Commit Graph

36638 Commits

Author SHA1 Message Date
github-actions[bot] 58130082f4 Update Credits (#37799)
Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com>
2025-08-05 16:29:51 +02:00
Cojoke 943635f5ab Removes references to GetAnchoredEntitiesEnumerator(Vector2i) (#37796)
* Removes references to GetAnchoredEntitiesEnumerator(Vector2i)

* requested changes(I think)
2025-08-05 16:24:53 +02:00
Tayrtahn 2378e65133 Cleanup logging in guidebook embeds (#37794) 2025-08-05 16:24:46 +02:00
Simon c2216c6430 Fix admin chat relay sending to every player online (#37795) 2025-08-05 16:24:43 +02:00
Pieter-Jan Briers 54f75362f4 New Discord integration fixes (#37793)
Fix admin chat relay.

Fix leaked task instance.

Fix warning about gateway intents on startup.

Fix packaging.
2025-08-05 16:24:38 +02:00
Simon cb7546855c Add basic discord client integration with ooc and admin chat support (#33840)
* 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
2025-08-05 16:23:51 +02:00
slarticodefast c47dd3e51b Move PriceCalculationEvent and EstimatedPriceCalculationEvent to shared (#37782)
* moce PriceCalculationEvent to shared

* Update Content.Shared/Cargo/PriceCalculationEvent.cs

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

---------

Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
2025-08-05 16:21:45 +02:00
Tayrtahn 0f0903ab28 Convert `TimedSpawnerComponent` to use an Update loop (#37785)
Convert TimedSpawnerComponent to use an Update loop
2025-08-05 16:18:51 +02:00
PJBot ad57230df5 Automatic changelog update 2025-08-05 16:18:08 +02:00
Tiniest Shark 555321edac Inhands for bartender tools and mugs. (#37771) 2025-08-05 16:18:04 +02:00
Rafael Simões Gaspar da Ponte 677ceae575 Fix space-wizards#35663: Prevent clipping of hovered sprites on rotation (#37784)
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.
2025-08-05 16:18:00 +02:00
Tayrtahn 2ae5c1a464 Cleanup warnings in AI wire actions (#37780)
Fix 4 warnings in Ai wire actions
2025-08-05 16:17:55 +02:00
Tayrtahn b85a629549 Cleanup `AnchorableSystem` (#37753)
* The easy part

* Overload and obsolete

* Internal cleanup

* Update all references to new overload
2025-08-05 16:17:51 +02:00
Tayrtahn 32765916e4 Cleanup remaining warnings in `ExplosionSystem` (#37764)
* Change ExplosionGridTileFlood.Grid to Entity<T>

* Change ExplosionData.Lookup to Entity<T>

* ExplodeSpace

* ExplosionData.MapGrid

* _currentGrid

* _tileUpdateDict

* 1 warning in Process

* IsEdge
2025-08-05 16:17:48 +02:00
PJBot bb64e74f0f Automatic changelog update 2025-08-05 16:17:43 +02:00
Coco a81bba0dd4 Fix missing weight property in Chief Medical Officer job prototype (#37774)
Co-authored-by: CoconutThunder <1355178+CoconutThunder@users.noreply.github.com>
2025-08-05 16:17:39 +02:00
Sukilove 92c931c6a3 Added a new detective's office sign (#37765)
* Added a new detective's office sign

* Revised the design
2025-08-05 16:16:50 +02:00
PJBot fc51424b6c Automatic changelog update 2025-08-05 16:16:46 +02:00
Hitlinemoss 56d5101383 Liquid soap is now slippery (#37747)
* Liquid soap is now slippery

* Adjusted liquid soap friction value
2025-08-05 16:16:43 +02:00
bolantej 2b8714d371 Fixed Holoclown injector not breaking on drop (#37727) 2025-08-05 16:16:40 +02:00
Sukilove 0b53cfa22f Deletes an empty file (#37763) 2025-08-05 16:16:36 +02:00
Tayrtahn 93ae609d84 Cleanup redundant `SpriteSystem` dependencies in `VisualizerSystem`s (#37758)
Cleanup redundant SpriteSystem dependencies in VisualizerSystems
2025-08-05 16:16:25 +02:00
Tayrtahn dfea48c445 Cleanup warnings in `SalvageExpeditionConsoleBoundUserInterface` (#37757)
Clean 2 warnings in SalvageExpeditionConsoleBoundUserInterface
2025-08-05 15:59:51 +02:00
Quanteey 4a48ba508d Fixes 2025-08-05 15:58:38 +02:00
pathetic meowmeow 33c9a4d0db Move entity effects definitions to shared (#35614)
* Move entity effects to shared

* relocate spawning to server

* Generic version of EntityEffect for just raising event.

* genericise everything

* oops forgot to push you

* some condensation

* finish rebas

* unwhite the space

* oops forgot nuke

* bad rebase fix

* useless annotations begone

---------

Co-authored-by: EmoGarbage404 <retron404@gmail.com>
2025-08-05 14:45:40 +02:00
No Elka fec953f2d9
Fixed coscult finale warning appearing too early (#4134)
* Fix it the stupid way

* Oh shoot I forgot to commit that
2025-08-05 12:22:39 +00:00
Delta-V bot d5c928f000 Automatic changelog update 2025-08-05 04:56:58 +02:00
SirrRequiem e36e1d2aed
Hotfix #1 of many for Terra! (#4112)
* 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
2025-08-05 04:56:38 +02:00
Tayrtahn 889dcdbf52 Cleanup warnings in `SmokeOnTriggerSystem` (#37754)
Cleanup 2 warnings in SmokeOnTriggerSystem
2025-08-04 19:26:42 +02:00
slarticodefast 69d93a0b70 Cleanup TryGetContainingContainer (#37752)
kill
2025-08-04 19:26:39 +02:00
Tayrtahn 56cd2390ba Cleanup warning in `NPCCombatSystem.Ranged` (#37751)
Cleanup 1 warning in NPCCombatSystem.Ranged
2025-08-04 19:26:36 +02:00
slarticodefast 24705ce7db Improve gas constants test (#37749)
* improve gas constants test

* fix test fail

* review
2025-08-04 19:26:32 +02:00
Tayrtahn 6430f66413 Cleanup warnings in `CableVisSystem` (#37738)
Cleanup 2 warnings in CableVisSystem
2025-08-04 19:26:24 +02:00
Tayrtahn a44ae331dd Cleanup warning in `EventHorizonSystem` (#37736)
* Cleanup 1 warning in EventHorizonSystem

* Now even more future-proof!
2025-08-04 19:26:21 +02:00
Tayrtahn 098595d115 Cleanup remaining `MapGridComponent.GetAnchoredEntities(MapCoordinates)` uses (#37729)
Cleanup remaining MapGridComponent.GetAnchoredEntities uses
2025-08-04 19:26:18 +02:00
PJBot fb12c31472 Automatic changelog update 2025-08-04 19:26:09 +02:00
ArtisticRoomba 10c42ed46c Buff gas canister volumes moderately (#37564)
* Buff gas canister volumes moderately

* increase prices moderately
2025-08-04 19:25:53 +02:00
metalgearsloth 6f6eb3eed0 Fix storage (#37714)
The one path I forgot to get the relative index.
2025-08-04 19:25:46 +02:00
PJBot d72371d320 Automatic changelog update 2025-08-04 19:24:35 +02:00
Nemanja 5c86fe2dd4 Add gold and silver material crates, balance cargo mat crate prices (#37713) 2025-08-04 19:24:03 +02:00
PJBot 1cc6db0bd3 Automatic changelog update 2025-08-04 19:22:12 +02:00
Wolfkey-SomeoneElseTookMyUsername f698525407 Add disposal signalers (#37535)
* 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
2025-08-04 19:22:06 +02:00
Tayrtahn 37df758ea3 Update `SharedBiomeSystem` methods to use `Entity<T>` (#37698)
* Fix warning in TryGetBiomeTile

* Overload TryGetBiomeTile

* Overload more methods, fix internal warnings

* Update TryGetEntity uses

* Update TryGetTile uses

* Cleanup TryGetDecals use

* Formatting

* Two more warnings while we're here
2025-08-04 19:22:03 +02:00
PJBot 9a836ad7a4 Automatic changelog update 2025-08-04 19:21:57 +02:00
Tayrtahn 247eb416b0 Cleanup warning in `GridInRange` (#37699)
Cleanup warning in GridInRange
2025-08-04 19:21:14 +02:00
Quanteey 0392df806c fixes 2025-08-04 19:21:06 +02:00
PJBot 1c7ede9eba Automatic changelog update 2025-08-04 19:20:24 +02:00
Pieter-Jan Briers ba7957d0d3 Optimize parallax VRAM usage (#37180)
* 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.
2025-08-04 19:20:00 +02:00
Tayrtahn 5bb98072d3 Cleanup warnings in `AtmosPipeAppearanceSystem` (#37706)
* Cleanup 2 warnings in AtmosPipeAppearanceSystem

* Let's use the Entity<T> version

* todo comment
2025-08-04 19:19:53 +02:00
Tayrtahn dd1b239059 Cleanup warnings in `NodeVisualizationOverlay` (#37707)
Cleanup 2 warnings in NodeVisualizationOverlay
2025-08-04 19:19:50 +02:00