
---------
Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com>
Co-authored-by: Milon <milonpl.git@proton.me>
Co-authored-by: Prole <172158352+Prole0@users.noreply.github.com>
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: MilenVolf <63782763+MilenVolf@users.noreply.github.com>
Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com>
Co-authored-by: Evelyn Gordon <evelyn.gordon20@gmail.com>
Co-authored-by: Winkarst <74284083+Winkarst-cpu@users.noreply.github.com>
Co-authored-by: RedBookcase <crazykid1590@gmail.com>
Co-authored-by: RedBookcase <Usualmoves@gmail.com>
Co-authored-by: Velken <8467292+Velken@users.noreply.github.com>
Co-authored-by: SpaceManiac <tad@platymuus.com>
Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com>
Co-authored-by: imcb <irismessage@protonmail.com>
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Co-authored-by: Flareguy <woaj9999@outlook.com>
Co-authored-by: ninruB <ninrub@tuta.io>
Co-authored-by: Velcroboy <107660393+IamVelcroboy@users.noreply.github.com>
Co-authored-by: Velcroboy <velcroboy333@hotmail.com>
Co-authored-by: Łukasz Lindert <lukasz.lindert@protonmail.com>
Co-authored-by: Firewars763 <35506916+Firewars763@users.noreply.github.com>
Co-authored-by: onesch <118821520+onesch@users.noreply.github.com>
Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com>
Co-authored-by: K-Dynamic <20566341+K-Dynamic@users.noreply.github.com>
Co-authored-by: Plykiya <58439124+Plykiya@users.noreply.github.com>
Co-authored-by: Lusatia <ultimate_doge@outlook.com>
Co-authored-by: Coolsurf6 <coolsurf24@yahoo.com.au>
Co-authored-by: Quantum-cross <7065792+Quantum-cross@users.noreply.github.com>
Co-authored-by: Centronias <me@centronias.com>
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>
Co-authored-by: Kyle Tyo <36606155+VerinSenpai@users.noreply.github.com>
Co-authored-by: beck-thompson <beck314159@hotmail.com>
Co-authored-by: beck-thompson <107373427+beck-thompson@users.noreply.github.com>
Co-authored-by: Smith <182301147+AgentSmithRadio@users.noreply.github.com>
Co-authored-by: YoungThug <ramialanbagy@gmail.com>
Co-authored-by: claustro305 <76455142+claustro305@users.noreply.github.com>
Co-authored-by: āda <ss.adasts@gmail.com>
Co-authored-by: Tiniest Shark <head.rebel@yahoo.com>
Co-authored-by: mubururu_ <139181059+muburu@users.noreply.github.com>
Co-authored-by: MisterImp <101299120+MisterImp@users.noreply.github.com>
Co-authored-by: SeamLesss <kai.julian.watson@gmail.com>
Co-authored-by: GaussiArson <193122004+GaussiArson@users.noreply.github.com>
Co-authored-by: paige404 <59348003+paige404@users.noreply.github.com>
Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
Co-authored-by: psykana <36602558+psykana@users.noreply.github.com>
Co-authored-by: Tobias Berger <toby@tobot.dev>
Co-authored-by: SonicHDC <100022571+SonicHDC@users.noreply.github.com>
Co-authored-by: Dakota <72140289+1337Dakota@users.noreply.github.com>
Co-authored-by: Moomoobeef <62638182+Moomoobeef@users.noreply.github.com>
Co-authored-by: TeenSarlacc <46608342+TeenSarlacc@users.noreply.github.com>
Co-authored-by: TeenSarlacc <baddiepro123@gmail.com>
Co-authored-by: Killerqu00 <47712032+Killerqu00@users.noreply.github.com>
Co-authored-by: Boaz1111 <149967078+Boaz1111@users.noreply.github.com>
Co-authored-by: Nikolai Korolev <korolevns98@gmail.com>
* hover examine verbs (not aligned to the left yet)
* handle click hovers and align them to the left
* revert contrabandsystem changes (this is for another PR)
* add support for markup tags
* Fix broken layer hiding on clothes with multiple equipment slots
* Refactor ToggleVisualLayers, HideLayerClothingComponent, and ClothingComponent to allow more
precise layer hide behavior and more CPU efficient layer toggling.
* Adjust HumanoidAppearaceSystem to track which slots are hiding a given layer (e.g. gas mask and welding mask)
Add documentation
Change gas masks to use the new HideLayerClothingComponent structure as an example of its usage
* Fix the delayed snout bug
* Misc cleanup
* Make `bool permanent` implicit from SlotFlags
any non-permanent visibility toggle with `SlotFlags.None` isn't supported with how its set up. And similarly, the slot flags argument does nothing if permanent = true. So IMO it makes more sense to infer it from a nullable arg.
* Split into separate system
Too much pasta
* Remove (hopefully unnecessary) refresh
* Fisk mask networking
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
* Keep old behaviour, use clearer names?
I'm just guessing at what this was meant to do
* english
* Separate slot name & flag
* dirty = true
* fix comment
* Improved SetLayerVisibility with dirtying logic suggested by @ElectroJr
* Only set mask toggled if DisableOnFold is true
* FoldableClothingSystem fixes
* fix bandana state
* Better comment
---------
Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
Won't use the entity's rotation for the matrix, I just forgot to do this. Means shadows will always point in the same direction and the points will correctly adjust as the entity rotates.
* Added the blood writing ability to revenants
(cherry picked from commit 8157d155e1f7a3840992b54475c59031d2a75f25)
* Added the revenant Animate action
(cherry picked from commit 1b53520849a60538598cae641c6e598b1a5d7534)
* Added Animate action sprite and fixed revenant action sprites being small
(cherry picked from commit 5c88ce9b21cf517023cd136ddb8aaa361f72fbfe)
* Revenants in stasis can now be crafted into sentient revenant plushies
Revenants in stasis can now talk
(cherry picked from commit af84083da6e17bb7671d9f00993dc6bcc0b0a583)
* Revenant plushies and ectoplasm now talk with their trapped revenant's name
(cherry picked from commit 855b25aeb7f29ed6ff2dcc0d4ab1e589ae7e2e16)
* Added a yml nerf option in case revenant is too powerful
(cherry picked from commit 6895a5ca929f32267dea1e326aee62302dc151b8)
* Added a yml nerf option in case revenant is too powerful
(cherry picked from commit 6895a5ca929f32267dea1e326aee62302dc151b8)
* Passing over salt ore now reveals revenants
(cherry picked from commit beea55885f98adc72e34751ba6f798bfadd8dd31)
* Salt puddles now reveal revenants
Hooray for EnsureTileReaction!
(cherry picked from commit b69304747e3b5aa867c5afd8917d2c170c65253e)
* Bibles now reveal revenants
Localization strings added
(cherry picked from commit 62f7ec604748697e5fecc942c4a5d14ff682c596)
* Added the revenant Haunt action
(cherry picked from commit fb692c4cab3f411c11a3004fa73f30122e0ff7f9)
* Haunt witnesses now have an icon over their head on the revenant's client
(cherry picked from commit 5d1b3c6b0af4508ebee7aa8738f7a5f3aa9e53ca)
* Slight revenant nerfs and an additional escape hatch
(cherry picked from commit 490e4c525b75b03502497bfa89827f915f6c7fb2)
* Fixed revenant speech name, and other fixes
This is a few changes clumped into one. I should've broken this one up, but I got overzealous.
- Revenant's ectoplasm now properly uses TransformSpeakerNameEvent
- Revenants crafted into plushies now use VoiceOverrideComponent instead of VoiceMaskComponent
- Plushies now have a custom speaking noise
- Moved Impstation-specific revenant code to the _Impstation subdirectory
(cherry picked from commit a5e0b0c9383e4011e69edc0592c8a4cf40b06402)
* Fixed revenant haunt witness sprite not disappearing
(cherry picked from commit 0c06d4a8f48f6eee324cd944dbcb1fce3258eb58)
* New artifact effectr: animate nearby items (like a revenant)
(cherry picked from commit 6ba1b4d8b313eda9e5ff82246ed7425e80287d0f)
* Revenant cleanups
* Revenant Fixes
* add audio
* haunt fixes
* salt fixes
* grinder gamer
* stasis
* cleanup and comments
* deltav ectoplasm
* clean up imp comment
* event weight and guidebook gaming
* catalog
* alert fix
* window nerf
* effectprobfake
* mapinit
* no braincells ops
Signed-off-by: Lyndomen <49795619+Lyndomen@users.noreply.github.com>
* add physics
* remove phyiscs
* add physics realer
* bible
---------
Signed-off-by: Lyndomen <49795619+Lyndomen@users.noreply.github.com>
Co-authored-by: TGRCDev <tgrc@tgrc.dev>
Co-authored-by: TheGrimbeeper <thegrimbeeper.11@gmail.com>
* Implement SmartFridge functionality
* Add dumpable support to the SmartFridge
* Don't use an item slot
* Medical smartfridge real
* less extraneous components
* medical smartfridge default
* Set up _Shitmed groundwork for organ slot manipulation
* Groundwork for surgical augments
* Add tool panel augments
* sprite gaming
* code review gaming
* i think the textures got swapped
* localization gaming
* surgery localization gaming
* crafting gaming
* fix tests
* fix tests actually
* now we deal with ouroboros
* she feed on my back til i
* relocation
* nuke felinid
* augment fixes
* event-based battery search
* descriptionned
---------
Co-authored-by: Lyndomen <49795619+Lyndomen@users.noreply.github.com>
* Port character records from CD
* Make species' base scales respected by CD heights
* Hide the height editor in the humanoid profile editor
---------
Co-authored-by: Janet Blackquill <uhhadd@gmail.com>
* Implements a Dynamic Lighting System on maps.
* Edit: the night should be a little bit brighter and blue now.
* Major edit: everything must be done on the client side now, with certain datafield replicated.
Changes were outlined in the salvage to accommodate the new lighting system.
* Edit: The offset is now serverside, this makes the time accurate in all situations.
* Removing ununsed import
* Minor tweaks
* Tweak in time precision
* Minor tweak + Unused import removed
* Edit: apparently RealTime is better for what I'm looking for
* Fix: Now the time is calculated correctly.
* Minor tweaks
* Adds condition for when the light should be updated
* Add planet lighting
* she
* close-ish
* c
* bittersweat
* Fixes
* Revert "Merge branch '22719' into 2024-09-29-planet-lighting"
This reverts commit 9f2785bb16aee47d794aa3eed8ae15004f97fc35, reversing
changes made to 19649c07a5fb625423e08fc18d91c9cb101daa86.
* Europa and day-night
* weh
* rooves working
* Clean
* Remove Europa
* Fixes
* fix
* Update
* Fix caves
* Update for engine
* Add sun shadows (planet lighting v2)
For now mostly targeting walls and having the shadows change over time. Got the basic proof-of-concept working just needs a hell of a lot of polish.
* Documentation
* a
* Fixes
* Move blur to an overlay
* Slughands
* Fixes
* Apply RoofOverlay per-grid not per-map
* Fix light render scales
* sangas
* Juice it a bit
* Better angle
* Fixes
* Add color support
* Rounding bandaid
* Wehs
* Better
* Remember I forgot to do this when writing docs
---------
Co-authored-by: DoutorWhite <thedoctorwhite@gmail.com>
* your commit? our commit.
* skreee
* show joined players before lobby players; comments
* comments
* playerinfo retains playtime data after disconnect
* new connection status symbols
* updated BruteLevel to be PainLevel with burn damage checks in DamageOverlayUiController.cs
* dehardcoded pain level by adding damage groups to paindamagegroups to affect
* re-added the name for painDamageGroups
* fixed overlay default and added minimum limit to component check first
* renamed to PainDamageGroups and removed obsolete tag
* add IdChipSlot
* add ui for ejecting id chips
* add id chips, blacklisted from id console
* give robo neuroticist a little more access
* implement id chips slot for borgs
* named chips are id chip not id card
* add recipes for id chips
* :trollface:
* codersprite
* :trollface:
* :trollface:
* :trollface:
* n
* bruh how
* gamer learning to spell 2025
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
* Adds Search tab to AAC and updates layout
* Changes AAC filter from linq to manual iteration
Also updates filter condition to contains
---------
Co-authored-by: Oxdeception <9624-oxdeception@users.noreply.gitgud.io>
* add all code for mapping categories
* add some mapping categories
* add categories to a few things
* ignore prototypes on client
* gaming
* shoukou ops
* chibi ops
* cc real
* sid meiers pirates!
* old ai sat
* pen
* make test errors better, listening post
* fix remaining tests, remove turret toolbox from a wreck
* john gaming
* reduce diff on stamps file
* update test
* :trollface:
* :trollface:
* :trollface:
* :trollface:
* :trollface:
* aaaa
Signed-off-by: deltanedas <39013340+deltanedas@users.noreply.github.com>
* resave centcomm
* orphan is good??
* gnu world order
* ok good
* update test to skip old files, not merge for maps
---------
Signed-off-by: deltanedas <39013340+deltanedas@users.noreply.github.com>
Co-authored-by: deltanedas <@deltanedas:kde.org>
* fix secborg health alert mispredict
* assign jobs to each borg type except generic
* add Job field to BorgTypePrototype
* implement job requirement checking
* add requirement reason to borg switching UI
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
* Port Add Mentor Help #5084https://github.com/RMC-14/RMC-14/pull/5084
* Remove de/re-mentoring command and mentor jobs instead tie to admining
* Renamed to Curator Chat
* Make chat 10% less shit
* Fishguy fixes
* oops
* Cherry Pick d4fcd8e8c8
* maybe this is right?
* Revert changes to upstream file
* Revert changes to upstream file
---------
Co-authored-by: DrSmugleaf <drsmugleaf@gmail.com>
* move component to shared
* add fake systems
* update server explosion system and remove duplicate transform query
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
* refactor(src): Minor refactor of Draw in "AdminNameOverlay. And new info about playtime player
* fix(src): Add configure classic admin owerlay
* fix
* tweak(src): Use _antagLabelClassic and tweak style
* tweak(src): Add config display overlay for startingJob and playTime
* tweak(src): Vector2 is replaced by var
* tweak(src): return to the end of the list
* Initial commit
* Clean-up
* Fix ftl, new damage
* ftl fix for real
* Updates based on feedback
* Child implant fix
* Make the UI only open when implanter is in draw mode
* Review fixes
* shunting
* add EntityName at the bottom of LogProbe
* pass User into CartridgeMessageEvent
* add button to print logprobe logs
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
* Adding sorting to chem master
* Chem Master can now sort based on following categories
- Alphabetical
- Quantity
- Time Added to Machine
* Sorting is disabled by default and persist in the machine for everyone
* Removed some pointless code from Chem Master's UI
* Changed None and Time Added's text to reflect what they do better
* Minor adjustments to the code requested by maintainers
* t-rays show above catwalk
* a
* RevealSubfloorComponent
* revealSubfloorOnScan, add it to catwalk
* TrayScanReveal sys and comp
* Rr
* handle anchoring
* use tile indices for vector2i
* fix IsUnderRevealingEntity reset on pvs pop in reanchor
* fix exception on TrayScanRevealComponent remove
* fix IsUnderRevealingEntity not updating on pvs enter
* update to ent
* make subfloor retain respect for their relative draw depth
* fix carpets not revealing subfloor on plating
* chapel carpet
* ??
* draw depth gap for subfloor entities.
* revert alpha change
* remove abs from draw depth difference
* move TrayScanReveal to client
* delete old refactor
* let's show them above puddles too
* Remove superfluous component classes
---------
Co-authored-by: SlamBamActionman <slambamactionman@gmail.com>
* Adds new accessibility slider for speech bubble text opacity.
Adds new accessibility slider for speech bubble background opacity.
Adds new Cvars to track speech bubble text and background opacity settings.
* Adds a separate option slider for the opacity of the speaker's name on speech bubbles.
* Changes text and speaker default opacity to 100%, as it was before.
* Apply suggestions from code review
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>