This increases the probability for the following effects caused by Ion Storms:
Chance to affect a Station Borg: 50% -> 80%
Chance to replace a Law: 10% -> 20%
Chance to remove a Law: 10% -> 20%
Chance to shuffle Laws: 10% -> 20%
(cherry picked from commit 649af483e4)
* polymorph changes
Adds poly proto ids to polymorph action event and checks for proto id when performing
* nullable proto id
* Replaces instances of Polymorph prototype with a proto id and tryindex
* birdup
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Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
(cherry picked from commit 06b14f30cd)
* Add auto-mode to reagent grinder
* Remove redundant stuff with DataField
* Use margin instead of dummy control
* Resolve grinder component
(cherry picked from commit a606909d30)
* remove deprecated entity coordinate extension functions. Reduces warning count by approximately 50
* final toCoords Removed
* Remove all unused variables and dead code paths
* remove always true variable, should be a cvar or something instead
* remove superfluous variables from tests
(cherry picked from commit 59e46aab93)
* make sure to keep late join button disabled if requirements not met
* more succinct representation of condition
(cherry picked from commit cfc0ecbf80)
Makes electrocution damage based on the voltage of the wire and bring down the damage to a sane level. It's no longer primarily based on the power being received.
LV Cable -> 10 damage
MV Cable -> 20 damage
HV Cable -> 30 damage
Having a primarily power-based damage system causes there to be massive fluctuations in damage based on things outside of a regular player's control, like the station power output. This removes a lot of player agency and turns grilles into a risky gamble where they can either do no damage or instantly fry the player due to simply being hooked up to the engine.
While this may be a more accurate simulation in some regards, the reality of the gameplay is that it's often just frustrating, resulting in constant death traps as players brushing against electrified grilles and punching wires take absurd amounts of damage. By making them flat rates, it's possible to actually balance the damage output.
(cherry picked from commit aba16198f6)
* Separated "thank you" messages from general ads
* Moved MessagePackPrototype to shared, cleaned up AdvertiseComponent, and actually killed AdvertisementsPackPrototype.
+More suggests changes.
* Rename PackPrototypeID to Pack in both components.
(cherry picked from commit 794a447bb7)
* add Name field to SpeechVerbPrototype
* extra locale for voice mask ui
* SpeechVerb ui and handling
* raaaaaaaaa
* reeeeeeeeal
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* fix sort
* did you hear john syndicate died of ligma
* Update Content.Client/VoiceMask/VoiceMaskNameChangeWindow.xaml
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Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
(cherry picked from commit d13da2837d)
* add SaveItemLocation keybind
* make item direction public to avoid having to change between Angle for no reason
* add item location saving
* show
* Added a better save keybind, made it draw saved positions, and trying to save in a position it has already been saved in removes that position.
* w
* code style
* Make taken spots appear blue
* style
* !
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Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: notquitehadouken <tripwiregamer@gmail.com>
Co-authored-by: I.K <45953835+notquitehadouken@users.noreply.github.com>
(cherry picked from commit 6863a7cc26)
* Give 'em something to talk about
* Wire panel visuals
* Wire graphics tweak
* More ads and thanks
* More ads for a noisy arcade
* New screen for space villain machines
* Implement EmitSoundIntervalComponent and a bunch of arcade noises
* Require power for sounds
* Allow earlier startup intervals
* Orange glow
* Audio attributions
* Include the PR link
* Replace EmitSoundInterval with expanded SpamEmitSound
* Remove pacman-themed arcade sounds
* Documentation good.
* Updated methods to use Entity<T>
* Refactored SpamEmitSound to get rid of accumulator and chance.
* Fixed prewarm logic
* Moved stuff to Shared
* Fix outdated YAML
* Better prediction, auto pause handling
* Make enable/disable reset the timer instead of trying to save it.
(cherry picked from commit b1ba6b5bb6)
* Removed inconsistent broadcast cooldown whenever the "Announce" button is pressed on the communications terminal.
* Revert "Removed inconsistent broadcast cooldown whenever the "Announce" button is pressed on the communications terminal."
This reverts commit c730d6499b6908f6ae7c52e21d5338fa3b7eb80e.
* Reapply "Removed inconsistent broadcast cooldown whenever the "Announce" button is pressed on the communications terminal."
This reverts commit 3c2d66af865a11ca55eb0e98db58a955c0d70c00.
* -Removed cooldown entirely
(cherry picked from commit 578f7e4f2c)
* When another player late joins it will correctly update the UI locally
* Resolve passengers not displaying the correct message in late join
* Improve final boolean comparison of button disabled state to be a bit neater
(cherry picked from commit bf7c1d647e)
* Fix test
* Kill float accumulators
* Use entity proxy methods
* DataField auto name generation where possible
* Kill comp properties
* Clean up server comps
* Make events record structs
* Clean up shared body code
* Clean up server body code
* Rename organ events to be same names as in med refactor
(cherry picked from commit 37b8d78dac)