* Port EvenlySplitting for Cryotubes
* Make Trinox consistent
* Bring into DV_Systems
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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---------
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* Update shoukou.yml
Tweaked surgery room;
Tweaked detective room to include its own bedroom to fit an evidence locker;
Tweaked the library to include a display case;
Fixed prison intercom;
Fixed departmental lock boxes.
* Update shoukou.yml
Removed invalid configurators
* Update shoukou.yml
* Update shoukou.yml
* Update shoukou.yml
* Update shoukou.yml
no invalids
* Everything
Port Clown skirt from Starlight
Add Blushing Clown/Mime Mask to loadouts
Ensure Clowns can change their mask
* permalink dmi
Change permalink from general commit to dmi that holds the jumpskirt.
* Add mothroach grenades
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Removed unnecessary comment
* Double the mothroaches!!
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* 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
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* 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>
* Reuploading PR, it is readie
* Some convention fixes
* Rename the file again
Signed-off-by: Vape <76235372+Vapetastic-Gaming@users.noreply.github.com>
---------
Signed-off-by: Vape <76235372+Vapetastic-Gaming@users.noreply.github.com>
* Testing phase 1
* Official ready for review
* Fixed the mapping oopsie
* Map Fixes, and cleanup
* 123
* Evac Shuttle updated
* Updated YML of the protothingy
* Fixed fails, cried a few times
* More Fixes. I've ran out of tears
* Revert "More Fixes. I've ran out of tears"
This reverts commit afeefedf3a.
* Had to revert. I feel as though I am going bald, send help, or rogaine
* Subfloor PT1, Many Fixes, Multiple Crying Sessions
* Fixes / Changes / tweaks
* Changes requested
* I broke it
* notepad savior
* mrrp
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* jetpackening
* sprites
* proper descriptioning
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* touch ups
* messy
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* spacing
* permalink
* fixes.....finally
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* Extend EvenHealing & Buff Cryochems
* Extend Evenhealing to Specialchems
* Extend to Trinoxadone
* Extend to Pyrogenics
* Update Cryogenics.xml
* Fix Prometheum
* Please the Maintainer Deities
Signed-off-by: Sir Warock <67167466+SirWarock@users.noreply.github.com>
* The great Comment of 86
---------
Signed-off-by: Sir Warock <67167466+SirWarock@users.noreply.github.com>
* swords are cool
* remove unused tag
* build and test debug is yelling at me about this. presumably it's because of RevealRevenantOnCollide
* just remove both it's too late to deal with right now
* alright try 2 to get the build and debug to not yell at me about it. I dunno why the bible can just have the component but not the sword
* fix merge conflict before syncing branch because this is genuinely just easier for me to do it this way
* aaaaa
* i need merge conflicts to stop yelling at me aaaaaaa
* merge conflict fix pt. 1
* fix merge conflict pt. 2
* nukeops haunts me at night
* ITS ALL C# GOOD LORD
BORN TO PORT
WORLD IS A PR
鬼神 Merge Em All 2025
I am yaml man
410,757,864,530 UPSTREAM MERGE CONFLICTS
* that was, uh. too easy.
* very small tweak
* comment and reuse fixes
* forgot the guidebook Oops
* the guidebookening
* the reusening
* Create grappling system
* Add grappling to Laika and other sec dogs
* Allow grapplers to also throw themselves prone
* Apply prone on grapple to laika
* Add layingdown component to laika
* Ensure grapplers entering crit release their grapples
* Ensure IPCs can be grappled
* Fix typo
* Remove system suffix for fields
* Simplifiy returns for CanGrapple
* Use magic dotnet syntax
* Fix usages of ViewVariables over DataFields
* Swap to using marker component over tags
* Remove errant new lines
* Remove redundant brackets
* port les paintinges
* adds paintings to spawner
* Update Resources/Prototypes/Entities/Markers/Spawners/Random/paintings.yml
Co-authored-by: Dvir <39403717+dvir001@users.noreply.github.com>
Signed-off-by: leo <136020119+leonardo-dabepis@users.noreply.github.com>
* Update Resources/Textures/_DEN/Structures/Wallmounts/paintings.rsi/meta.json
Co-authored-by: Dvir <39403717+dvir001@users.noreply.github.com>
Signed-off-by: leo <136020119+leonardo-dabepis@users.noreply.github.com>
* relocates to _den (i forgor)
i forgor to not put it upstrem, plx forgib me :pleading:
* untouched
* Update paintings.yml
---------
Signed-off-by: leo <136020119+leonardo-dabepis@users.noreply.github.com>
Co-authored-by: Dvir <39403717+dvir001@users.noreply.github.com>
* Initial Fractured Form Pass
* Cleanup
* AAAAAAAAAAAAAAAAAAA
* I forgor
* Sometimes naked
* Untouch and touch where applikcable
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Better optional pattern
* Unbreak it
* Minor Spelling Mistake
* Filthy test fix hack
* Filthy hack to appease the test gods
* A normal number of post-PR commits
* AAAAAAA
* Don't know why I didn't do this in the first place
* Some cleanup
* Damn how did I miss this
* Delta Mandated Cleanup
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* pluh 🗣️🔥
* signs and final PR preparations
collect my signs
* curse of the invalids
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* guh??
* genuinely not sure how this one happened
* ugh
* three fish dancing in a pot
wowza. three of them?
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Evil Ass Perma Maints Doors
* Update elegance.yml
* holy shit
* Update elegance.yml
* curse of the spaces and other miscellaneous issues + plasma tank-ening
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* h
* Merge branch 'Elegance-Rework-But-Stable' of https://github.com/IAmNotGray/Delta-v into Elegance-Rework-But-Stable
* Update elegance.yml
* Update floors.yml
---------
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Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* explodes you with my MIND
* goated?
* medipen gaming
* evil obfuscation system from hell
* MANY things
- accent improved (takes into account word length when determining number of syllables)
- night vision tied to shitmed eye organ (not thermals, though, that's broken for some reason)
- asakim-specific backpack and jumpsuit (mono turns ert backpacks into something generic while we don't, and they use goob ninja jumpsuit so i just made a new jumpsuit with goob ninja sprites)
- gun can switch between disabler and lethal modes
- rebalanced armor, made them a bit more squishy to melee and slightly less tanky to bullets/heat
- renamed and redescribed their items to fit more into deltav "lore"
- added the High Frequency Katana, basically a silly ninja sword
- removed freedom/storage implanters
* commit before i touch evil role code
* i lied one more commit before evil role code
* a lot of assorted things
- move prototype to shared (client got angry)
- Automated Defense System issuer real
- fix spawning, remove gamer cybernetics
- fix objectives
- more blunt res
- nerf loadout
- nerf gun
* we love misprediction
* i think this works
* big changeops
- springlock suit popup and gamer prediction (kinda)
- briefing audio
- precog
- evil rules that require mrp players to actually rp (evil)
- added to freelance shuttle set
- spawner is kill
- illiterate
- more slash damage
- nerfed the gun into the absolute ground (and removed semi auto)
- sword kinda nerfed
- removed some evil mono gamerule stuff we dont have
* lower weight
* tweaks
- rules are more gamer (kill those salvies)
- nerf heat res
- 1984 psionics
* appease the linter gods
* cleanup ops
* jumpscare
* if yaml validator fails i will cry
* fix assert, maybe fix yaml thing
assert fix is from a deltanedas PR from 2023, hopefully that still works
* I LOVE RIDER I LOVE RIDER
* minor cleanup
* attrib. fix
* attrib. fix take 2
* Update asakim_small.yml
* Update asakim_small.yml
---------
Signed-off-by: KOTOB <59124164+kotobdev@users.noreply.github.com>
* Make more objects spray paintable (Reviving #31328) (#37341)
* PaintableAirlockComponent and AirlockGroupPrototype have been replaced
* Slightly redesigned SprayPainterSystem for greater versatility
* Added handling of changes to the appearance of doors and storages
* PaintableGroup prototypes have been created
* Generating tabs with styles in the UI
* Fix error with undiscovered layer
* Slight improvement
* Removed unnecessary property
* The category for `PaintableGroup` was allocated to a separate prototype so that the engine itself would check if the category existed
* Added canisters, but repainting doesn't work
* Added localization to styles
* Fix sprite changing
* Added the ability to paint canisters
* slight ui improvement
* Fix yamllinter errors
* Fix test
* The UI now remembers which tab was open
* Fix build (?)
* Rename
* Charges have been added to the spray painter
* Added a charge texture for the spray painter
* Now spray painter can paint decals
* Increased number of charges
* Spawning dummy objects has been replaced by PrototypeManager
* added a signature about the painting of the object
* fix
* Code commenting
* Fix upstream
* Update Content.Shared/SprayPainter/Components/SprayPainterAmmo.cs
Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>
* review
* Now decals can only be painted if the corresponding tab in the menu is open.
* Fixed a bug with pipe and decal tabs not being remembered
* Update EntityStorageVisualizerSystem.cs
* record
* loc
* Cleanup
* Revert electrified visuals
* more cleanup, fix charges, del ammo4
* no empty file, remove meta component
* closet exceptions, storage visualizer fixes
* enable/disable decal through alt-verb
* Fix missed merge conflicts
* fix snap offset, button event handlers
* simpler order, fix snap loc string
* Remove PaintableViz.BaseRSI, no decal item, A-Z
* State-respecting UI, BUI updates, FTL fixes
* revert DecalPlacerWindow changes
* revert unwanted changes, cleanup function order
* Limit SprayPainterAmmo write access to AmmoSystem
* Remove PaintedSystem
* spray paint ammo lathe recipe, youtool listing
* category as a list, groups as subtabs
* Restore inhand copyright in meta.json
* empty spray painter, recipe produces an empty one
* allow alpha on spray painter decals
* add comments
* paintable wall lockers
* Restrict painting more objects
* Suggested event changes, event cleanup
* component comments, fix ammo inhands
* uncleanable decals, dirty styles on mapinit
* organize paintables, separate emergency/closet grp
* fix categories newline at EOF
* airlock group whitespace cleanup
* realphabetize
* Clean up EntityStorageViz merge conflict markers
* Apply requested changes
* Apply suggestions from sowelipililimute's review
Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>
* betrayal most foul
* Remove members from EntityPaintedEvent
* No emerg. group, steelsec to secure, locker/closet
* Enable repainting the medical wall locker
* comments, no flags on PaintableVisuals
* Remove locked variants from closets/wall closets
* removable decals
* off value consistency
* can't paint away those bones
* fix precedence
* Remove AirlockDepartment, AirlockGroup protos
Both unused.
* whitelist consistency re: ammo component
* add standing emergency closet styles
* alphabetize the spray painter listings
---------
Co-authored-by: Ertanic <black.ikra.14@gmail.com>
Co-authored-by: Эдуард <36124833+Ertanic@users.noreply.github.com>
Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>
* Adds stencil lettering to the spraypainter (#39701)
* adds stencil lettering to the spraypainter
* update decal IDs to match convention
* Add Serializable, NetSerializable attributes to DecalPaintMode (#38921)
Serializable, Net" on DecalPaintMode
* Fixes my mistakes and adds DV compat
* Adds DV-specific stuff
* Makes Our Names Not Use This Case
* Comments xeno stuff we do not have
* RD is dead. Long live the Mystagogue
---------
Co-authored-by: Whatstone <166147148+whatston3@users.noreply.github.com>
Co-authored-by: Ertanic <black.ikra.14@gmail.com>
Co-authored-by: Эдуард <36124833+Ertanic@users.noreply.github.com>
Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>
Co-authored-by: Alkheemist <alkheemist@gmail.com>
the big tail is REAAAAAAAAALLLLL!!!
(cherry picked from commit a9082b2654f5657fb18b36a53c2ccc2ed77dc8f6)
Co-authored-by: Alzore <140123969+Blackern5000@users.noreply.github.com>
* Free Super synths for those who have suffered like I have.
* Update instrument_keyed.yml
* Update meta.json
* Update meta.json
* Doubled Playtime because I realized that 100 hours is not long enough considering that musicians are almost always being played on delta.
Doubled playtime for obvious reasons, also because 100 hours was not evil enough.
* Comment moment.
* I think this is the fix, please yell at me if it isnt deltanedas.
* comments...
* comment stuff 2
* messing with stuff, one sec.
* testing...
* i hate it here, may have finally fixed the bullshit with indents
* requested changes
* Requested Changes
give ipc access to humanoid emotes again (accidentally lost in april 2025 upstream merge)
Signed-off-by: William Lemon <William.Lemon2@gmail.com>
Co-authored-by: William Lemon <William.Lemon2@gmail.com>
* aaaaaaaaaaaaaaaaaaa
* add shadow damage to some evil things and add ways to heal it
* bibles healing shadow doesn't work for some reason
* fix attribution, description, and remove placeholder sprite
* Add simple component for handling specialised clothing and armours
* Add awful artwork for k9 armours
* Update secdog template to include head and outer clothing gear
* Add tags for K9Armour and K9
* Ensure Laika has the k9 tag
* Add entity entries for K9 armour, update starting gear for Laika
* Add lathe recipes for new K9 armour
* Update secdog sprite by breaking tail out to separate layers
* Update sprite drawing for Secdogs
* Fix missing pixel in Laika's base sprite
* Add jetpack sprites for secdog
* Remove damage state visuals
* Add layingdown component to laika
* Update helmet sprites from HTMLSystem
* Update hardsuit sprites from HTMLSystem
* Fix prone on crit for secdogs
* Add new damage visual layer for tails
* Add static tail for Laika and hook it up to damage state visuals
* Makes the experimental RCDs description not lie
* Revert "Makes the experimental RCDs description not lie"
This reverts commit a8a67093a3.
* Uses FTL attributes instead now
* Share Recipes
* Remove Cybernetic diagnostic from medfab
* We toil in darkness, for light has faded
* CommentOps
* Another CommentOps
* Minor Spelling Mistake = Death
---------
Signed-off-by: Sir Warock <67167466+SirWarock@users.noreply.github.com>
* Added Scanners to Modules (#1268)
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<!-- What did you change? -->
Added a Medical Scanner to the Cyborg Surgery Modules
<!-- Discuss how this would affect game balance or explain why it was
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You'd have to change back to the Treatment module to assess the damages
on the patient, instead of seeing them as you do surgery on them. This
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If I knew how to make a hand for only organs, I would.
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Simply changed two lines of YML. THE YML WARRIOR AT IT AGAIN!!
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- tweak: Added a medical scanner to Medical Cyborg's Surgery modules!
Now you can see the damages as you work on the patient!
---------
Co-authored-by: TheDen-Bot <186991657+TheDen-Bot@users.noreply.github.com>
* Update Resources/Prototypes/Entities/Mobs/Cyborgs/borg_chassis.yml
Co-authored-by: Quanteey <61941975+Quanteey@users.noreply.github.com>
Signed-off-by: Sir Warock <67167466+SirWarock@users.noreply.github.com>
* Remove Speedmodifier
* The comments are everywhere, THEYRE IN THE WALLS, IN THE GODDAMN WALLS
---------
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Co-authored-by: TheDen-Bot <186991657+TheDen-Bot@users.noreply.github.com>
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* Introduce ClothingSlowResistance
* Buff Onis
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Adds destructible variant of reinforced hull for mapping
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* ...
* ->parent
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
Co-authored-by: Velcroboy <velcroboy333@hotmail.com>
* Fix various light sources counting as Light, Give Skia spacewalk
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Replace the Ignore Gravity with Jetpack
* Clean up event code + Avoid touching upstream code where possible
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Double cone, strategic untouches
* Additional strategic untouch
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* Adding black scarfs
Simply adding the black scarf to the loudout group
* Adding formal sec suits to senior officers
Adding the nice looking formal suits!
They'll need senior playtime!
* More Skia tweaks
* Swapped whitelist for EntityWhitelist
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Improve Operating Tables
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* There is no god. We suffer.
* Add Anesthesia Component to Optable
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Less shitified code
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* GoodCode™️
* Rename Systemfile
---------
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* Make Defib Cabinets Recharge
* Adhere to CONTRIBUTIONS.Bible
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* Adds Direction Requests
* Fix
* Fixed EntryPoint, added back Sec Lathe, and added as a Salvage Points item
* Moved SpecOpsGoggles to appease gods
* Give Skia Thermal Vision
* Removed thermals from research.
* Removed thermal vision, added comment
* Fixed Fibers of the Mechanical Gloves (#1501)
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<!-- What did you change? -->
Created teal fibers, as well as a new insulative nanomachine fiber for
the ninja gloves.
<!-- Discuss how this would affect game balance or explain why it was
changed. Link any relevant discussions or issues. -->
Mechanical surgical gloves showed up as insulative nanomachine fibers,
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<!-- Summary of code changes for easier review. -->
Replaced a bunch of YML.
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- fix: Fixed mechanical surgery glove fibers not showing up properly!
* Fixes
* YAML fix
* Update modifier_sets.yml
* did it work deltanadas
* bro making me work for this shit wtf
* please... mercy....
* ugh
* Update modifier_sets.yml
* Update Felinid.xml
* Moved Recipes to Atmospherics Category (#1269)
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<!-- What did you change? -->
Moved Atmosian recipes to a dedicated Atmospherics Crafting Category.
<!-- Discuss how this would affect game balance or explain why it was
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For the atmosians of us. I don't know why this wasn't a category before.
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Moved the files and data to a new folder in the under
recipes/construction
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**Changelog**
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- tweak: Moved Atmospherics recipes and constructions to a dedicated
Atmospherics Category!
---------
Co-authored-by: TheDen-Bot <186991657+TheDen-Bot@users.noreply.github.com>
* Remove SPDX file
* Please the Maintainers
---------
Co-authored-by: TheDen-Bot <186991657+TheDen-Bot@users.noreply.github.com>
* Changed walls to be reinforced/not, redesigned Engi front and Epi backrooms. Genpop locker room got an intercom
* Corpsman was eating a lil too good, rotated spare ID, Happy Honk for clown! And made a zookeeper locker so the gun just isn't out on display
* Added vents, all firelocks should be linked to respective alarms, fixed some door names, and a lil wiring
* ChessOps is not as easy to break into
* Velcro helped with cleaning the file up
* Powered TEG loops, gave Epi some cell rechargers, made CMO windoors not AA
* More fixes to the air alarms mostly
* Minor fixes for linking things
* Change stuff
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* I sure hope that works
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* Codersprite
* Add the reagent
* Add the injector
* Transmutability
* My YAML so wrong
* My YAML is finally correct
* Fix typo
* Fix another
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Fuck around
* Find out
* Make sprite actually good
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* AAAAAAAAadds skia
* Added to the spawn options table
* Fix EOR, Added shatter ability, Fix Reroll popup
* Fixed the death of the Skia
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Fixed taco's silly mistake
* Skia need pry-ability
* Adds Goob Nightvision
* Added some missing Protos
* Appease the Yaml gods
* Did the Delta Fixes
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Lathes fix
* Update attributions.yml
* More yaml fixes
* The Yaml Linter shall never be sated
* More fixes
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* Fixed objective reroll
* Bring up to date
* aaaaaaaaaaa
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* Fixed damageset, removed unneeded point light
* I'm so sorry Deltandas
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Signed-off-by: William Lemon <William.Lemon2@gmail.com>
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* .
* Add a missing ftl to AI turrets (#37965)
* missing ftl
* make it pop
* Missing ftl
* Fixed Snacks Mispredicting on Clients (#38522)
* Well this works
* Removed merge conflict bait
* PredictedDel
* Apply suggestions from code review
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* That's not how it works
Signed-off-by: Quanteey <61941975+Quanteey@users.noreply.github.com>
---------
Signed-off-by: Quanteey <61941975+Quanteey@users.noreply.github.com>
Co-authored-by: āda <ss.adasts@gmail.com>
Co-authored-by: Southbridge <7013162+southbridge-fur@users.noreply.github.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* make Grand Felonies a possible crime
* Update the crime assist to match current space law
* re-organize result pages, add missing details
* Re-organize the general flow, add new questions & crimes
* typo ops
* typo ops v2
* Modify the flow further, per feedback
* mrrp
* typo ops 3: revengeance
* rename decorp to POR
* phrasing part one
* theft/possession phrasing changes & minor flow fixes
* remove redundant question, more flow changes
* update OOJ question
* update to include Noöspheric Tampering
* Change stuff
* Cleanup
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* there was a blacklist the whole time
* remove the line
Signed-off-by: AeraAulin <133451603+AeraAuling@users.noreply.github.com>
---------
Signed-off-by: AeraAulin <133451603+AeraAuling@users.noreply.github.com>
* Ames dealer tweaks
* Forgot to add appraisal tool
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* Added HumanoidSiliconMetaphysical which emulates BiologicalMetaphysical *while* enabling the same healing regular IPCs get.
* StoredDamageContainer no longer returns "Biological" for everything
* IPCs are now valid ardent censer targets
* 🤪
* Revert "Added HumanoidSiliconMetaphysical which emulates BiologicalMetaphysical *while* enabling the same healing regular IPCs get."
This reverts commit 9589909daae5498082a8949c07679639c5bc5150.
* Remove metaphysical conversion
* Adds a toggle power sink port to the robotic arm
* Created babys first componenet, the toggle power
link port is not a componenet (PowerTogglePort)
Wow!
* Update PowerTogglePortComponent.cs
Deltanedas special #1
Signed-off-by: AlgisAlphonse <94876543+AlgisAlphonse@users.noreply.github.com>
* Update PowerTogglePortComponent.cs
susnedas
Signed-off-by: AlgisAlphonse <94876543+AlgisAlphonse@users.noreply.github.com>
* Update PowerTogglePortComponent.cs
sus
Signed-off-by: AlgisAlphonse <94876543+AlgisAlphonse@users.noreply.github.com>
---------
Signed-off-by: AlgisAlphonse <94876543+AlgisAlphonse@users.noreply.github.com>
* Change stuff
* 1984 oilpacks
* Remove remaining oilpack mentions
* Oh wait there's more
* Apparently those were mapped too
* Change stuff
* Un-1984 oilpacks to try and fix the test fail
* Блять
* make them rounds SHORTER
* adjust antags to match
* trolling
* CC time
* Revert "CC time"
This reverts commit 788372f5a2.
* Revert "trolling"
This reverts commit a6005f267e.
* Revert "adjust antags to match"
This reverts commit 2cd2e1e5ff.
* Revert "make them rounds SHORTER"
This reverts commit 1580081235.
* oik
* Arms dealer
* Update switch.yml
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* requested changes and fixes
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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---------
Signed-off-by: Field Command <159087063+FieldCommand@users.noreply.github.com>
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* Change stuff
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* My changes so requested
* Why was that even here
* I can't really build so github will do it for me
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* Add the damage type
* Add the damage where applicable
# Conflicts:
# Resources/Prototypes/_DV/CosmicCult/glyphs.yml
* Blyat
* *mild russian dissatisfaction*
* It finally works as intended
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Rename to ion damage
* Add to disabler bolts for some reason
* Woops
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* Change stuff
* Fix more stuff
* Fix just a bit more
* Make non-cultists foxforms censerable too
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* Refactoring in progress
* Refactoring completed, proceeding to animate a ton
* Don't commit that idiot
* Ballin
* Actually use the animations I made
* More sprites
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Change a lot of stuff
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Hopefuly finish changing stuff
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Prototype
* Change sprites
* Fix test fail
* Cessation sprites
* warding
* Add sounds
* Typo
* Projection
* Truth
* Knowledge
* Fix being able to convert SSD peeps
* Add interaction outline because why the hell not
* Change stuff
* Surely this won't explode
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* Replace colossus briefing sound
* Voice override for cult armor
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* Why do I keep forgetting those
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* about to break this all
* event goidacode
* cleanup
* cleanup 2
* cleanup 3
* cleanup 4
is it even worth bothering with these descriptions. added newline to end of a couple files
* single extra space WAUGH
* toggleable + minor cleanup
* that was reverted already what
why did merge conflict editor add in a line that isn't even present on master?? huh???
* fixops
GlimmerSystem looks like That to avoid extraneous network events being raised if something is attempting to push glimmer over 1000
* for all pets
* whatever
* im this fucking close
* ?
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* By the rivers of Babylon, there we sat down, we wept , when we rememebered Zion. Remember, O Lord, The children of edom in the day of Jerusalem who said, "Raze it, raze it, even to the foundation." O daughter of Babylon, who art to
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* O daughter of Babylon, who art to be destroyed; happy shall he be, that rewardeth thee as thou hast served us. Happy shall he be, that taketh and dasheth thy little ones against the stones.
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* so does this get like overwritten or
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* it work i think
* tweakops
* commentops
* newline ops
* direction + bugfix ops
exponential point increase, no more insane glimmer nukes (sad!), analyzer no longer displays negative points
* Change stuff
Change more stuff
Change locale.
Don't count cultists that are cuffed
Bruh
Change more stuff
Fuck around
* Blyat
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* JammerSystem additions
* Temporary sprite
* Prototypes
* Locale and guidebook changes
* Revert "JammerSystem additions"
This reverts commit b4019131b2.
* All my homies hate RadioJammerComponent
* Lower the range a tad
* Add actual sprite
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Fix stuff
* Kill SpriteFade while I'm at it
* Increase range
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* Port #1583 from Imp
too dumb to cherrypick so hopefully coauthor works well enough
Co-Authored-By: wafehling <wafehling@users.noreply.github.com>
* newline ops
* newline ops AGAIN!
* how did this even HAPPEN
---------
Co-authored-by: wafehling <wafehling@users.noreply.github.com>
* morehair
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* requested changes
* Update meta.json
Signed-off-by: Orion <58231741+troytroy400@users.noreply.github.com>
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---------
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Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* Random rift spawn
* Change announcements
* Tweak timers
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Do in fact use ProtoId
* Revert "Do in fact use ProtoId"
This reverts commit cdc0972cac.
* Actually add the event into the pool
* Remove ancient code
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* Change stuff
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Fix
* How did that even get here
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* Change stats
* Add to uplink
* Nerf a wee bit more
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* Woops
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* grass touch protocol - Rebases to latest master to fix conflicts
* aight local tests are passing lets see if our golf works
* It is 5 am and our ass COMPLETELY overcomplicated this lmaooo
* Addresses feedback - Clarifies comments, swaps internal var names for grasstouchless and selfdestructive, makes the third tier a little less demanding, and fixes 1 hours
* Addresses review - conflict fix
* This too
* Axes playtime exclusion for ghosts
* Use switch expression
code style nit
* Refactor/cleanup
Use IGameTiming.RealTime to track time instead of DateTime. Use nullable instead of magic values.
Expose the current day value through a property that is always up to date, instead of making the API to read the CVar that updates at inconsistent times. This also makes it trivial to debug with VV.
Other minor cleanup like using string interp, code style fixes, comments, etc.
---------
Co-authored-by: PJB3005 <pieterjan.briers+git@gmail.com>
So this was causing vulture to fail to round start because it could not find the prototype... this is being migrated into null anyway so no point in it being here
* i'm just gonna put this here.
* I'm just gonna do it.
* Update ShowHTNCommand.cs
* I feel dumb.
* may as well with this too.
* this does in fact not work
* :/
* Holy shit it's real. Theres actually animals in this joint
* WHITESPACE SPOTTD KILL KILL KILL
* Accidentally did a bad yaml oopsie
* Apply suggestions from code review
* when the stars kiss the sky
* Apply suggestions from code review
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Thieves can innately pickpocket (#107)
Pickpocketing a skyrim guard's armor off
(cherry picked from commit 21b9f1ddb251ea3c7c6803e78871abefcaecbfb4)
* this isnt moff
* Make predicted, cleanup
* !skating-basketball
* orks are NOT the best trollface
* Implement much more sensible component replication prevention
---------
Co-authored-by: DuckManZach <144298822+duckmanzach@users.noreply.github.com>
* Add pet bag
* Trailing whitespace moment
* make the linter happy
* Fix trailing whitespace concern.
* Fix Construction component oopsy-daisy
* yml guideline moment
* remove weird extra whitespace
* make the maintainer happy
* Adjusted bag visuals based on feedback
* Allow the fox aghost admin to use pet bags
* Added monkey/kobold emergency eva suit sprites, and the ability for them to wear it
* Added tag, fixed indentation
* Ok actually fixed the indentation this time
* Changed rat king to be antag
Rat King guide updated to show antag rules
Initial infected given zombie faction
Zombies given zombie faction too (not sure if redundant or not)
* Given zombie faction to Initial Infected and Zombies in mind_roles
* Changed MindRoleGhostRoleAntag to MindRoleGhostRoleSoloAntagonist
removed components from antag listings
* Removed changes for zombies
* Update Resources/Prototypes/Roles/Antags/zombie.yml
Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com>
* Update Resources/Prototypes/ai_factions.yml
Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com>
* Changed mob prototype to match
* Forgot solo again
---------
Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com>
* tweaked tear gas
* changed color of tear gas
* sped up metabolism rate of tear gas
* sped up tear gas passing more
* reduced tear gas content in grenades
* added threshold for better effect end timing
* removed clickable component from foams
* Suggestion changes
* Hide in spawn menu
---------
Co-authored-by: SlamBamActionman <slambamactionman@gmail.com>
* Add the instrument to the MIDI channel selector
* Reviews
Adds support for chained masters
Makes the channel UI update on its own when the midi changes (Works with bands too!)
* add to admin logs and limit track count
* Limit track names by length too
* remove left over comment
* Requested changes
* Reviews
* rings first commit
* changes implemented
* moved engraving.ftl to other folder
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* Add the instrument to the MIDI channel selector
* Reviews
Adds support for chained masters
Makes the channel UI update on its own when the midi changes (Works with bands too!)
* add to admin logs and limit track count
* Limit track names by length too
* remove left over comment
* Requested changes
* Reviews
* Adds full english and american breakfasts and respective recipes
* sprite tweak and added random spawner
* reagent rebalance
* reagent re-rebalance
* spawner ID fix
* ACTUALLY actually fixed the spawner, also description changes
* reagent re-re-rebalance
* spawner fix so the linter stops screaming at me
* different check failed kekw
* trailing whitespace fix attempt #1
* identation fix? i think?
* indetation fix part 2, also vox cant eat this anymore
* more yaml fixes
---------
Co-authored-by: DispenserDev <mariousjoaquin@gmail.com>
* Added Purchasable Potted Plant Crate
* Removing some whitespace that made it in elsewhere
* Making Potted Plants Items and pickupable
* Revert Making potted plants not fade
This reverts part of commit a50a7def80c06e5be68a37263306007739952a28.
* Adding self to credits
* Fixing sus spacing
* firebot, supplybot spawners
* moved honkbot spawner from misc.yml to bots.yml
* fix inconsistent ID and duplicate component field
* remove duplicate supplybot
* Reorganized turret prototypes
* Added circuit board to migrations
* Fixed frequencies
* Fixed typos and set the base control panel to abstract since it's technically not constructable yet
* Fixed the typo in the migrations
* Addressed changes
* Whitespace fixes
* Whitespace check fix
---------
Co-authored-by: chromiumboy <50505512+chromiumboy@users.noreply.github.com>
* Split codewords into its own system
* Fix admin log
* Nuke unused code
* Fix formatting errors
* Fix tests
* Make the codeword system add itself if called when not active
* Put comment in right place.
* Review: Rename prototypes
* Review: Make codewords serializable
* Fix build
* Reviews: Change the system to not be a gamerule.
* Fix YAML Linter
* Fix test fail
* Remove unused import
Fix#34569: Wall-mounted SpawnPrototype Issue.
Every wall-mounted prototype that uses SpawnPrototype in it's
deconstruction now uses GivePrototype
which gives the entity to the user, or drops it on the ground
in case their hands are full, no longer
spawning the entity inside the wall or on the other side of it
* Use distinct action labels for toggling internals on and off.
* Implement specific actions for enabling/disabling internals
Avoids potential confusing race conditions where two people might perform the "Toggle Internals On" action an the same person,
which would have jsut toggled twice.
* If no gas tank, will give popup
---------
Co-authored-by: beck-thompson <beck314159@hotmail.com>
* black and brown cowboy boots
* fancy cowboy boots
* west virginiaaaaaaa mountain mamaaaaaa take me hooooome country roooadddds
* inhands for every boot
* forgor about white boots
* - Combine enum keys `ToggleableLightVisuals` and `ToggleVisuals` into `ToggleableVisuals`
- Rename `ToggleableLightVisualsComponent` to `ToggleableVisualsComponent` and `ToggleableLightVisualsSystem` to `ToggleableVisualsSystem`
- (The `SpriteLayer` field on the component is now required because the old default of `light` doesn't make sense anymore)
- Make it so that `ToggleableVisualsComponent` works even when there's not a light attached to the entity
- (Amazingly this seems to have only applied to Headphones, but I can only imagine there are many other things people would like to do with simple toggleable visuals)
- Explicitly make `ItemTogglePointLightComponent`'s purpose to make `ToggleVisualsComponent` apply to `PointLightComponent`s on the same entity.
- Add field `ToggleableVisualsColorModulatesLights`, which makes the `Color` appearance value of `ToggleableVisuals` modulate the color of lights on the same entity
- Lots of prototype updates to uptake the above
* fix bad merge
* unbork robust
* blindly letting rider reformat stuff
* I guess I never cleaned up these imports at all
* Add the chameleon controller implant
* address the issues (Git please dont kill me)
* Address the review and fix some merge conflicts!
* Cleanup
* Add use delay
* Silly mistakes
* Making a PR at 2 am: Gone wrong
* Predict use delay and disable the buttons until you can choose another
* First phase custom clothing
* Better system, now relays to agent id and mindshield. Chameleon loadouts are a lot better to work with as well
* Address the review! No more evil goto
* Slams way is better I should have read more closely xD
* Some of the jobs
* Add to Cargo, CentComm, Service, Passenger, Ninja, Cluwne, Wizard + Minor changes to existing; Add chameleon to bandanas, medals, jugsuits and HUDs
* Add everything else
* Fix test
* Job name
* This looks better
* Add department organization
* Minor cleanup
* Added some mindshields
* Remove redudent comment and change funcion name to be clearer
* Fix cluwne outfit
* fix merge conflicts
---------
Co-authored-by: SlamBamActionman <slambamactionman@gmail.com>
* new sprites for coal and gold ore crabs, new bananioum ore crab and rock anomaly.
* add whitespace to end of line in ore.yml
* fix white space end of file.
* fix for linter fail.
* high-vis vest is now dimmer
accomplished by adding the unshaded sprite on top of the existing one in a third layer, this time set to shaded. And as the sprite is transparent, it lets some of the existing glow through.
* added relevant comments
* Add Weh-pet
* Add Weh-pet (again)
* Change weh-pet size to Medium
* Change weh-pet size to Medium (again)
Probably should've looked into what "medium" meant in yaml
* I may be stupid and misread how MIDIs worked.
* Finish weh-pet sprites
Weh!
* Add weh-pet to rare maints loot table
* Give cluwne sechud icon
* Remove weh-pet related content from cluwne-id
Why was it still THERE?
* Revert "Add Weh-pet (again)"
This reverts commit 8e135e520859ef94e693e27a86af1eed9576f9ab.
* Fix whitespace issues in residual files
* Update Resources/Textures/Interface/Misc/job_icons.rsi/meta.json
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* More whitespace fixing and credit adding
* Resolve conflict in job_icons.rsi/meta.json
* Fixing whitespace *again*
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Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* 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
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Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
Co-authored-by: EmoGarbage404 <retron404@gmail.com>
* comment out slotblocker yaml
* let me fix this real quick xD
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Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* kangaroos can now be equipped with north stars and knuckle dusters (except stun knuckle duster).
* whitespace issues fix..
* damn whitespace
* fix whitespace
* fix whitespace
* final fix.
* Add basic discord client integration with ooc and admin chat support
* Use username instead of global name
WHY IS GLOBAL NAME NOT JUST THE USERNAME??? WHY ARE THERE NO DOC COMMENTS???
* stuff
* Reviews, methinks.
* Reviews
* reviews
This fix addresses an issue where hovered tabletop machines (such as the grinder and electrolysis machine)
had their sprites clipped when the camera was rotated. The problem was fixed by setting noRot: true.
* Added buttons for AI turrets, Command Techvault no longer protected by pool noodles
* Fixed some open doors in the yml, added a few more psych spawn locations for flavor
* Add disposal signalers
* Sprite changes
* Some requested changes
* Requested changes + change spelling to be with two l's to be consistent with the remote signaller
* Disable parallax texture preloading
Many parallax layers are specific to a single map and will likely never be loaded for the duration of the game. Save VRAM by not loading them always.
Requires engine master
* Put generated parallax identifier in texture name
Makes it show up properly in debugging tools
* Don't load generated parallaxes multiple times
Many parallax prototypes re-use the same generated parallax configs. These generated parallaxes were being loaded multiple times at once, which was a massive waste of VRAM.
We now move these into a separate cache for deduplication. I had to write a lot of logic to handle loading cancellation and ref counting. Yay.
Also fixes some spaghetti with the previous parallax loading system: cancellation didn't work properly, give proper names to generated texture names, etc.
This saves like 100+ MB of VRAM.