* Separated "thank you" messages from general ads
* Moved MessagePackPrototype to shared, cleaned up AdvertiseComponent, and actually killed AdvertisementsPackPrototype.
+More suggests changes.
* Rename PackPrototypeID to Pack in both components.
* add Name field to SpeechVerbPrototype
* extra locale for voice mask ui
* SpeechVerb ui and handling
* raaaaaaaaa
* reeeeeeeeal
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* fix sort
* did you hear john syndicate died of ligma
* Update Content.Client/VoiceMask/VoiceMaskNameChangeWindow.xaml
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Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* add SaveItemLocation keybind
* make item direction public to avoid having to change between Angle for no reason
* add item location saving
* show
* Added a better save keybind, made it draw saved positions, and trying to save in a position it has already been saved in removes that position.
* w
* code style
* Make taken spots appear blue
* style
* !
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Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: notquitehadouken <tripwiregamer@gmail.com>
Co-authored-by: I.K <45953835+notquitehadouken@users.noreply.github.com>
* Give 'em something to talk about
* Wire panel visuals
* Wire graphics tweak
* More ads and thanks
* More ads for a noisy arcade
* New screen for space villain machines
* Implement EmitSoundIntervalComponent and a bunch of arcade noises
* Require power for sounds
* Allow earlier startup intervals
* Orange glow
* Audio attributions
* Include the PR link
* Replace EmitSoundInterval with expanded SpamEmitSound
* Remove pacman-themed arcade sounds
* Documentation good.
* Updated methods to use Entity<T>
* Refactored SpamEmitSound to get rid of accumulator and chance.
* Fixed prewarm logic
* Moved stuff to Shared
* Fix outdated YAML
* Better prediction, auto pause handling
* Make enable/disable reset the timer instead of trying to save it.
* Removed inconsistent broadcast cooldown whenever the "Announce" button is pressed on the communications terminal.
* Revert "Removed inconsistent broadcast cooldown whenever the "Announce" button is pressed on the communications terminal."
This reverts commit c730d6499b6908f6ae7c52e21d5338fa3b7eb80e.
* Reapply "Removed inconsistent broadcast cooldown whenever the "Announce" button is pressed on the communications terminal."
This reverts commit 3c2d66af865a11ca55eb0e98db58a955c0d70c00.
* -Removed cooldown entirely
* Ported over code for delta-v to fix bounties
* Added requested changes
* Removed the station arg from "IsBountyComplete". It is unneeded and all calls just use a null value for it anyways
* When another player late joins it will correctly update the UI locally
* Resolve passengers not displaying the correct message in late join
* Improve final boolean comparison of button disabled state to be a bit neater
* Fix test
* Kill float accumulators
* Use entity proxy methods
* DataField auto name generation where possible
* Kill comp properties
* Clean up server comps
* Make events record structs
* Clean up shared body code
* Clean up server body code
* Rename organ events to be same names as in med refactor
As far as I know, the Box of Hugs only spawns on the clown and is used in the construction of a honkbot such that if the clown decided earlier to craft a honkbot or if the low price of some 3000 spesos is insufficient this bounty is impossible. Similarly, Donk Pockets are not a renewable resource and it has happened that a station has eaten too many for the bounty to be completed only to get it in rotation and esssentially lose a bounty slot forever. I would like it if each bounty was at least theoretically possible on any station it's likely to occur in, and there are too many where there aren't enough of these obtainable to complete the bounty, which is no fun.
Don't always mark after interact event as handled for welder tools. Done with a view towards allowing disposal interaction post tool system handling.
Co-authored-by: MQuatermain <misterquatermain@pm.me>
* Fix cuffs breaking after they stop being pulled
* Do proper interaction check for UncuffAttempt
* Minor cleanup
Take as much out as possible from _net.IsServer() if blocks.
Misc cleanup
* Make mind shield implants unable to be implanted more than once
* Default AllowMultipleImplants to false and update implanters.yml
* Use TryComp instead of TryGetComponent
* Deny multiple implants for fun implants too.
* Make comment more precise
* SS14-17313 Chat Censorship Systems
Adds some systems to manage chat censorship:
1. No-op: does nothing
2. SimpleCensor: a regex-free censor with a variety of rules to use
3. RegexCensor: a censor that uses regex.
This exposes a singleton backed by a builder pattern (ChatCensor) that
is set up, probably during the code init phase, and then globally available
for your censorship needs.
* Migrate to Shared
* Add a reset function to the builder.
* Resolve PJB's feedback; add unit tests