* Grid Inventory
* oh boy we keep cracking on
* auto insertion is kinda working? gross, too!
* pieces and proper layouts
* fix the sprites
* mousing over grid pieces... finally
* dragging deez nuts all over the screen
* eek!
* dragging is 90% less horrendous
* auto-rotating
* flatten
* Rotation at last
* fix rotation and change keybind for removing items.
* rebinding and keybinding
* wow! look at that! configurable with a button! cool!
* dragging is a bit cooler, eh?
* hover insert, my beloved
* add some grids for storage, fix 1x1 storages, fix multiple inputs at once
* el navigation
* oh yeah some stuff i forgor
* more fixes and QOL stuff
* the griddening
* the last of it (yippee)
* sloth review :)
* Chem 1984 phase 1
* Chem 1984 phase 2
* Notification on species mutation
* Plant yml balancing
* Better localization
* First version of reagent list
* Revert "Better localization"
nvm
This reverts commit bab87cb1bd58523164d306dccaefc1ac5c6b64ad.
* cooler reagents and no more popups
* :trollface:
* I’m blind
* Borgs can speak while crit, also radio bug fix
* Revert "Borgs can speak while crit, also radio bug fix"
This reverts commit e1136ad781229cf5fc3cadcf70742168fc73d961.
* Borgs can speak in crit + radio bug fix
* Tied to a new generic component on SpeechComponent
* Ignoring Speech Block via Component uses an event!
* Remove debug logs and bypass if already true
* Add verb to spawn players on the spot
Apparently ss13 had it. Respawn for us will most of the time kick them to lobby to setup again but this just puts them in place so an admin can then SetOutfit or whatever.
* Add player cloning
* Disable artifact spam on roundend
I think part of the issue was the enormous amount of logspam but at any rate this turns it off.
* Also this
* And these
- Show if an anomaly is attached when examining
- Add verb for attaching anomaly
- Add popup messages for when you try to attach when machine isn't powered,
or when no anomaly is in range.
- Use anomaly threshold values from anomaly comp,
instead of hardcoded **and incorrect** values
- Use Entity<T>
- Formatting fixes and other misc code cleanup
* add ConvertedCount field to role
* make objectives roundend title logic reusable
* change rev system + use GetTitle
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
* Respawn verb actually works now
For some reason the respawn verb was using the name of the person who used it instead of the person that was targetted.
* added changelog
* typo moment
* Removed unnecessary check
This reverts f391ff28 and implements an alternate messure where mice and other small animals can no longer infect people as zombies.
This is done through a component which if present cancels the check that would cause zombie components to be added on people that get infected due to a bite.
This still allows other special stuff that happens in that function that may affect already infected individuals.
This is a compromise between what's discussed in discord which would much rather see mice and other animals just die from the infection and people on github which would see no change happen.
Since bats can't go under doors it may not be necessary to make them non spreaders.
If someone disagrees please tell me to just add it back.
* WOOP WOOP
* i forgor to add this
* I totally did not steal code
* OH FUCK
* Ok i'm done using webedit.
* Reviews and AME anti spam
* make sound shorter
* add Wooly system
* add RequireDead to Food
* minor fix+cleanup and fix repeating
* minor fix+cleanup and fix repeating
* make goat wooly
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
* Creates an operation name when Nukies spawn.
* Fixed each nukie getting a different name
* Fixed it again for real this time
* commit name
* Revert "fix (#20719)"
This reverts commit bfa301b53e.
* Fixed it (for real this time it works now I swear)
* Update Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs
Co-authored-by: faint <46868845+ficcialfaint@users.noreply.github.com>
* shortened variable names
* moved a method
* typo fix
* rewrote the lists in alphabetical order
---------
Co-authored-by: faint <46868845+ficcialfaint@users.noreply.github.com>
* Gateway generation
* Gateway stuff
* gatewehs
* mercenaries
* play area
* Range fixes and tweaks
* weh
* Gateway UI polish
* Lots of fixes
* Knock some items off
* Fix dungeon spawning
Realistically we should probably be using a salvage job.
* wahwah
* wehvs
* expression
* weh
* eee
* a
* a
* WEH
* frfr
* Gatwey
* Fix gateway windows
* Fix gateway windows
* a
* a
* Better layer masking
* a
* a
* Noise fixes
* a
* Fix fractal calculations
* a
* More fixes
* Fixes
* Add layers back in
* Fixes
* namespaces and ftl
* Other TODO
* Fix distance
* Cleanup
* Fix test
* system naming conventions
* remove obsolete warnings
* use EntityQueries
* tube comp clean up
* damage on turns
* remove OnRelayMovement because it didn't work
* reduce volume
* reduce damage to 1.0
* add signal router sprite
* DisposalSignalRouter logic
* add disposal signal router
* add disposal signal router
* how did it work without this
* death
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
The voice mask confirmation and error popups were placed at the cursor,
which made the popup render hidden under the voice mask UI. This moves
the message to the player entity, and colors the error feedback red to
make it more distinct.
* target oxygen logic
* filter out nitrogen when low on oxygen
* vvrw and datafield for everything
* :trollface:
* bruh does work
* tagless chicken
* move into atmos, make it not depend on mech
* update mech prototype
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
* added TileAnomalySystem to AnomalyIce
* added FloorIce for station
* created ice crust entity to spawn under ice anomaly
* update draw depth for ice crust
* uh oh, added ice-sliding but at what cost
* resolved mispredicts
* updated sprite alpha, removed appearance component (not used)
* fixed function not reflecting event name, left datafield attributes blank, added one comment about saving data (?)
---------
Co-authored-by: Yurii Kis <yurii.kis@smartteksas.com>
* blue blood now requires copper instead of iron to cure bloodloss
* arachnid species now needs copper to cure bloodloss and copper pills added to medkits.
* fix puddlesystem proto
* remove the cool
* no longer uses hastag, instead uses custom heart organ and hasorgan.
* fix
* soap reagent and soapy water
* make soapy water recognizable
* Fix tile cleaning bug
CleanDecalsReaction was able to take more than the reactVolume it was given.
* make soapy water an evaporating reagent
* Tile reactions when mopping
* Fix indescribably soap flavor
* Adjust soap flavours
Soap and soapy water now taste clean and syndie soap tastes like punishment.
* Better soap numbers & DeleteOnSolutionEmpty
* Changed TrashOnEmpty to TrashOnSolutionEmpty
* Last TrashOnSolutionEmpty change
* Fix merged code not compiling
* Requested changes.
* ion storm event prototype + locale
* add lawsets
* use lawsets, make borgs ion storm targets
* ion storm rule and ion storm target
* lawset prototype
* use lawsets
* update silicon law system to use lawsets and support ion storm event
* new toys
* fix
* more fix
* fixy
* ion storm admin logging
* assigning laws makes borg provide its own laws, other stuff
* 1h reoccurence
* 50% chance
* better call saul
* emagLaws is required
* add announcment audio
* fixy
* family friendly gaming
* fixy
* address reviews
* fixy
* more fixy and no erp
* pro
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
* add whitelist and blacklist to implant and implanter components
* handle whitelist and blacklist in systems
* move hardcoded whitelist/blacklist to base implanter + add admeme implanter
* give implants sensible whitelists
* cleaner CheckTarget and fix
* remove unused imports
* network lists
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
* added more slang to the sanitization manager
* idk why this file is here
* Added new sanitization accent
* No longer is an acccent, instead is a dictionary
* Reverted back to a system similar to before, added the new netspeak from the dictionary
* Added some new words to the chat san
* Added (wdym --> what do you mean) to the chatsan
* merge conflict
* removed boolvalue
* remove space
* Upcoming
* Added MF and ETC to chatsan :))
* upcoming
* added FYI and WYD to speech-chatsan.ftl
* Made the chatsan accent string a const string with [ValidatePrototypeId<AccentPrototype>]
* forgot the ';' :(((
* fixed error throw [AccentPrototype] --> [ReplacementAccentPrototype]
* add textures
* fix cargo/cargo-fun.ftl
* fix cargo/cargo-fun.ftl again
* update icons and resize hitbox
* really fixed cargo.ftl
* fix soundSpecifier
* balance changes: solution transfer has been reduced from 2 to 1. Now the transfer does not work on targets wearing anything in the outerclothing slot
* add hypodart to uplink
* return of darts solution capacity to 2u
* Update uplink-catalog.ftl
* Update uplink_catalog.yml
* Update darts.yml
* remove hypodart sprite
* Update darts.yml
* Update fun.yml
* add random popups component, resprite dartboard
* localize darts
* fix
* Update darts.yml
* Fix saw sound error on client
The sound tried to play using shared PlayPvs which doesn't work on client. PlayPredicted handles client and server.
Fixed NextSound not playing again while continuously gibbing items.
* Fix duplicate splat sound on Recycler gibbing
* Fix not removing RevolutionaryRoleComponent from minds on mindshield application
* Simplify other part of the mindshield code
* Fix being able to mindshield head revs
* Other way around
* TryGetObjectiveComp
* helper function to get objective
* store N of jacked doors in condition
* store called in threat bool in condition
* store techs in steal research condition
* fix access
* remove unused transform system
* use popup from shared system
* fix formatting
* condition => obj everywhere
* i fogror to remove downloaded nodes from role
* change signature
* use query
* View Variables
* spider charge detonated => condition
* Removes unnecessary message for defibbing a patient which has ghosted
This message is for the defib operator.
It could inform them that the patient doesn't have a consciousness since it's ghosted
but maybe no message is really the right move here because it may have succeeded
and that would be what would happen had the defib attempt succeeded - no message.
Also when the patient's ghost return to body there they will be alive as long as the
body is still alive, so telling the operator to defib again may be wrong.
* Removes corresponding ftl message which doesn't occur now
* redone
* I FUCKING HATE SPAWNING STUFF IN SHARED
* inheritdoc
* owo
* fly broken wings
* From a server event to just an event.
* more info
* a comment and a different comment
* Partial
* Emo's requested changes.
* wuh
* head ache
* they call me mean names (laugh track)
* Improve active game rule querying, add generic try round start attempt method, move minPlayers to GameRuleComponent
* Nukeops todo and cleanup
* Remove Active field
* Add EndedGameRuleComponent
* Fix gibbing & body system
Makes it so that bodies no longer have two sets of torso organs and that gibbed bodies get spread around on the floor again.
* Actually fix the double torso problem
* rootSlot in cameFrom
* Remove SetCoordinates inside GibBody()
* Don't use entity.RandomOffset() in GibBody()
* Gibbing now uses _random.NextVector2()
* change threats to be weighted random and a little cleanup
* ninja rule stores weighted random id for threats
* move threats out of the rule and into weighted random
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
* check that slot is power cell slot
* add BatteryChangedEvent
* use BatteryChangedEvent when enabling gloves and replacing battery
* sort gloves dependencies
* increase stun duration and cooldown
* play sound when stunning people
* remove dirty for non networked field
* NinjaBatteryChangedEvent
* real
* fake
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
* Artifact containers suppress the radioactive of artifacts inside them
* Updated to reflect changes to RobustToolbox
* Made necessary changes after updating RT
* Removed test code
* Made requested change
* Updated due to changes to RobustToolbox
* Renamed function
* Updated to accommodate changes to RobustToolbox
* Actually resolve merge conflict?
* Removed unnecessary change
* Made requested changes
* retrigger checks
* Retrigger checks
---------
Co-authored-by: root <root@DESKTOP-HJPF29C>
* -Changes gibbing on FTL when on a spaced tile to yeeting on FTL if you're not buckled and on a space tile.
* -Throw relative to local shuttle position instead, fine for most cases and more performant
-Use throw code to throw.
* Blanks removal
woops
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
---------
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
* raise ToolUseAttemptEvent on target as well as tool
* prevent using tools on magnet when active
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
* Add DumpableSolutionComponent
Separates out the component from "DrainComponent" that allows one to drag a bucket/any reagent container onto a drain/sink/toilet to empty it and allows other reagent containers to reuse the code effortlessly.
* Give the ChemMaster 4000 the DumpableSolution Component
Allows drag and dropping solutions into the ChemMaster much like you used to be able to do exclusively with drains. This also allows dumping jugs into them.
* Supermatter grenade fix
* taking out the trash
* Removing debug Console.Log() in twostage
* More fixes
* Better to put LoadComponents on Update, else it will modify list of other untriggered components
* Add polymorph reactioneffect, make dionas polymorph into trees
* Actually they'll probably die before they get to 60 so there's that.
* Generalize effect loc
* Huh so that works
* Wow
* oh god the tabulation
* what
how
* Review
* Why did it happen again?!?!?!
* Parent adminhypo from an already existing one.
* Since were no longer checking protoname
* Added basic alternative fire mode system for the CHIMP
* Redesign of the CHIMP handcannon
- the CHIMP now has an internal rechargable battery (10 shots at 100% charge)
- it has three alternative fire modes, one for each particle type, that its user can easily switch between
- syndicate scientists have access to an experimental version which can also fire omega particles (4 TC)
- each particle type now has a distinct color and damage type: delta (red): heat, epsilon (green): radiation, zeta (yellow): shock, omega (purple): heat + radiation. This affects A.P.E.s as well
- CHIMP particles now do 10 damage (up from 5)
- all CHIMP particle cartridges have been removed from the game (including the syndicate omega particle ammo pack)
* Code revisions
* Code revisions
- Removed changes to particle damage and damage types
- The experimental CHIMP was removed from the syndicate uplink and replaced with an upgrade kit, which when used on a standard CHIMP will convert it to an experimental one
* Code revisions
- Added a 2 second DoAfter for applying the upgrade kit
* Fixed spelling mistake
* Update projectiles.yml
Removed commented code
* Update Content.Server/Weapons/Ranged/Systems/AlternativeFireModesSystem.cs
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
* Code revisions
- Implemented changes requested by EmoGarbage
- Removed UpgradeKitComponent in favor of using a construction graph
- Renamed AlternativeFireModesComponent.cs to BatteryWeaponFireModesComponent.cs
Textures
- Reverted omega particle to being a green color
- Epsilon particles are now a cyan color
* Added comments
* Revisions
- Moved BatteryWeaponFireModesComponent from Shared to Server
- Restricted access to this component to BatteryWeaponFireModesSystem
- Changed the CHIMP upgrade kit to a chip
- Updated the localization files to reflect this change
* Delete interaction-upgrade-kit-component.ftl
This file is no longer needed
* Update battery_guns.yml
Added new description for the experimental CHIMP
* Update battery_guns.yml
Updated experimental CHIMP description again...
* Fixed issue with ItemComponent
---------
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
This completes PilgrimViis' (now closed) PR 16398. It addresses issue 10896, by allowing materials to be ejected from most lathes (except the ore processor and sheet-meister 2000)
* - Refinements to the material ejection UI
- Made the lathe UI default to a slightly larger size
- Fixed an offset issue with the label of the item currently being printed in the build queue UI
* Allow the materiel reclamation UI to pop if there is material left in the lathe, but not enough to print any sheets
---------
Co-authored-by: Kevin Zheng <kevinz5000@gmail.com>
* Fix bug with undeletable label on jugs
* Fix label text for jugs
* Documented LabelComponent
* Revert "Fix label text for jugs"
This reverts commit 38b7cc75ca51770b3693d0cef4f0364424619b73.
* make jugs labels names lowercase
* Fix documentation of LabelComponent
* Portal repalette
* Portal traversal verb + anchoring
* map restriction
* optional max distance checks if we decide to have them later
* lower pointlight energy slightly hopefully makes it less garish
* add placement logs
* add tile log type
* add support for spawn command
a little janky because the log message isn't entirely accurate when it's the result of a command use
* move method to ActorSystem.cs
* switch to TryGet and outs instead of multiple returns
* Construct and upgrade mini gravity generator
Now the mini gravity generator can be assembled/disassembled, the necessary machine board has been added to ShuttleCraft technology. Now it is possible to destroy the mini gravity generator and improve its components, thereby increasing the maximum charge of the generator.
* Test with empty OnRefreshParts
Perhaps this will help to get rid of the error during the test...
* Revert "Test with empty OnRefreshParts"
This reverts commit 5f32e15d66a4cb0d8df7578593867062be7872d8.
* Test without OnRefreshParts
Let's check if the problem is multiple inheritance.
* Revert "Test without OnRefreshParts"
This reverts commit d319757aa15a8ebec1237e552213e80eb8042790.
* Enabled by default
Maybe this will solve the problem, and maybe not...
* Swapped the components ApcPowerReciver and GravityGenerator
The previous "solution" did not give results, perhaps this time it will work....
* Revert "Swapped the components ApcPowerReciver and GravityGenerator"
This reverts commit 38759ca5a3465908b97d1d7e6ca583f8e9a97afb.
* Brought everything back to the beginning
* One parent in generator prototype, test
* Revert "One parent in generator prototype, test"
This reverts commit f7275b5d53234d9f66e8b4df0692596e14d82c95.
* Test without switchedOn and charge
* Revert "Test without switchedOn and charge"
This reverts commit 3916de8cc68e488098e6adc1e6b13e00d3f0e1a1.
* Revert "Revert "Test without switchedOn and charge""
This reverts commit 3d95efbfd4cb358b5c04a2302a377d51eb5f34cc.
* Update Resources/Prototypes/Entities/Structures/Machines/gravity_generator.yml
---------
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
* Add ahelp typing indicator for admins
* Lower typing updates throttle from 3 seconds to 1
* Add stopping typing when sending a message
* Lower typing indicator timeout from 15 to 10 seconds
* Merge before I fuck up anything again
* craft whitelist
* Sericulture
* Spider
* gone
* quickly fixed
* and coders taketh away
* And we take more away
* sericulture improvements
* arachnid
* better webbed
* OH WAIT
* test fail
* Remove netsync
* Replace OnStartup with OnMapInit
* Dont remove component
* Remove component ensure
* Remove using
* Cancel all moving or stand events
* Fix description
* Revert "Replace OnStartup with OnMapInit"
This reverts commit 5b7470d0dfa7a7c127dec6a06534b339f140ffac.
* Remove stand events cancel
* Holoclown (clown only) syndicate uplink item.
* added clumsy to holoclown
* holoclown now uses clown names, holoclown kits box now counts as boxhugs for crafting.
* gibs holoparasite on death if has hands (this will cause the items in hands and pockets to drop.
* Laws
* positronic brain and PAI rewrite
* MMI
* MMI pt. 2
* borg brain transfer
* Roleban support, Borg job (WIP), the end of mind shenaniganry
* battery drain, item slot cleanup, alerts
* visuals
* fix this pt1
* fix this pt2
* Modules, Lingering Stacks, Better borg flashlight
* Start on UI, fix battery alerts, expand activation/deactivation, low movement speed on no power.
* sprotes
* no zombie borgs
* oh fuck yeah i love a good relay
* charger
* fix the tiniest of sprite issues
* adjustable names
* a functional UI????
* foobar
* more modules
* this shit for some reason
* upstream
* genericize selectable borg modules
* upstream again
* holy fucking shit
* i love christ
* proper construction
* da job
* AA borgs
* and boom more shit
* admin logs
* laws redux
* ok just do this rq
* oh boy that looks like modules
* oh shit research
* testos passo
* so much shit holy fuck
* fuckit we SHIP
* last minute snags
* should've gotten me on a better day
* 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.
* Adds the ability to better protect to the internal wiring of airlocks
- Achieved by opening the maintenance panel, adding either steel or plasteel to the airlock, then welding the plate in place
- To access the wiring, the plating must be cut with a welder and then pried out with a crowbar
* Code revisions
- Cleaned up the code
- Cutting the security grille can now shock you
- Atmospherics and Security dept airlocks start with a medium level of protection (a welded steel plate)
- Command dept airlocks start with a high level of protection (a welded plasteel plate and electrified security grille)
* Code revision
- Accounted for a potentially null string
* Update Content.Server/Construction/Completions/AttemptElectrocute.cs
Co-authored-by: Slava0135 <40753025+Slava0135@users.noreply.github.com>
* Update ChangeWiresPanelSecurityLevel.cs
Adjusted scope
* Update Content.Shared/Wires/SharedWiresSystem.cs
Co-authored-by: Slava0135 <40753025+Slava0135@users.noreply.github.com>
* Update Content.Shared/Wires/SharedWiresSystem.cs
Co-authored-by: Slava0135 <40753025+Slava0135@users.noreply.github.com>
* Update ChangeWiresPanelSecurityLevel.cs
Removed get / setter and added [ValidatePrototypeId] attribute
* Update ChangeWiresPanelSecurityLevel.cs
Set security level to "Level0" as the default
* Update airlock.yml
Removed 'super max' level of security
* Update WiresPanelSecurityLevelPrototype.cs
* Update WiresSystem.cs
Added check for WiresAccessible to OnInteractUsing
* Update AttemptElectrocute.cs
File scoped namespace
* Update ChangeWiresPanelSecurityLevel.cs
File scoped namespace
* Update AirlockSystem.cs
File scoped namespace
* Update SharedWiresSystem.cs
Removed boiler plate 'OnGetState' and 'OnHandleState'
* Update WiresPanelComponent.cs
Implemented AutoGenerateComponentState
* Removed unnecessary usage references
* use TryCloseAll when wires not accessible
* minor changes to AttemmptElectrocute
* lets try all 7 levels
* fix indent in airlock graph
* fix indent 2
---------
Co-authored-by: Slava0135 <40753025+Slava0135@users.noreply.github.com>
Co-authored-by: Slava0135 <super.novalskiy_0135@inbox.ru>
* Even more consumption
* Revert "Even more consumption"
This reverts commit 94ae0eca0ba1b4a55913f92519e1354b77e70734.
Oops forgot a file
* Believe it or not, more nutrient consumption
* Buff ez nutrient and l4z
* Add left 4 zed to emagged nutrimax just because
* Change some thresholds
The access configurator programs the access levels of any access reader. To use the access configurator, players must:
- Insert an ID card
- Click a nearby entity with an access reader with the access configurator in hand
- Change the access list
Note that players only need one of the access levels listed on the device to lock/unlock it, but will only be able to alter access settings when they all of the access levels listed on the device
For example, an airlock which has 'Science' and 'Engineering' access listed can be opened by any player with either 'Science' or 'Engineering' access. However, to change the access settings on this airlock, a player must have both 'Science' and 'Engineering' access. This is to prevent people from easily breaking into secure areas with this tool, by adding one of their own access levels to the target device
Obviously, the most useful ID card to use with this tool is one with all access, since it can change the settings of any device. Removing all access requirements from a device will make it useable by anyone.
---------
Co-authored-by: Kevin Zheng <kevinz5000@gmail.com>
* Make the water consumption actually influenced by the seed's water consumption value
* Tweak default water and nutrient consumption
* Composting plants works now
* Tweak seeds YML, add ez nutrient bottle to Nutrimax
* Increase default nutrient consumption a bit
* Init commit
* move to shared and remove all from component
* maybe that
* Use SharedBuckleSystem
* Rename to WheelchairBound
* Move Carriage to prototype
* Update sprite to TG, add folded sprite, rename carriage to wheelchair
* Fix wheelchair rsi path
* Add stand & down for buckling
* Add wheelchair inhand sprites
* Move wheelchair down in file & fix fold sprite & add suffix Vehicle
* Use new wheelchair id
* Add standing & speed reset on component remove
* Split system to leg paralyzed and wheelchair bound
* Rename to LegsParalyzed
* Rename in prototype
* Move LegsParalyzed to shared
---------
Co-authored-by: Ray <vigersray@gmail.com>
The previous dT did not accurately represent the actual tick time. This is being investigated separately.
Check environment mixture for zero moles, because space mixtures do not necessarily return null.
While here, make an unrelated style change involving TryComp.
* Add radiators
* Limit heat transfer to fluid heat capacity
* Adjust datafield names
* Fix material arbitrage
* This code has been debugged, and so there are no more bugs. Debugging code is therefore unnecessary
* Adjust radiator layer subfloor visibility
* Cache CVars
* No default
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Like and unsubscribe
* Fix CVar caching
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Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
So we have pickaxe, drill, crusher, and PKA (projectiles).
The tier list in terms of mining speed should go:
- PKA
- Crusher
- Pickaxe
- Drill
As a result:
- Nerfed PKA firerate to 0.5 and bumped damage (slight DPS nerf due to meta).
- Crusher bumped to 1 hit per second as PKA is still more common and also to make it better at mining.
- Pickaxe is 1 hit per second and also gets structural (fireaxe should still beat it by a little bit) so it's better to break stuff than crusher but worse in combat.
- Drill is 1.5 hits per second but otherwise weak.
* Make anchoring nukes require enough nearby floor
* Remove unused Anchorable event subscriptions
The nuke doesn't have Anchorable so this never comes up.
Reparent cow outputs to the correct grid.
Adjust produce so that cows and other multi-stomached animals can eat most produce.
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Co-authored-by: deltanedas <@deltanedas:kde.org>
* Xeno spitter fixes
- Require hands for pickup compounds
- Ranged combat can force movement to ignore LOS checks if ranged wants better LOS.
* Also spirates
IDK how this worked before but TryGetGun shouldn't care about combatmode.
* 1 more
* ogh
* i should save my work
* ogh
* hhcdfhjbghshbxdfhghshc
- lots of bugs in parsing still
- invocation is a stub
* expr parsing works
* awawa
* Saving work
* Improve APIs a bit all around, add shortcuts.
* awa
* awa
* AAAAAA
* save work
* Move shit to engine
* lord
* bql is kill
* forgot the fucking bike rack
* bql is kill for real
* pjb will kill me
* aughfhbdj
* adgddf
* gdsgvfvxshngfgh
* b
* hfsjhghj
* a
* tf you mean i have to document it
* follow C# standards
* Assorted cleanup and documentation pass, minor bugfix in ValueRefParser.
* Start porting old commands, remove that pesky prefix in favor of integrating with the shell.
* bw
* Fix valueref up a bit, improve autocomplete for it.
* awa
* fix tests
* git shut up
* Arithmetic commands.
* parse improvements
* Update engine.
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Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>
Resolves issue #10852. If a storage container is a reagent for crafting, items stored inside of it are dropped.
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Co-authored-by: Kevin Zheng <kevinz5000@gmail.com>
* Allow game presets to require certain maps
* make preset maps ignore the game map pool
* make it use a map pool prototype
* Typo
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Co-authored-by: Kevin Zheng <kevinz5000@gmail.com>
* turret go boom
* fix ammo
* universal function name
* Also explodes when destroyed
* comment added
* Triggerwhenemptycomponent added
* comment adjusted
* Updated uplink description
* Moved to own event file
* file namespace
* rerun tests
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Co-authored-by: Slava0135 <super.novalskiy_0135@inbox.ru>
* Add Console, PDA news tab, and ringstone popup
* Add English localization
* Add mass-media console board to Advanced Entertainment resrarch
* Fix misprint
* Deleting unused libraries
* Fix round restart problem
* Fixing restart problem
* Just another fix
* Сode optimization
* Code optimization
* Convert News read tab to cartridge
Convert the News read tab into a cartridge, and fix a couple of bugs
* Just another fix
* Some updates
* More fixing!!
Fix cooldown, add author label to read menu
* Again, fix cooldown bug
* Some minor changes
* Revert "Some minor changes"
This reverts commit 470c8d727629ac79994f70e56162adae8659e944.
* Some minor updates
* News write Ui update
* Just another fix
* See commit below comments
* More code readability, more!
Makes bullet casings launch a bit away from you when shooting a gun. Cycling still drops it at your feet.
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Co-authored-by: Kevin Zheng <kevinz5000@gmail.com>
* Add Console, PDA news tab, and ringstone popup
* Add English localization
* Add mass-media console board to Advanced Entertainment resrarch
* Fix misprint
* Deleting unused libraries
* Fix round restart problem
* Fixing restart problem
* Just another fix
* Сode optimization
* Code optimization
* Convert News read tab to cartridge
Convert the News read tab into a cartridge, and fix a couple of bugs
* Just another fix
* Some updates
* More fixing!!
Fix cooldown, add author label to read menu
* Again, fix cooldown bug
* Some minor changes
* Revert "Some minor changes"
This reverts commit 470c8d727629ac79994f70e56162adae8659e944.
* Some minor updates
* thirst .Owner removal
* thirst file scope
* drink update + minor refactor
* drink file scope
* let animals drink things
* dont eat/drink when dont need to
* admeme mouse override
* moo
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Co-authored-by: deltanedas <@deltanedas:kde.org>
* zombie mode redux
* the great zombie changes
* fix this
* 65 down to 50
* empty
* Changes to address stalling
* make zombie nukies no longer nukies
* actually work
* Ports temperature scanning from mining station 14
* Added blood level to analyzer
* adds body temp and blood level to health analyzers and cryo
* Blood and temperature will show N/A if not available
If the PA Control Box isn't rotated to match the Fuel Chamber, it actually rotates itself to match.
This rotation triggered a rotation event, which in turn caused RescanParts() to run again, re-entrantly. This broke everything.
Fixed by adding a boolean to just guard against this.
* PA Fixes
Fix exception when opening UI if it has the power limiter warning displayed.
Fix it sometimes not detecting parts due to angles not getting normalized before comparison.
* Fix swapped out sprites for PA emitter P0 states
* minor nuke refactor, no longer require disk to toggle anchor
* file scope
* fix unanchored prototype
* normal nuke reanchor pro
* somehow fixed everything pro
* !
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Co-authored-by: deltanedas <@deltanedas:kde.org>
* D&D character sheets
* Tabletop improvements
* Grass battlemap
* You can now put shit inside of the board
* change variable name
* make the grass tabletop better, again
* update the damn thing AGAIN
* update the shit AGAIN
* You can now take stuff out of tabletops
* Make it use parenting to avoid zany bugs
* MORE battlemaps! Battlemaps for everyone!
* You can now dump out pieces + cleanup
* All (most) non-game pieces should fall to the ground
* make the verb a bit more responsive
* Librarian content officially done
* fix tests i think
* i forgot the sheet
* Smidgen of refactoring
* You can no longer put high risk items inside of boards
* no boardgame defusal
* minor refactoring
* hoplogrma
* doc
* fix rt
* Added component and functionality.
* Fixed ZombieImmune.
* Zombies now have zombie blood.
* Ambuzol plus.
* Ambuzol plus spawns in bundle.
* Fine CBURN get one too.
* Reworked the reaction
* No more magic blood refilling.
* ok CE i fixed it
* Component change.
* 3 space indent at start of line jumpscare
* _leftShuttles -> ShuttlesLeft
* stuff
* RequireDead override for the future
* fix 50% logic
* rouge
* pod 1984
* technically more "difficult"
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Co-authored-by: deltanedas <@deltanedas:kde.org>
* added accent changes
* added changes for the words "ok, k, okay"
* fix prefixes and the 'd
* add more words
* fix some and add more words
* fix more and add more