Commit Graph

24328 Commits

Author SHA1 Message Date
James Simonson 12f94b33c3
Rats eyes glow in dark + reorganize rat textures (#26300)
* Split mice from rats and made rats eye glow

+ added red eyes to regal rats (Both king and buff) + normal rats
- removed mouse-3 sprites from mice and moved it into a dedicated rat rsi
+fixed admin smite wording (you turn players into mice, not rats)

* minor formatting fix

* removed version numbers float.

* Typo fix + removed unneeded layer name
2024-03-21 14:16:18 +01:00
Tayrtahn f4cb02fb0c
Code cleanup: Purge calls to obsolete EntityCoordinates methods (#26292)
* Purge calls to obsolete EntityCoordinates methods

* Pizza defruited; rerun those tests!
2024-03-21 12:59:56 +11:00
Tayrtahn b34777177c
Fix some invalid damage types (#26295)
Fixed some invalid damage types
2024-03-21 12:58:21 +11:00
Pieter-Jan Briers b06d40e853
fix legally distinct visor man plush name. (#26299)
am in vr. approved by real spaniard.
2024-03-20 21:48:05 -04:00
PJBot 5546337617 Automatic changelog update 2024-03-20 19:04:59 +00:00
Tayrtahn 1200d406ca
Pizza is not a fruit (#26293)
* Pizza is not a fruit

* Also the slice

* Let the lizards still eat pizza
2024-03-20 20:03:53 +01:00
PJBot e8a9bd0095 Automatic changelog update 2024-03-20 16:08:45 +00:00
Killerqu00 670a9826fe
Per-department wire layouts (#26247)
* add per-department wire layouts

* fix science/research inconsistency

* fix wireLayout inheritance

* science is no longer security

* Security doors back to normal wire count

* implement proper wire inheritance

* revert WiresSystem.cs fix
2024-03-20 17:07:38 +01:00
Pieter-Jan Briers a4692004de
Fix wire layout inheritance. (#26289)
Wire layouts manually navigate the inheritance hierarchy, but the data fields on the prototypes were also automatically inherited already. This meant that inheriting a wire layout prototype and changing nothing would cause the wires to be duplicated unless they were manually modified on top.

Fix is easy: just disable inheritance on the data fields.

Also, integration test for it.
2024-03-20 16:22:47 +01:00
Pieter-Jan Briers fc76996dc5
Fix EFCore obsoletion warnings in Content.Server.Database (#26285) 2024-03-20 15:47:36 +01:00
Mr. 27 205edfe6d7
Fix blunt melee weapon hitsound (#26286)
* ok

* Update welders.yml
2024-03-20 15:25:38 +01:00
Mr. 27 3836da964c
Monkey and gorilla melee weapon fix (#26288)
Update animals.yml
2024-03-20 15:22:30 +01:00
PJBot c6fa35dbb6 Automatic changelog update 2024-03-20 11:58:45 +00:00
Errant e061cb3f8c
Thrown soap/banana/(etc?) will fail to slip until it lands (#24494)
* throw miss

* event

* whoops

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* fix popup duplication

* Separate cancellable event

* no popup, no problem

* remove leftover stuff

---------

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2024-03-20 12:57:39 +01:00
Mr. 27 a7d95c3b13
make traitor syndicate reinforcements get the traitor role (#25400)
inital
2024-03-20 09:41:50 +01:00
Boaz1111 0a6921d5ef
new book - Tales of a Tired Janitor (#24441)
* book

* Update book-authorbooks.ftl
2024-03-20 09:27:37 +01:00
Tayrtahn 4a83c36585
Code cleanup: Dirty(Comp) (#26238)
* Replaced uses of Dirty(Component) with Dirty(Uid, Component)
Modified some systems (notably pulling-related) to use uids.

* Missed a few

* Revert changes to pulling

* No
2024-03-19 23:27:02 -04:00
IProduceWidgets c28cbe40c3
spawn panel rock crab suffix (#26264)
crab crab crab crab crab its all crabs.
2024-03-19 23:22:16 -04:00
keronshb 85f4b43db1
Adds logging for refunds (#26274)
LGTM
2024-03-19 19:46:03 -07:00
Nairod 395024a652
Fix Fland's Cargo Shuttle Atmos (#26273) 2024-03-20 11:16:53 +11:00
metalgearsloth 6de5fbfafb
Fix build (#26258)
* Fix build

- Fixes a couple paint things that were broken.

* wat
2024-03-19 23:34:00 +11:00
nikthechampiongr 362d56981f
Simplify DoAfterArgs behavior for movement and distance checks (#25226)
* Merge BreakOnWeightlessMove and BreakOnMove. Provide different theshold for weightless movement.

* Adjust WeightlessMovementThresholds. Put a thing I forgot to put in the doafterargs.

* Make DoAfterArgs only use OnMove to determine whether to check for
movement and MoveThreshold to determine the threshold regardless of
weightlessness. Gave DistanceThreshold a default value which will always
be checked now.

* Fix issue introduced by merge.

* Use interaction system for determining whether a distance is within range

* Fix incorrect doafter args introduced by previous merge.
Forgor to commit these.

* Exorcise ghost.

The execution system should have been deleted when I merged previously.
For a reason I cannot comprehend it came back, but only the execution
system.

* Exorcise ghost Pt. 2

* Allow for movement check to be overriden in zero g and adjust doafter args where needed.

You can now override checking for movement in zero g with the BreakOnWeightlessMove bool. By default it will check.
The following doafters were made to ignore the movement check in zero g:
- Healing yourself with healing items,
- Removing embedded projectiles,
- Using tools like welders and crowbars

* Adjust distance for cuffing/uncuffing to work. Make injections not break on weightless movement.

* Fix evil incorrect and uneeded comments
2024-03-19 21:09:00 +11:00
Verm 06b3f273ea
Changed current value to unextracted value in artifact report guidebook (#26253)
* Fix name

Forgot the name was also different

* Fix Name, wording

happened so fast I messed up
2024-03-19 05:04:38 +01:00
PJBot fb804d806d Automatic changelog update 2024-03-19 03:49:58 +00:00
keronshb 9b8f7c06fa
Store Refund Fix (#26251)
Removes else that accidentally enables refunds
2024-03-18 23:48:52 -04:00
metalgearsloth c584f6444a
Pulling rework v2 (#24936)
* 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

* Fix hotkey

* Fix container changes

* oop

* Fix multi-pulling

* Move alerts cleanup.

* pulling fixes
2024-03-19 14:30:56 +11:00
PJBot f8b54a06b7 Automatic changelog update 2024-03-19 03:23:26 +00:00
Verm e70928fad8
Fix artifact report info (#26252)
* Update ArtifactReports.xml

Fix conflicting info

* Small tweak to wording
2024-03-19 14:22:21 +11:00
PJBot 545b61855c Automatic changelog update 2024-03-19 02:37:27 +00:00
SlamBamActionman d7484ae9f5
Fix recycled containers deleting items inside them (#26045)
* Removes items from containers in reclaimers

* Made it into an event instead

* Sloth review comment

* Fix indentation and rename field
2024-03-19 13:36:21 +11:00
PJBot 6b966f6360 Automatic changelog update 2024-03-18 22:36:52 +00:00
nikthechampiongr 22e9d6562f
Fix SCRAM implant not working while cuffed. Incidentally fix freedom implant working while dead/crit (#25978)
* Fix SCRAM implant not being usable while in cuffs. Also fix freedom implant from working while dead/crit as a side effect

* Move check up to apply to all actions and do thing I forgor to do before

* Change check into an ActionBlocker check that also checks whether the user is sleeping.

* Make checking for Consciousness the default for actions

Went through and chose what I believe to be sensible defaults for actions that had CheckCanInteract.

* Fix typos my beloved

I had an unbelievable skill issue

* Fix major skill issue
2024-03-18 23:35:46 +01:00
PJBot 5185a4a6b3 Automatic changelog update 2024-03-18 21:58:42 +00:00
Killerqu00 45d6c03407
Initial Infected can see each other (#25934)
initial infected icon
2024-03-18 15:57:36 -06:00
PJBot d5e7951d5a Automatic changelog update 2024-03-18 21:48:45 +00:00
shamp 3884c2d2d2
Zombies can very slowly regen heat and shock damage (#25925)
Update ZombieComponent.cs
2024-03-18 15:47:39 -06:00
PJBot 2c6d8aaffe Automatic changelog update 2024-03-18 21:37:30 +00:00
Boaz1111 61e31f4062
Bumps LoneOps minimum required players to 20 (#26244)
done
2024-03-18 15:36:24 -06:00
PJBot d4b60faff8 Automatic changelog update 2024-03-18 21:35:41 +00:00
deltanedas 5e1198568f
saltern paramedic slot (#26038)
add paramedic to prototype

Co-authored-by: deltanedas <@deltanedas:kde.org>
2024-03-18 15:35:03 -06:00
Plykiya 6694f92171
Adds craftable ducky slippers (#26138)
* Craftable ducky slippers

* fix node

---------

Co-authored-by: Plykiya <plykiya@protonmail.com>
2024-03-18 15:34:34 -06:00
PJBot 6247ef4700 Automatic changelog update 2024-03-18 21:34:13 +00:00
Terraspark4941 353784bfae
Updated the TEG page (#26170)
* Ported from guidebook-cleanup branch on my fork

* Missed a skill issue, thanks Tayrtahn

* Fixed misinformation
2024-03-18 15:33:07 -06:00
PJBot 2ade132c6b Automatic changelog update 2024-03-18 21:32:40 +00:00
Pieter-Jan Briers f55c98ce6d
Include bans in adminremarks command (#26240)
Fixes #20645
2024-03-18 15:31:34 -06:00
PJBot 7dc7750dd0 Automatic changelog update 2024-03-18 21:30:54 +00:00
brainfood1183 e4d5e7f1ae
Spray Paint (Review Ready) (#23003)
* Spray Paint (Draft)

* paint colors, paints in maints loot, cargo crate of paints.

* fix

* remove paint (sort of)

* moved paintcleaner into own system

* Moved paint to server (had to unfortunately)

* doafter now breaks when moving away.

* cant paint mobstatecomp

* loads of fixes

* fixes

* fixes

* nopaintshadercomp

* fixes

* fix

* use locale for paint remove string

* remove nopaintshadercomponent and use blacklist

* remove enabled.true from visualizer

* paint doafter event.

* add verbs for paint and remove paint and icon for paint verb.

* fixes

* no longer replaces shader when shader exists.

* replace forloop with foreach, check shader before adding and removing.

* paint doafter now separate so no copy paste code

* Entities in sprayed targets item slots are also now correctly sprayed.

* fix

* fix

* fix airlock psray painter now removes painted before painting door.

* spray paints now use openablecomponent.

* fix

* fix damn accesstypes.

* fix

* fix
2024-03-18 15:29:48 -06:00
PJBot 3b8320dbbe Manual changelog update 2024-03-18 21:02:43 +00:00
potato1234_x e94fba5f70
makes closets/lockers better (#24942)
* hmngm

* fix
2024-03-18 21:53:13 +01:00
Pieter-Jan Briers db81438d30
Fix barotrauma pressure protection (#26236)
Oops

In #26217 I re-organized the logic for the calculation. Part of that was moving the logic for GetFeltLowPressure and GetFeltHighPressure to be done before we actually check the hazard thresholds. What I didn't realize is that, with how our pressure protection is set up, these functions can return values so extreme they rebound into the other category.

For example, according to the math, when you're wearing a hardsuit in a low-pressure environment you have "felt" pressure of 1000 kPa. Yeah that's not right.

Now these functions clamp their result to OneAtmosphere, in the appropriate direction (101.3 kPa).

Fixes #26234
2024-03-18 17:46:31 +01:00