This minorly annoyed me because breath masks are tiny too, so if I swapped them I may run out of inventory space.
(cherry picked from commit 6b1866625c)
* Escape markup for in-game chat, and labeler
* different way
* remove a using
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Co-authored-by: wrexbe <wrexbe@protonmail.com>
(cherry picked from commit c93052c755)
* cant disguise to thing in a container
* copy cigarette visualiser
* prevent aghost throwing an error
* make disguises die in space
* fuck it rewrite it to not use polymorph
* fix action troll
* oop
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Co-authored-by: deltanedas <@deltanedas:kde.org>
* test
please work
* cleanup
removing old assets causing issues
* addition to uplink
both traitors and nukeops can buy this absurdly powerful cannon
* Update railgun_ammo.yml
* laser variant
shrimple as adding a new variant with two firemodes, overkill, and overkiller
* laser railgun cleanup
fixing some trash
* adds the caninator
shoot cans and scare security
* admeme variant and removal of clown variant for now
* Slowdown in Hands
Slows you down when any variant is held as to make the weapon more balanced
* Laser railgun Sprite
adds a unique sprite for the laser variant of the railgun
* fix the sprite
i am dumb
* Issue Cleanup
Dusts off some of the code and makes some balance changes, along with better parenting.
* purchasable ammo and charge sound update
made the charge sound slightly less annoying and added ammo purchasable by both traitors and syndicate
* QA pass
various little fixes to improve the code and general cleanup
* error fixing
Signed-off-by: Danger Revolution! <142105406+DangerRevolution@users.noreply.github.com>
* Sprite Update + Reverse Engineering
This adds reverse engineering, the new sprites, and a host of balance changes.
- The Railgun now does 80 stamina damage again on hit with normal bolts.
* reverse engineered fast firerate
as a reward for researching new technology, you've made it slightly faster. yay. also resprites the non-lethal variant to look more plunger-like
* Final Changes
ready for merge, sir!
* Copyright Update
Makes the sounds all under free use creative commons to avoid copyright issues.
* Update license.txt
* remove old attributions
this sound has been altered as to not use pixabay
* price increase
sorry danger but 14 tc is way too low lmao, nukies get it for 20 tc
* requested changes
hopefully
* conversion to mono
yipeeee
* fix of that other fix for the new file rename shit
pure agony
* proper noun
the Decimator is now a proper noun similar to other weapons
* Update Resources/Prototypes/DeltaV/Entities/Objects/Weapons/Guns/Projectiles/railgun.yml
Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
Signed-off-by: Firewatch <54725557+musicmanvr@users.noreply.github.com>
* Update duffelbag.yml
* Update uplink_catalog.yml
* Update rod_impact.ogg
* Update uplink_catalog.yml
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Signed-off-by: Danger Revolution! <142105406+DangerRevolution@users.noreply.github.com>
Signed-off-by: Firewatch <54725557+musicmanvr@users.noreply.github.com>
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: Danger Revolution! <142105406+DangerRevolution@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com>
* Returned box evac & small changes
Small adjustments made to the map, in addition to resolving issue with improperly docking evac shuttle.
* Removed prior box shuttle
* Added criminal records computer
- added an interior exit button to the xenoarch chambers
- added some extra wires in the engi outpost
- moved corpsman medicine locker
- gave det back their extra rubbers that somehow got deleted
- fixed maints above singulo not having power
- put a mass scanner on salv dock, gave them one handheld to start with
- gave perma a dinnerware crate and more instruments
- improved firing range (conveyors!!!)
* SS14-26480 Roll Traversal Distorter into regular Artifact Analyzers
Bit of a grab-bag of cleanup of Xenoarchaeology prompted by #26480.
1. Traversal distortion biases are now "up" and "down" instead of "in" and "out".
2. Node generation has been tidied up to make it a little clearer how it works.
3. Traversal Distorters have been removed from the game along with their board.
4. Traversal distortion is now done by the artifact analyzers by default.
5. Some loc strings have been made clearer.
6. The Abnormal Artifact Manipulation tech has been made slightly cheaper.
7. The aformentioned tech is now localized as Artifact Recycling, given all it does is unlock the crusher.
8. The Xenoarchaeology guidebook entry has been given a bit of a rewrite, putting all information into
one page and making sure to cover the basics that otherwise would require someone typing "Liltenhead
artifact tutorial" into Youtube.
* Fix references to deleted guidebook entry
* Add fancy button to console because @EmoGarbage404 asked me to
* migration comprete
* Fixed a goober comment
* maint fails to resolve conflicts: more at 11
* Resolve PR comments
* Make UI nice
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Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
(cherry picked from commit f059714a75)
* Added ClothingGotEquipped/ClothingGotUnequipped events
* Better version
* Implemented in a few places
* More implementations
* Add ClothingDidEquipped/ClothingDidUnequipped events
(cherry picked from commit 50631f430d)
In SS13 this closet gives you THREE welding masks and THREE welders. Over here, sometimes it only contained a single mini welding tool.
(cherry picked from commit 84c3d225ca)
* THE RETURN OF ITEM STATUS
Item status is now inline with the hands again. You can now see item status for both hands at once.
If you have more than 2 hands, the last active hand of that side is displayed in the respective item status.
The item status for the active hand is also highlighted.
Item status has been given a new look so it looks unique and matches every UI theme.
* Shrink item status to 125px
This is going to require fixing the existing controls. Do that later.
* New bullet item status rendering
sex
* Make gun item status look just a little bit nicer.
Avoid only one or two bullets ending up on a single row of an item status.
* Delete Eris theme files
* More improvements
Fixed the fact that left/right were flipped around when assigning status panel locations. Involved renaming all the UI textures.
Redid how content margins are set from the theme. Less complex and cleaner now.
Made the item name always left-aligned, just looks better since other UI elements don't adapt anyways.
* Compact down item status text
Now it fits 3 lines of text on one line. Yay.
This is achieved by compacting RichTextLabels by reducing their line height and giving them a negative bottom margin.
* Add item status sprites for Ashen theme.
* Add status control to show beaker/bucket/jug solution/transfer volumes
Also PollingItemStatusControl I'll be using that more.
* Fix welder item status, clean up welder code
The item status control implementation was ancient and bad. That's why it was buggy.
Removed all the complex dated networking stuff for welders, we just sync the solution contents now anyways so none of that is needed anymore. This moves a buncha stuff to shared and just removes code.
Cleanup. The code was doing some really dumb stuff.
* Spray bottles show contents in item status.
* cowtools
* Fix plasmafire and clockwork themes.
Actual git gaslighting wtf.
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Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
(cherry picked from commit 58f025ba80)