Commit Graph

1168 Commits

Author SHA1 Message Date
slarticodefast 24705ce7db Improve gas constants test (#37749)
* improve gas constants test

* fix test fail

* review
2025-08-04 19:26:32 +02:00
metalgearsloth aae1c22859 CompFactory updates (#37559) 2025-08-04 15:25:05 +02:00
Tayrtahn 678cbb3bae Add validation test for `ExplosionPrototype`s (#37621)
* Add validation test for ExplosionPrototype

* Remove runtime validation in prototype
2025-08-04 14:54:19 +02:00
Tayrtahn fa7394290b Cleanup more `SpriteComponent` warnings (part 5) (#37590)
* 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
2025-08-04 14:33:26 +02:00
SirrRequiem ab4232cc7a
Adding the new Terra Station! (#4005)
* Adding the new Terra Station!

* Renamed a BUNCH of doors, Substations, and SMES. Fixed EVA doors, piping. Added BecomeStation component. Removed invalids from yml

* Added Sophic Grammateus, some decals, and APC to power Genpop. Renamed some cameras

* Made Sec and Epi maints not deadends

* Added Mr Butlertron and some beacons

* Loooots of changes

* Lots more updating, changing pipes, making things not as bright, etc etc

* Moved a few unreachable devices, AI can't use fancy turrets yet so you get bullets, and the screens finally show Evac ETA!
2025-07-30 01:30:18 -05:00
Colin-Tel 1227a0cc4e
Adds Division Station (#4006)
* Adds Division Station

new station woo hoo

* other nonsense

can't a guy just make a map without doing all this other stuff

* Update division.yml

AI turrets, cargo dock changes, added missing LV, added light to HoS, made freezer cold, added minimoog to maid cafe, made firing range better

* Update division.yml

added tile in captain's room lol, changed around perma wall layout by cells.

* Update division.yml

Made CJ's closet into a room.

* Adjust prototype and map

adjusts some jobs and adds atmos burning stuff, also replaces explosive landmines with shrapnel landmines

* Updated map & prototype

I CHANGED A LOT OKAY

* Update division.yml

Added CMO air alarm, added scrubbers to some rooms, added some lights, added robodrobe

* Update division.yml

added emergency lights and other stuff

* Update division.yml

fixed recycler directions, etc

* Update division.yml

Tucked in AI satellite shielding to remove potential obstruction to the shipyard dock.

* Update division.yml

Added parallax

* Update division.yml

Added screens and some posters

* minor adjustments & MaxPlayers

* Update division.yml

removed duplicate HOS locker, misc decal and decor changes

* Added detective slot

also added another forensic scanner

* Update division.yml

* Update division.yml

added logic gates, misc changes

* Update division.yml

added hats, made kitchen nicer

* Lowered minimum & midround antag spawns

* added maxPlayers of 70

there are bigger stations

* Update division.yml

added LV to cold loop pumps, added some decals to TEG area, moved TEG south 1 tile, gave engineering generators, added a toolbox to medical Substation room, gave MG a pretty painting & poster, removed mirrors in barber shop because they looked dumb and were inaccessible.

* Update division.yml

added a few mob spawners with a 5% chance to spawn something scary in maints

* Update division.yml

made requested changes per Velcroboy

* Update division.yml

more requested changes

* Update NTES_Right.yml

---------

Signed-off-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>
2025-07-29 00:08:46 -05:00
Tobias Berger d90638474d
Fix indentation (#4007) 2025-06-24 16:36:14 +01:00
pathetic meowmeow a465f6d0a5
Revert traitor reputation (#3823) 2025-05-22 23:59:12 +01:00
deltanedas b6deefbf5d ill take the 3 second guidebook opening thanks 2025-05-21 20:00:11 +01:00
deltanedas d56dc7d5f2 evil test + kill hemo/cyanoxadone 2025-05-21 19:33:58 +01:00
Ed 84173baf72 Improve TryAllReactionsTest (#35356)
* Update TryAllReactionsTest.cs

* mix categories

* Update TryAllReactionsTest.cs
2025-05-18 18:23:15 +01:00
Tayrtahn 514e0d7e6a Cleanup more `SpriteComponent` warnings (part 2) (#37527)
* 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
2025-05-18 17:58:43 +01:00
Leon Friedrich 6bb5d4ff0b Fix MagazineVisualsSpritesExist for engine PR (#36761) 2025-05-18 17:12:18 +01:00
Tayrtahn e15f68217f Add test that mob damage thresholds have alerts (#37307)
* Add test that mob damage thresholds have alerts

* Docs

* Add BorgDead state to MobSiliconBase
2025-05-18 17:07:30 +01:00
metalgearsloth da63e189a5 Predicted internals (#33800)
* 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
2025-05-18 16:21:09 +01:00
Ertanic da3e4052b0 Localizable craftmenu (#32339)
* 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>
2025-05-18 16:09:54 +01:00
Kyle Tyo b9c94749f8 MapManager warning cleanup on tests (#36940)
lets see if this works.
2025-05-18 15:30:28 +01:00
deltanedas ac1b82d406
traitor reputation real (#2913)
* 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>
2025-05-12 17:16:22 -04:00
pathetic meowmeow 129b6d2fd4
CaptainState rewrite (#3691) 2025-05-10 18:55:30 +01:00
deltanedas 22aa10443e
upstream merge 27/04/2025 (#3596)
* Fix glass duplication with beakers (#34441)

Update chemistry.yml

Fixing glass dupe.

* Automatic changelog update

* Heterochromia for Moth (#36061)

* 1

* Fix local

* formatting

---------

Co-authored-by: Milon <milonpl.git@proton.me>

* Salvage Airlock (#36375)

* Salvage

* atmos a

* more muted colours

* Mapping Related to AI

* Fixed small naming inconsistency

* Revert "Fixed small naming inconsistency"

This reverts commit 985e1fd46a09e521c11dc345f470228e7907fbb9.

* Revert "Mapping Related to AI"

This reverts commit 5d5ae4feb819396c5c2a7413399ab5ce34f8683b.

* Revert "atmos a"

This reverts commit 529831e2584df27fa102ee1c970948fa3b6bab56.

* indent

---------

Co-authored-by: Milon <milonpl.git@proton.me>

* Automatic changelog update

* Departmental shelves whitelist expansion (Attempt №3) (#34292) (disabled)

* Expand-Shelves-Whitelist

Made departmental shelves hold a wider variety of items.

* Accidentally included "Packet" twice

* Automatic changelog update

* Replace GetEntitiesInTile with EntityLookupSystem equivalent (#36756)

* commit GET!!

* minor cleanup

* Automatic changelog update

* Unused dependency cleanup. (#36760)

* take 2! fight!!!

* final touches

* reeeeeee

* Fire protection for ERT engineering hardsuit (#34949)

* Automatic changelog update

* Nonlethal throwables crate (#35808)

* Automatic changelog update

* Use non-generic TryComp in `StationSpawningSystem` (#36769)

Use non-generic TryComp in StationSpawningSystem

* Add marker components for admin shenanigans (#36776)

* Automatic changelog update

* Restore `LimitedChargesComponent.MaxCharges` default value to 3 (#36778)

* Wizard Figure Voiceline Fix #36771 (#36779)

DA WIZARDgit add -A

* change MV cable outline (#36751)

* change MV cable outline

* zamn

* The Beverage Jug Can Now Look Open (#36070)

* GenJug-Changes

Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com>

* Guh

Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com>

* Support For the Rest

Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com>

* New Sprites

Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com>

* Newest Sprites

Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com>

---------

Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com>

* Pirate Gear Tweaks. (#35986)

* Tweaked pirate gear to be in-line with similar items.

* Added attribution for flashlight sprites, made hardsuits Major Contraband

* Added empty versions of the pirate revolver and flintlock.

* Test fail fix hopefully?

* Test fail fix hopefully V2.0

* Test fail fix hopefully V3.0

* Test fail fix hopefully V4.0

---------

Co-authored-by: RedBookcase <Usualmoves@gmail.com>

* Automatic changelog update

* Markings overhaul (#35938)

* markings displacement setup

* ok i got it!

* fix map updating

* remove trackingLayers

* markings clean up and modernizize

* marking disabling displacements

* markings restriction

* dehihienize

* dehihiniezize 2

* aa

* nice

* Automatic changelog update

* Resprite main altars (#35685)

* resprite main altars

* updated meta.json

* Automatic changelog update

* Adds beanies to the WinterDrobe! (#32946)

* sprites

* messing with the ymls

* new sprites

* that's a lotta yaml

* make the sprites gooder

* color adjustment

* to the winterdrobe with you

* layering fix

* Automatic changelog update

* Santa hat with a foldable beard (#36510)

* Added foldable component to santa hat

* Modified sprites, modified YAML. YAML is cursed

* Changed santa hat description to mention the beard fold

* Removed HideLayerClothing since it doesnt work

* Changed the prefix from "beard" to "nobeard" to match with the fold/unfold verb

* Credits for sprite changes

---------

Co-authored-by: Lanedon <matth.galvez@gmail>

* Automatic changelog update

* Puddle Code Slipping Cleanup (#35845)

* Init Commit

* windows yelling at me to update commit

* working commit, need prediciton and more dehardcoding

* Project 0 warnings

* Working Commit (Near Final)

* ryder got confused commit

* I love Merge Conflicts :)

* Working commit, no prediction

* Forgot the yaml changes

* Comments and typos

* Apparently while the reduced launch mult of lube was initialized it was never used so I revered back to default

* Fixed an incorrect divisor

* bit of cleanup

* Prediciton fixed, and puddles now affect all entities

* FORGOT TO RENAME A VERY IMPORTANT VARIABLE OOPS

* Really big I forgor moment

* Even bigger I forgor moment

* four more merge conflicts to fix four more oopsies

* fixed actual divide by zero moment and also im very dumb

* Even bigger I forgor moment

* four more merge conflicts to fix four more oopsies

* fixed actual divide by zero moment and also im very dumb

* Fix all test fails

* code cleanup

* Webedit whitespace

* Code cleaup

* whitespace webedit

* whitespace webedit

* whitespace webedit

* whitespace removal

* Comments and cleanup

* Re-Added 20 warnings as per Ork's request

* Cleanups

* Spacing fix

* bugfixes and cleanup

* Small bugfix

* Actually dirty the slipComp for real

* Added Friction field to Reagent Prototype per design discussion

* Sliding system is kill

* The Bartender can now make Eggnog (#34065)

* Preliminary eggnog changes (egg in shaker crashes?)

* Fixed eggnog reagent name and description

* added - to flavor

* deleted a space

* Added eggnog glass sprite

* changed fill levels to match rsi

* Added two more fill levels to eggnog

* Removed fizziness, changed physical description, and fixed rsi

---------

Co-authored-by: uhbg <29674581+uhbg@users.noreply.github.com>
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>

* Automatic changelog update

* Require traitors to maroon their objective no matter what (#35825)

* jesus

* okay.

* OOPS

* ok

* ok

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* ok

* Update Resources/Prototypes/Objectives/paradoxClone.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Update Resources/Prototypes/Objectives/base_objectives.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* m

* ok

* ok

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Wizard Headset (#35732)

* wizardcomms

* wizheadset

* Addressed requested changes and axed wizard channel due to redundancy.

* oops overlooked this, dont tell anyone

* another mistake fixed

* removed wiz encryption key due to redundancy

* accidentally left some punctuation in a now unrelated meta.json

* Automatic changelog update

* Remove MK ULTRA ai name (#35726)

* Remove bad AI names

* Fine, I won't try to sneak this in here.

* Reorder electronics recipe file, add filter categories (#35713)

* electronics split

* split base recipe and category

* all but machines

* machine shuffle

* reorder

* delete unused recipes

* rename cargo to supply

* git weirdness

* git weirdness 2

* Automatic changelog update

* Cleanup warnings in `SharedPortalSystem` (#36747)

* Cleanup warnings in SharedPortalSystem

* Formatting while we're here

* Replace uses of !Any() with Count == 0

* AnyEntitiesIntersecting

* Binomial Number Selector for EntityTables (#36783)

* binomial dist

* lol initialize the int tho idiot

* xml docs my forgotten

* ditto

* Add more ruins (#36785)

* Fix NRE in GasTileOverlaySystem (#36793)

* Automatic changelog update

* Add RGA/RSI to Credits (#36704)

* Add RGA and RSI to Credits

* Move to thread + add directory field

* Further Allocation Tweaks (#36800)

* init

* fix lockboxes

* Automatic changelog update

* Add the medical HUDs to medical's loadouts (except chem) (#32847)

Added the medical HUD and eyepatch to the medical (CMO, doctor, paramed and intern) loadout to let them choose between. Also gives the option for the regular glasses.

* Automatic changelog update

* new salv ruins (#36798)

* hotplate, kitcken grille bugfixes (#34776)

* commit

* cleanup

* Automatic changelog update

* Solution drag and drop now checks if container is closed and drainable (#34683)

drainable fix

* Automatic changelog update

* fix some datasets (#36806)

* Add rehydratable mop bucket cube, refactor the rehydratable yml (#34586)

* Refactor rehydratable items

* Finish main refactor

* Add mop bucket cube

* Move cube sprite and item size to RehydratableAnimalCube

* Fix sprite attribution

* Make it follow the conventions

* Refactor wrapped cube, leave MonkeyCube tag only on the cube and the Syndie Sponge

* Fix DehydratedSpaceCarp inheritance overwriting needed components

* no need for this comment

* remove whitespace

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* indentation

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Restore lost description

* reorder stuff

* line

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Automatic changelog update

* Increase thief to player ratio (#36531)

* reduce max number of traitors, increase thief to player ratio

* revert traitor max back to 8

* Automatic changelog update

* Added a semi-functional genderfluid pin. (#35854)

* Added a semi-function GenderfluidPin

* Update pins.yml

fix bug

* Fix meta.json under the newly merged "fix as you go" policy

* Update pin description

---------

Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>

* Automatic changelog update

* Station AI Name Identifier (#36801)

init

* Automatic changelog update

* Makes EventRole Ids properly set ID names. (#28958)

* Add id binding system

* Change so it activates when added too

* Add to eventhumanoid

* Add PDA binding, try to fix some things

* Still not fixed, PDA is working right

* Move to server, add on mind instead

* Implement suggestions

* Fix things

* Finish review stuff

* Messed up cluwne

* Remove after only changing id too

---------

Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>

* Various sharedsystem spring cleaning (#36200)

* Various shared system warnings cleanup

* More shared system warnings cleanup

* Rearranging changes

* Using correct transform for unbuckle

* Small changes

* Revert buckle change

* Update Content.Shared/Ghost/SharedGhostSystem.cs

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Fix some locale strings and make some code for them looks better (#32003)

* Fix a lot locale strings

add functions using
fix identity for meat spike and creaming

* comma

* fixes for fixes

* yeah

* fuck

* Automatic changelog update

* Remove non-functional ninja exemption from `SpawnAndDeleteEntityCountTest` (#36813)

Remove non-functional ninja exemption from SpawnAndDeleteEntityCountTest

* Firelock temperature and pressure warning lights (#28339)

* Add temperature and pressure lights to firelocks

* Replace sprites with new pressure and temperature light versions

* Remove obsolete deny and locked sprites

* Add SpriteSync for warning light animation synchronization

* Teal lights

* Partial animation implementation

* fixup! Teal lights

* Temperature lights

* Adjusted firelock light heights and added final warning light sprites

* Fix colors

* Testing colors

* Update light sprites

* updated sprites

---------

Co-authored-by: EmoGarbage404 <retron404@gmail.com>

* Automatic changelog update

* Fix bots parenting, emotes (#29949)

* Bots overhaul

* fix

* change speech sound to pai

* purge a lot

* i forgor :trollface:

* adjust

* that aswell

* Automatic changelog update

* Fix identity grammar (#36817)

Fix identity

* Fix Animal Versions of Captain Uniform (#36804)

* scienceevasuit

* update money uniforms

* update meta.json files and hamster hats

* revert scienceevasuit

* revert accidental prisoner eva change

* Automatic changelog update

* Fix vox hair (#36816)

* Fix vox hair

* remove CL

* Tweak Security protection values (#30212)

* Tweak Hardsuits

* HoS/Ward Coats change

* Whoopsie wrong number

god why am i doing this its 1:33 AM and i made a silly mistake...

* Adress Review

Revert Warden hardsuit slowdown to 30% again
Decreased Security hardsuit heat protection down to 20%

* Automatic changelog update

* Added more salvage ruins (#36822)

* Metal foam grenade rework, small tweaks to grenade timers (#34579)

* Automatic changelog update

* dragons can now pry doors (#36811)

* Automatic changelog update

* Make funding allocation computer more configurable (#36790)

* Make funding allocation computer more configurable

* admin logging

* unused

* ccvar enabled

---------

Co-authored-by: ScarKy0 <scarky0@onet.eu>

* Automatic changelog update

* Fingerprint taking improvements (#31864)

* now using event to check access to fingerprint

* Opps actually commiting the changes

---------

Co-authored-by: YourUsername <you@example.com>
Co-authored-by: beck-thompson <beck314159@hotmail.com>

* Banana cream pie loc improvements (#36829)

* CAPITALIZE(THE($owner))

* Rename "thrower" to "thrown"; use THE($thrown)

* "the banana cream pie" -> "a banana cream pie"

* Simplify filter

* Automatic changelog update

* Command uniform (#32103)

* Added generic command jumpskirt, jumpsuit and cap, and made them available in the HoP's clothing printer.

* fixed generic command jumpskirt and jumpsuit.

* Updated generic command jumpskirt/-suit textures, added generic command beret.

* Fixed game-breaking bug in previous commit relating to the command beret.

* altered generic command soft cap/baseball cap sprites.

* Update Resources/Prototypes/Entities/Clothing/Head/hats.yml

Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com>

* Update Resources/Prototypes/Entities/Clothing/Uniforms/jumpskirts.yml

Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com>

* Update Resources/Prototypes/Entities/Clothing/Uniforms/jumpsuits.yml

Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com>

* review

* whoopsie

---------

Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com>
Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com>
Co-authored-by: Milon <milonpl.git@proton.me>

* Automatic changelog update

* downprice many cargo orders (#32375)

* atmos repricing

* emitter crate

* materials

* lasers

* revert gun prices

* Automatic changelog update

* Ashen hud item status slot fix (#31411)

* new patchMargin variable added, horizontals fixed

* All sides now work, system is fully integarated

---------

Co-authored-by: Zachary Yona <magicalusf@gmail.com>

* Ashtray Resprite and Fix (#31643)

* The meat and potatoes

Yup

* Stupid recycler

bruh

* guh

guh

* Update MinorAntagonists.xml (#36836)

* Simulate command in minutes for real (#36808)

* 60

* Fix warning CS0414 instances (#36832)

Fix warning cs0414 instances

* Nerf Firelock electronic prices (#33469)

* Nerf Firelock electronic prices

- make firelock electronics price half of the input cost to make one
(27) rounded up

* Why does firelock make glass?

- remove the Physical composition of glass from
FirelockElectronics as the input does not contain glass
and the output cannot contain half a steel and plastic

---------

Co-authored-by: Milon <milonpl.git@proton.me>

* Automatic changelog update

* Give Admins "Tails" (#36842)

One line yaml change

* Fix construction orientation being ignored for some objects (#36488)

* fixes

* removed empty "SnapToGrid"s and parent "completed"s

* Automatic changelog update

* elemental.yml & asteroid.yml cleanup (#36448)

* Moth-pockets (#34517)

Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>

* Four new food crates for the ATS (#33286)

Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>

* Automatic changelog update

* Cleanup: Move folders out of bureaucracy.rsi and paper.yml (#35108)

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>

* Improve LocalizedDataset test to check for low Count (#36848)

* Improve LocalizedDataset test to check for low Count

* Fix missing entries for FigurinesFootsoldier

* Add 1 dragon name (#36846)

* this is a commit you cannot skip

* why do you have to add a count why

* Remove steel sheet hull fixing (#33443)

* Remove steel sheet hull fixing

It's unintuitive that it's wasteful, there's not really any systems to NOT make it wasteful, and it's a UX trap. No this is not "noob trap", no. It's an UX issue because if hundreds of people do it over and over again without noticing anything wrong, well, something fails to properly note that there's an issue with what they are doing. Aka user experience issue. Aka not a problem with the user but the design.

Also could be a shitty doafter action that makes you wonder if something's wrong

* Why was this testing using steel of all things

* Automatic changelog update

* cleanup + add names to some entities (#36856)

* Remove redundant fields from `MovementSpeedModifierComponent` (#36859)

Delete _baseWalkSpeedVV and _baseSprintSpeedVV

* Cleanup warnings in NinjaSuitSystem (#36861)

Fix warnings in NinjaSuitSystem

* Modernize `GhostComponent` & Ghost API (#36858)

* Move CanReturnToBody to system

* Move CanGhostInteract to system

* Cleanup redundant datafields and viewvariables

* Document datafields

* Document component

* Add SetTimeOfDeath Entity<T> overload, obsolete old version

* Document public methods

* Cleanup obsoleted method calls

* Cleanup warning in `EmptyAllContainersBehaviour` (#36860)

Fix warning in EmptyAllContainersBehaviour

* Cleanup warnings in `SharedCryostorageSystem` (#36863)

Fix warnings in SharedCryostorageSystem

* Cleanup warnings in `CableSystem.Placer` (#36868)

* Fix warnings in CableSystem.Placer

* Formatting

* Cleanup warnings in `PolymorphSystem.Map` (#36869)

Fix warnings in PolymorphSystem.Map

* Cleanup warnings in `WorldgenConfigSystem` (#36864)

Fix warnings in WorldgenConfigSystem

* Move guardian sounds to component (#36870)

* Cleanup warnings in `SpawnSalvageMissionJob` (#36866)

* DoMapInitialize and SetMapPaused

* GridTileToLocal

* Formatting

* Remove unused variables

* Update Content.Server/Salvage/SpawnSalvageMissionJob.cs

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Fix warnings in `ServerDbManager` (#36871)

Fix warnings in ServerDbManager

* pAI Software Catalog (#36857)

* initial commit

* add the shop and make it work

* add existing pai actions to the software shop

* added power monitor app

* killed the power and crew monitor software, too powercreepy

* fix test failures

* fix more test failures

* fix merge conflicts

* code changes to conform with review

* fix unintentional submodule update

* submodule update

* remove unused currency prototype ref

---------

Co-authored-by: archrbx <punk.gear5260@fastmail.com>

* New Salvage Ruin - Hydro Outpost (#36826)

* Automatic changelog update

* Make toy sword less obvious (#34199)

* YAML fuckery

* Remove toy_sword.rsi

Not a webedit btw

* Automatic changelog update

* Adds shorts/pants to ClothesMate vending machine (#35361)

* Clothesmate shorts

* matches price of vend to the new contents

* Moths can eat pills (#35609)

* Automatic changelog update

* Xenoborgs part 1 (#36830)

Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>

* Updated Syndicate and Ammo Contraband (#35102)

Co-authored-by: RedBookcase <crazykid1590@gmail.com>

* Automatic changelog update

* Put items inside cakes! (#31015)

* First commit

* I'm silly

* Please be it

* Some more fixes

* Cleanup

* fine!

* removed = false

* review

---------

Co-authored-by: Milon <milonpl.git@proton.me>

* Removed syndicate surgery duffel, added advanced circular saw to Medical Doctor uplink. (#35915)

* Removed syndicate surgery duffel, added advanced circular saw to Medical Doctor uplink.

* Update Resources/Prototypes/Entities/Objects/Specific/Medical/surgery.yml

Co-authored-by: Tayrtahn <tayrtahn@gmail.com>

---------

Co-authored-by: RedBookcase <Usualmoves@gmail.com>
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>

* unremove surgery duffel

* unfunny

* Automatic changelog update

* fix NoCargoOrderArbitrage fail (#36878)

whoopsie

* Cotton Grilled Cheese Sandwich (#36135)

* Working entity.

* New sprite by MadeOfHeartAndStone

* Removed deadspace, changed attribution in meta.json

* review

---------

Co-authored-by: Milon <milonpl.git@proton.me>

* Automatic changelog update

* Meat Patty (#34896)

Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>

* Automatic changelog update

* Remove beaker from the MaterialArbitrageTest whitelist (#36876)

* Turnstiles (#36313)

* construction rotation fix

* Turnstiles

* renaming

* review-slarticodefast-1

* mild attempts to fix (sorry sloth)

* move some more shit

* Remove engine dependency

* grid agnostic

* remove debug string

* fix json

* Update Content.Shared/Movement/Pulling/Systems/PullingSystem.cs

Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>

* Update Content.Shared/Movement/Pulling/Systems/PullingSystem.cs

Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>

* remove pass delay for mispredict reasons.

* most minor of changes

* Give directional indicator on examine

---------

Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>

* Automatic changelog update

* Genpop Closets & IDs (#36392)

* Genpop IDs and Lockers

* placeholder generation, no ui yet.

* UI

* Fix time offset

* fix meta.jsons

* big speller

* Scarkyo review

* Add turnstile prototypes

* make IDs recyclable

---------

Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>

* Automatic changelog update

* Fix small misc. turnstile issues (#36893)

* Fix small misc. turnstile issues

* more missing things

* quieter

* New Spawners, Modified Spawners, new Service/Theatre Airlock, and new Colorful Light Crate (#36750)

Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>

* Automatic changelog update

* Automatic changelog update

* Disable shadows for observer pointlight (#36897)

no shadows

* Fix QSI bringing people into paused maps (#36834)

* Automatic changelog update

* Fix storage ui hovering over the hotbar (#36770)

* Turnstiles lower volume + access reader (#36900)

fixes

* Fix disposal unit flush animation (#30677)

* Fix disposal unit flush animation

* Revert "Fix disposal unit flush animation"

This reverts commit a596ecfd5f5368f87ef52cfb27884a8e000185c6.

* control by setting layer visibility rather than overwriting

* restore changes

* Correct IdentityBlocker to include specific outer clothing (#33085)

* Make IdentityBlocker include outerclothing

* Modify Correct Bit

* Fix mask/eye cobo

* Automatic changelog update

* Change some posters to be rules-compliant (#32734)

* Initial commit

* Minor edit

* it's very hard to fit "disorder"

* Revert No ERP poster, fix spawner

* Attribution

* Update text

* Missed poster spawner

---------

Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>

* Automatic changelog update

* Cyborg Rebalance (#34186)

Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>

* Automatic changelog update

* Reptilians Can Eat Orange Creamsicles (#36890)

* Automatic changelog update

* Add Bloodstream to Goliaths (#33305)

* Automatic changelog update

* Nerf mining hardsuit's effectiveness against bullets and bombs. (#31450)

* Automatic changelog update

* Controls page guidebook rework 2025 Q1 (#36363)

Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>

* Automatic changelog update

* Lower interdyne herbals TC cost (#36841)

* Automatic changelog update

* cleanup instruments yml (#32262)

Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>

* Automatic changelog update

* Automatic changelog update

* [FIX] Rubber now uneatable (#34543)

* Releasing an under-pressure lockout is now a verb (#36910)

Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>

* Automatic changelog update

* fix changelog (#36915)

* Fix for ghosts being unable to follow the AI when it uses a holopad (#36355)

* Initial commit

* Added to-do

* Automatic changelog update

* Fix random maints room deleting whatever was already there (#36605)

* Fix donuts tags breaking the bounty (#36903)

* Automatic changelog update

* Make 10u of "Atomic Bomb" drink instead of 11u (#36921)

changed atomic bomb recipe

* Automatic changelog update

* PKA Modkits + Rebalance (#31247)

* Automatic changelog update

* Remove a redundant trycomp from TileAnomalySystem (#36924)

* remove a redundant check

* revert this space.

* Land mine armament (#33883)

* Land Mine is now armable, it will not explode unless armed.

* Land Mine is now armable, it will not explode unless armed.

* Explicitly have Armed as false

* SharedLandMineSystem.cs adds the "Arm"-verb in "Content.Shared" with the Arming logic being implemented in "Content.Server"

* Land Mines now blink only when armed.

* Added prediction components, moved logic to SharedLandMineSystem.cs and inherit it in client content.

* Accessing the datafield directly instead of using methods

* Mines are now armed by default with a unarmed prototype

* Land mine now shows if it is armed when examined and in range.

* Landmine is unarmed by default with an armed variant for mapping purposes.

* Removed properties that were already defined by inheritance.

* Access the bool directly from the component

* Add booleans to change if the Arm-verb is showed and if examining the mine shows the status.

* Added status message for unarmed mine, removed using PushGroup since only one string is displayed.

* Added properties to the explosive floor sign to ensure that it is armed, not showing neither status nor arm-verb.

* The prototypes work now as before with added unarmed versions. Sprite is now only one toggable layer.

* Make the craftable land mine unarmed.

* Refactored the arming mechanic into own component and system.

* Reverted the explosive wet floor sign to previous prototype and added the Armable component and ItemToggle to the landmines.

* Moved the examination strings from land-mines.ftl to armable.ftl.

* Removed unused property.

* Formatting and fixing imports

* Added prefixes to the ftl naming. Moved LocId from system to component

* Added documentation. Moved check for armable to HandleStepTriggerAttempt.
Moved the LocId to component.

* Removed the TryArming method. Added documentation.

* Removed unnecessary TryComp

* Simplified the logic for the trigger attempt

* HasComp instead of TryComp on logic

* EmoGarbage Review

---------

Co-authored-by: Franz - Josef Björck <kaiserbirch@proton.me>
Co-authored-by: EmoGarbage404 <retron404@gmail.com>

* Add Cotton Burgers (#36405)

* Adds cotton burgers

* Rephrased copyright

* Added an extra comment

* Adds CottonBurger to tags.yml, Not sure if i am supposed to do this or not.

* Reordered Cotton bun YAML, and fixed overwritten tags

* Merge issue fix?

* Add experiment plushie and remove rubber chicken from cotton burgers

* Minor comment change

---------

Co-authored-by: beck-thompson <beck314159@hotmail.com>

* hide light-switches from build menu (#34664)

* Automatic changelog update

* Fixed stinger grenade lag spikes (#36641)

* Fixed stinger lag spikes

* Simplify nullable checks

* More cleanup of projectile grenades

* Remove null default from ShootProjectile

* Sheet-meister 2000 Cloth recipe (#32676)

* Sheet-meister 2000 can now make rolls of cloth

* Small Cleanup

* resolve conflicts

---------

Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>

* Automatic changelog update

* Clear MIDI masters properly to avoid replay freezes (#36809)

While trying to play a replay I noticed that the replay would freeze
when seeking in some cases. After some debugging, I discovered that two
MIDI renderers had each other as master, which caused an infinite loop
processing MIDI events.

I'm not entirely sure of the sequence of events that leads to this
during replay playback, but I did notice that MIDI render masters are
never set to null. This is in the best case just a memory leak, in the
worst case probably the source of the bug, so... I fixed that.

* Changed soundGunshot for Pulse Pistol and Pulse Carbine from laser_cannon to laser3 (#36952)

* Automatic changelog update

* The Atmos A Airlock (#36376)

* airlocks

* Update meta.json

Added my modification in the meta

* Changed the storage sizes of different swords. (#36564)

Co-authored-by: RedBookcase <Usualmoves@gmail.com>

* Automatic changelog update

* Fix autorecharge (#36955)

* Fix inflatable barriers finishing instantly if canceled! (#36937)

Fix

* Automatic changelog update

* Only sec glasses can show contraband: second attempt (#36412)

* Add base code for cheking contraband in hud

* Fix missing using in InventorySystem.Relay

* Fix errors and update HUD yml

* Add show contraband with component on entity

* fix component description

* Update Content.Shared/Contraband/ShowContrabandDetailsComponent.cs

Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>

* Update "if" for check if ent hasComp in contrabandSystem

* Remove << InventorySystem.Relay.cs

* Update Content.Shared/Contraband/ShowContrabandDetailsComponent.cs

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Update Content.Shared/CCVar/CCVars.Game.cs

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Fix partial class ShowContrabandSystem

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Update Content.Shared/Contraband/ShowContrabandDetailsComponent.cs

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Update Content.Shared/Inventory/InventorySystem.Relay.cs

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Some update ShowContrabandSystem

* Try with record struct

* back again ti default class with EntityEventArgs

* Remove EntityEventArgs

* Finally use record struct

---------

Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Automatic changelog update

* Resolve a warning in SharedAnomalySystem and quell some linter whining. (#36939)

* resolve a warning and deal with some linter whining.

* Update Content.Shared/Anomaly/SharedAnomalySystem.cs

---------

Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>

* Automatic changelog update

* Truncate lathe announcement lists (#36945)

* Automatic changelog update

* Descriptions for .30 Rifle (#36958)

Initial commit

* CMO Hardsuit: Zombification Resistance tweak (#36957)

initial commit

* Automatic changelog update

* Adds Parcel Wrap (#34471)

* Parcel Wrap

* fix TG sprite licenses
update attribution on modified `unwrapped` sprite to better conform to CC's guidance

* ContainerContainer test failure fix

* Just easy changes for now.

* Imagine building your code before pushing it for review

* The rest of the PR comments

* PR comments

* more comments + cargo orderability

* whitespace: deduplicated.

* use limitedcharges
replace mostly-duped client/server with if(onserver)

* cabinet perspective sprites

* web edit detected

fite me

* @ps3moira 's new sprites for me :)

* add a touch of attribution

* EmoGarbage Review

* Merge with master

* Merge with master

---------

Co-authored-by: EmoGarbage404 <retron404@gmail.com>

* Automatic changelog update

* Ammo Mag + Speedloader Inhand Sprites (#34235)

* Added inhand visuals to (most) ammo magazines and speedloaders

* whoops mixed up a single inhand on the rifle mag

* Didn't realize rubber ammo got removed.

* added attributions

* adjusted inhand visuals to account for magazine types

* missed one 👁️👁️

---------

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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2025-05-06 19:35:03 -04:00
deltanedas bae7b216f3
disable thaven test (#3589)
Co-authored-by: deltanedas <@deltanedas:kde.org>
2025-04-27 03:08:13 +01:00
Fildrance c43f3d500d 3mo xeno archeology (first phase) (#33370)
* 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>
2025-04-23 12:52:41 +01:00
Tobias Berger 974a0be949
Revert polymorphed entities before gibbing if revert on death. (#3492)
* Early merge of space-wizards/space-station-14/pull/36645

* Fixes for DeltaV

* minor formating fixes

---------

Co-authored-by: Sol <ewokgotswag222@gmail.com>
2025-04-17 11:08:44 +01:00
deltanedas 64417d3063
nuke autolathe/protolathe (#3079)
* nuke autolathe/protolathe

* change protolathe in construction test

* :trollface:

* remove evil boards from mysta locker

* remove hyper convection boards from the tech

* update guidebook

* make epi guidebook not lies

* migrate the boards to null

* nospawn because migrations dont apply for some maps

* a

* grr

---------

Signed-off-by: deltanedas <39013340+deltanedas@users.noreply.github.com>
Co-authored-by: deltanedas <@deltanedas:kde.org>
2025-04-14 22:40:05 -04:00
deltanedas bc54a0c373
Merge pull request #3394 from deltanedas/upstream-ops
upstream merge 06/04/2025
2025-04-12 15:46:26 +01:00
deltanedas 1be6959466
Merge pull request #3410 from deltanedas/thaven-test-fix-2-ops
fix thaven mood test part 2
2025-04-09 18:16:02 +01:00
J 6571868f3b Extracts magic strings from Tag calls (#36305)
* 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>
2025-04-06 21:35:59 +01:00
metalgearsloth 3410a10c94 Mob collisions (#34580)
* 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
2025-04-06 21:35:57 +01:00
pathetic meowmeow 3fd75f210d Improve sprite fading behaviour (#35863)
* Click through faded sprites

* Count the mouse position for which sprites to fade
2025-04-06 21:35:57 +01:00
Fildrance 0e022994cb refactor: simple radial menu for easier creation (#34639)
* 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>
2025-04-06 20:52:12 +01:00
metalgearsloth 0fdb024752 Add BUI ctor tests (#31463)
5 lines of eaten iocmanager.injectdependencies led to this.
2025-04-06 20:52:00 +01:00
Tayrtahn c15b86a216 Delete AccessReaderTest.TestTags (#36153) 2025-04-06 20:49:17 +01:00
Tayrtahn 4cfb8e36e3 Fix embedded projectile deletion not being tracked by container (#36123)
* Remove deleted projectiles from the container tracking them

* Gotta dirty the container

* Remove the container component when all embedded projectiles are gone

* Add test

* No clientside deletion of networked entities

* Move cleanup logic before deletion
2025-04-06 20:43:53 +01:00
Tayrtahn 98fbce1001 Fix error when disconnecting the client while a projectile is embedded (#36048)
* Add test for disconnecting the client while a projectile is embedded

* Add check for non-terminating grid or map

* Add test that an embeddable detaches when the target is deleted.

* Remove Explicit tag from TestDisconnectWhileEmbedded
2025-04-06 20:38:23 +01:00
Tayrtahn b4c3549f40 Allow NukeOps test to function with multiple RuleGrids (#36049) 2025-04-06 20:36:55 +01:00
Tayrtahn 0df4732375 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
2025-03-23 16:59:12 +00:00
Tayrtahn 0aa1fe7017 Fix wrong assert message in DeviceLinkingTest (#35964) 2025-03-23 16:17:17 +00:00
metalgearsloth 8850b504cc 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>
2025-03-23 16:15:07 +00:00
Tayrtahn 0ad2fe8e71 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>
2025-03-23 15:54:34 +00:00
Tayrtahn 5f5435ebef Let LocalizedDatasetPrototypeTest report multiple failures (#35876) 2025-03-23 15:52:08 +00:00
Tayrtahn 68c1525eab Make NukeOpsTest list RuleGrids on failure (#35873) 2025-03-23 15:50:01 +00:00
Tayrtahn 923472e3ca 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
2025-03-23 15:46:10 +00:00
metalgearsloth 9c1204ae08 Update b2dynamictree (#30630) 2025-03-09 23:24:40 +00:00
deltanedas f5e36cd0cd Add AssertMultiple to ContrabandTest (#35662)
* add AssertMultiple to ContrabandTest

* do the same for magazine visuals test

* :trollface:

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>
2025-03-09 23:24:39 +00:00
deltanedas 9a82e8cee5 nuke metempsychosis 2025-03-09 21:02:29 +00:00
deltanedas f5035365a4
fix thaven mood test (#3158)
Co-authored-by: deltanedas <@deltanedas:kde.org>
2025-03-08 19:42:27 +00:00
deltanedas f97350b31e
fine-grained mapping prevention (#3076)
* 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>
2025-03-06 13:10:24 +00:00
deltanedas f411ef7f0e merge master but real 2025-03-04 12:32:35 +00:00
deltanedas 0f3edc0b39
port better borgs from frontier (#3110)
* BetterBorgs: droppable, swappable cyborg item interactions (#2766)

* WIP: droppable, swappable, insertable cyborg items

* Half-baked borg HandPlaceholderComponent

* cyborg: sprite representation for empty slots

* nullable prototype

---------

Co-authored-by: Dvir <39403717+dvir001@users.noreply.github.com>

* BorgSystem: check droppable items for duped mods (#2887)

* BorgSystem: check droppable items for duped mods

* Cache item comparer

* BorgSystem: Unremoveable after equip (#2854)

* raise interaction events to add fibers to things

---------

Co-authored-by: Whatstone <166147148+whatston3@users.noreply.github.com>
Co-authored-by: Dvir <39403717+dvir001@users.noreply.github.com>
Co-authored-by: deltanedas <@deltanedas:kde.org>
2025-03-04 12:10:32 +00:00
deltanedas 21e9219e5e make centcomm a grid 2025-03-04 12:09:42 +00:00
deltanedas ffeec8f481 centcomm isnt a grid 2025-03-04 12:07:39 +00:00
deltanedas 0bd022a8eb grrr... kitten... put on your uniform NOW! 2025-03-03 17:54:55 +00:00
deltanedas c978732b91 major cleanup of roboisseur test 2025-03-02 23:55:40 +00:00
deltanedas a1f67dd325 update shipyard test 2025-03-01 21:28:37 +00:00
Winkarst 721c722695 Cleanup: Use ``MapSystem.DeleteMap`` instead of ``IMapManager.DeleteMap`` in ``StartingGearPrototypeStorageTest`` (#35474)
* Cleanup

* Fix
2025-03-01 14:28:21 +00:00
Winkarst 3f0791cb09 Cleanup: Use ``MapSystem.DeleteMap`` instead of ``IMapManager.DeleteMap`` in ``MindTests`` (#35473)
* Cleanup

* Fix
2025-03-01 14:28:21 +00:00
Winkarst b8169082f2 Cleanup: Use ``MapSystem.DeleteMap`` instead of ``IMapManager.DeleteMap`` in ``MaterialPrototypeSpawnsStackMaterialTest`` (#35472)
* Cleanup

* Fix
2025-03-01 14:28:21 +00:00
Winkarst b8d6a344e2 Cleanup: Use ``MapSystem.DeleteMap`` instead of ``IMapManager.DeleteMap`` in ``MaterialArbitrageTest`` (#35471)
Cleanup
2025-03-01 14:28:21 +00:00
Winkarst 3da42b2b7b Cleanup: Use ``MapSystem.DeleteMap`` instead of ``IMapManager.DeleteMap`` in ``InteractionTest`` (#35470)
Cleanup
2025-03-01 14:28:21 +00:00
Winkarst fe7234184c Cleanup: Use ``MapSystem.DeleteMap`` instead of ``IMapManager.DeleteMap`` in ``HumanInventoryUniformSlotsTest`` (#35469)
* Cleanup

* Fix
2025-03-01 14:28:21 +00:00
Winkarst 9ffa277f40 Cleanup: Use ``MapSystem.DeleteMap`` instead of ``IMapManager.DeleteMap`` in ``HandTests`` (#35468)
* Cleanup

* Update

* Fix
2025-03-01 14:28:21 +00:00
Winkarst afb99ac2e4 Cleanup: Use ``MapSystem.DeleteMap`` instead of ``IMapManager.DeleteMap`` in ``CargoTest`` (#35467)
* Cleanup

* Update

* Fix
2025-03-01 14:28:21 +00:00
metalgearsloth 6613a4622e Fix admin test arena (#35444)
* Fix admin test arena

* Add to GridsLoadableTest

* QueueDel map, remove nullable

---------

Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
2025-03-01 14:18:37 +00:00
Tayrtahn 4174396b8d Add interaction tests for prying airlocks (#35409) 2025-03-01 14:13:56 +00:00
Leon Friedrich 42bc746ad0 Remove unnecessary prototype reloading in integration tests (#35199) 2025-03-01 13:36:44 +00:00
Ignaz "Ian" Kraft 30c8a2b16b Added a test for the MagazineVisualsComponent and fixed found issues (#34491) 2025-03-01 13:36:43 +00:00
Leon Friedrich f9aeb28bc7 "DO NOT MAP" items integration test (#34711) 2025-03-01 13:27:39 +00:00
ElectroJr e8bf7a09d7 Expand whitelist 2025-03-01 13:24:45 +00:00
ElectroJr 38a250f1bd Fix merge conflict 2025-03-01 13:23:48 +00:00
Leon Friedrich 6d25660029 Refactor map loading & saving (#34020) 2025-03-01 13:20:37 +00:00
metalgearsloth 9c7766c9bd Add planet lighting (#32522)
* 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

* Remove v2 work

* Finalise

---------

Co-authored-by: DoutorWhite <thedoctorwhite@gmail.com>
2025-03-01 13:18:06 +00:00
Leon Friedrich aa389ebd9f Update StaticFieldValidationTest (#34287) 2025-03-01 13:17:03 +00:00
Tayrtahn 06b75a444e Filter prototypes checked by NoStaticPriceAndStackPrice test and skip spawning (#35136)
* Filter NoStaticPriceAndStackPrice ents for StaticPriceComponent

* Remove redundant TryComp

* Use dependency shortcuts

* hol' up

* This filter is redundant

* Don't need EntityManager now
2025-03-01 13:06:48 +00:00
Ed 54dc36cab1 RoomSpawner mask (#33110)
* RoolFill can now spaw rooms with any size

* tile ignoring

* upgrade interior

* simplify

* Update DungeonSystem.Rooms.cs

* center rooms

* Update RoomFillComponent.cs

* Update RoomFillComponent.cs

* Update DungeonSystem.Rooms.cs

* Remove roomfillcoponent from integration test

* Update EntityTest.cs

* remove nullable size, replaced with minsize and maxsize

* clear existing logic refactor

* delete this one
2025-03-01 12:52:39 +00:00
kushbreth 490a208e6f
Porting Thaven from Impstation (#2948)
* thaven time

* Added No Contraction accent for mood, added missing Action prototype, added missing species yml, added missing marking bundle from Impstation.

* Adds shitmed changes from impstation PR.

* hands 1984

* Fix yaml linter

* Add thaven mood upsets

* delicious soda

* emagging begone

* yaml linting fixes

* everything everything everything in it's right place

* skibidi

* skeebert d. oilet

* unusual memes compilation v307

* mods, fish react this man

* uuuuunnnghhhhhhhgghghhhh pain

* guh

* fuck

* now that's what i call music 75

---------

Co-authored-by: AirFryerBuyOneGetOneFree <jakoblondon01@gmail.com>
Co-authored-by: Janet Blackquill <uhhadd@gmail.com>
Co-authored-by: Lyndomen <49795619+Lyndomen@users.noreply.github.com>
2025-02-25 09:45:29 +00:00
BombasterDS2 3e701a3359 Fix Alerts Test (#1584)
Alert Test Fix

Co-authored-by: BombasterDS <deniskaporoshok@gmail.com>
2025-02-14 16:10:02 +00:00
deltanedas bf07ed78c7 edit RE test to use packs
move RE test stuff into research test
2025-02-14 16:10:02 +00:00
deltanedas b38b5a32a2 move lathe recipes into packs (easier for forks and maintaining) (#33095)
* add LatheRecipePackPrototype

* change Lathe and EmagLathe to use packs

* add AddRecipesFromPacks helper to SharedLatheSystem

* update lathe logic to work with packs and clean up some stuff

* migrate individual recipes to recipe packs

* update client

* remove node/artifact scanner from techs

* :trollface:

* fix test and make it include emag recipes

* add test that every dynamic recipe must be researched

* pro

* fix

* fix

* fix all tests, genuinely good test i wonder who made it

* add unused uranium and incendiary drozd mags to tech and lathe

* add recipes

* add incendiary prototype

* undo some changes

* troll

* :trollface:

* true

Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>

* shitmed real

Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>

* update funny test

* :trollface:

* :trollface:

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>
2025-02-14 16:09:57 +00:00
ActiveMammmoth 397ef7345d Store Test Change (#34844) 2025-02-14 16:09:53 +00:00
deltanedas 4a1acbf863
fix nukies ipc test fail (#2957)
Fix NukeOps Test (#1585)

Fix Nukes Ops Test

Co-authored-by: BombasterDS2 <shvalovdenis.workmail@gmail.com>
Co-authored-by: BombasterDS <deniskaporoshok@gmail.com>
2025-02-11 00:17:17 +00:00
Spielern 4ee3aa4dc5
Merge branch 'master' into port-ipc 2025-02-02 14:14:00 -05:00
This_Is_Gray bb4ff6497c
Elegance Station (#2020)
* Elegance Time..

* Elegance Evac & Job List Update

It's so real.

* Actual Elegance Job Slot Changes

* Potential Invalids Fix???-

* Elegance Last(?) Changes

Second to last, if not the last changes to Elegance for a good while.
We're so back!

* Oops :3

* I'm Trying

Fixed some wiring and lighting issues at the bridge.

* More changes

Ditto

* Invalids 2: Electric Boogalo

Hopefully this actually works. If not, I'm going to.. do something, for sure-

HUGE thanks to Velcro for helping me with this one!!

* Removed the paper slip from Transport.

It was causing invalid errors...

* Elegance Maints Update

Greatly improves the maintenance tunnels on the station, as wells as fixes some minor issues.

* Another Small Update

Fixed some complaints with Chemistry, the kitchen, and added some goodies to the outside of the station.

And trash. A lot of trash.

* Minor Changes

The Space View in med is so real.
Also forgot to color some pipes...

* More Tweaks

Added a toilet to Perma, among other minor changes, and some prototype file changes.

* Even More Tweaks

There were a few wiring issues, so I fixed those. Also some very minor maints updates, along side some decoration.

* Armory Changes

The entire armory got an overhaul, to sum this commit up. Not much changed other than this besides the salvage magnet's orientation.

* Changes... Again.

Fixed some minor oopsies and oversights.

I'm also calling this one the fill-in-ing. Cluttered various rooms because they were way too empty for their own good.

* Actually made the updates this time

I'm stupid, to sum this commit up...

* Epistemics Rework

COMPLETELY overhauled this fucking department. It was terrible and empty before and I hated it.

* Stupid Fucking Grille

* Botany Overhaul

Botany has received a major overhaul. I've also added late join spawn points and cryopods because I forgot to do this. Rejoice.

* Final Final Touch-ups

Real this time, I swear.

* I lied.

Who's surprised?

* Curse of EVERYTHING

God this was fucking abysmal but I DID IT

* That Fucking Thing That I Hate

* The Greening of '24

* The Christmas Update

* Update elegance.yml

* Elegance Assistants

* Head Bedroom Updates

* Elegance Hotfixes

* More hotfixes

* Elegance Review Fixed 2/?

* I'm going fucking nuts

* Update elegance.yml

* Moar...

* Update elegance.yml

* Update elegance.yml

* Added Salvage Spawns

* Review Fixes (1/3)

* Velcro's lighting fix!!

It's here!~

* Update NTES_Transport.yml

* Update elegance.yml
2025-02-01 22:03:33 -06:00
Spielern 7249b53b6c
Merge branch 'master' into port-ipc
Signed-off-by: Spielern <iesteed2@gmail.com>
2025-01-31 16:42:40 -05:00
Ignaz "Ian" Kraft 37be490332 added missing allowed department to the restricted severity (#34558)
* added missing allow job to the base restricted severity

* no need to make a list

* no more linq in ContrabandTest

* less nesting in ContrabandTest
2025-01-28 04:33:54 +00:00
iesteed 021dc93627 ports most IPC code 2025-01-24 21:08:31 -05:00
deltanedas 111724d045 other fix 2025-01-12 09:13:11 +00:00
deltanedas 22ad62dc61 :trollface: 2025-01-12 09:01:26 +00:00
deltanedas 7bcce16ac2
fix bounty arbitrage test (#2651)
* fix bounty arbitrage test

* fishie

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>
2025-01-08 05:49:40 +00:00
Velcroboy 838ca862c5
Adds Purchasable Arena Mob Crates (#2563)
* Adds purchasable mobs for the Arena

* price fix

* accuracy

* more a

* arbritrargre

* Fix crazy high pricetag

* comment

* DeltaV -> _DV

* Increase Killer Tomatoes

* Big group of small mobs in large crate

* Oops

* merpo

* bruh

---------

Co-authored-by: Velcroboy <velcroboy333@hotmail.com>
Co-authored-by: deltanedas <@deltanedas:kde.org>
2025-01-07 13:37:10 -06:00
deltanedas 83a8002922
Merge pull request #2542 from deltanedas/shitmed-ops
shitmed real
2025-01-07 17:15:23 +00:00
deltanedas 1f01adef38
Merge pull request #2589 from deltanedas/upstream-ops
upstream merge 2/1/25
2025-01-06 01:35:55 +00:00
Field Command af30a00dba
Add new station: Byoin (#1965)
* Add new station: Byoin

* Fix syntax error

* Changed accented letters

* Reverted accented letters

* Removed UID's with no prototype

* Fixed failed test issue

* Minor fixes and adds to map

* Minor changes to evac and job roles

* Major edits to station to fix issues

* Foxmin found some small problems, now solved

* Complying with latest mapping standards

* Engineering rework and Velcro found some small problems, now solved

* Removed "CargoAssistant" from the map prototype file

* Re-added "Cargo Assistant" to map prototype file

* More minor edits

* Fix evac shuttle file location

* Last minor fixes

---------

Signed-off-by: deltanedas <39013340+deltanedas@users.noreply.github.com>
Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com>
2025-01-04 01:14:21 -06:00
deltanedas bedf1ccbfb
remove crime assist test (#2587)
Co-authored-by: deltanedas <@deltanedas:kde.org>
2025-01-02 20:53:15 +00:00
deltanedas da72739eca
change tests namespace to _DV too (#2577)
Co-authored-by: deltanedas <@deltanedas:kde.org>
2025-01-01 18:20:32 +00:00
Leon Friedrich d8d7b15114 Ignore audio entities in SpawnAndDeleteEntityCountTest (#34021) 2025-01-01 17:15:30 +00:00
deltanedas 9ece272884 merge master 2025-01-01 09:14:40 +00:00
deltanedas ec94579ebc
the great namespace refactor (#2574)
* refactor DeltaV/deltav resources to _DV

* change DeltaV namespaces to _DV

* add space before all DeltaV comments

* update xamls

* fix and move arena parallax to _DV

* more fix

* refactor even more stuff

* fix the grid fills

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>
2025-01-01 07:50:34 +00:00
gluesniffler da885d8854 Shitmed (#869)
* full fucking send

* ope forgot to remove the EE scripts

* fix test

* fix shitcode fail
2024-12-27 16:47:20 +00:00
whateverusername0 e6edaffe53 :trollface: 2024-12-27 16:40:34 +00:00
Leon Friedrich a41c511e07 Toolshed refactor (#33598)
* Content changes for engine toolshed PR

* add contains command

* more permissive commands
2024-12-21 10:26:06 +00:00