* 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>
* 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
* Introduce ClothingSlowResistance
* Buff Onis
* [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>
* 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>
* Fix EvenHealing on bodyParts (#1469)
<!-- Guidelines:
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<!-- NOTE: All code submitted to this repository is ALWAYS licensed
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<!--- LICENSE: AGPL -->
<!-- What did you change? -->
Fixed EvenHealing not working on limb damage when there was no general
damage.
<!-- Discuss how this would affect game balance or explain why it was
changed. Link any relevant discussions or issues. -->
When you had a massively burned victim, healing them via aloxadone would
heal their general damage, and each limb profited half of that general
healing.
However, as soon as the general damage was healed, Aloxadone wasn't
outputting any healing anymore, since even healing is dependent on
damage types on the general damage - And thus, with no healing, the
limbs couldn't benefit anymore.
This is wrong. I fixed it.
<!-- Summary of code changes for easier review. -->
Separated the healing of the general damage and limb damage, they are
independent of each other.
Healing General Damage won't heal limb damage and vice versa.
Added a way to heal each limb specifically.
I tested it thoroughly, and generally, it worked. Either with multiple
different damage types, or just one. Multiple damage parts, or just one.
Very much encourage to find a more elegant technical solution.
<!-- Attach media if the PR makes ingame changes (clothing, items,
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I can't do videos, but videos would be required. Please try it out
yourself.
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🆑
- fix: Fixed Chemicals with the EvenHealing attribute to not work on
patient's limbs without General Damage. Aloxadone will now finally heal
the burned Salvager's limbs.
* Fix Port to Delta
* Fixes
* Made comments even more commenty?
Signed-off-by: Sir Warock <67167466+SirWarock@users.noreply.github.com>
* Update Content.Shared/Damage/Systems/DamageableSystem.cs
Co-authored-by: Quanteey <61941975+Quanteey@users.noreply.github.com>
Signed-off-by: Sir Warock <67167466+SirWarock@users.noreply.github.com>
* Add Comments
* Update Content.Shared/EntityEffects/Effects/EvenHealthChange.cs
Co-authored-by: Quanteey <61941975+Quanteey@users.noreply.github.com>
Signed-off-by: Sir Warock <67167466+SirWarock@users.noreply.github.com>
* Update Content.Shared/Damage/Systems/DamageableSystem.cs
Co-authored-by: Quanteey <61941975+Quanteey@users.noreply.github.com>
Signed-off-by: Sir Warock <67167466+SirWarock@users.noreply.github.com>
* Fix Comments
* Update Content.Shared/EntityEffects/Effects/EvenHealthChange.cs
Co-authored-by: Quanteey <61941975+Quanteey@users.noreply.github.com>
Signed-off-by: Sir Warock <67167466+SirWarock@users.noreply.github.com>
* commenty commenta WHEN DO THE COMMENTS END
---------
Signed-off-by: Sir Warock <67167466+SirWarock@users.noreply.github.com>
Co-authored-by: Quanteey <61941975+Quanteey@users.noreply.github.com>
* Remove Alive Icon (#1252)
<!-- Guidelines:
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<!-- NOTE: All code submitted to this repository is ALWAYS licensed
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remains the primary and binding license.
Uncomment and modify the following line if you wish to change the
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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
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<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
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- [X] I can confirm this PR contains no AI-generated content, and did
not use any AI-generated content.
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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>
* 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
for more information, see https://pre-commit.ci
* GoodCode™️
* Rename Systemfile
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[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
* 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>