* Initial:
Create Devour componentry, preliminary identity storage and the systems
for Devouring
* I have genuinely no idea what i'm doing
- added the radial menu, it has nothing in it.
- trying to get it to populate. the event under the event is broken,
i don't know why, but apparently it's not typed right
- Added a placeholder transform
- oh also fixed up some devour stuff and moved some things around.
* Holey moley, Transform, better devour, oh my!
- Move DnaComponent into Shared because we need it for the DNA cloning
- Make Transform MOSTLY work on the LAST identity devoured.
- Fix some issues on devour that involved prediction, canceling and
Damage exeucting (Thanks Plykiya for pointing out AttemptFrequency!)
* Proper tail stealing and Damage modifier attempt
Add check to add a wagging component on the Changeling if the victim's
species Prototype had one.
attempt to add the Damage mitigation check
* MAJOR CLEANUP AND FIXES AUGH 3 DAYS!!!
- Nullspaced a clone of a victim
- fix audio using server virtualized Pvs (i hate this)
- fix the mispredicted doafters
- Clean up a wholelotta code
- utilize clone systems to clone appearances
- Move CloneAppearance from server to shared So we can actually access
it
* Examine stuff, more cleanup, Jumpsuit ripping
- make rotting prevent the action
- Add ripping of clothing (guh why is it also server)
- add some System stuff for pushing husked corpse inspection
- clean up more badcode
* Doing things properly, UI sorta kinda works.
- Utilize Relayed events for Devour checking
- Get a UI that partially works, Says the name of identities, doesn't
show their looks
- Make use of the New Dynamic BUI assignment
- commit the sin of no client prediction cause nullspace entities aren't
networked
* Got an entity for the Frontend transform
Issue with the looks
* Stick a camera into a fake mobs forehead
- Get the UI to see the net entity in pause space by using a
ViewSubscriber to get the Pvs from the initially stored identity entity
- Remove all the other parts used to try to get this to work before hand
* Raaaaadiallllllls also fix protection coefficents
- Change FancyWindow to Radial
- Fix Issue where coeffeient checking was the wrong way round
* absolutely massive cleanup, no more camera in mobs
- cleaned up event variables that are not needed
- Removed the use of a Pause space and go back to Nullspace usage
- use a PvsOverride rather than ViewSharing
- Remove old commented out code and Lots of unused code
* Fix "Ui elements" dying on the screen
- some minor cleanup
- don't start the entities that get cloned
* ftl, cleanup, and fixing missing transform details
- add replace functionality to TypingIndicatorSystem and
BodyEmotesSystem
- add placeholder sounds and functions to TransformBodyEmotes
- add extra Pvs handling for later use
- attributions for the funny straw sound
- Sound collections for all of the sounds
- various cleanups
* Some extra cleanup
* Fix some false assumptions about TypingIndicator
- Bubbles now transfer on spawned humans rather than used humans
- Clean up YET MORE CODE
- make it so you can't eat yourself
* Oooprs, forgot to add a Husked Corpse Loc
* Missing period in the husked corpse loc
* bad devour windup placeholder
* Husking and WIP Lungs
- Husking now will be prevented from Revival fully and will change
the appearance of players
* Add finalized Sprites for actions and final meta
- add devour on and off sprites
- add transform action sprite
- Add Armblade sprite for future use
- Credit obscenelytinyshark for the sprites <3
* Remove ling lungs, Entity<> everything
- Remove the ling lungs stuff for now... body system is overly
complicated, makes my head hurt
- Switch every method to use Entity<> from Uid, Comp format
* cleanup, admin logging, WIP Roles
* Admin verb, Roundstart, gamerule stuff
- add a Admin verb to make Changelingification easy!
- Add game rule stuff for admin verb and to tell the hapless
goober how to be a changeling... sorta
- clean up parts to make VV easy... USE THE VERB!!
* Armor Coefficent Check
- Remove bespoke changeling armor check and replace it
with a generic armor coefficient query.
* move to UnrevivableComponent instead of husked
- Move UnrevivableComponent to shared
- add Analyzable and ReasonMessage to UnrevivableComponent
to give granular control of the message and whether or not it shows up
in the analyzer
- remove the check for HuskedComponent in DefibrillatorSystem
* aaaaaaa CopyComp
- Some cleanup
- make Vocal system shared
- make VocalSystem Not make more Actions than it needs
- Use some code from ChameleonProjector so we can copy components
- partially ungod method the Transform system
* Cleanup, Moving more things to CopyComp
- TransformBodyEmotes now uses CopyComp (it's a server component so i
need to tell the server to deal with it
- TypingIndicatorComponent also now uses CopyComp
- cleaned up old, now unused "replace" methods in favor of CopyComp
- BodyEmotesSystem now has a publically accessable LoadSounds to deal
with the same problem Screaming had
* WIP
* Devour Windup noise, ForensicsSystem cleanup
* Revert VocalSystem Changes
- Reverted Moving VocalSystem to shared, copy comp acomplishes it
- added component.ScreamActionEntity = null; for copy comp
* cleanup unneeded comments
* revert an accidental line removal
* Remove duplicate SharedHumanoidAppearanceSystem
* Cleanup Typo's and import Forensics components for Dna
* Some more forensics calls
* cleanup use CopyComp for now until CopyComps
* CR cleanup
* Undo some SharedHumanoidAppearanceSystem changes
* Confound these spaces
* Some Copycomp stuff and fixing some PVS override
* use the proper TryCopyComps that are merged
* Change TransformMenu with RadialWithSector
* All sounds done, Fix lack of typing indicator issue
* Updated attributions to include used sound authors
* some ftl typos and mind_role text issue
* DNA, Screaming, appearance, grammar, wagging
- reduced all of the above using ApplyComponentChanges
- Issue still remains with bodyEmotes sticking around in the UI
* Fix UI stuff, partials, entprotoid, good practices
- bunch of partials added
- UI now has a predicted message
- EntProtoID in the admin verb
- RipClothing now uses Entity<ButcherableComponent>
- husking is now optional (off by default) for testing/till we have
hivemind/when we figure out what were doing with devour
- remove TransformGrammarSet
* More CR stuff and documentation
- Make TargetIsProtected less of a meme, with a prototype
set of DamageTypes to check
- Documenation everywhere
- Move DevourEvents into its own file
* Predicted sounds and fix the comp clone list
- Made all start and stop sounds shared
- Split out the rest of the events and UI stuff into subfiles
- Fixed some Clone comp list issues where comments had -'s causing them
to be read incorrectly
* Damage cap check, Identity Shutdown cleanup, cleanup
* Sound stuff (but actually this time)
* Missed documentation
* Missed Documentation and a EntProtoId
* Remove unused dependency
* Remove a nullcheck
* Some dummy minplayers
* CR - Husked now uses a rem/ensure
* Update Actions in the Prototype
* Fixup mindswap handover
- cleanup and handover PVS on mindswap
* Fixup Missing meta from accidental "Take-theirs"
* Add the Armblade to the roundstart-role
* Cleanup, CR (everything but the UI and renames)
* missed a spot
* missed some more whitespace
* Renames
* Primary constructor and a space in these trying times
* User interface stuff for Slime transformation
* popup prediction
* Ling devour no longer makes duplicate identities
- added a key to identities to the original victim
- Add some extra clone settings
* add guard statements to OnClones
* SentOnlyToOwner additions
* fix for sound stoppage error
* Move Organ deleter into soon to be atomized husk
* clone event inventory
* mono sounds
* lower sound volume
* Fix networked sound warning
* Clone comps thing
* review
* attributions
* Fix clobbered changes
* I'm gonna weh out
- whole bunch of CR changes
* fix some very buggy git
* okay its fixed
* address most review points
* fix inventory
* we hate entityuids
* fix test and more cleanup
* move this
* fix more stuff
* fix validation and rootable
* Remove Quickswitch due to some UI quirks
* oops left out some better explanation
* remove dangling LastConsumed component fields
* fix test fail
* try this
* cleanup cloning subscriptions, add movement speed modifier
* fix slime storage
* fix cloning setting inheritance
* Add session information to transform admin logs
* slay the integration test hydra
* dwarf size
* more volume tweaks
* comments
* improve comments and unpredict deletion due to errors when shutting down the server
* fix displancement cloning
---------
Co-authored-by: ScarKy0 <scarky0@onet.eu>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* learning???
* made card walls work, then made game unlaunchable (:
* Still broken, added notes that I thought of while in bed
* wall, door, table and chair are now bare min functional, yay
* learnt why not to web edit...
* added floors, walls and floors fully complete
* added swords, shields, armour, helmets and arrows
* added funny sound and cleanup small issues
* cleanup
* cleanup
* credited myself
* card to cardboard
* fixed licence issue and meta thingy
* adjusted arrow stam-damage
* made card carpets more regular
* simplified sprite, reduced stam damage
* formatting fixes
---------
Co-authored-by: beck-thompson <beck314159@hotmail.com>
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146)
* Optimize sensor monitoring window graph drawing
* Add shared static Vector2 pool for all GraphView instances
* Address requested changes
* remove lock
* Update submodule to 264.0.0 (#38629)
* Toy/Plushie Inhands and Wearables (#38514)
* Fixed dependency injection and some other issues in a few places.
* More issue fixes
* patchfor broken NetworkConfiguratorLinkMenu (#38632)
fix
* Fix solutions flickering when transferring contents (#34838)
* Use Solution clones when applying SolutionComponent states
* Revert "Use Solution clones when applying SolutionComponent states"
This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62.
* Make Solution implement ICloneable and rename Clone method.
* Copy CanReact value when cloning a Solution
* Convert to IRobustCloneable
* Fix typos in guidebook: Buisness → Business (#38636)
* Fix typo in `MinorAntagonists.xml`
Buisness → Business
* Fix typo in `YourFirstCharacter.xml`
Buisness → Business
* Various Headphones Fixes and Tweaks (#38479)
* sprites, wearables
* neck
* icon-on sprite
* Cleanup prototype instantiation in `DamageTest` (#38639)
Cleanup prototype instantiation in DamageTest
* Cleanup prototype instantiation in `ExplosionSystem` (#38642)
Cleanup prototype instantiation in ExplosionSystem
* AddBodyPartCommand localization. (#38612)
commit
* fix ItemSlotsSystem debug assert (#38655)
* Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536)
* Added directional beacons (#38284)
* Added directional beacons
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Fixed names
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
---------
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Power stat and nuke codes commands get some LEC love. (#38585)
* commit
* requested changes.
* Dsay Dirty and Follow commands converted to LEC and localized. (#38666)
* commit
* whoopwhoopwhoop
* Retro laser sprite fix (#38676)
* Fixed everything except the icon
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* fixed icon
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
---------
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* fix water coolers (#38681)
* Monochromacy typo fix (#38686)
* fixes the typo
* Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504
* Apply suggestions from code review
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Validate `CloningSettingsPrototype`s (#38688)
* Validate CloningSettingsPrototypes
* Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Check EventComponents too
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Add test of objective-related console commands (#36400)
* Add test of objective add/list/remove commands
* Not sure why we're validating test prototypes, but sure
* We don't need a map
* Improvements and fixups for New Status Effect API (#38660)
* Predict healing and bloodstream (#38690)
* initial commit
* reapply 38126
* fix rootable
* someone missed an important minus sign here
* try this
* fix
* fix
* reenable crit hits
* cleanup
* fix status time dirtying
* fix
* camelCase
* Healing and bloodstream prediction fixes.
* Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661)
* Resolving Wizard Recall on Nuke disk making it impossible to disarm
- Adding a DisarmBomb case to nuke status update loop
- Changing a few methods and parameters to properly follow formatting standards
- Updating some names to follow camelCase
* Updating missed tag
* Reverting DataField change
Should prevent this preventative bugfix being a breaking change.
* Switch HSV to the default colorspace for character customization (#38434)
* Made HSV default for character editor
* Adds/fixes comments to HSV defaulting
* Added dropbox fix, potentially cursed
* Revert "Added dropbox fix, potentially cursed"
This reverts commit a709883366fbee813e839742125e70844672af29.
---------
Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>
* Fix: Don't deploy foldables when clicking on items inside containers (#38709)
* Fix
* Apply suggestions from code review
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Pressure Relief Valve (#36708)
* initial system (this math is probably WRONG)
* General code cleanup and OnExamined support
(holy moly this code sucks)
* UICode and related events foundation
TODO:
- Actually write the XAML UI and the underlying system
- Un-shitcode the entire thing
- Actually test everything...
* Working UI code
TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't.
* Remove one TODO for unshitcoding the examine code
* Add reminder
yea
* Make predicted (defenitely isn't)
(also defenitely isn't a copypaste from pressure pump code)
* It's predicted!
TODO:
- Give it snazzy predicted visuals!
- Have a different field for pressure entry, lest it gets bulldozed every UI update.
* Improve gas pressure relief valve UI
TODO: Reminder to reduce amount of dirties using deltafields
* Implement DirtyField prediction
* Entity<T> cleanup
A lot of Entity<T> conversions and lukewarm cleanup.
Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell.
* More cleanup and comments
* Remove TODO comment on bulldozing window title
* """refactoring"""
- Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance.
- More Entity<T> conversions because I like them.
- Move UI creation handling over entirely to the ActivatableUI system.
- Fix a hardcoded locale string (why????).
* Add visuals
* Revert debugging variable replacememt
yea
* Revert skissue
* Remove unused using directives and remove TODO
* Localize, cleanup, document
* Fix adminlogging discrepancy
* Add ability to construct, add guidebook entry
* Clear up comment
* Add guidebook tooltip to valve
* Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor
* Adds more input handling and adds autofill on open
* Un-deepfry input validator shitcode
Genuinely what was I smoking
* improve visuals logic
* Refactor again
- Update math to the correct implementation
- Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs
* I'm sorry but I hate warnings
* Remove unused using directive in AtmosphereSystem.Gases.cs
* Review and cleanup
* Lukewarm UI glossup
* Maintainer for the upstream project btw
* Remove redundant state sets and messy logic
* Unduplicate valve updater code
* Redo UI (im sorry Slarti)
* run tests
* Test refactored UI messaging
* Second round of UI improvements
- God please find a way to improve this system. Feels bad.
* Update loop implementation
* Further predict UI
* Clear up SetToCurrentThreshold
* cleanup
* Update to master + pipe layers and bug fixes
want to run tests
* fixes
* Deploy rename pipebomb
* Documentation and requested changes
* Rename the method that wiggled away
* Undo rounding changes
* Fix comment
* Rename and cleanup
* Apply suggestions from code review
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Fix TextLinkTag (#32203)
* Adjust uplink buy button to be under item icon (#38596)
* Adjusted uplink buy button to be under item icon
* Put the discount subtext under the icon
* Indent fixes, added margin
---------
Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>
* Scurrets - Audio Improvements (#38482)
* Scurret audio tuning
* Add new sfx
* Update sneezing sfx
* YAML support
* Rename a folder
* make telesci wreck easier (#37569)
rel
* Validate `ShaderPrototype` IDs (#38728)
* Convert all shader prototype string literals to protoids in overlays
* Convert more shader prototype literal strings to protoids
* Convert ValidatePrototypeId to ProtoId
* Later
* [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664)
* fixed
* clean up
* orks fix smart
* review fix 1
* more requested changes
* less cursed
* more descriptive description
* better wording
* Tiny Tiny Cleanup of the EyeClosingSystem. (#38734)
Update EyeClosingSystem.cs
* Fix human skin tone distribution (#38701)
* fix: Use PredictedQueueDel for gib spell (#38729)
* fix: don't default to uncharged sprite state for cells (#38730)
* Fix Hristov description - remove inaccurate technical specs (#38746)
- Removes inaccurate 'armor piercing 14.5mm shells' reference
- Replaces it with a more funny description, matching the style of the other snipers and guns
- Keeps ammunition type '.60 anti-materiel ammo' specification
- Fixes issue #38590
Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br>
* feat: allow mopping evaporating puddles (#38743)
* Validate remaining `ProtoId` strings (#38747)
Validate remaining ProtoId strings
* Validate `ProtoId`s in tests (#38745)
* Convert string literals to protoids in Content.Tests
* Convert string literals to protoids or consts in Content.IntegrationTests
* Fix linter failures
Tricksy static using misled me
* Cleanup warning in StomachSystem (#38748)
you did not see this
* Vox scars (#38592)
* Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl
* Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl"
This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15.
* locale key fix
* Changed top surgery scar names to be more generalized
* Adjusted face scars
* Formatting fixes
---------
Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>
* UnlockNode command to LEC. (#38751)
* commit
* Update UnlockNodeCommand.cs
* commit
* move command locale to its own file.
* Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Typofixes for figurine dialogue (#38737)
* Typofixes for figurine dialogue
* Forgot two
* Janitor Tool: Wire Brush (#38667)
* Wow! It's -brush-
* spacing.
* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* fixed changes
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Minor escape menu UX improvements (#38650)
* fix: spellbooks can have infinite charges (#38376)
* fix: spellbooks can have infinite charges
* refactor: indicate infinite spellbook charges with null
Not sure if I like this much better...
* feat: now vacuum cleaner can suck solutions from floor
* refactor using AbsorbentSystem instead of separate vacuum cleaner
* refactor: remove unused vacuum cleaner files
* refactor: renamed ConnectedContainerComponent to SlotBasedConnectedContainerComponent (and system)
* fix: fix invalid comp name
* fix: no more spray nozzle messaging about water inside bottles etc.
* refactor: minor refactor in SlotBasedConnectedContainerSystem and adjustments after merge
* refactor: cleanups
* refactor: renaming
* refactor: update to use _puddleSystem.GetAbsorbentReagents
* refactor: changed interactions with SlotBasedConnectedContainerSystem into events
* refactor: new sound and action delay adjusted to sound (amount tweaked a bit accordingly, almost)
* refactor: added networking for SlotBasedConnectedContainerComponent
* fix attribution for vacuum-cleaner-fast.ogg
* trying to fix multi-license for mix sound file
* remove empty line
* refactor: remove trailing whitespace
* by ref struct, brother
---------
Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
Co-authored-by: EmoGarbage404 <retron404@gmail.com>
* 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
---------
Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com>
Co-authored-by: Alice4267 <psycopompass14@gmail.com>
Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com>
Co-authored-by: Pgriha <133212269+Pgriha@users.noreply.github.com>
Co-authored-by: Milon <milonpl.git@proton.me>
Co-authored-by: TakoDragon <69509841+BackeTako@users.noreply.github.com>
Co-authored-by: Hyper B <137433177+HyperB1@users.noreply.github.com>
Co-authored-by: Kyle Tyo <36606155+VerinSenpai@users.noreply.github.com>
Co-authored-by: K-Dynamic <20566341+K-Dynamic@users.noreply.github.com>
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
Co-authored-by: YoungThug <ramialanbagy@gmail.com>
Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com>
Co-authored-by: Prole <172158352+Prole0@users.noreply.github.com>
Co-authored-by: RedBookcase <crazykid1590@gmail.com>
Co-authored-by: RedBookcase <Usualmoves@gmail.com>
Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com>
Co-authored-by: Booblesnoot42 <108703193+Booblesnoot42@users.noreply.github.com>
Co-authored-by: UBlueberry <161545003+UBlueberry@users.noreply.github.com>
Co-authored-by: Banedon <15725971+Lanedon@users.noreply.github.com>
Co-authored-by: Lanedon <matth.galvez@gmail>
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
Co-authored-by: uhbg <uhbg@users.noreply.github.com>
Co-authored-by: uhbg <29674581+uhbg@users.noreply.github.com>
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
Co-authored-by: Jackson Langley <tripwiregamer@gmail.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
Co-authored-by: Entvari <195642967+Entvari@users.noreply.github.com>
Co-authored-by: dffdff2423 <dffdff2423@gmail.com>
Co-authored-by: āda <ss.adasts@gmail.com>
Co-authored-by: IProduceWidgets <107586145+IProduceWidgets@users.noreply.github.com>
Co-authored-by: Spessmann <156740760+Spessmann@users.noreply.github.com>
Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
Co-authored-by: Thomas <87614336+Aeshus@users.noreply.github.com>
Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
Co-authored-by: Phooooooooooooooooooooooooooooooosphate <184853112+Phooooooooooooooooooooooooooooooosphate@users.noreply.github.com>
Co-authored-by: TytosB <54259736+TytosB@users.noreply.github.com>
Co-authored-by: Łukasz Lindert <lukasz.lindert@protonmail.com>
Co-authored-by: Hrosts <35345601+Hrosts@users.noreply.github.com>
Co-authored-by: T <theo75cg@gmail.com>
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
Co-authored-by: Verm <32827189+Vermidia@users.noreply.github.com>
Co-authored-by: J <billsmith116@gmail.com>
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
Co-authored-by: EmoGarbage404 <retron404@gmail.com>
Co-authored-by: Ghagliiarghii <68826635+Ghagliiarghii@users.noreply.github.com>
Co-authored-by: Michael <107807667+Doc-Michael@users.noreply.github.com>
Co-authored-by: mubururu_ <139181059+muburu@users.noreply.github.com>
Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>
Co-authored-by: ScarKy0 <scarky0@onet.eu>
Co-authored-by: godisdeadLOL <169250097+godisdeadLOL@users.noreply.github.com>
Co-authored-by: YourUsername <you@example.com>
Co-authored-by: beck-thompson <beck314159@hotmail.com>
Co-authored-by: Golden Can <greentopcan@gmail.com>
Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com>
Co-authored-by: Ilya246 <57039557+Ilya246@users.noreply.github.com>
Co-authored-by: Zachary Yona <58833995+Magicalus@users.noreply.github.com>
Co-authored-by: Zachary Yona <magicalusf@gmail.com>
Co-authored-by: Hanz <41141796+Hanzdegloker@users.noreply.github.com>
Co-authored-by: catlord <catlord0009@gmail.com>
Co-authored-by: poklj <compgeek223@gmail.com>
Co-authored-by: Vladislav Suchkov <20380250+murolem@users.noreply.github.com>
Co-authored-by: kosticia <kosticia46@gmail.com>
Co-authored-by: Smith <182301147+AgentSmithRadio@users.noreply.github.com>
Co-authored-by: Winkarst <74284083+Winkarst-cpu@users.noreply.github.com>
Co-authored-by: T-Stalker <43253663+DogZeroX@users.noreply.github.com>
Co-authored-by: Saphire Lattice <lattice@saphi.re>
Co-authored-by: ArchRBX <5040911+ArchRBX@users.noreply.github.com>
Co-authored-by: archrbx <punk.gear5260@fastmail.com>
Co-authored-by: Southbridge <7013162+southbridge-fur@users.noreply.github.com>
Co-authored-by: No Elka <125199100+NoElkaTheGod@users.noreply.github.com>
Co-authored-by: PotRoastPiggy <121025443+PotRoastPiggy@users.noreply.github.com>
Co-authored-by: Samuka-C <47865393+Samuka-C@users.noreply.github.com>
Co-authored-by: Coolsurf6 <coolsurf24@yahoo.com.au>
Co-authored-by: beck-thompson <107373427+beck-thompson@users.noreply.github.com>
Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: SG6732 <151011904+SG6732@users.noreply.github.com>
Co-authored-by: themias <89101928+themias@users.noreply.github.com>
Co-authored-by: Preston Smith <92108534+thetolbean@users.noreply.github.com>
Co-authored-by: Nox <nebulousnox38@gmail.com>
Co-authored-by: Victor Shen <71985089+Vexerot@users.noreply.github.com>
Co-authored-by: Alzore <140123969+Blackern5000@users.noreply.github.com>
Co-authored-by: Kresny <krzeszny@gmail.com>
Co-authored-by: chromiumboy <50505512+chromiumboy@users.noreply.github.com>
Co-authored-by: Radezolid <snappednexus@gmail.com>
Co-authored-by: Kiri1674 <107365596+Kiri-Yoshikage@users.noreply.github.com>
Co-authored-by: kaiserbirch <150971100+kaiserbirch@users.noreply.github.com>
Co-authored-by: Franz - Josef Björck <kaiserbirch@proton.me>
Co-authored-by: Wolfkey-SomeoneElseTookMyUsername <wolfkey75@gmail.com>
Co-authored-by: TGRCDev <tgrc@tgrc.dev>
Co-authored-by: OnyxTheBrave <131422822+OnyxTheBrave@users.noreply.github.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: SyaoranFox <99053675+SyaoranFox@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: qrwas <aleksandr.vernigora93@gmail.com>
Co-authored-by: UpAndLeaves <92269094+Alpha-Two@users.noreply.github.com>
Co-authored-by: Centronias <me@centronias.com>
Co-authored-by: Tiniest Shark <head.rebel@yahoo.com>
Co-authored-by: KingFroozy <140668342+KingFroozy@users.noreply.github.com>
* Made paramedic void suit into proper hardsuit (was softsuit before)
Added light to the paramedic void suit helmet
Added siren with light to the paramedic void suit
* Changed paramed helmet flashlight icon and textures
* fixed siren action icon
* BigAction
* updated icon-siren.png
* fixed not being able to add it to containers (like when it parented off eva suit)
* changed light to cyan, made it less brighter and reduced siren volume
* changed ambulancesiren.ogg to a different one (hopefully less hard on the ears)
* created ClothingHeadEVAHelmetWithLightBase in base_clothinghead.yml
replaced ambulancesiren.ogg (again, this time with better fading on the audio loop)
credited myself for the siren icon art
reverted parents to original (but kept it in hardsuits yml, since void suits are light hardsuits) - [ the adoption was revoked 😢 ]
fixed indentations
removed un-used sprite and sprite state
* final final siren sound change (for real this time?)
* fixed license type
* final FINAL final (for real this time, please?) ambulancesiren.ogg change
* ContainerContainerContainerContainerContainerContainerContainerContainerContainerContainerContainerContainerContainerContainer
* attributions updated (turns out, i have to give myself credit when i make stuff);
fixed identation;
moved action to Action/types.yml.
* hopefully fixed everything this time
* sync shenanigans
* final final final final final for real final ambulancesiren.ogg change pinky promise this time and if you don't like it, make a new PR yourself and offer a new sound
* typo
* done the suggested changes
* cleaning up some forgotten stuff :p
* oops, cleaned up a bit too much
* aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
* Update Resources/Prototypes/Entities/Clothing/Head/eva-helmets.yml
* Update Resources/Prototypes/Entities/Clothing/Head/eva-helmets.yml
* Update attributions.yml
* evil web edit never again
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
Co-authored-by: beck-thompson <107373427+beck-thompson@users.noreply.github.com>
* Adds single clap emote
* Adds missing single clap loc
* Adds void blink effects, sound, and sprite
* Adds VoidApplauseEvent and implements it into the Magic System and Grimoire
* Removes commented Spawn code in Shared Magic System. Adds comments to replace pointlight with a negative light in the future.
* Makes spells Mono
* Changes to swap positions.
* Makes Void Applause target body only
* Update Content.Shared/Magic/Events/VoidApplauseSpellEvent.cs
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Update Content.Client/Magic/MagicSystem.cs
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Update Resources/Audio/Effects/Emotes/attributions.yml
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Update Resources/Prototypes/SoundCollections/emotes.yml
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Update Content.Shared/Magic/Events/VoidApplauseSpellEvent.cs
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Removes duplicate effect spawning from server
* Puts Void Applause effect on server, lets lizards hear clap
* Adds single clap to diona
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Station AI overlay
* implement
* Bunch of ports
* Fix a heap of bugs and basic scouting
* helldivers
* Shuffle interactions a bit
* navmap stuff
* Revert "navmap stuff"
This reverts commit d1f89dd4be83233e22cf5dd062b2581f3c6da062.
* AI wires implemented
* Fix examines
* Optimise the overlay significantly
* Back to old static
* BUI radial working
* lots of work
* Saving work
* thanks fork
* alright
* pc
* AI upload console
* AI upload
* stuff
* Fix copy-paste shitcode
* AI actions
* navmap work
* Fixes
* first impressions
* a
* reh
* Revert "navmap work"
This reverts commit 6f63fea6e9245e189f368f97be3e32e9b210580e.
* OD
* radar
* weh
* Fix examines
* scoop mine eyes
* fixes
* reh
* Optimise
* Final round of optimisations
* Fixes
* fixes
* New borg sounds
* Add manic laughter of an assault borg
Never wanted, but needed
* Fix wrong attribution
* Some requested changes
* Change borgwalk sounds
* Forgor
* borg law 2 explode
* attributions fix + CL fix
* please dear god work i beg you
* maybe this will work :godo:
* 50% off deal + disc change
* absolving merge conflict
* merge conflict fix
* Update Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml
* Update Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml
* Update Resources/Audio/Effects/Grenades/SelfDestruct/attributions.yml
* Apply suggestions from code review
---------
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Kara <lunarautomaton6@gmail.com>
* added chopstick sprites
* Create chopsticks.yml
* added chopstick yml
* hopfully it acts like a forke
* added chopsticks to dinnerware vendor
* uncapitalized the name
* Update Resources/Prototypes/Entities/Objects/Misc/chopsticks.yml
Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com>
* made the chopsticks icon a reasonable size
* added chopsticks to chang vendor
* made paired chopsticks you can break apart
* added them to vendors
---------
Co-authored-by: redfire1331 <Redfire1331@users.noreply.github.com>
Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com>
(cherry picked from commit 080b1b1e0ca40b34d1a3538942ee54acdd8b117f)
* Adds Church Bells
* I'm dumb.
* The bell is no longer haunted.
* forgot attributions
* change sounds so scary law no hunt
* One day I'll stop needing to make an immediate micro-commit. One day.
* God damn it.
(cherry picked from commit a0cc87c2673bc0930adafe9ab8650700d8ecf2e3)
* make landmine work on stepping off
* update methods naming
* made both step modes possible
* updated stepoff event raise to not interfere with game physics internals
* added comments
* figuring out how audiosystem works
* added beep sound effect, updated how stepoff trigger works to make it more consistent
* updated source in attributions.yml
* made stepoff working every time
* introduced suggested changes
* updated janitor's WetSignMine to have audio
* made cleaner events and bashing my head at OnEndCollide event raise
* inverted conditional where applicable
* review
---------
Co-authored-by: Yurii Kis <yurii.kis@smartteksas.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
(cherry picked from commit 54dd273f660d6d8d523d0771bb8d8437373b082e)
* Various sounds ported
* Replace wall_bonk.ogg
* Metal/metalglass break sound pass
* Replace metalbreak.ogg
* Replace woodhit
* Replcae tap.ogg n some smack uses
* Fix lint
* Replace bang.ogg and some instances of hit_kick.ogg
* couple more
* fix wood sound
* i may be stupid
* le attributing
* bro what
* standardize more destruction sounds
* fix melee hit sound cutting off
* window threshold sounds and remove `destroySound` it literally doesnt exist
(cherry picked from commit 818b07ecf82bdd72dc5524f6bc093067b2ef6472)
* HellSpawn Mob
* added spawner
* summary for the namespace
* larger collider, cannot enter single tile corridors.
* fix
* remove duplicate from yml, fix attributions.
* moved action to shared, moved comp to shared, networked comp, separated heal, fixed attributions
* removed flammable from hellspawn
removed the healing effect from firestarter ability (healing can be separate ability).
* Update attributions.yml
fix attributions
* fix
* fix
(cherry picked from commit b06d9cb64a53e387240fa804853d3ee2a4d3f11b)
* smoke grenade license compliance
* source link
* lets bring the pin sound down a peg
(cherry picked from commit f2da99790ef23c2dce46f390697ada430b14f5c6)
* upload all textures
finished easiest part - TeslaGenerator
* Added Tesla energy logic
* add lightning pulse priority
* work
* optimise lightning arc system
* now tesla moving to LightningTarget entity and consume it
* some audio work
add airlock and computers to the LightningTarget
* add nice visual and explosions
add crashing to game
* rsi meta fix
* disabling explosions (crashing server)
I'll get back to that problem later.
* adding important admin logging
* a little bit of cleaning and documentation
* Persistent attempts to fix the server crashing on explosions. Accidental cleaning of everything I see.
* now the tesla incinerates everything it touches except the containment field.
* colliders work
* fix falling tesla on ground after being exploded
* add consume sound, add spawn and collapses sound
* added TeslaGenerator to cargo trading console
* add all tesla part to cargo trading console
* Tesla coils: Turn on and off, get energy from lightning, give energy to the grid.
* tesla coil is ready
* tesla grounding rod is ready
* clean up
* clean up 2
* grounding rods now working without power
* add LightningResistance parameter for LightningTarget Component
* add chaotic teleport
* eletrocution remove?
* deltanedas fix pack
* more fixes
* FIXES
* FIIIXEEES
* The "Grounding Rod" component is removed, and replaced with "LightiningSparking", which is responsible for changing the visuals when hit by lightning. Duplicate code from the coil is removed.
* ops
* fix
* nah, is escaped anyway
* increase tesla collider size
* keron bb
* try fix test?
* fix
* bruh
* check turn off sus comp
* prototype cleaning
* FIIX
* return and fix sus component
* fix tesla eating lightnings, now mini tesla is electrocuted
* commented some issues
* remove linq sorting
fix jumping system
minor fixes
* fix second Linq
* fix tesla colliders! Yeah, it works
* fix componentregistration
* Just retests
* not fix
* FIX TESLA
* fixes
* store targets
* back
* make dictionary of hashsets
* some sloth fixes
* stump
* playtest balance energy generation, return to unpotimized (but working) lightning shoot
* parity
* work on
* some new fix, some new bug (chasingComponent not chasing)
* comment
* fix ChasingWalkSystem
* fix collider tesla problem
* revert old unoptimized shoot lightning
* new fix pack
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
(cherry picked from commit 88d7cfb4c035a5a5c2c3e7fc643b9a0d4ad18f5f)
* New smoke grenade sound
Very new to PR's and stuff, sorry
* Adds sound to smoke grenades and tear gas grenades on trigger
* Update attributions.yml
Deltanadas asked for it
* Update grenades.yml
* Change sound to an unlicenced sound
* Update attributions.yml
(cherry picked from commit bd398a6a9ae5f71eb5077cb612c39bfe82ec5d06)
* convert some attributions
* use commit as source
* use preferred copyright
* update source with commit link
* convert more attributions
* finish Audio/Effects
* convert attributions
* convert attributions in Audio/Effects/Diseases
* renamed to attributions.yml
* convert attributions in Audio/Effects/Lightning
* convert attributions in Audio/Effects/PowerSink
* convert attributions in Audio/Effects/Shuttle
* convert attributions in Audio/Effects/Weather
* convert attributions in Audio/Magic
* convert attributions in Audio/Voice/Reptilian
* fix missing source field
* use note in copyright field instead of SPDX style License Reference for Custom licenses