* I dunno, break shit I guess.
* Actually fix some shit for once.
* test flakey or me flakey?
* Test were not flakey, they just didnt make any sense anymore.
* more stationy tests
* undo abuncha shit I can set in yml instead
* forgor an assert
* unneeded usings
* 1984
* I made github angy
* yoink
* the end is never the end is never the end is never the end is never the end is never the end is never the
* Im going to commit sudoku
* Adds Chibi Station
* Made changes based on feedback
also added slot for CE
* botany changes
* Added traitor objective items
also bolted open the front of engineering, and dirtied up Salvage some more.
* Added evac
* :trollface:
* Added Autodrobe
* Update chibi.yml
moves a wall over and makes a maintenance shaft a little bigger
* Update chibi.yml
galoshes, brig timer, atmos airlock stuff, logistics door remote, the spare ID cabinet unlock thing in the vault, vault being doublethick on the exterior, medibot/cleanbot spawns, uhhh yeah
* Update chibi.yml
intercoms
* added the oracle
* Update chibi.yml
added screens and soap, fixrotations, tilewindows, variantized
* Update chibi.yml
fugitive spawn points, circuit imprinter, added the shitter to the prison cell
* invalids
:trollface:
* Added the paper
* Update chibi.yml
linked disposals conveyor/recycler to lever, added animal spawners, moved/added some beacons
* Update chibi.yml
Named SMESs, added library beacon
* Update chibi.yml
added more posters
* Update chibi.yml
Post-Velcro review changes; EVA suit in epi, replaced arrivals screens, unlinked air sensor in cargo, removed nuke disk from jail /j
* glacier real
* troll
* atmosia tweaks
* 1 less can of plasma not too op
* replace troll generator with solar crate
* add StationSurface to glacier
* add surface map
* biome stuff upstream #28017
* unpause after loading
* fix no terrain
* comment out the surface spawning
* shipyard
* glacier justiceroid
* updateprototype and cleanup
* fix random shit
* untroll
* courier
* add to test :trollface:
* fix
* futureproofing
* hot loop inlet lmao
* tweak some pumps in atmosia
* carpy and make salv locker lighting better
* Edit lights, move salv dock, add justice maints, edit entity names for casing consistency, other minor edits
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: Velcroboy <velcroboy333@hotmail.com>
* Adds Micro
* Update micro.yml
Added parallax, warp points, and several minor changes.
* Update micro.yml
Added intercoms, folders, a fax, and other stuff
* Update micro.yml
Added notes, defib cabinets, a little lighting, uh yeah I think it's ready.
* Update micro.yml
named all faxes & added one to epi, changed an air can to CO2, gave atmos a Plasma can, added emergency lights, added perma cryosleep, added DOG beds for CATs
* Update micro.yml
added detdrobe and repdrobe
* Update micro.yml
medbay curtains!!1
* Update micro.yml
invalid configurators removal
* Thanks Velcro!
lighting changes, added sec and med camera routers and telecoms.
* the classic last minute change
service telecoms and camera router
* port lighthouse and dosome work
* fix evil things
* add to pool and test
* most of the logi rework, replace viro with some cryo beds
* more reworks
* fixes
* updatey
* more fix
* techie spawn and more suit storage
* actually add the techie spawns
* name every door
* gaming
* mostly fix/add cameras
* warp point gaming
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
* Added logic for ContainerSpawnPoint checks
* Improved with template function
* fixed nullable
* hehe
* hehe T?
* added type check before cast
* another nullable fix
* and another one
* return to old code (found typo)
* Code cleanup
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
(cherry picked from commit 87def406bc2cb3121888d162c8fe707ff937dd6f)
* wawa
* A LOT of changes, will write a proper commit
* Final tweaks for Submarine station.
* Finaler tweaks, fixed power on a few places etc etc.
* edits 4 map
* fix sln file
* woopsies, fix !
* removed mediborg from available jobs
* Fixed musician spawn point lacking
* tweaked submarine: fixed evac screens, added material reclaimer in disposals
* submarine update:
-resorted chemistry
-drippy closets up
-THE CRYO IS REAAAAAAL
-beacons, they're here
-stuff
* fixed shuttel, now it's hammurabi's because it's sick and I can't be bothered to build a whole ass evac shuttle meself
* oopsy woopsie wrong file directory uwu
* emergency fixes, weewoo now it's good
* last changes, on god:
-adjusted maints
-new 3R#0!/ beacon somewhere
-AME has enough cores to power station properly roundstart
* fix cryopod, FULLY READY NOW.
* Final commit, changes the shuttle, added perma cryopod, all clean and good to go.
---------
Co-authored-by: Velcroboy <107660393+IamVelcroboy@users.noreply.github.com>
* Give .props files 2-space indents.
* Move to Central Package Management.
Allows us to store NuGet package versions all in one place. Yay!
* Update NuGet packages and fix code for changes.
Notable:
Changes to ILVerify.
Npgsql doesn't need hacks for inet anymore, now we need hacks to make the old code work with this new reality.
NUnit's analyzers are already complaining and I didn't even update it to 4.x yet.
TerraFX changed to GetLastSystemError so error handling had to be changed.
Buncha APIs have more NRT annotations.
* Remove dotnet-eng NuGet package source.
I genuinely don't know what this was for, and Central Package Management starts throwing warnings about it, so YEET.
* Remove Robust.Physics project.
Never used.
* Remove erroneous NVorbis reference.
Should be VorbisPizza and otherwise wasn't used.
* Sandbox fixes
* Remove unused unit test package references.
Castle.Core and NUnit.ConsoleRunner.
* Update NUnit to 4.0.1
This requires replacing all the old assertion methods because they removed them 🥲
* Oh so that's what dotnet-eng was used for. Yeah ok that makes sense.
* Add Robust.Analyzers.Test
* Update submodule
* commit to re-run CI
(cherry picked from commit a6c9c36b688a1ba78ff4c12502e81661cf607b6c)
* Shoukou from Nyanotrasen.
Adds Shoko to the rebase.
TO-DO: Ensure that everything is actualy in order in the uh... (reads paper) 79.... thousand lines of yml.
Make it work.
* Updating it to the "acceptable state"
Incase i need to go back if i frick it up.
* Updated the map a bit.
* Changed Shoko further.
* Final changes to departments.
* Final changes to Shoukou, ready to be reviewed.
* Whoops, Now its done~
* Changed the requested things.
* Gave logistics working telecoms.
* Update shoukou.yml
* .
* Added finer details.
* Adjusted alot.
Adjusted pipes in new department places.
Adjusted fire alarms.
Adjusted mistakes of mine.
Fixed the the ingame map.
* Added shutters to lawyers office for private talks.
* Updates
* Adjustments (check desc)
Adjusted cables in salvage's room so they are not under the damn wall while also chaging normal wall for reinforced one.
Added tiles under cargo's substation, LO's office, CE's office.
Got rid of tiny fan in salvage's airlock and atmo's TEG burn chamber.
Added airlocks to cargo.
Made more room in cargo's loading bay.
Expanded doors and added blast doors for cargo shuttle's entrance.
Exchanged some windows in LO's office to reinforced walls and added shutters.
Changed switche's location of detective's office shutters
Added MV cables in security so prisoners have actual power.
Fire alarm has been moved 2 tiles to right and reconnected in command's meeting room.
Moved some engineering hardsuits to the back
The atmos fax should have been named.... hopefully.
Did the obligatory tilewindows, tilewalls, fixrotations,fixgridatmos commands
* Adjustments part 2
Added light at the end of extension of shuttle.
Repaired conveyor belts in cargo.
Exchanged corpsman locker filled to corpsman filled with hardsuit.
Added tiny fan and reversed airlocks in cargo to actualy be able to dock.
Changed the entire area which used to be a side kitchen with eating area and flipping it. Added a window where now resides eating area that looks upon cargo's shuttle.
Changed food in command to be more consistent
Adjusted arrival docks to be more closer aka 5 tiles between eachother instead of 7 so that shuttle can dock properly incase the evac gets destroyed.
* Added mystagogue hardsuit locker.
A quick fix.
* Adjustments to adjustments.
Shady cigs instead of vendomat in the new eating area.
Removed a light on a window.
Added a glass firelock in the new side kitchen and linked it.
Readjusted docking in cargo for cargo's shuttle.
Changed location of the salvage shuttle CONSOLE to be nearby of the magnet.
Got rid of the conveyor belt since there really is no point for it to be there anymore, replaced the airtight with an another door and firelock that was linked.
Adjusted LV cable so it doesnt go thro a wall and reaches the autolathe and airlock doors that have been placed for cargo shuttle
Changed location of the magnet.
(God im tired and depressed, not specificly from this. Hope you are having a fantastic day whoever is reading this)
* Updated SMES's and Substations names.
Updated name of substations near service, in engineering, nearby of epistemics., in command, both security substations, Camera's one, medicals, logistics, upper solars.
Updated SMES's name in engineering of AME, in TEG, on both solars.
Removed 6 MV cables in security because they were causin 2 substations to be connected to eachother
* Anchored the station
Any bump will be meaningless as the station holds still as the big station it is.
---------
Signed-off-by: Adrian16199 <144424013+Adrian16199@users.noreply.github.com>
Signed-off-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>
Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>
* Adds Asterisk Station
The map renderer is a bitch ass motherfucker.
* Update default.yml
added Asterisk to pool, and alphabetized the list.
* Update PostMapInitTest.cs
forgot I had to do this shit
* Update asterisk.yml
I forgot the cool role
* Update asterisk.yml
Added station maps
* Update asterisk.yml
Added JobSpawns for salvage and made some other adjustments
* Update asterisk.yml
Changes made after Velcro's review
* Adds Edge
Also modifies the map pool file.
* Added Salvage arm
also corrected job prototypes in the map yaml.
* I accidentally the atmos
:trollface:
* adjusts test
also obligatory post-"I'm done mapping" map edits
* Update PostMapInitTest.cs
mfw I missed a comma 😱
* Update edge.yml
Say it with me: "It's never done"
* Update edge.yml
added roboisseur
* Basic TEG start.
Connects via node group.
* Basic TEG test map
* Sensor monitoring basics, TEG circulator flow
* Basic power generation (it doesn't work)
* More sensor monitoring work
* Battery (SMES) monitoring system.
* Sensor monitoring fixes
Make it work properly when mapped.
* Test map improvements
* Revise TEG power output mechanism.
Now uses a fixed supplier with a custom ramping system.
* TEG test map fixes
* Make air alarms and pumps open UI on activate.
* Clean up thermo machines power switch.
Removed separate Enabled bool from the component that always matched the power receiver's state.
This enables adding a PowerSwitch component to give us alt click/verb menu.
* TEG but now fancy
* Make sensor monitoring console obviously WiP to mappers.
* Vending machine sound, because of course.
* Terrible, terrible graph background color
* Examine improvements for the TEG.
* Account for electrical power when equalizing gas mixtures.
* Get rid of the TegCirculatorArrow logic.
Use TimedDespawn instead. The "no show in right-click menuu" goes into a new general-purpose component.
Thanks Julian.
* Put big notice of "not ready, here's why" on the sensor monitoring console.
* TryGetComponent -> TryComp
* Lol there's a HideContextMenu tag
* Test fixes
* Guidebook for TEG
Fixed rotation on GuideEntityEmbed not working correctly.
Added Margin property to GuideEntityEmbed
* Make TEG power bar default to invisible.
So it doesn't appear in the guidebook and spawn menu.
* Update StationSpawningSystem.cs
Web-edit to allow feeding in an existing entity.
* Update StationSpawningSystem.cs
value type moment
* Update StationSpawningSystem.cs
* Oh goddamnit this is a refactor now.
* awawawa
* aaaaaaaaaaa
* ee
* forgot records.
* no records? no records.
* What's in a name?
* Sloth forcing me to do the refactor properly smh.
* e
* optional evac in test.
* tests pls work
* awa
---------
Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>