github-actions[bot]
58130082f4
Update Credits ( #37799 )
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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 )
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* 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 )
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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 )
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* 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 )
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* moce PriceCalculationEvent to shared
* Update Content.Shared/Cargo/PriceCalculationEvent.cs
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
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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 )
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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 )
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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 )
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Fix 4 warnings in Ai wire actions
2025-08-05 16:17:55 +02:00
Tayrtahn
b85a629549
Cleanup `AnchorableSystem` ( #37753 )
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* 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 )
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* 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 )
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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 )
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* 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 )
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* 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 )
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Cleanup redundant SpriteSystem dependencies in VisualizerSystems
2025-08-05 16:16:25 +02:00
Tayrtahn
dfea48c445
Cleanup warnings in `SalvageExpeditionConsoleBoundUserInterface` ( #37757 )
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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 )
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* 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
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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 )
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* 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 )
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* 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 )
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Cleanup 2 warnings in SmokeOnTriggerSystem
2025-08-04 19:26:42 +02:00
slarticodefast
69d93a0b70
Cleanup TryGetContainingContainer ( #37752 )
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kill
2025-08-04 19:26:39 +02:00
Tayrtahn
56cd2390ba
Cleanup warning in `NPCCombatSystem.Ranged` ( #37751 )
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Cleanup 1 warning in NPCCombatSystem.Ranged
2025-08-04 19:26:36 +02:00
slarticodefast
24705ce7db
Improve gas constants test ( #37749 )
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* improve gas constants test
* fix test fail
* review
2025-08-04 19:26:32 +02:00
Tayrtahn
6430f66413
Cleanup warnings in `CableVisSystem` ( #37738 )
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Cleanup 2 warnings in CableVisSystem
2025-08-04 19:26:24 +02:00
Tayrtahn
a44ae331dd
Cleanup warning in `EventHorizonSystem` ( #37736 )
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* 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 )
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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 )
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* Buff gas canister volumes moderately
* increase prices moderately
2025-08-04 19:25:53 +02:00
metalgearsloth
6f6eb3eed0
Fix storage ( #37714 )
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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 )
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* 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 )
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* 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 )
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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 )
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* 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 )
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* 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 )
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Cleanup 2 warnings in NodeVisualizationOverlay
2025-08-04 19:19:50 +02:00