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daf03f45ede2b281c5bef207e3d5e4c4cc81cfcd
15
Commits
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11c1ebcc8f |
Prevent Vestine and all other Botany chemicals from affecting all seeds. (#41883)
* EnsureUniqueSeed * mfw * aaaaaaaaaaaaa --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com> |
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f3c49f9294 |
Entity effects ECS refactor (#40580)
* LOCKED THE FUCK IN * Forgot this little fella * Crying * All entity effects ported, needs cleanup still * Commit * HEHEHEHAW * Shelve for now * fixe * Big * First big chunk of changes * Big if true * Commit * IT BUILDS!!! * Fix LINTER fails * Cleanup * Scale working, cut down on some evil code * Delete old Entity Effects * Accidentally breaking shit by fixing bugs * Fix a bunch of effects not working * Fix reagent thresholds * Update damage * Wait don't change the gas metabolisms A * Cleanup * more fixes * Eh * Misc fixes and jank * Remove two things, add bullshit, change condition to inverted * Remove unused "Shared" system structure * Namespace fix * merge conflicts/cleanup * More fixes * Guidebook text begins * Shelve * Push * More shit to push * Fix * Fix merg conflicts * BLOOD FOR THE BLOOD GOD!!! * Mild cleanup and lists * Fix localization and comments * Shuffle localization around a bit. * All done? * Nearly everything * Is this the end? * Whoops forgot to remove that TODO * Get rid of some warnings for good measure... * It's done * Should make those virtual in case we want to override them tbqh... * Update Content.Shared/EntityEffects/Effects/Botany/PlantAttributes/PlantDestroySeeds.cs Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com> * Fix test fails real * Add to codeowners * Documentation to everything * Forgot to push whoops * Standardize Condition names * Fix up metabolism a little as a treat * review * add IsServer checks --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com> Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com> |
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29e55b9464 |
Upstream Merge (June / July) attempt 2 electric boogaloo (#4607)
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146) * Optimize sensor monitoring window graph drawing * Add shared static Vector2 pool for all GraphView instances * Address requested changes * remove lock * Update submodule to 264.0.0 (#38629) * Toy/Plushie Inhands and Wearables (#38514) * Fixed dependency injection and some other issues in a few places. * More issue fixes * patchfor broken NetworkConfiguratorLinkMenu (#38632) fix * Fix solutions flickering when transferring contents (#34838) * Use Solution clones when applying SolutionComponent states * Revert "Use Solution clones when applying SolutionComponent states" This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62. * Make Solution implement ICloneable and rename Clone method. * Copy CanReact value when cloning a Solution * Convert to IRobustCloneable * Fix typos in guidebook: Buisness → Business (#38636) * Fix typo in `MinorAntagonists.xml` Buisness → Business * Fix typo in `YourFirstCharacter.xml` Buisness → Business * Various Headphones Fixes and Tweaks (#38479) * sprites, wearables * neck * icon-on sprite * Cleanup prototype instantiation in `DamageTest` (#38639) Cleanup prototype instantiation in DamageTest * Cleanup prototype instantiation in `ExplosionSystem` (#38642) Cleanup prototype instantiation in ExplosionSystem * AddBodyPartCommand localization. (#38612) commit * fix ItemSlotsSystem debug assert (#38655) * Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536) * Added directional beacons (#38284) * Added directional beacons Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Fixed names Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Power stat and nuke codes commands get some LEC love. (#38585) * commit * requested changes. * Dsay Dirty and Follow commands converted to LEC and localized. (#38666) * commit * whoopwhoopwhoop * Retro laser sprite fix (#38676) * Fixed everything except the icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fixed icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fix water coolers (#38681) * Monochromacy typo fix (#38686) * fixes the typo * Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504 * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Validate `CloningSettingsPrototype`s (#38688) * Validate CloningSettingsPrototypes * Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Check EventComponents too --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Add test of objective-related console commands (#36400) * Add test of objective add/list/remove commands * Not sure why we're validating test prototypes, but sure * We don't need a map * Improvements and fixups for New Status Effect API (#38660) * Predict healing and bloodstream (#38690) * initial commit * reapply 38126 * fix rootable * someone missed an important minus sign here * try this * fix * fix * reenable crit hits * cleanup * fix status time dirtying * fix * camelCase * Healing and bloodstream prediction fixes. * Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661) * Resolving Wizard Recall on Nuke disk making it impossible to disarm - Adding a DisarmBomb case to nuke status update loop - Changing a few methods and parameters to properly follow formatting standards - Updating some names to follow camelCase * Updating missed tag * Reverting DataField change Should prevent this preventative bugfix being a breaking change. * Switch HSV to the default colorspace for character customization (#38434) * Made HSV default for character editor * Adds/fixes comments to HSV defaulting * Added dropbox fix, potentially cursed * Revert "Added dropbox fix, potentially cursed" This reverts commit a709883366fbee813e839742125e70844672af29. --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Fix: Don't deploy foldables when clicking on items inside containers (#38709) * Fix * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Pressure Relief Valve (#36708) * initial system (this math is probably WRONG) * General code cleanup and OnExamined support (holy moly this code sucks) * UICode and related events foundation TODO: - Actually write the XAML UI and the underlying system - Un-shitcode the entire thing - Actually test everything... * Working UI code TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't. * Remove one TODO for unshitcoding the examine code * Add reminder yea * Make predicted (defenitely isn't) (also defenitely isn't a copypaste from pressure pump code) * It's predicted! TODO: - Give it snazzy predicted visuals! - Have a different field for pressure entry, lest it gets bulldozed every UI update. * Improve gas pressure relief valve UI TODO: Reminder to reduce amount of dirties using deltafields * Implement DirtyField prediction * Entity<T> cleanup A lot of Entity<T> conversions and lukewarm cleanup. Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell. * More cleanup and comments * Remove TODO comment on bulldozing window title * """refactoring""" - Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance. - More Entity<T> conversions because I like them. - Move UI creation handling over entirely to the ActivatableUI system. - Fix a hardcoded locale string (why????). * Add visuals * Revert debugging variable replacememt yea * Revert skissue * Remove unused using directives and remove TODO * Localize, cleanup, document * Fix adminlogging discrepancy * Add ability to construct, add guidebook entry * Clear up comment * Add guidebook tooltip to valve * Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor * Adds more input handling and adds autofill on open * Un-deepfry input validator shitcode Genuinely what was I smoking * improve visuals logic * Refactor again - Update math to the correct implementation - Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs * I'm sorry but I hate warnings * Remove unused using directive in AtmosphereSystem.Gases.cs * Review and cleanup * Lukewarm UI glossup * Maintainer for the upstream project btw * Remove redundant state sets and messy logic * Unduplicate valve updater code * Redo UI (im sorry Slarti) * run tests * Test refactored UI messaging * Second round of UI improvements - God please find a way to improve this system. Feels bad. * Update loop implementation * Further predict UI * Clear up SetToCurrentThreshold * cleanup * Update to master + pipe layers and bug fixes want to run tests * fixes * Deploy rename pipebomb * Documentation and requested changes * Rename the method that wiggled away * Undo rounding changes * Fix comment * Rename and cleanup * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Fix TextLinkTag (#32203) * Adjust uplink buy button to be under item icon (#38596) * Adjusted uplink buy button to be under item icon * Put the discount subtext under the icon * Indent fixes, added margin --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Scurrets - Audio Improvements (#38482) * Scurret audio tuning * Add new sfx * Update sneezing sfx * YAML support * Rename a folder * make telesci wreck easier (#37569) rel * Validate `ShaderPrototype` IDs (#38728) * Convert all shader prototype string literals to protoids in overlays * Convert more shader prototype literal strings to protoids * Convert ValidatePrototypeId to ProtoId * Later * [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664) * fixed * clean up * orks fix smart * review fix 1 * more requested changes * less cursed * more descriptive description * better wording * Tiny Tiny Cleanup of the EyeClosingSystem. (#38734) Update EyeClosingSystem.cs * Fix human skin tone distribution (#38701) * fix: Use PredictedQueueDel for gib spell (#38729) * fix: don't default to uncharged sprite state for cells (#38730) * Fix Hristov description - remove inaccurate technical specs (#38746) - Removes inaccurate 'armor piercing 14.5mm shells' reference - Replaces it with a more funny description, matching the style of the other snipers and guns - Keeps ammunition type '.60 anti-materiel ammo' specification - Fixes issue #38590 Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br> * feat: allow mopping evaporating puddles (#38743) * Validate remaining `ProtoId` strings (#38747) Validate remaining ProtoId strings * Validate `ProtoId`s in tests (#38745) * Convert string literals to protoids in Content.Tests * Convert string literals to protoids or consts in Content.IntegrationTests * Fix linter failures Tricksy static using misled me * Cleanup warning in StomachSystem (#38748) you did not see this * Vox scars (#38592) * Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl * Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl" This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15. * locale key fix * Changed top surgery scar names to be more generalized * Adjusted face scars * Formatting fixes --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * UnlockNode command to LEC. (#38751) * commit * Update UnlockNodeCommand.cs * commit * move command locale to its own file. * Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Typofixes for figurine dialogue (#38737) * Typofixes for figurine dialogue * Forgot two * Janitor Tool: Wire Brush (#38667) * Wow! It's -brush- * spacing. * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * fixed changes --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Minor escape menu UX improvements (#38650) * fix: spellbooks can have infinite charges (#38376) * fix: spellbooks can have infinite charges * refactor: indicate infinite spellbook charges with null Not sure if I like this much better... |
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c43f3d500d |
3mo xeno archeology (first phase) (#33370)
* DAG Adjacency Matrix & Tests * Fix sandbox type errors * First pass on procgen * Procgen adjustments * Networking * Cruft and god and beauty and analysis console * convert to data types that dont make me want to kill myself * starting work on console UI * drawing nodes n shit * damn that ui FUCKS * XAT * Add a bunch of basic triggers * Fix trigger gen * Add node info into the analysis console UI * Add node unlocking * more trigger cuz thats pretty cool * final triggers + incorporate gnostic faith * some ui changes, mostly * Fix orphaned procgen segments * its not random dipshit * yeah... this one will make pjb happy.... * we call it a day for the UI * imagine... shared power code... * extraction WIP but we gotta sidequest momentarily * oh hey would you look at that its the actual functionality * distrotrased * Small departure for randomness. * ok yep yep indeed that is an effect very cool. * thanos snap oldcode * fuck it we ball * feat: node scanner now displays triggered nodes. Removed unused old artifact systems and related code (most of it). xml-doc and minor fixups. * refactor: most of preparations, cleanup and groundwork. also segment-related tests * feature: all basic effects returning * feat: finished effects lits, created weight lists for struct and handheld artifacts, fixed throw trigger and music ApplyComponent artifact effects not working * feat: prevent non-first-time-predicted calls in shared artifact effect systems * fix: remove gun effect from artifact effects - as it interferes with 'activate artefact' action * fix: foam reagent selection, neat ApplyComponents art effect scenarios, handheld art is RadiationReceiver again * fix: moved spawn/ pry&throw effect systems back to server part of code - entity duplication bugs were not quite fun * refactor: fix protos * refactor: fix linter * fix: fix old artifact component names in yml * fix: no more throwing error on artifact spawn with empty XAEFoamComponent.Reagents * fix: removed old component usage in maps * fix: remove more deleted components from map * fix: ContainerContainer is now part of initial artifact entity, it won't be affecting UninitializedSaveTest * refactor: fix tests, add loc description to toolshed commands * Changed node scanner to tell the whole story about current artifact state * refactor: remove excessive get of EntityCoordinates in XAE systems, removed Value access in NodeScannerDisplay * fix: turned off TriggerInteraction, removed XAESpawn usage and system, EmpSystem now can use EntityCoordinates, * fix: moved SharedXenoArtifactSystem.CancelUnlockingOnGraphStructureChange into RebuildXenoArtifactMetaData to lessen code coupling * fix: XenoArtifactEffectJunkSpawn moved invalid rolls declaration * refactor: set default value for XenoArtifactComponent.EffectsTable for tests * fix: now explosions XAE can be activated for effect * refactor: added some usedelay so artifactuse would'nt be spammed * refactor: artifact-related hints improvements * fix: artifact no longer spawns fauna into itself * refactor: xml-doc and minor refactoring * refactor: xml-doc for Xeno Artifact systems, renaming of questionable XAT systems * map for playtest, TODO REVERT THIS * fix: magboots trigger art from a mile * refactor: bind artifact animation to unlocking state * feat: radiation dmg now have reference to source (and artifacts won't irradiate themselves) * fix: random artifact node durability now is rolled for max and not current value * refactor: gas effects are more rare, hand-held artifact effects are filtered properly now, rad dmg trigger now requires only 20 dmg for activation * feat: animations and sound effects for artifact force-use and failed finish of unlocking phase * use only 1 file with art use animation * refactor: minor artifact dmg triggers tuning * feat: now nodes that CAN be unlocked are displayed with specific color in console. * feat: now unlocking stage time is dynamic and it depends on amount of triggers player activated correctly. Failed one stops incrementing * feat: now non-active unlocked nodes return more points if durability was not wasted * feat: now puddle/foam effects change description of node * fix: fix test failure * refactor: renamed phasing effect, fixed failing test for elkridge * minor balance changes * refactor: split rare materials into separate effects * feat: unlocked nodes without successor wont listen to unlocks, node unlock is not activating node * fix: removed OnIrradiatedEvent duplicate c-tor * revert changes of reach for playtest * revert last row empty line removal on reach.yml * fix: fix PVS bug, born from attempt to relay event to art nodes that were not synced yet to the client * fix: fix elkridge for tests (again) * refactor: xml-doc, more stuff predicted, allocation optimization in XAE/XAT systems * refactor: naming * refactor: extract variable refactor for XAEApplyComponentsSystem.OnActivated insides * fix: duplicate xeno artifact unlocking sound fixed * feat: CreatePuddle xeno artifact effect now can have min and max borders for chamicals to be drafted, minor XAECreatePuddleSystem refactor * feat: networking for shared XAE components + xml-doc leftovers * refactor: more xml-doc, fix XAEApplyComponentsComponent.Components not being serializable but trying to be * refactor: xml-docs and XAEThrowThingsAroundSystem now uses circle and not box for prying tiles * refactor: xml-docs, minor refactors * revert XenoArtifactCommand.ArtifactPrototype being PrototId * refactor: simplify the way ExtractionResearchLabel works --------- Co-authored-by: EmoGarbage404 <retron404@gmail.com> Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru> |
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+27 |
f941121384 |
upstream merge (#1636)
* uncomment grappling gun * Remove rest of Geras files (#30912) remove remaining geras stuff * tweak(AgeRequirement): Make the requiredAge more sensible (#30913) * chrore(ageRequirement): fix grammar. atleast -> at least (#30914) * Minor sprite fix to inhand med hardsuits and HoS turtleneck jumpsuit (#30918) * Fixes inhand hardsuit cross color from https://github.com/space-wizards/space-station-14/issues/26516#issue-2213917971 * Fixed HoS Turtle not covering all butt pixels --------- Co-authored-by: Zachary Yona <magicalusf@gmail.com> * Add execution component to all energy sword weapons (#30909) Co-authored-by: plykiya <plykiya@protonmail.com> * Automatic changelog update * chore(grammar): correct some mistakes (#30916) * Add diamond mining drills, buff regular mining drills (#30814) * why do I have to change so much just to add drills * diamon * Automatic changelog update * give trash a reusable entity table (#30921) * Contraband marking & examining (#28688) * System & loc strings * pass over syndie contraband * fixes * grand theft pass * contrabandexamine -> contraband * examine text generation update * all composition parents necessary * bring back minor contra so it has a less confusing message * minor * weapon pass * jumpsuit pass * feet pass * AUUUUUUUUUGHHHHHHHHHHHHHHHHHH * head * AUUUUGH * ear * belt * back * fix * bro * rename for more clarity * do da review * add cvar for contraband examine --------- Co-authored-by: EmoGarbage404 <retron404@gmail.com> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> * Automatic changelog update * Automatic changelog update * Removes variant cube migration (#30934) add * First Review Pass Contraband Fixes (#30930) * First pass contra fix * bam * More * Security crates are now marked as security restricted * Syndicate raid suit is contra * damn I forgot gatfruit * Add conducting gloves to the maintenance loot table (#30904) * add * lower weight * Fix DoDrop to DropNextTo in container cases (#30911) * Fix DoDrop to DropNextTo in container cases DoDrop is too heavy to calculation. In any other case we should use alternatives, for example DropNextTo helper method * codestyle change * Fix Reagent Fire Stacks (#30766) * Fix Reagent Fire Stacks * Comments on code * little nicer wording? * Lines 88 and 89, updated 'narsie' and 'ratvar' to 'Nar'Sie' and Ratva… (#30954) Lines 88 and 89, updated 'narsie' and 'ratvar' to 'Nar'Sie' and Ratvar, per issue #30719. * Automatic changelog update * Fix permission check for whitelists in player panel (#30948) * Automatic changelog update * Grey mantle in winterdrobe (#29774) * add the mantle * fix a few things * fix merge conflict stuff, remove from winterdrobe and lathe. * Add mantle to loadouts (20 hour requirement) * Automatic changelog update * Sliceable doAfter (#30824) * init * wtf git * Automatic changelog update * Add capfruit, a gatfruit mutation. (#30850) * add base * add fake suffix and flavor fix * address some reviews * parent it * fix test fail * add FoodSequence support and address small review * Automatic changelog update * Fixes the grey mantle (#30971) add the thing i missed * Add keybinds for rotating and flipping objects (#30540) * add keybinds for rotating and flipping objects * no popup for verbs * Automatic changelog update * tweak(Shuttle_honki): Remove DeviceQuantumSpinInverter from honki shuttle. (#30618) * Make the Borgs Names Appear When they Make an Announcement (#30107) * Make the Borgs Names Appear When they Make an Announcement * bwomp * re-order * Use Name instead of metadata * goiup * Automatic changelog update * disable contraband examine * rename our SliceFoodEvent * Throngler Plushie Sprite (#30969) Throngonkler Plush sprite * Fix bug with rotating shelves (#30978) * Main * Update shelfs.yml * Little bug fix * No weather on concrete tiles (#30952) * concrete weather * miss * development build ghostrole lottery changes (#30980) debug ghostrole lottery changes * Automatic changelog update * Add a saline syringe to the combat medical kit (#29954) saline * Automatic changelog update * fix the admin verbs trying to kill players by filling their lungs with plasma (#30991) fix the admin tools trying to kill players by filling their lungs with plasma * Custom Taco & Kebabs - FoodSequence 2 (#30905) * control layer ordering * sprite update * taco! * taco naming gen * fix separator naming * some proto fixes * default naming separation * fix taco naming * rat update * hamsterburger * organs taco * remove from spawners * fixes * fix separators and lemons * Update food-sequence.ftl * randomization offset * fix * kebabs refactor * fix * skewer weapon * Update food_single.yml * Update migration.yml * suppermatter * hamlet centered * hamsburger * Update dead-0.png * 20 -> 4 burger layers max * Update burger.yml * canReact: false * capfruit update * Update burger.yml * Update burger.yml * Update produce.yml * some fixes * Update Resources/Textures/Objects/Consumable/Food/taco.rsi/meta.json Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Content.Shared/Nutrition/Components/FoodSequenceStartPointComponent.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Content.Shared/Nutrition/Components/FoodSequenceStartPointComponent.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * chicken * Update food-sequence.ftl * documentation * fixes * Update meat.yml * Update meat.yml --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Automatic changelog update * Fix popups not working properly with an eye offset (#30990) * Adds a random smokable spawner (#30870) * Textures to make lamps mappable to East/West. * Adds a random smokable spawner * remove double derma * Increase chance for just basic cig * Update to enitity tables * Tweak values * Remove space --------- Co-authored-by: Jeff <velcroboy333@hotmail.com> * Fix lizards being unable to eat custom burgers (#31005) * Fix lizards being unable to eat custom burgers * ensure tag comp * Automatic changelog update * Sedin (#27110) * Sedin * almost forgot this. * what * Did a few fixes, tried to readd popup * Fix popup, ready for merge * minor change * Generalize seed removal/destruction system, add popups in general. * fix * fix (again) * deadcode is no more * Sedin buff (nerfing the recipe soon) * godont * webedit moment ok listen I had to nuke my setup because my computer was being Dumb As Shit so let me do this ONE webedit * CRIKEY * Revert "CRIKEY" This reverts commit 1c6959ffd9ba8bb1e97ccf2eb0b37b3ff4ec82ee. I was not supposed to commit that >:/ * Alright, it should be good now but I havent tested it * ready for merge/review * prob -> probability * Requested changes nodoc * Review nodoc * documento * thumb up emoji * Automatic changelog update * Adds a Dinky Star Sticker for security officers (#29767) * Sec-Star-TASTIC * fix license * now counts as trash * Sticks to people + wearable * no more sticky * no more sticky * mystery-space * Update Loadout Yaml * Automatic changelog update * tweak(hospital): Reduce diamond stack from 30 to 1 (#31027) * tweak(experiment): Reduce diamond stack from 30 to 1 (#31025) * replace mapped diamond stacks with single * Figurine voicelines (#30865) * initial commit * tweaks to the new voice lines capitalizations of I's and the Y on hos 3 voice lines also changed the captain figuring voice line 2 to something completely different * capitalized one letter man i really suck at capitalization * more capitalization i never thought this pr would need so many changes * changed one comma to a dot * Update Resources/Locale/en-US/datasets/figurines.ftl Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Automatic changelog update * Adding shock collar and electropack (#30529) * Adding shock collar with the new ShockOnTrigger * Cleaning and updating the shock collar * Add StripDelay datafield to ClothingComponent * Adding SelfUnremovableClothingComponent * ShockCollar Update * Correction of the shock collar * Correction of the shock collar 2 * Renaming the DamageSpecifier DataField to Damage * Fixing the damage field in ShockCollar * Cleaning the ShockCollar * Renaming ShockCollar to ClothingNeckShockCollar * Adding ClothingNeckShockCollar as a stealTarget to a thief * Fixing a typo of the sprite path in ClothingNeckShockCollar * Cleaning the ShockOnTriggerComponent * Revision of SelfUnremovableClothing * Adding a ClothingBackpackElectropack * Sprite fix * Code review * Shock Collar sprite update * add commit hash --------- Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> * Automatic changelog update * Greatly improve the usability of the Gas Analyzer. (#30763) * greatly improve how the gas analyzer behaves * don't close the analyzer when the object goes out of range * cleanup * always switch to the device tab when a new device is analyzed * modern api part one * modern api part 2 * modern api part three * file scope namespace * Automatic changelog update * Fix false and true in player-panel.ftl (#31043) Fix false and true in player-panel Add a new True string * Contra Review Passs - Round 2 (#30942) * Contra pass round two * command too * Stamps * oopsied a bracket * Namespace cleanup around Mind Roles (#30965) * namespaces * Comment does not need a semicolon --------- Co-authored-by: Vasilis <vascreeper@yahoo.com> * Contraband Review Pass - The Threequel (#30970) Contraband pass number three * Golden toilet (#31049) * golden toilet * Destructible * sprite * fix * copyright * Automatic changelog update * Salvage Spawners (#31020) * treasure entities and spawners * no more smiles * remove nyano shock collar code * Event scheduler setting tweaks (#31018) tweaks * Automatic changelog update * remove meteor swarms rule for a moment * Revamped Meteor Swarm (#28974) * meteor code and balanced values * Meteor Swarms * Update meteors.yml * Update meteors.yml * HOO! (fix overkill bug and buff space dust) * undo BloodstreamComponent.cs changes * DamageDistribution -> DamageTypes * part 2. * Missing meteor presets (#29044) * add meteors into missing game presets * changes for real * implement code * this too * Meteors now leave behind a bit of ore (#30419) * Meteors that leave behind asteroid ore * bigger offset * Bit more generic * Better defaults * hrm? * I HATE CUSTOM SERIALIZERS * More comments * renamed a variable --------- Co-authored-by: plykiya <plykiya@protonmail.com> * refactor event schedulers to use explicit game rules (#29320) * works, still has testing values, im sure I did stupid shit. * shitvent crapfactor * snap extra word out of existence * shit I died of old * remove useless inaccurate design comments * Oopsie, handle requirement params in RandomRuleSystem too * I'm a slash slinging hasher * Address reviews, add admin alerts I forgor * EntityMan saves the day * address reviews 1 * eh, I actually don't care about the cargo gifts thing. * started * Do reviews * you actually meant 1.2 lmao * dependency inheritance is a fickle bitch * I have no idea. * Threads are for sheets not computers. * fix traitor rule test * fix round type tattling * break things * It worky * Toolshed makes we want to drink depresso. * Finished? * remove debug values * timings * use defaults * alphabetize * bobby drop tables * Float required fr fr * continue * more continence * uno mas * obsolution * cleanup and documentations * Yell at self * use the right value defaults * housekeeping * Event scheduler setting tweaks (#31018) tweaks * Automatic changelog update * remove(NukeopsRuleComponent): Remove a trap from the component file (#31029) ah * Fix bug with holding objects (#31009) Main * Automatic changelog update * Replace obsolete map functions in IconSmoothSystem (#30958) * first part * second part * Automatic changelog update * Fix reagents with ReagentData being duplicated (#30983) Initial commit * :trollface: * :trollface: * actually untroll * a * 50 burger * add back old meteor code * fix * use some live config options in dev * remove old shock collar icon * make ammo more consistent and work more * clean up lathes diff to upstream * a * move rubber bullets to deltav folder * a * untroll * more untrolls * more untrolls * untroll * :trollface: * a * b * remove it for real * add missing lathe recipes * replace cvars with component field * remove taco from roboisseur * migrate cardboard box with smg mags * remove kebabs * a --------- Co-authored-by: deltanedas <@deltanedas:kde.org> Co-authored-by: Killerqu00 <47712032+Killerqu00@users.noreply.github.com> Co-authored-by: Brandon Hu <103440971+Brandon-Huu@users.noreply.github.com> Co-authored-by: Zachary Yona <58833995+Magicalus@users.noreply.github.com> Co-authored-by: Zachary Yona <magicalusf@gmail.com> Co-authored-by: Plykiya <58439124+Plykiya@users.noreply.github.com> Co-authored-by: plykiya <plykiya@protonmail.com> Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com> Co-authored-by: Alzore <140123969+Blackern5000@users.noreply.github.com> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> Co-authored-by: Kara <lunarautomaton6@gmail.com> Co-authored-by: EmoGarbage404 <retron404@gmail.com> Co-authored-by: Ubaser <134914314+UbaserB@users.noreply.github.com> Co-authored-by: Token <esil.bektay@yandex.com> Co-authored-by: Cojoke <83733158+Cojoke-dot@users.noreply.github.com> Co-authored-by: LeoSantich <108027402+LeoSantich@users.noreply.github.com> Co-authored-by: nikthechampiongr <32041239+nikthechampiongr@users.noreply.github.com> Co-authored-by: pigeonpeas <147350443+pigeonpeas@users.noreply.github.com> Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com> Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> Co-authored-by: PoorMansDreams <150595537+PoorMansDreams@users.noreply.github.com> Co-authored-by: IgorAnt028 <118114530+IgorAnt028@users.noreply.github.com> Co-authored-by: NotSoDamn <75203942+NotSoDana@users.noreply.github.com> Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com> Co-authored-by: DrSmugleaf <10968691+DrSmugleaf@users.noreply.github.com> Co-authored-by: Velcroboy <107660393+IamVelcroboy@users.noreply.github.com> Co-authored-by: Jeff <velcroboy333@hotmail.com> Co-authored-by: themias <89101928+themias@users.noreply.github.com> Co-authored-by: Eris <eris@erisws.com> Co-authored-by: FATFSAAM2 <saamboroujerdi@gmail.com> Co-authored-by: to4no_fix <156101927+chavonadelal@users.noreply.github.com> Co-authored-by: Mervill <mervills.email@gmail.com> Co-authored-by: Vasilis <vascreeper@yahoo.com> Co-authored-by: Nim <128169402+Nimfar11@users.noreply.github.com> Co-authored-by: IProduceWidgets <107586145+IProduceWidgets@users.noreply.github.com> Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com> |
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f08ba8b494 |
Turn ReagentEffects into generic EntityEffects (#28168)
* Oh the possibilities * Merge fixes * Forgot to remote LavaSystem oops * Changed EntityEffectArgs to EntityEffectBaseArgs and EntityEffectReagentArgs * Throw exception for unimplemented effectargs * Remove Json and overrideable datafields * Fix test issues * Actually fix the compiling issue * Fix comments and remove EntityEffectArgs (no longer used, replaced with EntityEffectBaseArgs) |
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f0c4daca24 |
Explosion log fix fix (#24136)
* Reaction and Explosion admin log coordinates
* Remove extraneous whitespace
(cherry picked from commit
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e3a78e84b1 |
Update ChemicalReaction and ReagentEffect logs. (#23649)
* Update ChemicalReaction and ReagentEffect logs.
* Updated explosion log as well, and small cleanup.
(cherry picked from commit
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ce27944275 |
Revert 'Revert 'Solution Entities'' (#23168)
(cherry picked from commit
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8494bd0885 |
Use ECS prototype-reload events (#22613)
* Use ECS prototype-reload events * better constructors * Maybe this fixes tests? |
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24902b7d30 |
Electrolysis and Centrifuge (#22517)
* electrolysis and centrifuge * sprote * final * bomp! * COUGH COUGH SPROTE * boarsd |
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b1ee2d48ff |
Unrevert audio (#21330)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> |
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1f44aa8efc |
Generalizes solution overflow & slightly increases space lube yield (#21094)
* generalize SolutionSpikeOverflowEvent * let reactions overflow * spacelube: 3 -> 5 * restore TryMixAndOverflow threshold cap |
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e4ca6f4fb9 | Allow solutions to store extra reagent data (#19323) | ||
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0c4002bbd3 | Make Reactions conserve thermal energy (#16190) |