* adds refunds to stores
* Adds method to check for starting map
* comments, datafields, some requested changes
* turns event into ref event
* Adds datafields
* Switches to entity terminating event
* Changes store entity to be nullable and checks if store is terminating to remove reference.
* Tryadd instead of containskey
* Adds a refund disable method, disables refund on bought ent container changes if not an action
* Removes datafield specification
* Readds missing using statement
* Removes unused using statements
* What the heck is listing data
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Decoupled from gravity, constant animation time, manual networking, cubic interpolation
* Reduced overshoot
* Implemented PointAttemptEvent, reacts with mobstate & sleeping
* Brains can no longer point, PBs must be inside a chassis
* Removed chassis check, made callback more obvious
* Pulling rework
Fixing up the FOUR systems managing pulling, all the shitcode, and also making it nicer ingame.
* More pulling cleanup
* stats
* More cleanup
* First draft
* More pulling
* weh
* Fix puller
* Pulling working
* Fix merge
* Dunked
* Self-merge time
In which I'm a goober and don't clean up after
myself and accientally don't fix the issue I tried
to fix in my last round restart PR.
The audio is now maintained just like music during
restarts (yippee to ContentAudioSystem::OnRoundRestart)
This needs a refactor but at least the defect is fixed now.
This standardises it with audio and whatever. Me when I sprinkle nullchecks everywhere.
Was 50/50 on making new non-nullable methods but figured it would bloat too hard and you can't access strings by .Value anyway.
* refactor and add Department to PaintableAirlock, move it to server dir since its in namespace
* add departments to doors, cleanup
* add style -> departments mapping
* AirlockDepartmentsPrototype
* update shared spray stuff to have department
* name file the same as the class name
* department optional
* refactor spray painter system + send department
* fixy
* client
* no need to rewrite ActivateableUi
* pro ops
* the reckoning
* hiss
* .
* :trollface:
* add standard atmos colors to palette
* Update Content.Shared/SprayPainter/SharedSprayPainterSystem.cs
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Fix outdated component name in assaultbelt whitelist
RangedMagazine was replaced with BallisticAmmoProvider in the Gun
refactor (#8301)
* Move FlashOnTrigger, SmokeOnTrigger, Flash components to Shared
* Move LightReplacerComponent to Shared
* Move Utensil, Mousetrap components to Shared
* Move SprayPainterComponent to Shared
The PaintableAirlock tag has also been removed, as it was unused &
unnecessary, likely a vestige of spray painter development when the
PaintableAirlock component wasn't in Content.Shared.
* Add trivial Produce and Seed components to Client
This allows the plant bag and botanical belt whitelists to correctly
match produce and seeds on the client, fixing the extraneous "Can't
insert" message that previously appeared.
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Moves FlashComponent.cs, FlashOnTriggerComponent.cs, and SmokeOnTriggerComponent.cs to Shared
* Moves ExplodeOnTriggerComponent.cs, OnUseTimerTriggerComponent.cs, ActiveTimerTriggerComponent.cs, and SmokeOnTriggerComponent.cs to Shared
* Delete .run/Content Server+Client.run.xml
HOW DID THIS GET IN HERE ITS NOT AHHHH
* Update Content.Client/Explosion/SmokeOnTriggerSystem.cs
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
* Update Content.Shared/Explosion/Components/ActiveTimerTriggerComponent.cs
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
* Update Content.Shared/Explosion/Components/OnUseTimerTriggerComponent.cs
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
* Update Content.Shared/Explosion/Components/OnUseTimerTriggerComponent.cs
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
* Update Content.Shared/Explosion/EntitySystems/SharedTriggerSystem.cs
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
* Update Content.Shared/Explosion/EntitySystems/SharedSmokeOnTriggerSystem.cs
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
* Update ExplodeOnTriggerComponent.cs
* Revert "Delete .run/Content Server+Client.run.xml"
This reverts commit 29ee05f57de60eab5c92158d8eba5e3acba483c2.
* Fix?
* cannot figure out how to get this to go back please forgive
* Fixes a network issue
* leftovers
* Fixes
---------
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Add AFK detection for aHelp relay and admin specific afk time.
* Correct query to new refactor
* Change AFK timeout to 10min or else Pancake closes my PR 😭
* It wasnt a bug it was a feature, way less aHelps that way.
* aHelp Colors arn't real!
* Update Content.Shared/CCVar/CCVars.cs
---------
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
All the engineering numbers are complete unusable garbage and it's apparently completely impossible to properly set up power on some maps.
This is a band-aid fix (and apology to all engineering players) until somebody fixes this shit properly.
* Change emagged laws to append modifiers instead of completely changing them.
* Maybe fix everything not working
* bugfix
* Fix missing secrecy law and allow basic borgs to be emagged correctly
* Localization
* Actual localization
* test
* Test
* Remove dummy debug value
* Fix bad law ordering
* Tweak the secrecy law
* Minor law tweaks
* Remove obsolete argument
* Fix YAML
* Remove wheelchairs
Vehicle code is dogwater and wheelchairs just keeps exposing edgecases. If someone wants it brought it back they can do vehicle refactor.
* Also this one
* Remove vehicles
* goodbye vehicles
* Remove this check
* sasd
* Cronch
* Add sprites back
* jani
* Raise `StationPostInitEvent` broadcast
* Basic variation pass handling
* standardize names + rule entities
* why does it work like that?
* add to defaults
* light break variation pass
* ent spawn entry
* move some stationevent utility functions to gamerule + add one for finding random tile on specified station
* forgot how statistics works
* powered light variation pass is good now
* station tile count function
* public method to ensure all solutions (for procedural use before mapinit)
* move gamerulesystem utility funcs to partial
* ensure all solutions before spilling in puddlesystem. for use when spilling before mapinit
* trash & puddle variation passes!
* oh yeah
* ehh lets live a little
* std
* utility for game rule check based on comp
* entprotoid the trash spawner oops
* generalize trash variation
* use added instead of started for secret rule
* random cleanup
* generic replacement variation system
* Wall rusting variation rule
* account for modifying while enumerating
* use localaabb
* fix test
* minor tweaks
* reinforced wall replacer + puddletweaker
Fix improper prediction on unpryable doors.
Entities that had CanPry to false on their components would get
improperly predicted as pryable on the client because the check was only
preformed on the server. Same problem existed for welded doors. Moved
the check from server to shared.
* added signal control to portable generators
* added documentation
* Discard changes to Content.Server/Radio/EntitySystems/HeadsetSystem.cs
* added DeviceNetworkComponent and WirelessNetworkConnectionComponent to generator prototype
* made GeneratorSignalControlComponent nicer
* implemented auto-revving
* added back necessary dependency
* can't send do-after event manually
* repeat now works with auto revving
* fixed
* removed vv
* stopping generating when it is revving now makes it stop revving
* Update Content.Shared/Power/Generator/ActiveGeneratorRevvingComponent.cs
Co-authored-by: Kara <lunarautomaton6@gmail.com>
* used resolve instead of TryComp
---------
Co-authored-by: Julian Giebel <juliangiebel@live.de>
Co-authored-by: Kara <lunarautomaton6@gmail.com>
* move spider charge target from role
* shorter field names
* remove ninja role comment
* remove unused systems in SpaceNinjaSystem
* GenericAntagObjectivesAddedEvent
* check if warp point is on same map
* remove unnecessary import
* add missing loc when spider charge has no target
* a
* remove spider charge target requirement comp
* inline SpiderChargeTitle
* allow planting charge without objective
* remove map check
* fix role check when planting
* obj.Target
* Fix merge
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Revert "Make flare gun explode, damage and stun the player when used with the wrong ammo (#22349)"
This reverts commit e301378114.
# Conflicts:
# Content.Shared/Weapons/Ranged/Components/GunComponent.cs
# Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/shotgun.yml
# Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/shotgun.yml
* Fix revert conflicts
* Update Content.Shared/Weapons/Ranged/Components/GunComponent.cs
* PACMAN generators show network load/supply.
This gives more feedback to players that their PACMAN is properly connected and what the network status is (i.e. you don't have enough generators).
* Buff JRPACMAN to 8 kW.
Shifted all power values up by +3 kW.
They're frequently too weak to power even single rooms so they deserve a buff.
* Change unit format helpers number format.
Always displays one digit of precision. This avoids jumping around when a value is changing live.
* Implemented electricity speech verb masking
* Handle speech verb override elsewhere in the system, even though we're not using it
* Fix that protoId business
* No nullable component fields
* Use ProtoId, and try going back to a nullable.
Specifiy DataFields on VoiceMaskComponent.
* * Fixed rounding errors when the PA control box was checking for parts, sometimes leading to the obscure "port/starboard emitters are not detected".
* Auto-rotated the PA control box toward the fuel box when checking for parts
* Swapped the wired/completed state sprites for the PA control box as it appears they were inverted
* Update Content.Server/ParticleAccelerator/EntitySystems/ParticleAcceleratorSystem.Parts.cs
---------
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Add announce message length to UI and make a cvar for it
* Update comm console server-side trim to use the cvar
* Rely on the new OnTextChanged event
Because OnKeyBindUp only works for keys that have binds
* Add a similar indicator to nukies' war declaration UI
* Remove message length indicators for now cuz it requires the engine update
* Rename cvar slightly
* Refactor duplicated code to a helper method
* Remove message trimming from *Window class as it's better to live in the BoundUserInterface where the other message handling happens
* Rename to chat.max_announcement_length
* sans
* Papyrus
* add to game
* tweak stick
* fixes
* Update Resources/Prototypes/Entities/Objects/Misc/kudzu.yml
Co-authored-by: Kara <lunarautomaton6@gmail.com>
* Update Resources/Prototypes/Entities/Structures/Specific/Anomaly/anomalies.yml
Co-authored-by: Kara <lunarautomaton6@gmail.com>
---------
Co-authored-by: Kara <lunarautomaton6@gmail.com>
* Add admin log messages for gamerule addition and end
* Use EventRan end EventStopped LogTypes instead of new GameRule logtype
* Apply suggestions from code review
---------
Co-authored-by: Chief-Engineer <119664036+Chief-Engineer@users.noreply.github.com>
* localize beacons
* No not like that
* Tesla beacons were already depreciated, time to give the reaper their due
* Entity name fallback
* The real treasure was the far easier solution we missed along the way
* weh
* Shared mapinit
* fix RT version
* a single line break
* Check and restrict players from fultoning their equipped items
* Changed fulton whitelist to items and anchorables
* Stop from anchored items being fultoned
* Moved containermanager check to CanFulton function
* review
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Various sounds ported
* Replace wall_bonk.ogg
* Metal/metalglass break sound pass
* Replace metalbreak.ogg
* Replace woodhit
* Replcae tap.ogg n some smack uses
* Fix lint
* Replace bang.ogg and some instances of hit_kick.ogg
* couple more
* fix wood sound
* i may be stupid
* le attributing
* bro what
* standardize more destruction sounds
* fix melee hit sound cutting off
* window threshold sounds and remove `destroySound` it literally doesnt exist
* Restarts have max player count
* Now counts ingame ghosts to determine if restart can be called
* consistant cvar name
* Added a player count with state conditional
Change the slot ID back to what it was to keep old map saves with an item in the slot loading correctly.
This also fixes the "You can't put this in the dispenser!" message not appearing when inserting an item without FitsInDispenserComponent because the whitelisted slot name wasn't changed.
* Add limited-reagent dispensers
* Add empty versions for all dispensers
* Fix lint
* Set initial window size so all buttons are visible
* Simplify logic, add parenthesis
* Use localized name for initial labels
* Adjust button style
* Avoid touching items before MapInit
* Remove pre-labeling
* Reduce diff
* Clean up YAML
* Fix test
* Really fix test
* Document
* Adjust based on review
* Add labels for obnoxiously long bottles
---------
Co-authored-by: AWF <you@example.com>
* Execution (you monster)
not done
* woops
* more stuff
* Melee executions
* Prevent executing those who can interact
* Better checks for if you can execute
* Scale the execution time of a knife with its attack speed
* Translations for fucking up an execution
* rename some functions
* Properly scale execution speed of melee weapons
* Fix checks in CanExecuteWithAny
* Allow executing yourself (funny)
* More versatile localisation
* Suicide with guns
* Popups for successful gun executions
* whoops
* Stop flare guns crashing the game on executions
* Various tweaks
* Remove some old usings
* Pacifists can no longer execute
* Remove unnecessary check
* Use CanShoot in gunsystem
* Capitalisation in ftl string
* Fix melee executions not playing a sound
* localisation tweaks
* Added TransferActionWithNewAttached and TransferAllActionsWithNewAttached and OnActionAdded event method to ActionContainerSystem. These are needed where the action needs to have a different attached entity for usage. Fixed a bug with not being able to upgrade actions between levels. Added a way to grant and remove a singular action.
* adds an action container component to mind on action added to fix tests
* Swaps trycomp for hascomp
* Maybe this will fix the thests
* Grants action container to performer as well
* Wait that makes no sense, removing that
* fixes mind action grant logic
* Changes ent check back to netent check
* Reverts unintended container changes
* Cryogenic sleep units
* pause map support
* no more body deletion
* Cryogenic Storage Units
* boowomp
* no more emag, no more dropping present people
* Fix ActivatableUIRequiresPowerCellComponent stopping power draw when one of two people closes the UI.
Also fixes it to check UiKey properly.
* Remove unnecessary CrewManifestViewer on PDAs
This is for a pop-up crew manifest UI, which the PDA doesn't use.
* Fix BoundUIClosedEvents that didn't check UI key/not correctly at least.
Uses the new helper method in engine.
* Fix drone (cargo shuttle) pilot console UI breaking if two people open it and one person closes it.
* Fixes for disposal router/tagger UI.
Code was badly copy pasted without changing identifiers, never worked.
Also cleaned up some of the logic (text trimming, sounds).
Also removed the "refuse to work if you have something in your active hand" check like why.
* Avoid running most ActivatableUIComponent logic when closing a UI via toggle
Activating the UI while it's already open closes it via toggle. Except it still ran 99% of the "attempting to open" logic which makes no sense.
This probably fixes a bug or some other dumb behavior somewhere.
* Bitch
Fixes#23645
The problem is that the solution editor UI is an EUI, so the UI updates before the game states are applied.
A correct fix would be to move it to a BUI in some way, but that's a little involved as we don't really have pre-existing code that uses BUIs in a manner good for this. I decided against this because I realized we'd want to have more tools similar to this and tbh I kinda figured integrating it with VV would be a better fix instead, so...
This is a bad workaround to manually synchronize the UI updates against game timing. It's not pretty but it works.
* 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
* move pietin trash to FoodPieBase so all pies return their pie tin when eaten
* spawn trash from a SliceableFood if the Food has a trash
* add a limited selection of additional tablewares to the autolathe
* kitchenware material adjustments
* fix crash when slice pie in hand/inventory
* use system helpers + slices now go in parent container
* Optimise the puddle system to reach an equilibrium quickly.
* Remove use of Linq
Try to be more efficient with Tuples
* review
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Add doors to the navmap
* tweaksies
* gah
* draw primitive
* draw primitive? at least take me out to dinner first!
* Update Content.Client/Pinpointer/UI/NavMapControl.cs
* casualties
---------
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Fix tranquiliser darts not working
Fixes a bug introduced by 9f47079d02 which
was made to stop the fly-by fixture from triggering the system. This was
done by checking whether the fixture was hard. Apparently the
projectile's fixture is never hard as well. The change just makes it so
that check only succeeds when the fixture is a fly-by fixture.
* Remove something that I think is redundant
* Remove random using directive that somehow appeared.
* Address Review
* Adress Review 2
* Put the appropriate fixture ids
* Show how close bodies are to rotting
When examining a dead body, you will be able to see of close
it is to rotting.
- "It still looks fresh.", in the first third of the pre-rot period
- "It looks ripe.", in the second third
- "It's starting to look bad.", in the last third
This could help players prioritize medical care.
* Alter the wording of the pre-rot indicator
* Use numeric rotting stages in FTL
---------
Co-authored-by: Kevin Zheng <kevinz5000@gmail.com>
* Moved vendor thank you messages into AdvertisementPack, making them vendor-specific.
Wrote a few example messages.
* Only display thank yous when closing the UI after a purchase.
* Tweaked a few messages
* More custom messages
* Missed one
mapBounds was null after one of my last changes. I changed the transform so it's just passed in directly as I don't think there was an easy way around it.
I checked magnet + roomfills still work.
* Stuff
* Fix RoundStatus Action
* Rename stuff
* Also needs to run on the main thread
* minor stuff
* Move to not be an EntitySystem
* Part 1 of making this less shit
* Make some more stuff run on main thread
* Actor check, logging and remove token from log.
* Better log
* Change ActionKick to use Guid instead of username
* Fix build
* Bandaid fix for test fails
* Animal cruelty nerf - microwaves no longer instantly gib, and now heat in realtime
* While we're at it there's honestly no need for this shit to be hardcoded
* Initial prediction
* new group handling
* groups for all examines that use multiple rn
* compile
* why was it doing this??
* handle newlines with sorting properly
* Add port link sink in timer
* Update SignalTimerSystem.cs
Moving the trigger so that everything works correctly and does not conflict. Correction of remarks.
* Update SignalTimerSystem.cs
* a
* review
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Fix Round Restarted Announcements not playing
Just make the RoundFlow manager play the funny
announcement sound effect, rather than pass it
through to players in an event that doesn't work.
Only three round end announcements probably
isn't enough. Maybe it is time for fresh memes.
* Remove the handling in ClientGameTicker.
* Pass in a specific filepass to broadcast.
* you make one line change in vscode and the linter
goes AH-HAH I CAN HELP YOU LET ME CLEAN
THIS UP and I'm like 😔 and have to revert
* Allows a possibility for a new reagant to work on dead if applied.
To use it, go to Resources\Prototypes\Reagents\medicine.yml and add worksOnTheDead: true to any reagent.
* Update Content.Shared/Chemistry/Reagent/ReagentPrototype.cs
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
* Update Content.Server/Body/Systems/MetabolizerSystem.cs
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
---------
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
* Fix robusted dionas not being recoverable
* Implement a polymorph cooldown field, used for TreeMorph
Allows the polymorphed Diona some time to work off robust harvest
without immediately polymorphing again.
* Minor adjustment to polymorph cooldown timing
* Apply suggestions from code review
Co-authored-by: Kara <lunarautomaton6@gmail.com>
* fix: trigger polymorph revert on destruction
As suggested by mirrorcult, DamageThresholdReached is not the ideal
candidate for reverting a polymorph on destruction, as there exists a
DestructionEventArgs to listen for instead.
---------
Co-authored-by: Kara <lunarautomaton6@gmail.com>
* HellSpawn Mob
* added spawner
* summary for the namespace
* larger collider, cannot enter single tile corridors.
* fix
* remove duplicate from yml, fix attributions.
* moved action to shared, moved comp to shared, networked comp, separated heal, fixed attributions
* removed flammable from hellspawn
removed the healing effect from firestarter ability (healing can be separate ability).
* Update attributions.yml
fix attributions
* fix
* fix
* moved ComputerBoardComponent to Content.Shared
* made flatpacker accept computer boards
* made flatpack system and ui function with computer boards
* fixed it so that flatpacks of computers are correctly coloured to fit their computer board colour
* unhardcoded the computer flatpack assembly cost
* Combined GetFlatpackCreationCost(...) with GetflatpackCreationCostForComputer(...)
* removed code duplication in SharedFlatpackSystem
* removed code duplication from FlatpackCreatorMenu.xaml.cs
* remove code duplication from FlatpackSystem (on the server)
* fixed indentation error
* kobold variety - allows kobolds to have random colors and horns
* hey lets maybe not crash in this case, lets maybe let the color continue being null in this case
* excuse us vscode what the fuck is this
* brightens kob base, makes kob outline more bold, fixes to the prototype because our code spaghett
* okay yeah angler horns just dont work At All. the floppy kobold ears, however? MWAH. chef's kis
* we've been staring at these critters all day - makes base color line up with the base color of some of the markings
* AutoCompState + ItemToggle fixes
Fix a lot of the comp states that are never actually networked and also cleaned up ItemToggle events a bunch. ItemToggle will still need some future work for lights and sounds.
* Also catch these
* Flatpacker and flatpacks
* ok that's good enough
* convert solars/AME to flatpacks
* mats, mats, we are the mats
* basic mechanics are DONE
* thing
* final UI
* sloth
* rped jumpscare
* rename
* Fix reptilians pulling after being zombiefied
Now being zombefied removes ability to pull objects, regardless of if
the entity could pull without using their hands.
Fix#23043
* Apply changes from review
* SS14-23184 Migrate Lathe Material Ejection Code to MaterialStorage
The lathe material ejection code acts as a do-nothing
man-in-the-middle system that does work that would be
reasonable for any MaterialStorage-using machine to
use. This has been fixed by migrating the ejection
code to MaterialStorage, allowing anything that uses
the system to eject mats it is storing.
* Fix some YAML references. Science!!
* Artifact analyzer now pauses on power-loss
Instead of just cancelling the current scan, the artifact analyzer
will now pause in case of power-loss.
Scanning will automatically resume when power returns.
* Improve artifact scanning pausing
This builds upon the latest improvements in artifact scanning
regarding UI update.
A few bugs have popped up where (legal) string formatting tags
have been duplicated out into whisper and local.
Using the RemoveMarkup static we can sanitize attempted
speech to remove markup.
* Creates Content.Shared.Chemistry.Solutions
Copies Solution class to new namespace
Obsoletes old Solution class
* Switches over to the Solutions.Solution Solution
* Creates Content.Shared.Chemistry.Containers
Copies relevant components/systems to the new namespace
Obsoletes old versions
* Switches over to the Containers.XYZ namespace
* Creates SolutionSystem and obsoletes old SolutionContainerSystem methods
* Start using SolutionSystem for Solution manipulation
* EnumerateSolutions
* Move TryGetMixableSolution
* Move EnsureSolution to Server
* Create Solution Entities
* Stop using obsolete solution system methods
* Fix prototype component tests
* Add using ..Audio.Systems; back
* Wrap solution container slots in ContainerSlots
* Actually add the slot to the solution container map
* Dirty SolutionContainerComponent when ensuring solutions
* Revert namespace changes
* Remerge SolutionSystem and SolutionContainerSystem
* SolutionContainerManagerComponent refactor
* Avoid wrapping necessary code in DebugTools.Assert as it is removed when compiling for release
* Readd examine reagent sorting
* Fix errors
* Poke tests
* Fix solution names not being applied
* Fix WoolyComponent including statement
* Fix merge skew
* Fix compile errors
* Make reactions use solntities
* Reindent solution class namespace
* Field attribute changes
* AutoGenerateComponentState for SolutionContainerComponent
* SolutionContainerComponent -> ContainedSolutionComponent
* ref ReactionAttemptEvent
* Denetwork preinit solutions
* Misc 1
* Nullable TryGetSolution out vars
* Cache associated solutions
* Fix merge skew
* Use explicit regions in SharedSolutionContainerSystem.Capabilities
* Add debug assert
* Use explicit regions in SharedSolutionContainerSystem.Relay + ref SolutionContainerChangedEvent
* ContainedSolutionComponent.Name -> ContainedSolutionComponent.ContainerName
* SolutionComponent doc comments
* Implicit DataField names and property purge
* ReagentEffect DataField names
* Local variables for readability
* Sort using statements + Entity<T> event handlers
* Fix compile erros
* Fix compile errors
---------
Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
* upload all textures
finished easiest part - TeslaGenerator
* Added Tesla energy logic
* add lightning pulse priority
* work
* optimise lightning arc system
* now tesla moving to LightningTarget entity and consume it
* some audio work
add airlock and computers to the LightningTarget
* add nice visual and explosions
add crashing to game
* rsi meta fix
* disabling explosions (crashing server)
I'll get back to that problem later.
* adding important admin logging
* a little bit of cleaning and documentation
* Persistent attempts to fix the server crashing on explosions. Accidental cleaning of everything I see.
* now the tesla incinerates everything it touches except the containment field.
* colliders work
* fix falling tesla on ground after being exploded
* add consume sound, add spawn and collapses sound
* added TeslaGenerator to cargo trading console
* add all tesla part to cargo trading console
* Tesla coils: Turn on and off, get energy from lightning, give energy to the grid.
* tesla coil is ready
* tesla grounding rod is ready
* clean up
* clean up 2
* grounding rods now working without power
* add LightningResistance parameter for LightningTarget Component
* add chaotic teleport
* eletrocution remove?
* deltanedas fix pack
* more fixes
* FIXES
* FIIIXEEES
* The "Grounding Rod" component is removed, and replaced with "LightiningSparking", which is responsible for changing the visuals when hit by lightning. Duplicate code from the coil is removed.
* ops
* fix
* nah, is escaped anyway
* increase tesla collider size
* keron bb
* try fix test?
* fix
* bruh
* check turn off sus comp
* prototype cleaning
* FIIX
* return and fix sus component
* fix tesla eating lightnings, now mini tesla is electrocuted
* commented some issues
* remove linq sorting
fix jumping system
minor fixes
* fix second Linq
* fix tesla colliders! Yeah, it works
* fix componentregistration
* Just retests
* not fix
* FIX TESLA
* fixes
* store targets
* back
* make dictionary of hashsets
* some sloth fixes
* stump
* playtest balance energy generation, return to unpotimized (but working) lightning shoot
* parity
* work on
* some new fix, some new bug (chasingComponent not chasing)
* comment
* fix ChasingWalkSystem
* fix collider tesla problem
* revert old unoptimized shoot lightning
* new fix pack
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Added the zippo and engraved zippo. Added the engraved zippo in the detective's coat.
* Added copyright.
* Renamed to Flippo
* Gave the Flippo new sounds. Moved the lighter sound collections to their own folder in Items.
* Fixed YAML issues that showed up with moving the lighter noises to their own folder.
* Added the detective's Flippo as a thief objective, with half the weight of the forensic scanner.
* Remove n rename cruft old shit
* Artifact analyzer UI updating optimization
* Revert "Remove n rename cruft old shit"
This reverts commit 8789338fb20f77d79c5b0e40719896efe0103fcc.
* Change the vote and cvar
* Only denies successful votes
* Add comments because I'm a good coder, I swear
* I added a space to the first line of ccvars it's so over
* terminator locale
* terminate objective
* terminator components and shared system
* terminator roles rules and system
* terminator events
* skeleton recolour
* terminator and endoskeleton
* ghost role spawn
* damage modifier sets
* :trollface:
* :trollface:
* add antag prototype
* ghost role locale
* skynet
* :trollface:
* :trollface:
* :trollface:
* add endoskeleton body prototype
* :trollface:
* :trollface:
* smite locale
* implement terminate smite
* :trollface:
* :trollface:
* implement PopupBehavior
* endoskeleton transform popup
* move stuff from shared to server since nothing actually used it
* recolour everything
* update parts
* :trollface:
* :trollface:
* ok fire was using the damage set, back to 1.0
* tweak
* :trollface:
* :trollface:
* simplemob ops
* 1 rule per pro
* :trollface:
* :trollface:
* update some sprites
* structural damage
* :trollface:
* :trollface:
* Revert "update some sprites"
This reverts commit 459196c6a8942c5412885d5fe2f1a83a48408ddc.
* offbrand, add die objective to maybe remove fear of murderbone
* add shut down objective to the list
* fix ghost role
* fix control mob
* :trollface:
* :trollface:
* please
* naming
* code changes for GenericAntag terminator
* yml changes for GenericAntag terminator
* :trollface:
* moved kill objective override to an objective component
* use kill objective override
* fix
* oh
* locale changes
* change burn to heat for skin melting gib
* change some endoskeleton stuff
* pro
* i already did this dementia ops
* objective
* fix
* pro
* swap out full sprite
* update parts
* forgor
* fix mind transfer
* type
* endoskeleton has 500 mass
* evil
* fishops
* warops
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
* Add a 'Copy' button to the fax UI
* Add ValidatePrototypeId attribute
Co-authored-by: Kara <lunarautomaton6@gmail.com>
---------
Co-authored-by: Kara <lunarautomaton6@gmail.com>
* Fixed EnergySword and variants having incorrect sound on attacking when in their Off state.
* Removed the unused ItemToggle from the serverside and created a new shared ItemToggleComponent and System, now used for the e-blade family of items. Also added e-blade hum and swing sounds. Thanks Sloth for the initial code!
* Changing Stunbaton system to include the itemToggle system.
* Adapted changes that have come up in the meantime.
* Changed damagespecifier to be serializable and autoNetworked in melee weapon components. Fixes a bug that makes it so client-side, damage values are not updated on toggle.
* Made the ItemToggleSystem have both a shared and a server component. Ported the Stun Baton and Stun Prod to the new toggleable system. Added a failure to activate noise component.
* Ported the welders to the new item toggle system. Set it so deactivated damage and item size default to the item's regular options.
* Removed unnecessary usings.
* Small modification to the stun prod.
* Made the integration test use the new method to turn the welders on.
* Fixed a few testing issues, applied a few changes requested by Delta.
* Updated Stunbaton code for consistentcy when it comes to calling the itemToggle component.
* Removed a redundant return; as per Delta.
Made examining the stun baton for charge rely on the battery component instead.
* Removed the welder visualizer system, now using the generic one. Removed some unused usings. Removed the welder visuals and layers.
Ported lighters to the new system.
Added zippi (sic) lighters.
* Renamed variables used to make them less generic.
* Simplified the light update code.
* Fixed the unit test to use the itemToggle system for welders now.
* Made the name shorter. I can't tell if the welding damage when interacted with actually does anything though. I can't figure out how to trigger it.
* Fixed some YML issues.
* Added a client side item toggle system just to make the shared code run on local UID's too.
* Fixed some more Yaml.
* Made the Zippi lighter have its own parent item, so it doesnt' conflict with the random pattern on the regular lighter.
* Made the zippi lighter its own in-hand sprites.
* Added a summary for the activated property in itemtoggle component.
* Fixed a typo in the itemToggle Component.
* Fixed a typo.
* Added to the remarks for the ItemToggleComponent.
* Fixed up the lighter yaml to make it use a generic term instead of a toggle layer enum for the random skin.
* Fixed a bug I introduced accidentally with the humming sound.
* Removed 2 unnecessary events from the ItemToggleSystem and component.
* Fixed a bug by only making the server run the item activation code, since the client cannot predict whether or not the activation will be cancelled.
* Cleaned up some names and functions getting called.
* Renamed a couple of variables and removed the explicit datafields from the component. Removed "activated: false" from yml since they're already deactivated by default.
* Added an IsActivated function, used it in the welder and stun baton systems code.
Refactored welder code to remove the WelderToggle event, now using the ItemToggleActivatedEvent instead for eye protection check.
* Fixed a typo. Added some comments.
* Split the ItemToggle into smaller components.
Changed the items that used the toggle system to work with the smaller components.
Made the mirror shield reflect energy shots with a 95% chance.
* Fixed the namespaces for the server components and whatnot.
* Fixed a doubled deactivation sound from using activated wieldable items (like the double Esword).
Fixed wrong yml with the e-dagger.
Fixed the disarm malus code.
* Added the zippo lighter to the detective's trench coat.
* Removed the default hit sound for the double e-sword since it was unnecessary.
* Changed e-sword damage numbers to be in line with the changes made by Emisse.
* Made no damage sounds be autoNetworked, so it changes can be changed on activation/deactivation of items.
Made Welders and Eswords sound like themselves but quieter if they hit for 0 damage, instead of taps.
You can choose what sound to play when a weapon does 0 damage when activated now.
Fixed a bug with swing sounds.
* Typo.
* Fixed a bug where the welder would blind you if you used it while it was off.
* Created a single abstract method called when an item has completed its toggle.
* Update Content.Server/Eye/Blinding/EyeProtection/EyeProtectionSystem.cs
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Fixed a comment.
* Made most component variables readOnly for ItemToggle. There is no need to be able to change them from within the variable viewer.
* Removed trailing white spaces.
* Made the Use a field instead of a property in the itemToggleActivation/Deactivation attempt events.
* Small fixes.
* Removed ForceToggle, just use the toggle method instead.
* Fixed a bug with item sharpness staying even after getting deactivated, if the item gained sharpness that way (esword).
* Used ProtoId in the welder component.
* Made damage NetSerializable as well.
* Added networking and data fields to a couple of components.
* Made component variables autonetworked. Added some comments.
* Moved the events that modify item components on toggle to events, handled (where possible) in the systems linked to said components.
* Made all the component variables readWrite again.
* Added the component get to the WelderStatus.
* Added a predictable bool to the item toggle component.
* Replaced the Activated/Deactivated events with ToggleDone, with an Activated argument. Used that to simplify some systems.
* Added a reflect update raise event.
* Removed the Zippo changes. To add in a later PR.
* Removed the zippo from meta.json too.
* Small fix.
* Another small fix.
* Fixed the wieldable system thing in ItemToggle.
---------
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Prototyping whole station wire map
* More prototyping
* Added icons for the different power distributors and toggleable cable displays
* Power cable layouts are now only sent to the client when the power monitor is open
* UI prototyping
* Power monitors can now see the sprites of distant entities, long entity names are truncated
* Updated how network devices are added to the player's PVS
* More feature prototypes
* Added source / load symbols
* Final prototype! Time to actually code it properly...
* Start of code clean up
* Continuing code clean up
* Fixed UI appearance
* Code clean up complete
* Removed unnecessary changes
* Updated how power values are calculated, added UI warnings for power sinks and power net checks
* Updated how power values are calculated again, added support for portable generators
* Removed unnecessary files
* Map beacons start toggled off, console map now works outside the station, fixed substation icon
* Made some of Sloth's requested changes. Power distributors don't blink anymore, unless selected
* Moved a number of static variables in PowerMonitoringHelper to sensible places in the main files. Added a NavMapTrackableComponent so that you can specify how individual entities appear on the navmap
* Updated the colors/positions of HV cables and SMESes to improve contrast
* Fixed SMES color in map legend
* Partially fixed auto-scrolling on device selection, made sublists alphabetical
* Changed how auto-scroll is handled
* Changed the font color of the console warning messages
* Reduced the font size of beacon labels
* Added the station name to the console
* Organized references
* Removed unwanted changes to RobustToolbox
* Fix merge conflict
* Fix merge conflict, maybe
* Fix merge conflict
* Updated outdated reference
* Fixed portable_generator.yml
* Implemented a number of requested changes, move bit masks to a shared component
* Navigate listings via the navmap
* First attempt at improving efficiency
* Second attempt at optimization, entity grouping added for solar panels
* Finished solar panel entity joining
* Finished major revisions, code clean up needed
* Finializing optimizations
* Made requested changes
* Bug fix, removed obsolete code
* Bug fixes
* Bug fixes
* STarted revisions
* Further revisions
* More revision
* Finalizing revisions. Need to make RT PR
* Code tidying
* More code tidying
* Trying to avoid merge conflicts
* Trying to avoid merge conflicts
* Removed use of PVS
* Improving efficiency
* Addressed a bunch of outstanding issues
* Clear old data on console refresh
* UI adjustments
* Made node comparison more robust. More devices can be combined into one entry
* Added missing component 'dirty'
Clamping is needed because x - x can be negative with floating point
numbers. If we don't clamp here, the caller always has to call
GetMoles(), clamp, then SetMoles(), which makes this function not very
useful.
* the grinch will ruin christmas
* comments here, comments there, comments should not be a thing :godo:
* Unsubscribe from CVar
* rename cvar to be clearer.
* Change switch to if statement.
* sync
* sync
* no more squiggles..
* last build error
* updated maps for testing
* some issue with receiving arrivals setup
* networkpayload refactor. TODO: accurate timings
* timings accurate. TODO: backport old bugfix
* all set?
* cleaned up source. TODO: diff arrivals methods
* cleaned component. TODO: escape polish, docs
* first documentation pass
* escape timers work
* no more magic numbers
* removed dead code leads
* sync
sync
* Automatic changelog update
* shuttle timer groundwork
no more squiggles..
last build error
updated maps for testing
some issue with receiving arrivals setup
networkpayload refactor. TODO: accurate timings
timings accurate. TODO: backport old bugfix
all set?
cleaned up source. TODO: diff arrivals methods
cleaned component. TODO: escape polish, docs
first documentation pass
escape timers work
no more magic numbers
* BBQ rib sandwich (#21180)
* Fix missing toggle fullscreen loc string (#21264)
* Cave Decoration pack (#21265)
* add chromite chasm
* add desert chasm
* snow chasm
* finish
* fixes and tweaks (#21172)
* Automatic changelog update
* Fix ItemPlacer (#21160)
This is going to lead to many entities being ticked unnecessarily and performance problems.
* headrev spawn music (#21119)
* headrev spawn music
* :trollface:
* skill issue
* double skill issue
* :trollface:
* :trollface:
* :trollface:
* Automatic changelog update
* Techfab resprite + department fab sprites (#21136)
* Fix popup messages appearing when someone tries to open a door without a tool. (#21099)
* The fixTM
* typo fix
* addressing review
* Show "departed and moved on" for when a ghost role is taken (#21092)
* fix ghost role not counting for "departed and moved on"
* I don't think that bit was needed so away it goes
* hopefully finish the upsream merge
* Automatic changelog update
* Implant whitelist/blacklisting (#20678)
* 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>
* Automatic changelog update
* Ion storm event (#20277)
* 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>
* Automatic changelog update
* A return to foam (foam rework) (#20831)
* Automatic changelog update
* ERT Loadout overhaul + Real deathsquad mobs + ERT fixes (#21230)
* "assist with medical efforts"
* CentComm official description change
* give cburn ert mask
* Ert medic hardsuit uses blood-red medic values
* description changes, they all used to use the blood-red description
* ert engineer hardsuit uses cburn values, good for handling all possible engineering problems.
* janitor hardsuit uses cburn values for extreme messes, otherwise we'd send the non eva variant.
* spawn suffix changes
* shorten suffix
* drop armor from ert jumpsuits
* drop armor from DS jumpsuit
* add more armor to death squad to make up for removed armor in the uniform.
* give sec gas masks armor, give syndicate gas masks armor. ERT gas mask uses syndicate mask values
* add nanotrasen
* removed duplicate
* give centcom IDs their hud icon
* replace all ert bulletproof armor with basic universal armor
* replace all oxygen tanks with air tanks; species is random.
* remove gun and meds from ert engineer kit
* give ert engineer materials
* remove weapons and meds from janitor ert
* give ert janitor light replacer
* remove ert sec pulse weapons, admins will assign loadout. Either the lecter or enforcer, probably.
* Give ert sec the security pistol kit
* typo
* give eva ert sec pistol
* give eva janitor ert gas mask
* give jani purple gloves
* medical gloves for medical ert
* replicate security loadout to leader
* quick ert lecter spawns for lazy admins
* better suffixes to find them easier
* add cburn to ertspawn
* Replace "Spawn" with "role"
* Add death squad. Give ert engineer gas analyzer.
* death squad using wrong equipment
* typo
* missing ghost roles on lecter loadouts
* add freedom implanter to deathsquad
* deathsquad ghost role text
* Operative sounds better
* give Ds flashbang box (why isn't it entirely filled?)
* fix typo. add energy shield to DS
* fix typos
* all centcomm roles are now mindshielded. These cannot be removed.
* Rider didnt include some of the changes ?
* give zipties instead of cuffs for mass arrests!
* upgrade ERT survival boxes to extended capacity
* give cburn extended oxygen too
* Automatic changelog update
* Restore Leviathan's 80 pop cap (#21281)
* Un-revert IPlayerManager refactor (#21244)
* Update engine to v172.0.0 (#21288)
* Bandaid tests (#21292)
* rename the rocks (#21275)
* Make crystals noRot (#21279)
IDK might be better. Ideally the anchoring would be offset 0-0 but this is the world we live in atm.
* Fix nukies sound not played (#21268)
* Play sound and sending greeting message works for nukies now!!!!!
* oops
* silly change
* Automatic changelog update
* Fix hijack objective (#21241)
* Fix hijack
* Max difficulty
* Remove GridModifiedEvent (#21291)
* Update submodule to 173.0.0 (#21296)
* Fix namespace error (#21298)
* Update yaml sequence option in editorconfig (#21297)
* Fix namespace (#21299)
* fix cburn bag issue, make new bag entity for them and filled bag entity (#21295)
* Health analyzer UI improve (#17280)
* Automatic changelog update
* User accessible playtime (#21242)
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Automatic changelog update
* Moves cloning comp & cloning event to shared (#21253)
* Generalizes solution overflow & slightly increases space lube yield (#21094)
* generalize SolutionSpikeOverflowEvent
* let reactions overflow
* spacelube: 3 -> 5
* restore TryMixAndOverflow threshold cap
* Automatic changelog update
* Move ActorComponent to shared (#21293)
* Update engine to v174.0.0 (#21311)
* Fix planet command help message (#21312)
* Wearable bee plush (#20623)
* add
* fix
* temporary change, needs fixing
* mayb fix
* actually fix FR
* yes
* Automatic changelog update
* remove pulse rifle from ert medic (#21310)
* Content audio (#20862)
* Automatic changelog update
* Update submodule to 175.0.0 (#21318)
* Revert "Update submodule to 175.0.0 (#21318)" (#21319)
* Atomic bomb add uranium (#21143)
* fix: Incendiary bullets no longer deal cold, acid, or shock damage that ignores all armor.
* Atomic bomb
* Action bugfixes (#21321)
* Disable OOC during round (#21323)
* Fix PDA notifications when creating a news entry using the Mass-Media console. (#21320)
* Automatic changelog update
* Update belt.yml (#21317)
changes the chief engineer's belt to remove the lv wires (they take up a lot of space and are easy to get anyways) in exchange for a holofan, a t-ray, and a gas analyzer (first time coding ever this might have to be edited)
* New foam sprites (edge sprites) (#21308)
* New foam sprites (icon smoothing)
* changed to edge sprites for foam
* fix
* edges for metal foams
* fix
* Fix bola stam damage, bring back old construction requirements (#21340)
* Automatic changelog update
* Added thermal insulation to flannel jackets (#21273)
* Automatic changelog update
* Space Asshole Gear (#21243)
* Add Space Asshole Coat
* Add sledgehammer
* Adjust sledgehammer damage values
* Add copyright string to sledgehammer
* Fix broken slot highlight in midnight theme. (#21331)
* removed dead code leads
removed redundant ensurecomps
* textscreen documentation
* remove redundant ensurecomps
* Add hint for the examine trigger effect (#21166)
* examine locale
* examine trigger desc
Automatic changelog update
cornmeal is actually obtainable now (#21162)
* do the thing
* lets find out
* Update Resources/Prototypes/Entities/Objects/Consumable/Food/produce.yml
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
---------
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
Automatic changelog update
Healing skeletons by pouring milk over them (and clean pie remains off their skulls) (#21231)
* mvp done - skellies can heal by spillink regular milk on themselves and clean themselves off creaming with water
* added other types of healing milk, also made a separate reaction to oat milk - it has almost no calcium in it
* fixed indent error, made a dumb mistake
Automatic changelog update
Fix anomaly locators frantically beeping when entering detection range. (#21178)
* reset beep timer when out of range
* prevent deficit from impacting beep timing
Automatic changelog update
Remove "mk --> mmm, okay" and "u --> you" to chatsan anti slang (#21177)
Automatic changelog update
Adds AttemptEntity(Uns|S)tickEvent. (#20728)
* try-stick
* convert spider charge to attempt-stick-events
Change ListContainer to send null when selected is removed from the data (#20595)
fix feeding unremovable items (#21234)
Automatic changelog update
Power switchable refactor (#20419)
Co-authored-by: deltanedas <@deltanedas:kde.org>
simple space mobs cant be flashed (#20784)
Co-authored-by: deltanedas <@deltanedas:kde.org>
give roundstart borgs names (#20081)
Co-authored-by: deltanedas <@deltanedas:kde.org>
fix searching on vending machines (#21233)
syndicate snack box (#21024)
Co-authored-by: deltanedas <@deltanedas:kde.org>
Fix DockingControl (#21238)
Shadow Dimension visual pack (#21237)
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Potato battery update + potato AI (#21142)
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
[TEST MERGE] Slot-based Storage (#21212)
Automatic changelog update
Some mild item size balancing + fixes (#21250)
Automatic changelog update
Revert "Storage TEST MERGE" (#21258)
Add missing changelog for storage refactor revert (#21259)
* sync
sync
* Automatic changelog update
shuttle timer groundwork
no more squiggles..
last build error
updated maps for testing
some issue with receiving arrivals setup
networkpayload refactor. TODO: accurate timings
timings accurate. TODO: backport old bugfix
all set?
cleaned up source. TODO: diff arrivals methods
cleaned component. TODO: escape polish, docs
first documentation pass
escape timers work
no more magic numbers
BBQ rib sandwich (#21180)
Fix missing toggle fullscreen loc string (#21264)
Cave Decoration pack (#21265)
* add chromite chasm
* add desert chasm
* snow chasm
* finish
fixes and tweaks (#21172)
Automatic changelog update
Fix ItemPlacer (#21160)
This is going to lead to many entities being ticked unnecessarily and performance problems.
headrev spawn music (#21119)
* headrev spawn music
* :trollface:
* skill issue
* double skill issue
* :trollface:
* :trollface:
* :trollface:
Automatic changelog update
Techfab resprite + department fab sprites (#21136)
Fix popup messages appearing when someone tries to open a door without a tool. (#21099)
* The fixTM
* typo fix
* addressing review
Show "departed and moved on" for when a ghost role is taken (#21092)
* fix ghost role not counting for "departed and moved on"
* I don't think that bit was needed so away it goes
* hopefully finish the upsream merge
Automatic changelog update
Implant whitelist/blacklisting (#20678)
* 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>
Automatic changelog update
Ion storm event (#20277)
* 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>
Automatic changelog update
A return to foam (foam rework) (#20831)
Automatic changelog update
ERT Loadout overhaul + Real deathsquad mobs + ERT fixes (#21230)
* "assist with medical efforts"
* CentComm official description change
* give cburn ert mask
* Ert medic hardsuit uses blood-red medic values
* description changes, they all used to use the blood-red description
* ert engineer hardsuit uses cburn values, good for handling all possible engineering problems.
* janitor hardsuit uses cburn values for extreme messes, otherwise we'd send the non eva variant.
* spawn suffix changes
* shorten suffix
* drop armor from ert jumpsuits
* drop armor from DS jumpsuit
* add more armor to death squad to make up for removed armor in the uniform.
* give sec gas masks armor, give syndicate gas masks armor. ERT gas mask uses syndicate mask values
* add nanotrasen
* removed duplicate
* give centcom IDs their hud icon
* replace all ert bulletproof armor with basic universal armor
* replace all oxygen tanks with air tanks; species is random.
* remove gun and meds from ert engineer kit
* give ert engineer materials
* remove weapons and meds from janitor ert
* give ert janitor light replacer
* remove ert sec pulse weapons, admins will assign loadout. Either the lecter or enforcer, probably.
* Give ert sec the security pistol kit
* typo
* give eva ert sec pistol
* give eva janitor ert gas mask
* give jani purple gloves
* medical gloves for medical ert
* replicate security loadout to leader
* quick ert lecter spawns for lazy admins
* better suffixes to find them easier
* add cburn to ertspawn
* Replace "Spawn" with "role"
* Add death squad. Give ert engineer gas analyzer.
* death squad using wrong equipment
* typo
* missing ghost roles on lecter loadouts
* add freedom implanter to deathsquad
* deathsquad ghost role text
* Operative sounds better
* give Ds flashbang box (why isn't it entirely filled?)
* fix typo. add energy shield to DS
* fix typos
* all centcomm roles are now mindshielded. These cannot be removed.
* Rider didnt include some of the changes ?
* give zipties instead of cuffs for mass arrests!
* upgrade ERT survival boxes to extended capacity
* give cburn extended oxygen too
Automatic changelog update
Restore Leviathan's 80 pop cap (#21281)
Un-revert IPlayerManager refactor (#21244)
Update engine to v172.0.0 (#21288)
Bandaid tests (#21292)
rename the rocks (#21275)
Make crystals noRot (#21279)
IDK might be better. Ideally the anchoring would be offset 0-0 but this is the world we live in atm.
Fix nukies sound not played (#21268)
* Play sound and sending greeting message works for nukies now!!!!!
* oops
* silly change
Automatic changelog update
Fix hijack objective (#21241)
* Fix hijack
* Max difficulty
Remove GridModifiedEvent (#21291)
Update submodule to 173.0.0 (#21296)
Fix namespace error (#21298)
Update yaml sequence option in editorconfig (#21297)
Fix namespace (#21299)
fix cburn bag issue, make new bag entity for them and filled bag entity (#21295)
Health analyzer UI improve (#17280)
Automatic changelog update
User accessible playtime (#21242)
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
Automatic changelog update
Moves cloning comp & cloning event to shared (#21253)
Generalizes solution overflow & slightly increases space lube yield (#21094)
* generalize SolutionSpikeOverflowEvent
* let reactions overflow
* spacelube: 3 -> 5
* restore TryMixAndOverflow threshold cap
Automatic changelog update
Move ActorComponent to shared (#21293)
Update engine to v174.0.0 (#21311)
Fix planet command help message (#21312)
Wearable bee plush (#20623)
* add
* fix
* temporary change, needs fixing
* mayb fix
* actually fix FR
* yes
Automatic changelog update
remove pulse rifle from ert medic (#21310)
Content audio (#20862)
Automatic changelog update
Update submodule to 175.0.0 (#21318)
Revert "Update submodule to 175.0.0 (#21318)" (#21319)
Atomic bomb add uranium (#21143)
* fix: Incendiary bullets no longer deal cold, acid, or shock damage that ignores all armor.
* Atomic bomb
Action bugfixes (#21321)
Disable OOC during round (#21323)
Fix PDA notifications when creating a news entry using the Mass-Media console. (#21320)
Automatic changelog update
Update belt.yml (#21317)
changes the chief engineer's belt to remove the lv wires (they take up a lot of space and are easy to get anyways) in exchange for a holofan, a t-ray, and a gas analyzer (first time coding ever this might have to be edited)
New foam sprites (edge sprites) (#21308)
* New foam sprites (icon smoothing)
* changed to edge sprites for foam
* fix
* edges for metal foams
* fix
Fix bola stam damage, bring back old construction requirements (#21340)
Automatic changelog update
Added thermal insulation to flannel jackets (#21273)
Automatic changelog update
Space Asshole Gear (#21243)
* Add Space Asshole Coat
* Add sledgehammer
* Adjust sledgehammer damage values
* Add copyright string to sledgehammer
Fix broken slot highlight in midnight theme. (#21331)
* removed old ensurecomps, stubs
removed dead code leads
removed redundant ensurecomps
sync
sync
no more squiggles..
last build error
updated maps for testing
some issue with receiving arrivals setup
networkpayload refactor. TODO: accurate timings
timings accurate. TODO: backport old bugfix
all set?
cleaned up source. TODO: diff arrivals methods
cleaned component. TODO: escape polish, docs
first documentation pass
escape timers work
no more magic numbers
removed dead code leads
textscreen documentation
remove redundant ensurecomps
* sync
* new shuttletimer sprite/offset
* sync
* sync
* sync
* sync
* sync
* builds
* sync
* sync
* sync
* offset adjustments
* timer pattern implemented
* arrivals timer system seems to work
* sync
* sync
* sync
* sync
* sync
* sync
* sync
* sync
* sync
* sync
* implements shuttletimers
* centcomm timers
* set color to tg 1097fb
* textscreen -> signalscreen, shuttletimer -> screen
* move screens out of timer.yml
* pruned unused properties/imports
* license+copyright for screen.rsi
* forgor change signaltimer event handler doc
* roundstart arrivals ftl logic
* block signaltimer screentext updates during timing
* merged robust 185
* centcomm carpet uid collision PLEASE MERGE MY PR
* remove arrivalssystem entitymanager dependency
* refactored magic strings, added roundend getters
* specific vgstation sprite commit licensing
---------
* Added the Super Bonk smite. It teleports the player from table to table
in the game and bonk their head into them. Also smashes them into glass
tables.
* Stopped using a timer and now instead use Comp + System. Also added proper logging impact.
* Fixed name inconsistency
* Admin CL which I forgot
* Made it funnier
* Moved basically all logic to the system and added a light version that stops when you die
* Hopefully made YAML Linter stop bullying me
* Removed fun(Glass tables no longer get smashed when the target is bonked over them)
General opinion seems that it would cause too much collateral damage. I kinda agree.
* Adressed reviews