* im mrping it
* this will drive me insane if i dont change it
* WHOOPSIES
* Update attributions.yml
Co-authored-by: Vanessa <908648+ShepardToTheStars@users.noreply.github.com>
Signed-off-by: KOTOB <59124164+kotobdev@users.noreply.github.com>
* Update attributions.yml
Co-authored-by: Vanessa <908648+ShepardToTheStars@users.noreply.github.com>
Signed-off-by: KOTOB <59124164+kotobdev@users.noreply.github.com>
---------
Signed-off-by: KOTOB <59124164+kotobdev@users.noreply.github.com>
Co-authored-by: Vanessa <908648+ShepardToTheStars@users.noreply.github.com>
* 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>
* 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...
* epsilon rewrite, first batch
* As requested, moved the announcement folder to _DV folder, which only now includes deltaV or nyanotrasen specific audio files. Please double check the license.txt in Announcements/RoundEnd to see if I got it right.
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* fix announcements again, oopsies
* potentially fixed epsilon rule, i dunno
* probably fix???? i dunno i only write goidacode
* temporary attribution.yml file for epsilon.ogg
* typo fix. not epsilon.ogg but code_epsilon.ogg
* another accidental error oops
* small test as removing my own attributions.yml file, i am going insane with these checks.
* reverted the attributions.yml deletion
* optional APC sound thing i wrote it incredibly stupid, going to do a stupider idea
* Update attributions.yml
* code saved by the angel named Toby
* added and fixed several attributions.yml files
* formatting fix oops
* fix second time hopefully
* i think i merged it correctly?
* weird way of fixing attributions
* With massive Quanteey's help and guidance, code cleanup once again.
* sound file path errors fixed
* another sound error fix
* added spacing to comments, removed CancellationTokenSource like asked and made the poweroff sound louder
* wiki page should be updated and removed epsilon mention in metashield rules
* from elevated to emergency status
* removed the funny event for 2 part
* forgot to remove a thing
* another fix
* conflict fix
* fix second time
* untouching and commenting
* untouching number 2
* untouched correctly?
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* DAG Adjacency Matrix & Tests
* Fix sandbox type errors
* First pass on procgen
* Procgen adjustments
* Networking
* Cruft and god and beauty and analysis console
* convert to data types that dont make me want to kill myself
* starting work on console UI
* drawing nodes n shit
* damn that ui FUCKS
* XAT
* Add a bunch of basic triggers
* Fix trigger gen
* Add node info into the analysis console UI
* Add node unlocking
* more trigger cuz thats pretty cool
* final triggers + incorporate gnostic faith
* some ui changes, mostly
* Fix orphaned procgen segments
* its not random dipshit
* yeah... this one will make pjb happy....
* we call it a day for the UI
* imagine... shared power code...
* extraction WIP but we gotta sidequest momentarily
* oh hey would you look at that its the actual functionality
* distrotrased
* Small departure for randomness.
* ok yep yep indeed that is an effect very cool.
* thanos snap oldcode
* fuck it we ball
* feat: node scanner now displays triggered nodes. Removed unused old artifact systems and related code (most of it). xml-doc and minor fixups.
* refactor: most of preparations, cleanup and groundwork. also segment-related tests
* feature: all basic effects returning
* feat: finished effects lits, created weight lists for struct and handheld artifacts, fixed throw trigger and music ApplyComponent artifact effects not working
* feat: prevent non-first-time-predicted calls in shared artifact effect systems
* fix: remove gun effect from artifact effects - as it interferes with 'activate artefact' action
* fix: foam reagent selection, neat ApplyComponents art effect scenarios, handheld art is RadiationReceiver again
* fix: moved spawn/ pry&throw effect systems back to server part of code - entity duplication bugs were not quite fun
* refactor: fix protos
* refactor: fix linter
* fix: fix old artifact component names in yml
* fix: no more throwing error on artifact spawn with empty XAEFoamComponent.Reagents
* fix: removed old component usage in maps
* fix: remove more deleted components from map
* fix: ContainerContainer is now part of initial artifact entity, it won't be affecting UninitializedSaveTest
* refactor: fix tests, add loc description to toolshed commands
* Changed node scanner to tell the whole story about current artifact state
* refactor: remove excessive get of EntityCoordinates in XAE systems, removed Value access in NodeScannerDisplay
* fix: turned off TriggerInteraction, removed XAESpawn usage and system, EmpSystem now can use EntityCoordinates,
* fix: moved SharedXenoArtifactSystem.CancelUnlockingOnGraphStructureChange into RebuildXenoArtifactMetaData to lessen code coupling
* fix: XenoArtifactEffectJunkSpawn moved invalid rolls declaration
* refactor: set default value for XenoArtifactComponent.EffectsTable for tests
* fix: now explosions XAE can be activated for effect
* refactor: added some usedelay so artifactuse would'nt be spammed
* refactor: artifact-related hints improvements
* fix: artifact no longer spawns fauna into itself
* refactor: xml-doc and minor refactoring
* refactor: xml-doc for Xeno Artifact systems, renaming of questionable XAT systems
* map for playtest, TODO REVERT THIS
* fix: magboots trigger art from a mile
* refactor: bind artifact animation to unlocking state
* feat: radiation dmg now have reference to source (and artifacts won't irradiate themselves)
* fix: random artifact node durability now is rolled for max and not current value
* refactor: gas effects are more rare, hand-held artifact effects are filtered properly now, rad dmg trigger now requires only 20 dmg for activation
* feat: animations and sound effects for artifact force-use and failed finish of unlocking phase
* use only 1 file with art use animation
* refactor: minor artifact dmg triggers tuning
* feat: now nodes that CAN be unlocked are displayed with specific color in console.
* feat: now unlocking stage time is dynamic and it depends on amount of triggers player activated correctly. Failed one stops incrementing
* feat: now non-active unlocked nodes return more points if durability was not wasted
* feat: now puddle/foam effects change description of node
* fix: fix test failure
* refactor: renamed phasing effect, fixed failing test for elkridge
* minor balance changes
* refactor: split rare materials into separate effects
* feat: unlocked nodes without successor wont listen to unlocks, node unlock is not activating node
* fix: removed OnIrradiatedEvent duplicate c-tor
* revert changes of reach for playtest
* revert last row empty line removal on reach.yml
* fix: fix PVS bug, born from attempt to relay event to art nodes that were not synced yet to the client
* fix: fix elkridge for tests (again)
* refactor: xml-doc, more stuff predicted, allocation optimization in XAE/XAT systems
* refactor: naming
* refactor: extract variable refactor for XAEApplyComponentsSystem.OnActivated insides
* fix: duplicate xeno artifact unlocking sound fixed
* feat: CreatePuddle xeno artifact effect now can have min and max borders for chamicals to be drafted, minor XAECreatePuddleSystem refactor
* feat: networking for shared XAE components + xml-doc leftovers
* refactor: more xml-doc, fix XAEApplyComponentsComponent.Components not being serializable but trying to be
* refactor: xml-docs and XAEThrowThingsAroundSystem now uses circle and not box for prying tiles
* refactor: xml-docs, minor refactors
* revert XenoArtifactCommand.ArtifactPrototype being PrototId
* refactor: simplify the way ExtractionResearchLabel works
---------
Co-authored-by: EmoGarbage404 <retron404@gmail.com>
Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
* Adds Survivor Antag
* Adds Survivor Role
* Adds Survivor Rule ECS, adds a survivor role event, adds make antagonist to random global spawn spell
* Moves Survivor Ensurecomp to event handler. Makes Add Survivor Role a broadcast. Adds Survivor Component. Removes redundant briefing.
* Adds Survivor Antagonist role type for admins to keep track of this easier, adds it to Survivor.
* Adds access to survivor game rule system
* Adds Survivor Rule
* Adds end of round survivor text
* Adds end of round reporting logic. Adds logic to start the survivor rule.
* Changes desc from centcomm to shuttle
* survivor (S)
* Checks if they're alive on the shuttle instead of centcomm.
* ftl text selection based on number of survivors.
* Removed Survivor Antagonist, replaced it with Free Agent.
* Adds InvalidForGlobalSpawnSpell tag, checks for it on spawnspell, and adds it to a zombified person.
* Changes logic so we launch the game rule if it hasnt launched yet. Moves rule logic starting to server. Moved survivor rule logic out of event and into Start method.
* Fixes invalid entity issue
* Descs for Survivor Rule and Survivor comps
* Moves Survivor Rule to its own yml
* Checks for dead survivors, changes survivor checks for mind. Adds survivor comp to mind to fix any mindswap issues. Same for invalid survivor tag
* Changes shuttle xform call to just mapid
* Protoid fix
* THE WIZARD
* Wizard spawner
* adds the correct state
* Wizard preset and weight
* Fixes wizard rule
* Weight back to 100%
* Adds Random Metadata
* Wizard locs
* Puts requirements in the right place
* Adds wiz ghost spawner and mob
* wizard spawnpoint fix + shuttle mapping
* wizard loadout + fix wizard spawning + wizard random name
* comment
* Adds Wizard testing
* FIXES SHUTTLE ISSUE BASED REI
* THE WIZARD LOBBY SONG. Special thanks to song creator Chris Remo for allowing us to use this.
* Free Objective ECS + Base Free Objective
* Space Wizard Federation for Wiz Obj issuer.
* Wizard Objectives
* Moves wizard shuttle to base wizard rule. Gives Wizard their objectives. Removes WizardRule
* Renames midround to subgamemodes. Adds wizard sub game mode.
* Adds SubWizard to SubGameModesRule. Adds a SubGameMode with no wizard. Adds No SubGamemodeRule for Wizard preset
* Wizard midround event
* Fixes wizard midround
* Wizard Guidebook
* Removes todo
* Fixes text
* Removes wizard rule ECS, not needed
* Wizard jetpack
---------
Co-authored-by: ScarKy0 <scarky0@onet.eu>
Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
* added the lizard plushie slippers yippeegit status
* fixed attributions so that the links arent broken
* update meta.json links
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* four spacing in meta.json
---------
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@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>
* -added rubber chicken toy
* -Removed faulty SolutionContainerManager type
-Replaced default toy squeak sound with rubber chicken sound for on-trigger and on-collide.
* fixed raw material cost
* adjusted material composition
* - Added rubber chicken to CrateFunToyBox
- Added rubber chicken to MaintFluffTable under "uncommon group" so that it will spawn in maintenance
* Update Resources/Prototypes/Entities/Objects/Fun/toys.yml
---------
Co-authored-by: gambesun <116504990+gambesun@users.noreply.github.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Harpy Peacock Tail (#428)
Courtesy of @StillIcarus
This adds a new Peacock tail marking to Harpies. I'm also taking this
time to update them to the recent DeltaV changes to the birbs.


The backside is semi cursed, but that's something I can't do within the
scope of this PR due to sprite system limitations that Death has planned
improvements for. Just ignore them. :)
Have a birb as consolation.

🆑 VMSolidus
- add: Peacock Tails have been added for Harpies
---------
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: Danger Revolution! <142105406+DangerRevolution@users.noreply.github.com>
* Birbs Have Wings Too (#477)
# Description
During PR #464, somehow Moth's got back their ability to move with their
wings whenever the gravity gets shut off. Well, I'm here to correct the
injustice by also putting it on Harpies. In fact, Harpies have a much
bigger claim to it, their wings are absolutely massive compared to
Moths.
# Changelog
🆑
- add: Harpies remembered that just like moths; they also have wings,
and can zoom whenever the gravity turns off.
Co-authored-by: Danger Revolution! <142105406+DangerRevolution@users.noreply.github.com>
* Harpy Sprite Update 3 (#556)
This will be my third sprite update pack for Harpies, with new sprites
courtesy of StillxIcarus (Discord). These include owl wings, and forked
tails. I've also personally made a new "Large Ear Tufts" variation. Many
sprites have been split between Huescale and Whitescale variations, with
Huescale offering greater variety of colors, while Whitescale offers
better pure whites(A notable weakness of having only huescale options
was that white winged harpies ended up a yellow-cream color).
Additionally, I have updated all of the Harpy Hardsuit and Softsuit
variations to now include **Wing Sleeves**, with some hardsuits even
having personalized color schemes for their sleeves, depending on how
important the wearer may be. Of course, all of the syndicate hardsuits
have received their own unique schemes for each suit, including for the
first time a species-specific Elite Syndicate Suit.


Additionally, I am taking this as a convenient time to move a majority
of the Harpy files to the core EE Directory, as I am taking direct
responsibility for maintaining my creation here, rather than anywhere
else.
🆑
- add: Harpy Update 3, New markings for Harpies, all new
species-specific hardsuit & softsuit variations that feature wing
sleeves.
* White Dream Harpy Markings (#696)
ONIKS was kind enough to provide me with several new Harpy markings,
consisting of alternate Bat-wings, Haven Tail, Long Forked Tail, and
Swallow Tail. I have also taken the liberty of actually making a basic
set of "Bionic Wings", which are just a slightly edited version of the
"harpsuit" wing sleeve, including hardsuit lights. Unfortunately due to
limitations in the game's code concerning markings, I couldn't make the
lights use the unshaded shader. This limitation irritates me. I'll
probably fix that in a separate PR.
I actually also received a pack of Arachnid and Felinid sprites! But I'm
going to add those in a different PR entirely.
<details><summary><h1>Media</h1></summary>
<p>
Bionic wings

Bat Wings

Haven tail

Swallow tail

Long Forked Tail

</p>
</details>
🆑
- add: The following new markings have been added for Harpies: Bat
Wings, Simple Bionic Wings, Haven Tail, Swallow tail, and Long Forked
Tail
* Split files
* Harpy Hotfix (Cherry-Pick Broke Things) (#570)
Captain's Carapace inherited HidesHarpyWings because wizden made it
parent off Large outerwear for reasons. I've moved HidesHarpyWings to
only LargeOuterwear that actually have harpy sprites so that this won't
happen again.


* Uncommented digitigrade inv template
* Removed duplicate locale entry
* Add comment
---------
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: Danger Revolution! <142105406+DangerRevolution@users.noreply.github.com>
* seed screams now SoundCollectionSpecifier
More types of scream sounds
* plants scream mutation have 10+ scream types
* plant scream reduce scream volume
And scream powerness get's from yml instead of hardcode, so from prototypes could be changed pretty much easilly
* plants review change
- Now uses a SoundCollection.
- Now properly handles going between maps (audio rework mucho wow).
- GetAudioLength used so it can properly countdown ANY song (wow audio rework wow wow).
* fuck it we ball
* added recommended copyright information
* revised copyright license
* revised copyright license x2
* finalized the fops
# reduced the number of audio clips
# adjusted the volume of all fox sounds to be consistent with each other
* added new sounds to the overall fox parent mob because we forgot oopsie
* New borg sounds
* Add manic laughter of an assault borg
Never wanted, but needed
* Fix wrong attribution
* Some requested changes
* Change borgwalk sounds
* Forgor