* 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* Spawning dummy objects has been replaced by PrototypeManager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>
* 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
* Fix various light sources counting as Light, Give Skia spacewalk
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* 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
for more information, see https://pre-commit.ci
* Double cone, strategic untouches
* Additional strategic untouch
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* More Skia tweaks
* Swapped whitelist for EntityWhitelist
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* Remove Alive Icon (#1252)
<!-- Guidelines:
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<!--- LICENSE: AGPL -->
<!-- What did you change? -->
I removed the alive Icon from the Medical HUD.
<!-- Discuss how this would affect game balance or explain why it was
changed. Link any relevant discussions or issues. -->
It blocked vision on speech bubbles and is entirely unnecessary.
Is the entity moving? Probably alive.
Does it not have a dead or critical icon? Probably alive.
We don't need an Icon that blocks the speech bubble to tell us this.
<!-- Summary of code changes for easier review. -->
Added a boolean to not give the icon if an entity is alvie.
Removed the Mob.Alive state from the icon finder table thing.
<!-- Attach media if the PR makes ingame changes (clothing, items,
features, etc).
Small fixes/refactors are exempt. Media may be used in SS14 progress
reports with credit. -->
<img width="89" height="95" alt="grafik"
src="https://github.com/user-attachments/assets/ef9308be-276b-440b-95d4-fddcaece32b9"
/>
<!-- Confirm the following by placing an X in the brackets [X]: -->
- [X] I have read and am following the [Pull Request and Changelog
Guidelines](https://docs.spacestation14.com/en/general-development/codebase-info/pull-request-guidelines.html).
- [X] I have added media to this PR or it does not require an ingame
showcase.
- [X] I can confirm this PR contains no AI-generated content, and did
not use any AI-generated content.
<!-- You should understand that not following the above may get your PR
closed at maintainer’s discretion -->
<!-- List any breaking changes, including namespaces, public
class/method/field changes, prototype renames; and provide instructions
for fixing them.
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**Changelog**
<!-- Add a Changelog entry to make players aware of new features or
changes that could affect gameplay.
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the comment block in order for it to show up.
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🆑
- remove: Removed the alive Icon - You can finally see if someone is
typing an answer.
---------
Co-authored-by: TheDen-Bot <186991657+TheDen-Bot@users.noreply.github.com>
* Fixes
* Actually correct Comment
---------
Co-authored-by: TheDen-Bot <186991657+TheDen-Bot@users.noreply.github.com>
* 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
* 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
for more information, see https://pre-commit.ci
* 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
for more information, see https://pre-commit.ci
* Lathes fix
* Update attributions.yml
* More yaml fixes
* The Yaml Linter shall never be sated
* More fixes
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* Fixed objective reroll
* Bring up to date
* aaaaaaaaaaa
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* Fixed damageset, removed unneeded point light
* I'm so sorry Deltandas
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
---------
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>
* 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
* Fix more stuff
* Fix just a bit more
* Make non-cultists foxforms censerable too
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
---------
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
for more information, see https://pre-commit.ci
* Change a lot of stuff
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* Hopefuly finish changing stuff
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* 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>
* 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
* 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
* 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>
* 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
* :/
* G O I D A
* how
* now proper
* a
* Update HypospraySystem.cs
* good catch
* Apply suggestions from code review
---------
Co-authored-by: ScarKy0 <scarky0@onet.eu>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.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