* Harpy Layers Fix
* Remove unused Dependency
* Commented out Visual Subscribes, Add RArmExtension has a hideable layer for hardsuits
* Untouch Harpy Visuals
* add gnomes, gnome hat, gnome gamerule, gnome voice
* inventory and hand fixed, speech half fix, hat embed, gamerule doesn't work
* fix audio, gamerule doesn't spawn correctly, need to fix dead sprite 90 degrees off
* add audio, add custom jaunt + polymorph, "fix" dead sprite
* add storage to hat, gnome fit into duffelbags
* make jaunt 2 seconds, hat store small items
* fix spawn
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* jaunt 20 seconds
* fix stupid web merge, 20 second jaunt cooldown
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* add pitch variation
* audio fixes and guidebook, make pulling need hands
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* fix hands and polymorph inventory, make storage implant unremovable
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* polymorph inventory make linter mad
* Update Resources/Prototypes/_DV/Polymorphs/polymorph.yml
Co-authored-by: Vanessa <908648+ShepardToTheStars@users.noreply.github.com>
Signed-off-by: Theo <tad3@illinois.edu>
* Update Resources/Locale/en-US/_DV/abilities/psionic.ftl
Co-authored-by: Vanessa <908648+ShepardToTheStars@users.noreply.github.com>
Signed-off-by: Theo <tad3@illinois.edu>
* passive HTN and glimmer event
* fix comment
* random names
* PR Review Suggestions but it works this time
---------
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* Do the thing for everyone. Height is now +/- 20% for everyone.
* Make the height slider show height. Solve for special cases. Solve world hunger.
* Fixed some minor things.
* Adjust some densities
* Smaller character balance
* Comment
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Oops, that was from a failed thing.
* Size calc correction
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* people are tall in the future
* I need to refactor a bit still.
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Refactor into a system
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* smol
* Fixed remaining scale visual components and species
* Remove MockScale. Just add scale visuals for Allalulo to compensate.
* PR feedback
* Slight refactor. Moved profile/species scale out of the scale system and put it into the HumanoidProfileSystem. Removed some CD logic that is no longer needed.
* how'd this get in there
* Move the other motorkind.yml to AprilFools dir
* NO NO_PENTALTY lol
* Other PR stuff
* Other PR stuff
* Add a dirty
* Add some networking to the comp
* Add small character to cloning
* One more fixX
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* What if Skia were awesome instead of sucking
* Shhh Yaml Linter... Shhh
* Small change to make it feel more consistant
* Reworked shadowwalking to be lazy
Much faster, preserves most of the feel
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* Update Content.Shared/_DV/Overlays/Components/DarkVisionComponent.cs
Signed-off-by: pathetic meowmeow <uhhadd@gmail.com>
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* Construction Bag (#1487)
* initial commit
* Un Tag
* fixes
* no tickets
* research thingy
* inflatable walls, shared.comp
---------
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* DeltaV related
Don't kill me for fixing my own grammar mistake with the borg module please
* BorgModuleAdvancedConstruction
- I will fix the spelling in another PR I guess. GUH
- Some fixes to the bag according to linter.
Anything and everything you need for a borg module:
- Lathe recipe.
- Module.
- Icon/action sprite.
* Sprite fixes
* lathe fix I forgor
* nuke BorgModuleAdvancedConstruction
CR request
* why was this not merged uh whoops
* suggestions
* Update Resources/Prototypes/_NF/Recipes/Lathes/misc.yml
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* windoors, airlocks, faxes, dresser, beacon, warppoints
* Lockers and placeholder bedsheets
Most of this done by Rebe
* attorney as a separate role
idk why we decide to just modify upstream lawyer instead of making a separate role from the start sobs
* justice warden, armorer, marshal job roles
* linter fixes
* holy shit theres more
a mixture of everything as I had a list to go down
-JusticeDetective stuff because Det is now under justice
-More Armorer stuff
-Cameras
-Telecoms
-Prosec/Attorney lockers
-Secure windoors
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* brig access as requested + admin config
also dupe beacon fix wop
* Reb
* Bypass ChameleonJobLoadoutTest
dear maint i pinky promise they will get added before rework launches
* suggestions and fixes
They don't need to be on the access config right now but should be fine.
---------
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* Added handheld monitors to the research tree.
* changed logi crate parent
* Added new board to dynamic pack
* Namespaced new entity
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* Reduced felinid rootable delay to tolerable levels
* Added the unused toggle icon to the alerts on the side when claws are protracted, instead of using the diona one.
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* Change to durathread vest and plate carrier
* Increase heat resistance of the durathread to 20%, plate carrier remains at 20% slash
* Plate Carrier is back at 20% heat
---------
Co-authored-by: john <sadadawd3@gmail.com>
* Port TheDen Shadowkin voice noises for Shadekin
Bring over TheDen's Shadowkin scream, laugh, and talk audio, wire them into Shadekin emote sound collections and speech sounds so Shadekin no longer use generic human laughs/speech.
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Move TheDen Shadowkin voice prototypes to _DEN
Restore Starlight shadekin sound collections and emote sounds to their original state. Keep TheDen scream, laugh, and talk wiring under _DEN and point MobShadekin at those prototypes.
* Clean up comments on Shadekin voice port
Remove unnecessary inline notes from MobShadekin wiring and drop the extra header on sound collections. Keep a single provenance comment on the TheDen emote sound block.
* Cleaned up unneccessary comments
* Added gulps, i guess lol
* Removed custom laugh emotes for shadekin, reverted to normal human laugh.
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* Add medtek+ cart, healthanalyzer+ gui, research target
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* Make new health analyzer default, remove research
* Remove bloodlevel unit count, center damage/reagents
* Accidentally pushed wording change, reverting
* Added unknown reagent category. Fixed some issues with FixedPoint2 showing 100x the damage.
---------
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* One Commit ops
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* Implement requested changes
Co-Authored-By: Vanessa <908648+ShepardToTheStars@users.noreply.github.com>
* Well Well Well
* Fix Pierce Mechanic
* Include it in comment
* Implement requested changes
---------
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* i cant think of anything funny to say yknow just like yep its like yknow and like yeah
* deletin this, also saw literally nothing attached to this to begin with i guess? gonna double check but yeah
* pitch change ops
adding the params to emoteSounds overrides every individual emote which sucks
* lower gulps and blinking
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* Update speech_emote_sounds.yml
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* Fix long-time carrying bug with buckling. Also change CPR priority
* remove TODO comment
* small nitpick
Refactor OnRemoved method and improve code formatting.
Signed-off-by: Sir Warock <67167466+SirWarock@users.noreply.github.com>
---------
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* Fixed Motorkind
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Gave the hand sprites human hand sprites
I'm not making motorkind hand sprites. Please god don't make me
* Tiny fixes
---------
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* simple fix for "Approved by: Self" on all cargo invoices
* port of ruddygreat's bounty console improvements to DeltaV
* modified tooltips and fixed a few importing errors
* StatusLabel in BountyEntry.xaml.cs
* final stupid tweak
* removed unrelated bugfix PR that snuck into this branch somehow
* Cargo bounty fix requests
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* Merge pull request #838 from FoxxoTrystan/Shadekin
Shadekin
# Conflicts:
# Resources/Prototypes/Body/species_base.yml
# Resources/Prototypes/Entities/Mobs/Customization/Markings/tattoos.yml
# Resources/Prototypes/Guidebook/species.yml
# Resources/Prototypes/Species/species_weights.yml
* Merge pull request #868 from FoxxoTrystan/Shadekin-Perf
Shadekin Performence
* Merge pull request #883 from FoxxoTrystan/Shadekin-Patch
Shadekin Patch + Markings
* Merge pull request #947 from RHSvenson/Shadekin_SurvivalBox
Added and implemented emergency boxes for nonbreathers
* Merge pull request #1861 from ilovehans10/shadekin-guidebook-typo-fixes
Shadekin guidebook typo fixes
* Mars -> Marrs (#2381)
<!-- IT'S NOT WIZDENS REPO, IF YOU WANT TO ADD YOUR CHANGES ON ALL
SERVERS, CREATE PR TO WIZDENS REPO -->
<!-- What do you propose to change with your PR? -->
Changes `@ mars` to `@ marr`s for Shadekin.
<!-- What is the reason for adding these changes? Please post links to
Discussions as well as Bug Reports here. Please describe how this will
change the game balance. -->
Parity with emote wheel. Also, `<PLAYERNAME> mars` feels weird.
(...probably because Mars as in the planet.)
<!--
If your PR contains in-game changes you must provide screenshots/videos
of the changes.
-->
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not change in-game mechanics.
- [X] I affirm that my changes are licensed under the [Starlight Fork
License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE-Starlight.TXT)
and grant permission for use in this repository under its conditions.
**Changelog**
🆑 Fractalflower
- tweak: Changed Mar emote text to `@ marrs`.
* Fix shadekin guidebook resistance info (#2881)
The shadekin guidebook currently overstates the cellular resistance by
10% and vastly underestimates the bloodloss damage.
The guidebook being accurate helps guide player understanding.
<img width="563" height="669" alt="image"
src="https://github.com/user-attachments/assets/bece997a-5aa4-46f5-9b9f-2fe41dc98e97"
/>
- [X] I do not require assistance to complete the PR.
- [X] Before posting/requesting review of a PR, I have verified that the
changes work.
- [X] I have added screenshots/videos of the changes, or this PR does
not change in-game mechanics.
- [X] I affirm that my changes are licensed under the [Starlight Fork
License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE-Starlight.TXT)
and grant permission for use in this repository under its conditions.
**Changelog**
🆑 Penguinwizzard
- fix: Turns out that we were issuing wildly incorrect guidebooks on
Shadekin; an updated edition should now be available for crews.
* New Shadekin Disabilities
* Light hurts Shadekin
Shadekin should get more than a mild sunburn in extreme light
* Changes to make it work
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Foam Immunity Readded
* Flash Modifer works now
* Remove DarkLightComponent
* Add missing Locale for Markings from Den
* Fix Issues, Seperate from _DV namespace
* Yaml Linter Fixes
* ARGH
* ARGHv.2
* ARGHv.3
* Nutribatard instead of Baguette
* Exchange Nutribricks with PSB
* Cotton Baguette
* Changing away from BaseOrganic and Respirator Removal in Code
* Fulfill Content Review Requests
* Remove Eye Coloration - Unused
* Remove ShadekinPhase entirely
* Attribution correctly linked
* Review Changes
* done yml links correctly now
* yml format in shadekin effects
* Remove yml file mention and read Internal
* Readd Internals
* _StarLight -> _Starlight
* Port to Nubody and maybe fixing some fuckups
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Shadekin Yaml Errors
* Add missing markings name, add missing base_scale
* Remove Internal Removal in base_species. Make it Component based
* Add missing readonly
* Remove Non Breahter emergency boxes, Shadekin normal box
* DV Comment Fixes
* Untouched File?
* Use FlashMultiplierDurationEvent
* Add missing attribution
* Fixed scream attributions
* Shadekins can now properly succumb. Starlight#4746
---------
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Co-authored-by: FoxxoTrystan <45297731+FoxxoTrystan@users.noreply.github.com>
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* Item offering port (#96)
* Offer item system port
* More fixes
* Make the formatting a bit more readable
* Add a missing keybind
* Add missing alert click handler and make some of the code more readable
* Duplicate offer-item-system.ftl
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* Namespace fix and prediction fixes
* Port various carrying and pseudo-item fixes from floofstation
* Refactor the offer system to hopefully bring more clarity
* Final fixes
* Final final final fixes maybe
* Sike, just do it the proper way
---------
Signed-off-by: Mnemotechnican <69920617+Mnemotechnician@users.noreply.github.com>
* fixes
* empty commit (weird test fail?)
* Moved some stuff to shared. Reorganized a bit. I could be here all day...
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* my larp...
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* Adds the chef kimono
The drobe thing doesn't work yet
* Adds loadout groups
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* Rename ChefJobShoes to ChefShoes in loadouts
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The edible-swallow locale message used by pills was missing the
{$flavors} placeholder that edible-nom, edible-slurp and edible-gulp
all have. IngestionSystem always passes the computed flavor text, so
pills silently dropped it. Eating a pill now shows its taste again,
e.g. "You swallow the pill. Tastes sweet."
* Added the Space Dragon Matriarch
* moved the fireball to its own projectile thingy
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* Fixed Parenting (god i wish this was this easy IRL)
* Huh?
* Accidentally deleted something i didnt want to delete
* Upped Blunt regeneration
* Apply suggestion from @ShepardToTheStars
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* Reworked hitman kits, first draft
* Fixed spacing for the kits
* Update hitman-case.ftl
Rename samurai to ninja kit
* Update hitman_case_catalog.yml
* Update hitman-case.yml
* fixed .ftl error
* Added blue oni mask to ninja kit
* fix hitman_case_catalog.yml, wrong mask ID
* Replaced the high frequency blade with a medium frequency blade - this weapon has a lower reflect chance, and deals heat damage instead of shock.
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* Small tweak
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* Added 3 new neck items, 1 new coat, 1 new shoe, and 2 new hats to mime loadout
Also added shoe selection to the mime loadout, new coat to the uniform printer, and new coat + boots to the autodrobe.
* Added missing newlines
* Slime people tweaks and new markings (incl. ports from Impstation)
-Removed eyes, mouth, nose, and torso bitties from base Slime person sprite
-Added them back in as optional markings (excl. mouth as Delta-V has lips already)
-Added the new "OrganSlimeEyes" to Slime people to handle eye markings
-Ported Cyclops and Droopy eyes from Impstation
-Assigned Droopy eyes as "Droopy Eyes (Left)"
-Made corresponding Droopy eyes on the right side
-Added "Four eyes" marking
-Removed eyeshadow tattoo markings from Slime people
-Added a copy into _DV's makeup directory assigned purely to Slime people
-Made new matching eyeshadows for the various new eye types
-Adjusted the marking limits to make sense with the tweaks
-Moved and reorganized the Slime Elf Ears within the _DV directories to make more sense
* Fixed Slime people full.png sprite dimensions
* -Removed "followSkinColor" from Prototypes\_Impstation\Entities\Mobs\Customization\Markings\slime.yml causing an error
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* Update Resources/Prototypes/Body/Species/slime.yml
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* - Fixed formatting and improved in line comment readability.
- Moved eyeshadow additions from makeup to Slime categories
- Added "matchskin" to relevant body markings that are meant to follow skin color
* -Returned Eyeshadow to eye markings category
-Returned Slime to whitelisted group in tattoos.yml
-Removed Eye markings limit and the requirement to have eyes
-Added two new eyes to complement the r/l eyes for more eye mixing
-Tweaked inline readability and organization
* Removed outdated prototype MatchSkin from slime.yml
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* Added Nuclear Scientist alt job.
The Nuclear Reactor can be difficult for those to learn and easy for those to blow up.
Put the "experts" on the job.
* Fixed the meta
Meta fixses.
* Apply suggestions from code review
Thanks ShepardToTheStars.
I'm bad at doing these, but getting better.
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* doors access is now broken.
* Access configs for Engi
* AI can see modified accesses now
* Added ability to see access on Engi borgs
* Fixed comment and namespace
* comment
* Also add to Revenant.
* Update Resources/Prototypes/_Mono/Recipes/Lathes/tools.yml
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* Disallowed crew IDs and talking over binary for xenoborg borgs.
* Added tag
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* Add a EMP resistant battery
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* added EMP duration resistance
* Fixed attribution
* Fixed xenoborg magnet bags. Made the core suck up materials.
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* Added 2 new outfits and a mantle for mime
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* Comment Addressed
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I missed a spot... oops
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* Probably shouldn't have made that second commit
My fault
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* Added the small arms mining kit
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* Added Caustic, Asphyxiation and Radiation regeneration.
* *coughs*
* Added the Eviscerator
* Removed explonades, added Truncheon
* whoops, stole the mateba from the rest of the teams
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* learner pais! (#2269)
* almost published to master holy fuck
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* fix where the sprites are
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* fix where the sprites are
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* comment out borg ion damage
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* Added long ears markings to Slime people.
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* Added unrevivable implanter for DAGD
* Verbage
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* Choose your own adventure
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* doubled magnum box capacity, whitelist for bandoliers holdin magnum cartridges, and fixed 2 misspellings (cause i mighta caused one of em oops)
* dumbass dog is stupid who woulda thunk it....
* medium overhaul to weapon and sprite
removed taser
added Reflection (base 30% chance)
added speed up while in hand (25% speed up)
changed icon to fit more with artstyle plus bluesec
inhand sprites match new sprite
* OBSENLY SMALL CHANGED (small fixes to icon color and suitStorage being 1 to far up
* added clothing slowdown resist
added passive block modifier (makes it act like a shield)
* added/removed to fit with changes asked.
removed blocking
added prying
added higher damage
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forgot to update discription
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* fixing new sprite
* fixing
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* attempting to see if that was a false positive (fixing stuff)
i changed a word slightly to see if it was false positive cause i checked the log and there was no such mention of my weapon at all
anyways i just changed a single word so if it works this time i dont have to make a second commit
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* messy drinkin back on the menu
* wagging, i gotta mess with how to make it not show up in markings when i wake up
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* no testing thats maints problem
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* ok cleaned up a little
* ok new phrases + med change stuff
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* Doctor Stamp (#1782)
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* Add doctor stamp to locker.
* Added to CMO locker too
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* Psychs matter I guess.
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* tickets
* fix ticket pad size
* flavoured tickets
* add tag add to secvend
* add to sec locker
* the much anticipated blue
* tickets
* fix ticket pad size
* flavoured tickets
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* the much anticipated blue
* merge conflict thank you rade
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* Changed up shuttle calls to make the round convert to survival.
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* typo
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* Cleaned up old borg spawns since they can choose a chassis now. Moved and/or renamed some nyano assets in the DV namespace
* Neat new MARK feature
* Mapper input
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* Yes
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* Update harpy.yml
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* Allulalo: finally finishing the ancient raptor species project (#3504)
* well, it loads
* sprite's
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* yup
* ooa
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* blood
* accent
* iv bags
* placeholder clarification
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This reverts commit c2aa504eab8d0673604b33e0ccaf79b406979da6.
* whitespace
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* Allulalo tooshotforui bugfix (#3598)
* yay
* p[leebnmar
* oops
* Allulalo Markings (#3602)
* eye markings and two tails
* more
* almost got ya
* yup
* wings yay
* thank you landshark for my life btw
* still needs loc files
* Update allulalo.ftl
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* Allulalo Roundstart (#3621)
* yup
* shock blanket + pleebnar fixes
* yuuup (#3655)
* Allulalo fix pass 1 (#3661)
* what if I did it all in one commit like a total moron
* yup
* untuch
* i love you spriting tool
* my birdsty
* Update allulalo.yml
* Update Species.xml
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* fix (#3693)
* I need to learn to not do everything in one commit (#3750)
* mime on again (#4243)
* Small fix
* Add them to our accentless trait
* Add unable to wield system
* Fix too short for UI using old blacklist methods
* Fix duplicated localization line
* Add heavyweight drunk comp (might merge this with lightweight later)
* Why was this even added
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This reverts commit cbe3a10fc7.
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This reverts commit 833743f029.
* add TooShortForUIComponent (#3495)
* add TooShortForUIComponent
* correct documentation
* incomplete documentation
* add UnableToWieldComponent (#3496)
* Fixing this again I am dumb I cherrypicked things in the wrong order
* WHY WAS THIS EVEN ADDED THERE'S NO SPRITE EVEN ON IMPSTATION???
* Port Allulalos to Nubody
* Fix for Allulalo chems doing nothing
* Add allulalo to the guidebook species list
* Restore some accidentally deleted effects and comments
* Fix typo that made allu blood 10x more alcoholic than normal
* Delete random misplaced sprites from cherrypicking
* More of the random sprites removal (this time from the meta)
* Add missing allulalo flavor
* Removed some nonexistant fields from the species
* Add unisex cough/sneeze, comment out Wuhey and Ungh emotes
* Fix guidebook not using loc string
* I THINK this fixes that test error and it doesn't seem to break anything either so let's try
* Remove unsupported unshaded shader from eyes
* Ok last one didn't work (sorry for trial and error)
* Removed mention of HARMPACKs and Tether Guns from the guidebook.
* Blacklist allulalos from random humanoid spawns
* Add missing allulalo gulp sound
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* Pulse rifle changes
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* changes to names of pngs n shit
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* DeltaV instead of Delta V
* i dont know why, but i cant change the names of these files, so ill just delete them and add them again
* boom
* Changes suit and equipment names to be more in line with existing ERT kit
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* add missing event for admin characterspawn
* cahnges
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* Added L93 and SKL93
* Made SKL93 Available via Syndicate Uplink for 8 TC. Comes with 10 Shots of AP and a .45 Magnum ammo box
* Made L93 available through salvage.
* Made L93 available via Logistics crate.
Cowboy crate can be bought for 7600. It contains two L93's and two Inspectors. Along side 4 boxes of .45 Magnum and two hats.
* Update licenses
* Remove AP from Syndie SKL93 Bundle, Buff Firerate
* Update sprites to make lever darker on icon
* Brought back AP SKL93.
Made L93 Shoot at 2.5 ROF
Increased price of SKL93 Bundle
Added cowboy hat for SKL93 bundle
* Clean up changes to fit coding style and convention.
Fixed armory.yml's prototype properties ordering. Other Fills may be affected
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* switched FixedPoint2 * FixedPoint2 to use long
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* it breathes
* probably okay
* Create station-report.ftl
thing miwssing
* IAA store update
* guidebook
* update on things
* revert robusttoolbox
* make it fit into folders and clipboards
* update on the styling of paper
* pickable borg subtypes but better (#706)
* borg subtype fixes I Forgot To Push (#790)
* update borg subtypes to an entity prototype based approach from SL (#884)
https: //github.com/cosmatic-drift-14/cosmatic-drift/pull/884
Co-Authored-By: lunarcomets <140772713+lunarcomets@users.noreply.github.com>
* Minor Build Error Tweak
Should be ready to add more chassis now!
* Yippee Yahoo
Handpicked some chassis sprites from AL/SL PR which are from Paradise :D
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* Clean up + Comments
* CR made me sprite at gunpoint
Also switched standard and generic files for consistency and such
* the spaces were bothering me + comments
---------
Co-authored-by: lunarcomets <140772713+lunarcomets@users.noreply.github.com>
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* Allow the smaller variants from drink cartons to be put in the soda and booze dispensers
* Bug: Remove double fail message when trying to put something in a dispenser that doesn't belong there
* Remove uneccesary line
* Fixed crew monitor and gave it buttons instead of trying to figure out which map to display.
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* Fix(Humanoid): Prevent skin color verification failures due to precision loss (#42836)
port over uberrations fixes.
* Fix RCD not being able to place hull tiles in space (#42740)
Fall back on player's grid if RCD is clicked on empty space
* Thermal vision overlay for admins (#42812)
* revert of the revert
* tests
* changes
* more fun
* test
* ccvvvar
* works but bad
* now its better
* more fixes
* more cleanup
* cleaning
* last fixes before move to glasses activ
* x
* glasses only
* working
* fix toolbox
* cleanup
* ThermalByte added
* small fix
* small optimalisations
* float bux fix
* comments add
* more comments
* more comments
* last fix
* revert cvar delete
* wrong blue shades
* cvar refactor
* Update Content.Shared/Atmos/EntitySystems/SharedGasTileOverlaySystem.cs
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Update Content.Client/Atmos/Overlays/GasTileDangerousTemperatureOverlay.cs
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* tweak to TryGetTemperature comment
* Factors are now const
* renames
* Interface for ThermalByte
* admin button
* cleanup
* sandoboxenabled
---------
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* fix: APC sprites stuck in fully drained states on round start (#42852)
* Fix APC incorrect charge state caused by race condition on map startup
* fix: Defer the update from ChargeChangedEvent to next tick
* Minor tweaks to Urist names (#42791)
Tweaks to Urist names
* Vulpkanin Yawns (#42768)
* im eepy too
* softer sound
* Revert "softer sound"
This reverts commit 51b3b7b2d4c741f8abc6d361319a5b44d9593d8d.
* Move vulp yawn mentions to _DV folder
* Split HumanoidProfileEditor.xaml.cs into separate files (#42715)
* separate humanoid profile editor into different files
* move this to the rest of the fields
* Moved DV Traits into the right file
* Ensure profile loading only returns valid species (#42842)
* Ensure profile loading only returns valid species
* punt conversion logic outside of the database
* Add missing Cd mention in Profile
* Slat tiles and decals (#37832)
* Add two varieties of steel vertical slat tiles
* Add dark and white variants of vertical slat tiles
* Add dirt decals
* Add vertical overlay decals
* Add single and double vertical slat decals
* Add steel, dark and white horizontal slat tiles
* Improve single vert slat decals
* Add horizontal slat dirt decals
* Add horizontal slat tile objects
* Add horizontal tile cutter recipe
* Add horizontal slat overlay decals
* Fix inconsistent tile naming
* Add horizontal single and double slat decals
* Fix incorrect slat decal
* Fix two off-color pixels on dark slat tiles
* Change slat tile naming
* Add single-slat overlays
* Smooth tile borders and normalize palette
* Update decals to match tile changes
* Update attributions
* Add missing stack locale lines
* Fix and clean up merged file
* Change slat footstep sounds to be consistent with other steel tiles
As far as I can tell, regular steel tiles use FootstepFloor, (except when
they don't,) and Dark and White variants use FootstepTile.
* Fix confusing merge conflict mismerge
* Remove merge conflict cruft
I have no idea how I missed that.
* Add tile stack prototypes
* Fix slat tile stack localization string refs
* Fix slat tile prototype indentation
* Remove tiles that are identical under rotation
* fix yaml header convention
* Parent slat tiles to common steel tile parent
* Whitespace fix
* Un-de-normalize prototype field ordering
* Fix whitespace
* Re-fix indentation
For some reason, I un-fixed this a little while back. No idea why.
---------
Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com>
* Fix gas filter always outputting 20C filtered gas (#42876)
ingenious!
* Cleanup warnings: CS0114, CS0414, CS9107 (#42859)
* Cleanup warnings: CS0114, CS0414, CS9107
* I shouldn't trust IDE autocorrection
* Regular bots are now repaired gradually, just like borgs (#42878)
Instead of one long doafter, it's a bunch of smaller doafters. See https://discord.com/channels/310555209753690112/1470704102173315143
* Add Missing IntercomAssembly Components (#42821)
* add missing components to assembly
* use inheritance
* (Re)Add sneezing emote. (#41479)
achoo
* fix: cleaning evidence off a person no longer reveals their true identity (#42868)
fix cleaning evidence revealing your true identity
* Fix chameleon controller not updating fake mindshield action icon (#42900)
fix chameleon controller not updating fake mindshield action icon
* Fix Flares dying after 10 seconds. (#42765)
asdas
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Identity Mask now updates equipped Agent ID name (#42772)
* add identity mask updating agent id functionality
* fix indentation
* add check for voice mask item
* use ChangeIDName field instead
* Minor cleanup
* remove trycomp
---------
Co-authored-by: beck-thompson <beck314159@hotmail.com>
* Fix paradox clones having default voice and pronouns (#42923)
fix
* AI can now read papers and envelopes (#42926)
* AI can now read papers and envelopes
* Move whitelist component from BasePaper to Paper
* Change basic viper magazine to high capacity in operative bundle (#42927)
* changed atmos fire suit to engineering contraband
* changed normal pistol mag to extended in basic op bundle
* yes
* yes
* Fix uncooked animal proteins metabolism (#42942)
* Update toxins.yml
* poison!!!!
* I hate solutions sytem I hate solutions sytem I hate solutions system
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Fix Thieving Beacon not detecting HUDs for said objective (#42945)
* Fix jetpacks not turning off when switching to another jetpack (#42689)
Initial commit
* fixed barber scissors misgendering when blocked by a hat (#42948)
* Fix reagent duplication from vomiting (#42954)
no more reagent duplication
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* New moth emote. Flaps wings! (#42912)
* frfrfrfr
* mh-
* brbrbrbrbr
* small cleanup
* third category time
* removing ReptilianBodyEmotes
* Revert "removing ReptilianBodyEmotes"
This reverts commit 10200c4292a79932109ce2df6b642bcd88e863e0.
* Revert "third category time"
This reverts commit cf62c425b5db93ba4108b8283361623f2f4ad345.
---------
Co-authored-by: ScarKy0 <scarky0@onet.eu>
* Added Emp interaction with Bar Sign (#42950)
* Added Emp interaction with Bar Sign
There was already content for emp bar sign but no support for it.
This adds the interaction with emps to make bar signs EmpDisabled.
* Emp BarSigns stylistic change
* Fixed redundant bar signs
Fixes the extra bar sign popups bug introduced in #42364
* Block bar sign UI when emped
* Revert "Fixed redundant bar signs"
This reverts commit 23168bb503bcf267ac553eff9ac9674bf28adb4b.
* Vox, Diona and Vulp Unique Sneezes (#42929)
* *sneezes!
* fix, quieter vulp sneeze, vox sneeze
* even quieter vulp sneeze
* vulp sneeze attribution
* adjust vox sneeze source
* Move Vulp Sneeze into emotes_speech of _DV
* update basic operative bundle contents (#42930)
modify bundle contents
Co-authored-by: robin <robilythefoxxo@gmail.com>
* Show fuckrules usage to admins (#42988)
* fuck rules
* extreme
* update comment
---------
Co-authored-by: ScarKy0 <scarky0@onet.eu>
* Add hand label blacklist (#42986)
* Add blacklist to hand labeler
* Add comments
* Nullable
* More xenoborg names (#42984)
* more names
* update count
* ops
* whitespace
---------
Co-authored-by: beck-thompson <beck314159@hotmail.com>
* Make prescription glasses actually work (#42990)
* Made prescription glasses actually correct your vision
* Makes prescription glasses actually correct your vision
* Bug fix
* Bug fix
---------
Co-authored-by: lyxcaster <mser956@gmail.com>
* Improved camera static shader randomness (#42968)
Improved static shader
* Predicted Networked Metabolism (#42798)
* PredictedRandom Helpers
* predicted networked metabolism
* ssadasfsa
* AAAAAAAAAAAAAAAAAAAAAAAA
* remove debug
* oopsies
* its inclusive of 0 fool
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Add unlockable reporter cosmetics (#41079)
* Initial commit
* Lower the requirements slightly
* Revert vox displacement fix for another PR
* Remake the "Vegan Meatball" salvage wreck (#42994)
* remake vegan meatball, fix lingering plant enemies
* attempt to remove non-salv ruleset enemy spawns
* EMP implant uplink texture (Addresses #42008) (#42998)
set emp implant texture in uplink catalogue to emp_disable particle
Co-authored-by: nomdéraisonnablementlong <you@example.com>
* Non-obsoletion warnings as errors in Release. (#42983)
* Non-obsoletion warnings as errors in Release.
* Add two other obsoletions related to collection expressions.
These are not present in the codebase, but may become so in the future.
* Exempt NU1903 so the project can't mysteriously stop building.
* Fix some FULL_RELEASE mistakes.
* diff fix
* Resharper caught this one. Note to self: Wire up resharper to CI in another PR.
* Lizard rehappy alternative (#42915)
* new lizard laugh
* typo
* replaced sound with alternative lizard_happy.ogg
adjusted attributions.yml
* Update attributions.yml
Since my friend uses Logic Pro X commercially and paid for
the license, he can freely use the provided samples in his own audio
projects. The resulting lizard_happy.ogg is a combination of multiple
samples transformed to achieve the correct sound, using an original
lizard laugh as reference.
* Add source link for lizard_happy.ogg attribution
Added source information for lizard_happy.ogg.
* update sound
* wtf is a laser raptor
---------
Co-authored-by: Velken <8467292+Velken@users.noreply.github.com>
Co-authored-by: ScarKy0 <scarky0@onet.eu>
* Add TriggerOnRot Component (#42667)
* Add TriggerOnRot Component, and related systems and events
* Move around components and events to proper namespaces
* Improve TriggerOnRotComponent Comment
* fix a bunch of imports
* Change BeginRottingEvent to a ByRefEvent record
---------
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Fix repeated Localization warnings when viewing the Power Monitoring Console (#43037)
no double work
* Give borgs default prying (#41812)
* init
* 1.5
* remove powered
* CompBorgModules, prying alert
* give to NT borgs and derelict borgs
* review
* review 2
* comment
* Make HasMind not always false for client. (#43033)
* it hasmind but i don't
* potatoe potato
* reading is hard
* still can't read
---------
Co-authored-by: ScarKy0 <scarky0@onet.eu>
* Add transfer entity to mind events. (#43020)
* init
* stuff
* to
* BeforeEvents
* comment
* docs
* Update Content.Shared/Mind/Components/MindContainerComponent.cs
Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>
---------
Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>
* Fix hypodart uplink description (#43035)
fix
* Stop AI knocking on shutters, blast doors (#42972)
Stop AI interacting with shutters
* StrippableComponent timespan calculation fix (#43022)
* timespan calculation fix
* Update Content.Shared/Strip/Components/StrippableComponent.cs
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
---------
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Fix Holosign Placement (#42909)
* Holosigns now spawn facing player direction
* Holosigns face south
* Snap holosign to grid and attach to clicked entity
* Back to setting local rotation to zero
* No need to snap to grid
* rifts
---------
Co-authored-by: ScarKy0 <scarky0@onet.eu>
* Make DamageSpecifier serializable (#43049)
* pt1 damageable refactor
* fixes
* thusd unused
* sparse damagespecifiers
* fix thongs
* aaaaaa
* fix tests
* de-crash
* Fixed redundant bar sign windows (#42960)
Fixed redundant bar signs
* Fixes the extra bar sign popups bug introduced in #42364
by making BarSignBUI use CreateWindow
* Fixes bar signs placed from Entity Spawn Window
* Make DamageableComponent manually networked again (#43054)
* Make sure vox passively regenerate at the same pace as everyone else (#43055)
* Dynamic feedback popup (#43021)
* add rule filter to feedback popup
* fix the dependency
* simplify
* remove this
* deny popups with rules
* missed here
* new parameter
* the server handles the specific feedback prototypes
* fix logic
* active > added
* minor fixes
* not needed anymore
* now it should be back
* not needed
* cleaning
* create system
* forgot to remove this
* also remove this
* add a I
* remove old feedback popups
* doesn't actually fix it
* maybe this time?
* oh well
* use whitelists
* use gamerule added
* update fix comment
* simplify
* old commentary
* default false
* add blacklist option
* fix helper functions
* remove commentary
* who needs those
* orks hates linq
* not needed
* Change linq into foreach
* remove unwanted popups for next rounds
---------
Co-authored-by: beck-thompson <beck314159@hotmail.com>
* Raise SolutionChangedEvent and SolutionContainerChangedEvent when handling SolutionComponent states (#42814)
raise event on client + comp access
* Xenoborg extractor (#42796)
* verb category
* voltage toggle comp
* move stuff
* add simple prototype
* implement verb action
* switch expression
* fixed the node not updating
* charge the battery
* fixed battery not charging
* spawn on battery level system
* finally works
* swap commentary position
* can only anchor the extractor on the station
* popup message for trying to anchor outside of station
* default placement for unanchored version
* ops
* fix body type
* commentary
* update visuals of power consumer
* add custom sprite
* fix light layer not changing
* xenoborg circuit
* fix xenoborg circuit
* add tag
* add hand to hold xenoborg circuits
* move to material
* add xenoborg circuit material
* add recipe to mothership core
* add a hand to hold circuits to the mothership core
* to not confuse
* update
* ops
* another ops
* update mothership
* update guidebook
* update values
* more info
* fix stack
* can store xenoborg circuits
* description
* also update description
* circuit -> crytal
* not modified from anything
* update description
* Revert "update mothership"
This reverts commit 84974c56afadac2a99ed2a166244a668d83fff48.
* update empty label
* small update to sprite
* not necessary code
* remove empty line
* color
* make it explode when destroyed
* change values
* update sprite
* update sprite
* make it eletrified
* flavor text
* simplify to only use charge
* subscribe to event
* new line
* remove popup
* no need for the setter
* no longer networked
* feedback popups
* Minor tweaks
* better to understand
* better now?
---------
Co-authored-by: beck-thompson <beck314159@hotmail.com>
* Change Bad Chembottle Suffixes (#43064)
Change Suffixes
* Reparent White Gilgamesh (#43065)
* Throwing Croissant Incorrect Inhand Removed (#43066)
* Remove inhand sprite
* Add comment
* Fix Makeshift Juicer Crafting (#43075)
i hate it her
* Add xenoborg gun sprites (#43013)
xenoborg gun sprites
* Remove unused noise texture (#42970)
Remove unused asset
* [Fix] Door remote fixes (#43063)
* fix door remotes
* admeme
* typo
* review
* revert door changes
* tag
* Revenants cannot be stuck with plastic explosives (#42889)
* no touchy!
* Apply suggestion from @slarticodefast
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Removed rollerskates & clown-outfit cargo bounties; reduce pancakes needed for pancake cargo bounty (#42899)
* Removed rolerskate & clown-outfit cargo bounties; reduce pancakes needed for pancake cargo bounty
* adjusted tag comments
* forgot to temove rollerscates bounty item locale
* Fix damagable mispredicts (#43080)
fix
* use proxy methods in EntitySystems (#43083)
use proxy methods
* fix topicals (#43087)
* APC building doAfter fix (#43089)
Add doAfter to APC construction
* [STAGING] Innate prying tooltip (#43081)
Update alerts.ftl
* Fixed Mining Hardsuit Helmet Name + Added Internals to Crates (#43072)
* One commit ops
* Removed extra line
* Fix "Unknown messageId" warnings from ID cards (#42886)
* Empty string bad
* Preserve existing behavior
* yaml format nitpick (#43074)
* minor nitpick
* fix mistake
* clean up
* Fix AtmosDebugOverlay being always active (#43073)
* Fix AtmosDebugOverlay being always active
* review
* Only one puddle sparkle please (#43086)
* only one sparkle please :3
* address review
* Add borg construction interaction test (#42359)
* Add test of borg construction.
* Return Validated when in validation mode.
* Update Content.IntegrationTests/Tests/Construction/Interaction/BorgConstruction.cs
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Fix door remotes 2 (#43094)
* fix door remotes
* admeme
* typo
* review
* revert door changes
* tag
* fix highsec and windoors
* Support for melee weapon user overrides (#39633)
* redefining-using-melee-weapons
* animation bug fix
* review
* fix merge
* add nested entity effects+conditions (#42341)
* add nested effect
* add nested condition
* move api to the main systems and improve effect guidebook text gen
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
* Inventory + Storage toolshed query commands (#40813)
* Add inventory and storage query toolshed commands
* Forgot FTL
* Fix stuff!
* Make requested changes and stop STACK MAX SIZE ERROR
* cleaning
---------
Co-authored-by: ScarKy0 <scarky0@onet.eu>
* Hyper autolathe now requires the same ammount of manipulators as autolathe (#43109)
hyper lathe now requires the same ammount of manipulators as base lathe
* Remove salv stuff from mothership (#43007)
* verb category
* voltage toggle comp
* move stuff
* add simple prototype
* implement verb action
* switch expression
* fixed the node not updating
* charge the battery
* fixed battery not charging
* spawn on battery level system
* finally works
* swap commentary position
* can only anchor the extractor on the station
* popup message for trying to anchor outside of station
* default placement for unanchored version
* ops
* fix body type
* commentary
* update visuals of power consumer
* add custom sprite
* fix light layer not changing
* xenoborg circuit
* fix xenoborg circuit
* add tag
* add hand to hold xenoborg circuits
* move to material
* add xenoborg circuit material
* add recipe to mothership core
* add a hand to hold circuits to the mothership core
* to not confuse
* update
* ops
* another ops
* update mothership
* update guidebook
* update values
* more info
* fix stack
* can store xenoborg circuits
* description
* also update description
* circuit -> crytal
* not modified from anything
* update description
* Revert "update mothership"
This reverts commit 84974c56afadac2a99ed2a166244a668d83fff48.
* update empty label
* small update to sprite
* not necessary code
* remove empty line
* color
* make it explode when destroyed
* change values
* update sprite
* update sprite
* make it eletrified
* flavor text
* simplify to only use charge
* subscribe to event
* new line
* remove popup
* no need for the setter
* no longer networked
* update mothership
* HTNComponent from SharedNPCSystem (#42750)
* init
* move system
* doc
* Small tippy fix + msg toolshed additions (#43082)
* why is this not how it worked already fml
* better tippy checking
* Brings Estoc DMR accuracy to standard rifle accuracy, removes movement speed debuff (#43038)
* Removed accuracy and move speed debuffs for estoc
* introduced slight speed reduction
* typo
---------
Co-authored-by: august-sun <45527070+august.sun@users.noreply.github.com>
* Initial decoupling pass on Damageable (#43103)
* Initial decoupling pass on Damageable
* ope
* e
* mroaw
* ok sure on the medibot thing
* no medibot bounds
* okidooks
* arcryox era
* cryox moment
* PinpointerSystem&Component cleanup (#42463)
* cleanup
* make some stuff nullable again
* Apply suggestions from code review
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* fix and remove a dependency
---------
Co-authored-by: seanpimble <149889301+seanpimble@users.noreply.github.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Mix xenoborg_scream.ogg to mono (#43132)
* Fixing issue 42759, air grenades cannot be re-triggered. (#42866)
Fixed#42759 - air grenades cannot be re-triggered
* Nukie guidebook improvements (#43131)
* improve nukie guidebook (getting to the station, arming procedure)
* removed show vessel from IFF Computer guidebook text
* Make map tests more fine-grained. (#42977)
* Make map tests more fine-grained.
* ..typo.
* fix example
* exclude Empty.
* Adjust a scrounger test & fix it.
* It does respect ignored prototypes, after I realized making it do so was really easy.
* Fix it for real this time.
* General scrounger enhancements for a GameRules test set.
* Fix linter for real.
* Address reviews.
* Weather entities (#41427)
* weather status effect entities
* proto port + fixes
* Update weather.yml
* fix visuals
* Update SharedWeatherSystem.cs
* Update SharedWeatherSystem.cs
* Update WeatherSystem.cs
* Thanks Slarti, thats a much better
* Update WeatherSystem.cs
* Update StencilOverlay.Weather.cs
* Update Content.Client/Overlays/StencilOverlay.Weather.cs
Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
* Update Content.Shared/StatusEffectNew/Components/StatusEffectComponent.cs
Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
* Update Content.Client/Overlays/StencilOverlay.Weather.cs
Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
* Revise weather command help descriptions
Updated weather command help texts for clarity.
* Merge branch 'master' into ed-14-11-2025-weather-entities
* Tayrtahn review apply
* fixes and cleanup
---------
Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Patch for engine ComponentFilter (#43168)
* Patch for engine ComponentFilter
* Poke
* Refactor guide entry tests. (#43159)
* Add 204 more tests.
* better plan.
* Refactor explosion prototype tests. (#43158)
Add 9 more tests.
* Refactor Device Linking tests. (#43157)
* Add 416 more tests.
* fixes.
* Refactor construction tests (#43155)
Introduce 2681 more tests.
* Add exception tolerance to SharedDoAfterSystem. (#43088)
* Reactions test cleanup. (#42979)
* Make TryAllReactionsTest use a scrounged reagent list.
* naming
* Poke
* Refactor MobThresholds and Stamina tests. (#43156)
Add 561 more tests.
* Update `NodeHelpers` and `Node.GetReachableNodes` to use `Entity<TransformComponent>` and `Entity<MapGridComponent>` (#37734)
* Add overloads for NodeHelpers methods, obsolete old ones
* Pass in SharedMapSystem instead of IEntityManager
* Change GetReachableNodes signature, deal with aftermath
* Allow non-grid nodes
* Change GetReachableNodes to also take Entity<TransformComponent>
* Remove vestigial ReSharper hint
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Formatting
---------
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* Add a basic API to `JukeboxSystem` (#42896)
* Add a basic API to JukeboxSystem
* Update Content.Shared/Audio/Jukebox/SharedJukeboxSystem.cs
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Remove pointless Dirty
* Move SetSelectedTrack Dirty inside if block
* logMissing: false
* Remove pointless Audio.Stop call
* Poke tests
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Atmos YAML-defined gas flammability, flammability API (#43165)
* atmos masked flammability/API
* on that oomba pac
* yuuup
* resolve todo and review
* rename
* Vent Hordes (#43047)
* init
* port hostiles to hordes, fakeout horde
* cleaning, docs
* i may be blind sometimes
* i may be even blinder
* remove friendly announcements
* fuck it
* i love microbalancing
* review
* review
* review p2
* Update Resources/Prototypes/GameRules/pests.yml
Co-authored-by: SnappingOpossum <snappingopossum@outlook.com>
* review + powercreep
* lower the times to account for the gamerule delay
* review
* review
* fuck this return actually
* fial
---------
Co-authored-by: SnappingOpossum <snappingopossum@outlook.com>
# Conflicts:
# Resources/Prototypes/GameRules/pests.yml
* Add DB Config to development.toml (#43036)
add db config development.toml
* Add banning to server api (#43205)
add banning to server api
* Revert "Support for melee weapon user overrides" (#43106)
Revert "Support for melee weapon user overrides (#39633)"
This reverts commit 18149dbb3b.
* Update RT to 273.0.0 (#43130)
* Wrapped parcels can go into mail carts (#43226)
wrapped parcels can go into mail carts
yeah, it technically allows wrapped humanoids to get in there too, but how're you gonna get something you can't pick up into inventory storage?
Also YEAH technically this allows arbitrage of carrying a ton of stuff in the mail cart, but that's no so different from just carrying a ton of stuff around in a trash cart and this at least has the cost of a bit of parcel wrap. I will tolerate no dissent
* Make test runnable on windows in debug config again (#43227)
tfw ur fs isn't posix compliant
* Removes a test that handles engine behavior in content. (#43228)
* [Fix] Silicon Ion Law Scramble Text (#43229)
scramble noises
* Move a metric fuckton of AtmosphereSystem to Shared. (#42989)
* AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
* fix the tests I broke
* Remove methods that the client shouldn't be calling. Hamburger.
* light cleanup for now
* review
* whoop
* docs updates and misc changes
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* fix bottle reagent localization (#43208)
* Fix missing word from emitter alerts (#43225)
* fix emitter yapping
* use actual locid objects
* Make EntityTableSpawner spawn relative to grid instead of map (#43234)
* Add a holy light effect to bible healing (#43189)
* save
* remove unneeded event
* Revert "remove unneeded event"
This reverts commit 779ec783094144ca978a5e9d111235e29539e8a3.
Revert "save"
This reverts commit f88e0ab18b253915f5efde5886a4701a73ffa35a.
* Use simple light effect entities with TimedDespawn
* Content-side IRobustRandom cleanup. (#43231)
* Content-side fixes for engine IRobustRandom rejig.
* Define for ensuring SetSeed works.
* Poke.
* Poke
* Poke.
* Cleanup warnings: CS0168, CS0414 (#43198)
* Cleanup warnings: CS0168, CS0414
* That was the right thing to do
* Please tell me that this is a random fail
* ...
* last try
* revert
* CachedResources for GasTileDangerousTemperatureOverlay (#43032)
* init
* minifix
* that is nullable
---------
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Refactor: Gas tile overlay split (#42881)
* yeah
* split2
* well
* cleanup
* docs fix
* Dependency cleanup
* Update Content.Client/Atmos/EntitySystems/GasTileFireOverlaySystem.cs
Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
* Update Content.Client/Atmos/Overlays/GasTileVisibleGasOverlay.cs
Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
* Update Content.Client/Atmos/Overlays/GasTileVisibleGasOverlay.cs
Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
* yup
* modifying a lot anyways
* other cleanup
---------
Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Move ID card name/title length limit to server (#43237)
* Validate string lengths serverside
* Organize usings
* Remove clientside check
* Also remove the cvar caching in the UI
It's one dictionary call, Michael. What could it cost?
* Update ruined_prison_ship.yml (#43242)
Fixed the ruined prison ship yml 2779 line Destryoed thruster to Destroyed thruster
* Single item cargo orders are delivered in Parcel Wrap instead of crates (#40834)
* - rework a bunch of cargo orders to not send a crate with just one thing
- instead sends the item, wrapped
- add ability for cargo orders to wrap the item ordered in parcel wrap
- cargo order name and descriptions are now localization strings, but still 99.99% of the time just get that info from the entity they're spawning
- small refactor to how cargo orders move around in cargo code so that the actual order proto is kept around longer
- small rework to certain restock cargo orders to halve the cost and number of items received in one order
* oop
* Suffering
* Arbitrary containers for cargo products
* I ran the tests locally and they passed, github please rerun :)
* massage Slarti's work into this.
Mainly by taking the API wrapping ability out back with the rifle q-q
* testfail fake
* wow `_applyingState` is useful, I wonder where I should've been using that in other PRs before :^)
* pr comments
* tfw the hook doesn't update the submodule
* Update Content.Client/Cargo/UI/CargoConsoleMenu.xaml.cs
Co-authored-by: āda <ss.adasts@gmail.com>
* PR comments
* fixies
* Update Content.Client/Cargo/UI/CargoConsoleMenu.xaml.cs
* Update Content.Shared/ParcelWrap/Systems/ParcelWrappingSystem.WrappedParcel.cs
* fix wrapped parcel entity name + audio
* Actually read PR comments
* Apply suggestions from code review
Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
---------
Co-authored-by: āda <ss.adasts@gmail.com>
Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
* Refactor Ion Law string generation (#42629)
* YAMLs your ion laws
* forgot some weights
* this should be it
* comments and DAGD
* improved testing
* addressing review (part 1 out of 2)
* still part 1 :gosomnia:
* part 2
* refactor the refactor
* loc error fluffs
* address review
* weh
* cleanup
* oops
* fix
* more cleaning
* forgot to remove old thing
* prediction
* fix
# Conflicts:
# Content.Server/Silicons/Laws/IonStormSystem.cs
* Fix bug blocking character saves for species without hair. (#43170)
* Update ServerDbBase.cs
* Update ServerDbBase.cs
* Update ServerDbSqliteTests.cs
* :grumble grumble grumble:
* tests
* Update ServerDbSqliteTests.cs
* commit
* forgot this.
* relocation.
* nope, not doing that lmao
* Update ServerDbSqliteTests.cs
* test rerun
* GAAAAAA
* Update ServerDbSqliteTests.cs
* Update ServerDbSqliteTests.cs
* Update ServerDbSqliteTests.cs
* GAAAAAA
* go fish
* Port Species
* Fix files for upmerge changes. Notably Nubnody and Damagaeable
* Remove DV FeedbackPopup, due to the upstream one
* Move TotalDamageCondition into _DV along with some other fixes
* Scaling works, some errors killed.
* More progress against the linter
* Make more Yaml Changes to appease the Linter
* Fix Locale issues. Some yml issues I have no idea how to fix
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* Fix WeatheR Scheduler
Weather still needs work
* Fix Build Errors
* Fix mroe Build Errors and move Weather Damage into _DV
* Additional migration mention and briefcase item removal
* Fix some Build Warnings
* Fix weather scheduler attempt
* Restore rebased removed actions
* More Migration
* This oughta fix it
* Change some of hte old values back
* Revert this back to Component Registry
* Removing last yml errors
* Change PostMapInit Path to our actual maps
* Revert "Remove loadout time towels (#42536)"
This reverts commit b3ddf57affd43fa952dbae6b7439a881026191bb.
* Change Metabolism of newly reagents
* Rename some Shadow to Soul
Meh
Ok... :/
Test attempt fix
Another Attempt to fix, the null ref
Another Attempt to fix :/
argh
I would really hatre if this is the solution
Try to find null ref
Searching for the fix
* Readd old StatusEffect
* Revert "Remove salv stuff from mothership (#43007)"
This reverts commit eea773ffee.
* Predict reagent grinder (#42815)
* prediction!!!
* fixes
* fixes and add debug logs
* fix prediction and cleanup
* raise event on client + comp access
* reapply power state changes
* Update Content.Client/Kitchen/EntitySystems/ReagentGrinderSystem.cs
Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
* Update Content.Shared/Kitchen/Components/ReagentGrinderComponent.cs
Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
* comments and prefilled grinder protos
* t
---------
Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
Co-authored-by: ScarKy0 <scarky0@onet.eu>
* Fix reagent grinders on dev map (#43253)
fix grinders on dev map
* Removed MovementBodyPartComponent (#43257)
* Revert "Xenoborg extractor (#42796)"
This reverts commit 7f15e77954.
* Fix floating point tilefire nonsense (#43263)
* Change method call and epsilon
* holy guacamole
* Add test result archiving to our test actions + Test fixes (#43175)
* Add test result archiving to our test actions.
* heck.
* Don't waste tremendous amounts of storage.
* Fix ReagentDataTest.
* Reduce retention and increase compression on integration output.
* Back to 7 days, depend on RT instead.
* Poke.
* Fix linter.
* til.
* Actually send YAMLLinter's pair messages into the void.
* Update RT to 274.0.0 (#43261)
* Make the chem guidebook show when chemicals adjust body temperature (again) (#42394)
Make chem guidebook show adjusttemperature effects
* Tech disk resprite and pricing changes (#37719)
* init
new disks are in. can be spawned or printed. no weights or correctly bound techs yet.
* tweak textures and naming
* make tech disks respect their tier and discipline
* make tech console respect tier weight
* yml fixes (forgo a million things)
* meow :3 reworked to use GenericVisualizer
* moved staticPrice comp to shared to support different pricing per tier
* unhardcoded prices; tweaked log messages
* cleanup
* a few fixes
* updated pricing to match weights
* lowering prices I forgor how many of them science can print
* what
* t3 texture, logger, factory
* move PriceCalculationEvent & EstimatedPriceCalculationEvent to shared
* remove static price comp; use EntProtoId for disk proto
* moved staticPrice comp back to server
* cleanup: price event, visualizer enums & yml
* ummove PriceCalculationEvent
* ummove PriceCalculationEvent attempt #2
* more unmoving
* fixes
* predict onExamine
* review changes
* small cleanup
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Fix Airtight Explosion Cache (#43276)
fix explosions
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Fix thermomachine guidebook typo (#43285)
Fix typo
* DeleteComponentCommand minor cleanup/rename. (#43289)
commit
* Cleaning Blood Footstep Sounds (#43266)
The noises have stopped
* Move salvage RandomSpawners to EntityTableSpawners (#43233)
* Move salvage RandomSpawners to EntityTableSpawners
* Spellcheck
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Apply requested changes for spawner
* Move another prob to parent selector
* Why wasn't it that before
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Borg charger hitbox changes (#43300)
* Borg chargers no longer rotate
* Orbing your charger NOW
* Move some simple random spawners to entity table spawners (#43305)
Simple random spawners to entity tables
* Fix melee attack sprite rotations (#43307)
fix melee rotation
* removed PhysicalConstants.ZERO_CELCIUS (#43316)
* Fix welders running an additional time when no damage remains. (#43321)
Update RepairableSystem.cs
* Correct attribution for /Textures/Objects/mre.rsi (#43328)
Update meta.json
* Flatpack opening uses collision of flatpacked entity (#41849)
* flatpacks openable on tables, ignore ghosts
* suggested changes
* if i stash this im going to forget that a stash exists.
* FINAL final (1)
* FINAL final (2)
* i now understand networking
* Move remaining random spawners to entity table spawners (#43324)
Move remaining random spawners to tables
* Update RT to 274.0.1 (#43337)
update RT to 274.0.1
* remove all use cases of TimerComponent (#43320)
cleanup TimerComponent
* trico no longer heals when mob is crit, and no longer heals rad (#43293)
* trico no longer heals when mob is crit, and no longer heals rad
Tricordrazine no longer heals when mob is crit and no longer heals radiation damage.
* Inverted crit mobstate -> alive mobstate
* Fixes ambuzol pills. (#43331)
Fixes ambuzol pills. pp doo kaka
* Fix `SharedCrayonSystem` being both `[Virtual]` and `abstract` (#43339)
Remove [Virtual] from SharedCrayonSystem
* Painting and poster random spawners to entity table spawners (#43270)
Painting and poster random spawners to tables
* Update RT to 275.0.0 (#43357)
* Change chat straight quotes to curly quotes (#43350)
* GameTest part 1 (#43182)
* Ports much of GameTest, minus all the WIP stuff.
* remark.
* EnsureCVar now adds test properties.
* Some cleanup and functionality.
* Ignore broken test. Needs fixed eventually. Also explicit context config.
* TrackingIssue attribute.
* oops
* Pair config attribute.
* Remove SystemAttribute in favor of using the EntitySystemManager dependency collection.
* Ensure idleness.
* More tests for tests.
* More specific failure catching tests.
* Reverse attribute resolution order so suite-wide attributes happen first.
* Get rid of AffectedProperties again because I need to refactor PoolSettings for that.
* Poke
* Final cleanup pass.
* Update Content.IntegrationTests/Fixtures/Attributes/RunOnSideAttribute.cs
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Update Content.IntegrationTests/Fixtures/Attributes/Side.cs
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Update Content.IntegrationTests/NUnit/Utilities/ITestExtensions.cs
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Fixes.
* shut up nunit.
* Make TrackingIssue a bit strict on purpose, so people don't put junk here.
* Update Content.IntegrationTests/Tests/GameTestTests/DisconnectedDependencyTest.cs
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Address.
---------
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Minor fixes to server api ban endpoint (#43355)
minor fixes to server api ban endpoint
* [FIX] Moved random manifest back server (#43361)
* moved random manifest back server
* fix ordering
* Remove `[Virtual]` from some classes that shouldn't have it (#43347)
* Remove [Virtual] from some classes that shouldn't have it
* Back to virtual with you
* Update RT to 275.1.0 (#43368)
* cleanup GasPrototype and some other atmos code (#43318)
* cleanup
* fix some localizations
* fix typo
* review and test fix
* rename
* minus one
---------
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Fix `TrackingIssueAttribute` blocking orgs/repos containing numbers (#43369)
Fix TrackingIssueAttribute blocking orgs/repos containing numbers
* Fix: Make clockwork glass grindable (#43371)
make cGlass grindable
* "Reduce motion of visual effects" now works for blood loss effect (#41878)
* "Reduce motion of visual effects" now works for blood loss effect
* Improve strenght
* Make motion less strong
* Stop motion effect
* cleanup and rebalancing
* fix warning
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Heat distortion shader (#42973)
* revert of the revert
* tests
* changes
* more fun
* test
* ccvvvar
* works but bad
* now its better
* more fixes
* more cleanup
* cleaning
* last fixes before move to glasses activ
* x
* glasses only
* working
* fix toolbox
* cleanup
* ThermalByte added
* small fix
* small optimalisations
* float bux fix
* comments add
* more comments
* more comments
* last fix
* revert cvar delete
* wrong blue shades
* cvar refactor
* Update Content.Shared/Atmos/EntitySystems/SharedGasTileOverlaySystem.cs
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Update Content.Client/Atmos/Overlays/GasTileDangerousTemperatureOverlay.cs
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* tweak to TryGetTemperature comment
* Factors are now const
* renames
* Interface for ThermalByte
* tile color vaccum and more comments
* saving yeeted
* integration test
* rename and cleanup
* fix
* cleanup
* switch
* UT fix (hopefully)
* small bug+ rename
* vaccum limit + space is now invalid
* typo
* typo
* fix
* init, works
* move method around
* renames and split
* renames
* heatblur
* cleanup
* more docs
* resource cache
* No dynamic perlin noise generation [no fun allowed] and new blur softening method
* magic numbers and rename
* misc cleanup
* removed init values because display compat mode broken
* misc cleanup
---------
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Update RT to 275.2.0 (#43378)
* Fix changeling transform ability (#42107)
* fix changeling transform
* Add store UI on MapInit instead
* Apply suggestion from @slarticodefast
* Apply suggestion from @slarticodefast
---------
Co-authored-by: Jessica M <jessica@maybe.sh>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Remove PDA equip sprites (#40498)
* we have never had pda equip sprites.
* I didn't know the rsi validator would complain about that one tbh
---------
Co-authored-by: ruddygreat <ruddygreat1@gmail.com>
* Lathe Menu Title Enhancement (#43392)
* DefaultWindow -> FancyWindow, use SetInfoFromEntity
* code smell fix
* Reduce speso value of tech disks (#43395)
commit
Co-authored-by: iaada <iaada@users.noreply.github.com>
* Bugfix of Heat distortion shader (#43397)
* revert of the revert
* tests
* changes
* more fun
* test
* ccvvvar
* works but bad
* now its better
* more fixes
* more cleanup
* cleaning
* last fixes before move to glasses activ
* x
* glasses only
* working
* fix toolbox
* cleanup
* ThermalByte added
* small fix
* small optimalisations
* float bux fix
* comments add
* more comments
* more comments
* last fix
* revert cvar delete
* wrong blue shades
* cvar refactor
* Update Content.Shared/Atmos/EntitySystems/SharedGasTileOverlaySystem.cs
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Update Content.Client/Atmos/Overlays/GasTileDangerousTemperatureOverlay.cs
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* tweak to TryGetTemperature comment
* Factors are now const
* renames
* Interface for ThermalByte
* tile color vaccum and more comments
* saving yeeted
* integration test
* rename and cleanup
* fix
* cleanup
* switch
* UT fix (hopefully)
* small bug+ rename
* vaccum limit + space is now invalid
* typo
* typo
* fix
* init, works
* move method around
* renames and split
* renames
* heatblur
* cleanup
* more docs
* resource cache
* No dynamic perlin noise generation [no fun allowed] and new blur softening method
* magic numbers and rename
* misc cleanup
* removed init values because display compat mode broken
* misc cleanup
* bugfix
* fix
---------
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Greatly reduce spawn rate of salt ore (#43012)
* Disintegrate salt
* Salt is forever
* Forgot to exclude this file
* Fix ghost time of death (#43411)
* Use RealTime when setting ghost TimeOfDeath
* Don't pause with RealTime
* Oops. Also get rid of AutoGenerateComponentPause
* Gametest Part 2: Preliminary refactor every test to use GameTest as the framework. (#43207)
* Pass 1.
* i'm FREE
* Prevent hangups.
* okay fine here's an attribute for settings, will polish later and prolly remove the overridable thing.
* sigh.
* fix singular trigger bug so LatheTest doesn't flake.
* Remove SystemAttribute usage.
* Poke
* I used the shotgun. You know why? Cause the shot gun doesn’t miss, and unlike the shitty hybrid taser it stops a criminal in their tracks in two hits. Bang, bang, and they’re fucking done. I use four shots just to make damn sure. Because, once again, I’m not there to coddle a buncha criminal scum sucking f------, I’m there to 1) Survive the fucking round. 2) Guard the armory. So you can absolutely get fucked. If I get unbanned, which I won’t, you can guarantee I will continue to use the shotgun to apprehend criminals. Because it’s quick, clean and effective as fuck. Why in the seven hells would I fuck around with the disabler shots, which take half a clip just to bring someone down, or with the tazer bolts which are slow as balls, impossible to aim and do about next to jack shit, fuck all. The shotgun is the superior law enforcement weapon. Because it stops crime. And it stops crime by reducing the number of criminals roaming the fucking halls.
* Change the faulty store test into two tests, one of which is ignored for failing.
* Reagentgrinder Fix
* Test missing new
* Revert "Removed MovementBodyPartComponent (#43257)"
This reverts commit 07a757eea3d71ea5133440aae9928e49f189a2e8.
* Forgot one Sharp
* Remove Far Horizon XML Comments... parser hates it
* Comment out Holo Test, needs one written by us
* Guide Entry Test skip
* Christmas Kobols comment out for now
* Moved MovementBodyPartComponent into _DV space
* Change HumanoidLayer Test to our Markings
* Weather: Make Damage Work
* Fix Test Errors realted to wrongly set PowerState variables
* Stopping ArenaMobs from trying to open People
* Attempt to workaround the Dummysession
* Dumb Attempt to workaround the Dummysession
* remove unused MovementBodyPart
* tidy
* Fix Planet Weather crashing, by shoving new grids 150 tiles away.
* PR Review Changes
* Fix Devil being immune to Holy
* Some other Review Things
* Change _DV Tests to new ones
* Yaml Lint Errors
* Fix Build Errors and Test Build Errors mentioned in Review
* Remove unused Dependency
* Attempt to make the Test work
* PR Review fulfillments
* Spider Leg to Arachnid Leg
* Add Nullptr check
* Readding the no send condition
* Kitsune colors, Glimmer Style Popups, and some Comments
* Changed comment for ScaleVisual
* Changed Mindbreak Resolve to not log missing
* Add one more log Misisng
* Update RobustToolbox to v275.2.3, remove manual CI Lidgren patch
Includes a fix for 2 DOS attacks. No other changes.
* Removing this again...
* Glimmer Restyle works
* Glimmer Restyle baldness check
* Glimmer Restyle fix as intended
* Humanoid Appearance mention removal and Restyle early cancel removal
* Quickfix
* gated
---------
Co-authored-by: Kyle Tyo <36606155+VerinSenpai@users.noreply.github.com>
Co-authored-by: TriviaSolari <154280615+TriviaSolari@users.noreply.github.com>
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* Fixes messageId console errors
Replaced paper.yml HydroCo's notices in the paper-misc.ftl file and moved the [bold] to the last line to prevent error messages in the console
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* Pool-Themed Decorations: Lounge Chairs, Umbrellas, Tiles, Swim Rings, and Pool Water (#2071)
<!-- Guidelines:
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remains the primary and binding license.
Uncomment and modify the following line if you wish to change the
license from the default of AGPL.-->
<!--- LICENSE: AGPL -->
<!-- What did you change? -->
This PR adds a bunch of, well, mapper toys basically, but normal players
can obtain them too. They are:
- Pool tile and dark pool tile; obtainable via the cutter machine.
- Pool water; unobtainable without mapping/admin tools, but it's 1%
chlorine.
- Lounge chairs, constructed with steel and cloth. Deconstructible with
a screwdriver.
- Beach umbrellas, constructed with rods and cloth. Deconstructible with
a screwdriver.
- Swim rings, which can be ordered from Logistics. They're sort of like
the emergency comfort units (pillows), but they're inflatable rings and
you can pick them up.
<!-- Discuss how this would affect game balance or explain why it was
changed. Link any relevant discussions or issues. -->
These assets are needed for an upcoming map I'm making and I'm giving
them to the community early out of the kindness of my heart
<!-- Summary of code changes for easier review. -->
All YML and sprites babyyy
- Entity prototypes for chairs, umbrellas, pool water, swim rings, and
the pool tile stack items
- Some construction graphs
- A cargo product
- A floor definition
- Recipes for the tile cutter
Pool water IS drinkable because it's extremely funny. Keep in mind that
50u of pool water will only give you like 2 poison damage
<!-- Attach media if the PR makes ingame changes (clothing, items,
features, etc).
Small fixes/refactors are exempt. Media may be used in SS14 progress
reports with credit. -->
Preview of the stuff:
<img width="713" height="541" alt="image"
src="https://github.com/user-attachments/assets/42f1acc8-cc83-4356-a8e0-3c715245d120"
/>
<img width="697" height="666" alt="image"
src="https://github.com/user-attachments/assets/8597017a-9d03-4419-80c5-cf475f3206d1"
/>
sorry i forgot the pink ring
<img width="253" height="179" alt="image"
src="https://github.com/user-attachments/assets/7f738f8e-42b4-4ee4-aa75-9f08b67ded0c"
/>
sorry i forgot the white chair
<img width="206" height="140" alt="image"
src="https://github.com/user-attachments/assets/6fabe541-4821-4e88-8d64-a99f463c5253"
/>
Cargo:
<img width="633" height="461" alt="image"
src="https://github.com/user-attachments/assets/b8ae9b89-4d2f-4326-9814-d000d5e88809"
/>
Crafting menu:
<img width="266" height="454" alt="image"
src="https://github.com/user-attachments/assets/cc480ee6-0e0d-4055-93c3-e5a1c4e0687c"
/>
<img width="409" height="211" alt="image"
src="https://github.com/user-attachments/assets/41970a43-1ba8-4898-a96c-deb87a05a409"
/>
<img width="409" height="211" alt="image"
src="https://github.com/user-attachments/assets/ffc00874-e330-49eb-8aba-972c6d223a3a"
/>
Pool water:
<img width="680" height="463" alt="image"
src="https://github.com/user-attachments/assets/9abc48b0-8358-46de-89ef-41fc64989787"
/>
<!-- Confirm the following by placing an X in the brackets [X]: -->
- [x] I have read and am following the [Pull Request and Changelog
Guidelines](https://docs.spacestation14.com/en/general-development/codebase-info/pull-request-guidelines.html).
- [x] I have added media to this PR or it does not require an ingame
showcase.
- [x] I have tested any changes or additions.
- [x] I can confirm this PR contains no AI-generated content, and did
not use any AI-generated content.
<!-- You should understand that not following the above may get your PR
closed at maintainer’s discretion -->
<!-- List any breaking changes, including namespaces, public
class/method/field changes, prototype renames; and provide instructions
for fixing them.
This will be posted in #codebase-changes. -->
Nope
**Changelog**
<!-- Add a Changelog entry to make players aware of new features or
changes that could affect gameplay.
Make sure to read the guidelines and take this Changelog template out of
the comment block in order for it to show up.
Changelog must have a 🆑 symbol, so the bot recognizes the changes and
adds them to the game's changelog. -->
🆑
- add: 13 colors of lounge chairs can be constructed out of steel and
cloth.
- add: 8 colors of beach umbrellas can be constructed out of rods and
cloth.
- add: Pool tile (and dark pool tile) can be produced at the cutter
machine.
- add: Logistics can now order a crate of bulk swim rings, in 11
possible colors!
- add: For mappers (and admins): there is a new "pool water" entity that
is a nice green-cyan color and contains about 1% chlorine.
---------
Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
* Remove Umbrella + Fixes from Port
* Pool Ring Additions
* Buff Fishing Vendor
* grr
* its no longer 2am
---------
Co-authored-by: portfiend <109661617+portfiend@users.noreply.github.com>
Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
* Revert "I hate submodules. Why did it have to be submodules? (#6117)"
This reverts commit d3b13a6c83.
* from one workaround to another
---------
Signed-off-by: Vanessa <908648+ShepardToTheStars@users.noreply.github.com>
Co-authored-by: Vanessa <908648+ShepardToTheStars@users.noreply.github.com>
* Pass 1.
* i'm FREE
* Prevent hangups.
* okay fine here's an attribute for settings, will polish later and prolly remove the overridable thing.
* sigh.
* fix singular trigger bug so LatheTest doesn't flake.
* Remove SystemAttribute usage.
* Poke
* I used the shotgun. You know why? Cause the shot gun doesn’t miss, and unlike the shitty hybrid taser it stops a criminal in their tracks in two hits. Bang, bang, and they’re fucking done. I use four shots just to make damn sure. Because, once again, I’m not there to coddle a buncha criminal scum sucking f------, I’m there to 1) Survive the fucking round. 2) Guard the armory. So you can absolutely get fucked. If I get unbanned, which I won’t, you can guarantee I will continue to use the shotgun to apprehend criminals. Because it’s quick, clean and effective as fuck. Why in the seven hells would I fuck around with the disabler shots, which take half a clip just to bring someone down, or with the tazer bolts which are slow as balls, impossible to aim and do about next to jack shit, fuck all. The shotgun is the superior law enforcement weapon. Because it stops crime. And it stops crime by reducing the number of criminals roaming the fucking halls.
* Change the faulty store test into two tests, one of which is ignored for failing.
* revert of the revert
* tests
* changes
* more fun
* test
* ccvvvar
* works but bad
* now its better
* more fixes
* more cleanup
* cleaning
* last fixes before move to glasses activ
* x
* glasses only
* working
* fix toolbox
* cleanup
* ThermalByte added
* small fix
* small optimalisations
* float bux fix
* comments add
* more comments
* more comments
* last fix
* revert cvar delete
* wrong blue shades
* cvar refactor
* Update Content.Shared/Atmos/EntitySystems/SharedGasTileOverlaySystem.cs
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Update Content.Client/Atmos/Overlays/GasTileDangerousTemperatureOverlay.cs
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* tweak to TryGetTemperature comment
* Factors are now const
* renames
* Interface for ThermalByte
* tile color vaccum and more comments
* saving yeeted
* integration test
* rename and cleanup
* fix
* cleanup
* switch
* UT fix (hopefully)
* small bug+ rename
* vaccum limit + space is now invalid
* typo
* typo
* fix
* init, works
* move method around
* renames and split
* renames
* heatblur
* cleanup
* more docs
* resource cache
* No dynamic perlin noise generation [no fun allowed] and new blur softening method
* magic numbers and rename
* misc cleanup
* removed init values because display compat mode broken
* misc cleanup
* bugfix
* fix
---------
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* we have never had pda equip sprites.
* I didn't know the rsi validator would complain about that one tbh
---------
Co-authored-by: ruddygreat <ruddygreat1@gmail.com>
* revert of the revert
* tests
* changes
* more fun
* test
* ccvvvar
* works but bad
* now its better
* more fixes
* more cleanup
* cleaning
* last fixes before move to glasses activ
* x
* glasses only
* working
* fix toolbox
* cleanup
* ThermalByte added
* small fix
* small optimalisations
* float bux fix
* comments add
* more comments
* more comments
* last fix
* revert cvar delete
* wrong blue shades
* cvar refactor
* Update Content.Shared/Atmos/EntitySystems/SharedGasTileOverlaySystem.cs
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Update Content.Client/Atmos/Overlays/GasTileDangerousTemperatureOverlay.cs
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* tweak to TryGetTemperature comment
* Factors are now const
* renames
* Interface for ThermalByte
* tile color vaccum and more comments
* saving yeeted
* integration test
* rename and cleanup
* fix
* cleanup
* switch
* UT fix (hopefully)
* small bug+ rename
* vaccum limit + space is now invalid
* typo
* typo
* fix
* init, works
* move method around
* renames and split
* renames
* heatblur
* cleanup
* more docs
* resource cache
* No dynamic perlin noise generation [no fun allowed] and new blur softening method
* magic numbers and rename
* misc cleanup
* removed init values because display compat mode broken
* misc cleanup
---------
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* "Reduce motion of visual effects" now works for blood loss effect
* Improve strenght
* Make motion less strong
* Stop motion effect
* cleanup and rebalancing
* fix warning
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* cleanup
* fix some localizations
* fix typo
* review and test fix
* rename
* minus one
---------
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Ports much of GameTest, minus all the WIP stuff.
* remark.
* EnsureCVar now adds test properties.
* Some cleanup and functionality.
* Ignore broken test. Needs fixed eventually. Also explicit context config.
* TrackingIssue attribute.
* oops
* Pair config attribute.
* Remove SystemAttribute in favor of using the EntitySystemManager dependency collection.
* Ensure idleness.
* More tests for tests.
* More specific failure catching tests.
* Reverse attribute resolution order so suite-wide attributes happen first.
* Get rid of AffectedProperties again because I need to refactor PoolSettings for that.
* Poke
* Final cleanup pass.
* Update Content.IntegrationTests/Fixtures/Attributes/RunOnSideAttribute.cs
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Update Content.IntegrationTests/Fixtures/Attributes/Side.cs
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Update Content.IntegrationTests/NUnit/Utilities/ITestExtensions.cs
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Fixes.
* shut up nunit.
* Make TrackingIssue a bit strict on purpose, so people don't put junk here.
* Update Content.IntegrationTests/Tests/GameTestTests/DisconnectedDependencyTest.cs
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Address.
---------
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* trico no longer heals when mob is crit, and no longer heals rad
Tricordrazine no longer heals when mob is crit and no longer heals radiation damage.
* Inverted crit mobstate -> alive mobstate
* flatpacks openable on tables, ignore ghosts
* suggested changes
* if i stash this im going to forget that a stash exists.
* FINAL final (1)
* FINAL final (2)
* i now understand networking
* Move salvage RandomSpawners to EntityTableSpawners
* Spellcheck
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Apply requested changes for spawner
* Move another prob to parent selector
* Why wasn't it that before
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* init
new disks are in. can be spawned or printed. no weights or correctly bound techs yet.
* tweak textures and naming
* make tech disks respect their tier and discipline
* make tech console respect tier weight
* yml fixes (forgo a million things)
* meow :3 reworked to use GenericVisualizer
* moved staticPrice comp to shared to support different pricing per tier
* unhardcoded prices; tweaked log messages
* cleanup
* a few fixes
* updated pricing to match weights
* lowering prices I forgor how many of them science can print
* what
* t3 texture, logger, factory
* move PriceCalculationEvent & EstimatedPriceCalculationEvent to shared
* remove static price comp; use EntProtoId for disk proto
* moved staticPrice comp back to server
* cleanup: price event, visualizer enums & yml
* ummove PriceCalculationEvent
* ummove PriceCalculationEvent attempt #2
* more unmoving
* fixes
* predict onExamine
* review changes
* small cleanup
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Add test result archiving to our test actions.
* heck.
* Don't waste tremendous amounts of storage.
* Fix ReagentDataTest.
* Reduce retention and increase compression on integration output.
* Back to 7 days, depend on RT instead.
* Poke.
* Fix linter.
* til.
* Actually send YAMLLinter's pair messages into the void.
Meh
Ok... :/
Test attempt fix
Another Attempt to fix, the null ref
Another Attempt to fix :/
argh
I would really hatre if this is the solution
Try to find null ref
Searching for the fix
* YAMLs your ion laws
* forgot some weights
* this should be it
* comments and DAGD
* improved testing
* addressing review (part 1 out of 2)
* still part 1 :gosomnia:
* part 2
* refactor the refactor
* loc error fluffs
* address review
* weh
* cleanup
* oops
* fix
* more cleaning
* forgot to remove old thing
* prediction
* fix
# Conflicts:
# Content.Server/Silicons/Laws/IonStormSystem.cs
* - rework a bunch of cargo orders to not send a crate with just one thing
- instead sends the item, wrapped
- add ability for cargo orders to wrap the item ordered in parcel wrap
- cargo order name and descriptions are now localization strings, but still 99.99% of the time just get that info from the entity they're spawning
- small refactor to how cargo orders move around in cargo code so that the actual order proto is kept around longer
- small rework to certain restock cargo orders to halve the cost and number of items received in one order
* oop
* Suffering
* Arbitrary containers for cargo products
* I ran the tests locally and they passed, github please rerun :)
* massage Slarti's work into this.
Mainly by taking the API wrapping ability out back with the rifle q-q
* testfail fake
* wow `_applyingState` is useful, I wonder where I should've been using that in other PRs before :^)
* pr comments
* tfw the hook doesn't update the submodule
* Update Content.Client/Cargo/UI/CargoConsoleMenu.xaml.cs
Co-authored-by: āda <ss.adasts@gmail.com>
* PR comments
* fixies
* Update Content.Client/Cargo/UI/CargoConsoleMenu.xaml.cs
* Update Content.Shared/ParcelWrap/Systems/ParcelWrappingSystem.WrappedParcel.cs
* fix wrapped parcel entity name + audio
* Actually read PR comments
* Apply suggestions from code review
Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
---------
Co-authored-by: āda <ss.adasts@gmail.com>
Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
* Validate string lengths serverside
* Organize usings
* Remove clientside check
* Also remove the cvar caching in the UI
It's one dictionary call, Michael. What could it cost?
wrapped parcels can go into mail carts
yeah, it technically allows wrapped humanoids to get in there too, but how're you gonna get something you can't pick up into inventory storage?
Also YEAH technically this allows arbitrage of carrying a ton of stuff in the mail cart, but that's no so different from just carrying a ton of stuff around in a trash cart and this at least has the cost of a bit of parcel wrap. I will tolerate no dissent
* init
* port hostiles to hordes, fakeout horde
* cleaning, docs
* i may be blind sometimes
* i may be even blinder
* remove friendly announcements
* fuck it
* i love microbalancing
* review
* review
* review p2
* Update Resources/Prototypes/GameRules/pests.yml
Co-authored-by: SnappingOpossum <snappingopossum@outlook.com>
* review + powercreep
* lower the times to account for the gamerule delay
* review
* review
* fuck this return actually
* fial
---------
Co-authored-by: SnappingOpossum <snappingopossum@outlook.com>
# Conflicts:
# Resources/Prototypes/GameRules/pests.yml
* Make map tests more fine-grained.
* ..typo.
* fix example
* exclude Empty.
* Adjust a scrounger test & fix it.
* It does respect ignored prototypes, after I realized making it do so was really easy.
* Fix it for real this time.
* General scrounger enhancements for a GameRules test set.
* Fix linter for real.
* Address reviews.
* cleanup
* make some stuff nullable again
* Apply suggestions from code review
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* fix and remove a dependency
---------
Co-authored-by: seanpimble <149889301+seanpimble@users.noreply.github.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* verb category
* voltage toggle comp
* move stuff
* add simple prototype
* implement verb action
* switch expression
* fixed the node not updating
* charge the battery
* fixed battery not charging
* spawn on battery level system
* finally works
* swap commentary position
* can only anchor the extractor on the station
* popup message for trying to anchor outside of station
* default placement for unanchored version
* ops
* fix body type
* commentary
* update visuals of power consumer
* add custom sprite
* fix light layer not changing
* xenoborg circuit
* fix xenoborg circuit
* add tag
* add hand to hold xenoborg circuits
* move to material
* add xenoborg circuit material
* add recipe to mothership core
* add a hand to hold circuits to the mothership core
* to not confuse
* update
* ops
* another ops
* update mothership
* update guidebook
* update values
* more info
* fix stack
* can store xenoborg circuits
* description
* also update description
* circuit -> crytal
* not modified from anything
* update description
* Revert "update mothership"
This reverts commit 84974c56afadac2a99ed2a166244a668d83fff48.
* update empty label
* small update to sprite
* not necessary code
* remove empty line
* color
* make it explode when destroyed
* change values
* update sprite
* update sprite
* make it eletrified
* flavor text
* simplify to only use charge
* subscribe to event
* new line
* remove popup
* no need for the setter
* no longer networked
* update mothership
* add nested effect
* add nested condition
* move api to the main systems and improve effect guidebook text gen
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
* Add test of borg construction.
* Return Validated when in validation mode.
* Update Content.IntegrationTests/Tests/Construction/Interaction/BorgConstruction.cs
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* verb category
* voltage toggle comp
* move stuff
* add simple prototype
* implement verb action
* switch expression
* fixed the node not updating
* charge the battery
* fixed battery not charging
* spawn on battery level system
* finally works
* swap commentary position
* can only anchor the extractor on the station
* popup message for trying to anchor outside of station
* default placement for unanchored version
* ops
* fix body type
* commentary
* update visuals of power consumer
* add custom sprite
* fix light layer not changing
* xenoborg circuit
* fix xenoborg circuit
* add tag
* add hand to hold xenoborg circuits
* move to material
* add xenoborg circuit material
* add recipe to mothership core
* add a hand to hold circuits to the mothership core
* to not confuse
* update
* ops
* another ops
* update mothership
* update guidebook
* update values
* more info
* fix stack
* can store xenoborg circuits
* description
* also update description
* circuit -> crytal
* not modified from anything
* update description
* Revert "update mothership"
This reverts commit 84974c56afadac2a99ed2a166244a668d83fff48.
* update empty label
* small update to sprite
* not necessary code
* remove empty line
* color
* make it explode when destroyed
* change values
* update sprite
* update sprite
* make it eletrified
* flavor text
* simplify to only use charge
* subscribe to event
* new line
* remove popup
* no need for the setter
* no longer networked
* feedback popups
* Minor tweaks
* better to understand
* better now?
---------
Co-authored-by: beck-thompson <beck314159@hotmail.com>
* add rule filter to feedback popup
* fix the dependency
* simplify
* remove this
* deny popups with rules
* missed here
* new parameter
* the server handles the specific feedback prototypes
* fix logic
* active > added
* minor fixes
* not needed anymore
* now it should be back
* not needed
* cleaning
* create system
* forgot to remove this
* also remove this
* add a I
* remove old feedback popups
* doesn't actually fix it
* maybe this time?
* oh well
* use whitelists
* use gamerule added
* update fix comment
* simplify
* old commentary
* default false
* add blacklist option
* fix helper functions
* remove commentary
* who needs those
* orks hates linq
* not needed
* Change linq into foreach
* remove unwanted popups for next rounds
---------
Co-authored-by: beck-thompson <beck314159@hotmail.com>
Fixed redundant bar signs
* Fixes the extra bar sign popups bug introduced in #42364
by making BarSignBUI use CreateWindow
* Fixes bar signs placed from Entity Spawn Window
* Holosigns now spawn facing player direction
* Holosigns face south
* Snap holosign to grid and attach to clicked entity
* Back to setting local rotation to zero
* No need to snap to grid
* rifts
---------
Co-authored-by: ScarKy0 <scarky0@onet.eu>
* Add TriggerOnRot Component, and related systems and events
* Move around components and events to proper namespaces
* Improve TriggerOnRotComponent Comment
* fix a bunch of imports
* Change BeginRottingEvent to a ByRefEvent record
---------
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* new lizard laugh
* typo
* replaced sound with alternative lizard_happy.ogg
adjusted attributions.yml
* Update attributions.yml
Since my friend uses Logic Pro X commercially and paid for
the license, he can freely use the provided samples in his own audio
projects. The resulting lizard_happy.ogg is a combination of multiple
samples transformed to achieve the correct sound, using an original
lizard laugh as reference.
* Add source link for lizard_happy.ogg attribution
Added source information for lizard_happy.ogg.
* update sound
* wtf is a laser raptor
---------
Co-authored-by: Velken <8467292+Velken@users.noreply.github.com>
Co-authored-by: ScarKy0 <scarky0@onet.eu>
* Non-obsoletion warnings as errors in Release.
* Add two other obsoletions related to collection expressions.
These are not present in the codebase, but may become so in the future.
* Exempt NU1903 so the project can't mysteriously stop building.
* Fix some FULL_RELEASE mistakes.
* diff fix
* Resharper caught this one. Note to self: Wire up resharper to CI in another PR.
* Added Emp interaction with Bar Sign
There was already content for emp bar sign but no support for it.
This adds the interaction with emps to make bar signs EmpDisabled.
* Emp BarSigns stylistic change
* Fixed redundant bar signs
Fixes the extra bar sign popups bug introduced in #42364
* Block bar sign UI when emped
* Revert "Fixed redundant bar signs"
This reverts commit 23168bb503bcf267ac553eff9ac9674bf28adb4b.
* Update toxins.yml
* poison!!!!
* I hate solutions sytem I hate solutions sytem I hate solutions system
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Add two varieties of steel vertical slat tiles
* Add dark and white variants of vertical slat tiles
* Add dirt decals
* Add vertical overlay decals
* Add single and double vertical slat decals
* Add steel, dark and white horizontal slat tiles
* Improve single vert slat decals
* Add horizontal slat dirt decals
* Add horizontal slat tile objects
* Add horizontal tile cutter recipe
* Add horizontal slat overlay decals
* Fix inconsistent tile naming
* Add horizontal single and double slat decals
* Fix incorrect slat decal
* Fix two off-color pixels on dark slat tiles
* Change slat tile naming
* Add single-slat overlays
* Smooth tile borders and normalize palette
* Update decals to match tile changes
* Update attributions
* Add missing stack locale lines
* Fix and clean up merged file
* Change slat footstep sounds to be consistent with other steel tiles
As far as I can tell, regular steel tiles use FootstepFloor, (except when
they don't,) and Dark and White variants use FootstepTile.
* Fix confusing merge conflict mismerge
* Remove merge conflict cruft
I have no idea how I missed that.
* Add tile stack prototypes
* Fix slat tile stack localization string refs
* Fix slat tile prototype indentation
* Remove tiles that are identical under rotation
* fix yaml header convention
* Parent slat tiles to common steel tile parent
* Whitespace fix
* Un-de-normalize prototype field ordering
* Fix whitespace
* Re-fix indentation
For some reason, I un-fixed this a little while back. No idea why.
---------
Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com>
* revert of the revert
* tests
* changes
* more fun
* test
* ccvvvar
* works but bad
* now its better
* more fixes
* more cleanup
* cleaning
* last fixes before move to glasses activ
* x
* glasses only
* working
* fix toolbox
* cleanup
* ThermalByte added
* small fix
* small optimalisations
* float bux fix
* comments add
* more comments
* more comments
* last fix
* revert cvar delete
* wrong blue shades
* cvar refactor
* Update Content.Shared/Atmos/EntitySystems/SharedGasTileOverlaySystem.cs
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Update Content.Client/Atmos/Overlays/GasTileDangerousTemperatureOverlay.cs
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* tweak to TryGetTemperature comment
* Factors are now const
* renames
* Interface for ThermalByte
* admin button
* cleanup
* sandoboxenabled
---------
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Containment fields only die if both sides lose power
Currently, if either side of a containment field loses power,
the field dies, even if the other side is still powered. This commit
changes the behavior to only destroy the field if neither side
of the field has enough power.
* discard
---------
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* tesloose alert
* forgot to remove this when I removed naming the unlocker
* and these too...
* migrate to Entity<T> and clarify emitter lines
---------
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* fixed vox tail marking and suitslot layer order
* explained marking
* now it's hideable
* Revert "now it's hideable"
This reverts commit ab799b088739b3d986a5158f51b44f9c770e6e3e.
* re-order one more time for correct parity with the previous system
* revert of the revert
* tests
* changes
* more fun
* test
* ccvvvar
* works but bad
* now its better
* more fixes
* more cleanup
* cleaning
* last fixes before move to glasses activ
* x
* glasses only
* working
* fix toolbox
* cleanup
* ThermalByte added
* small fix
* small optimalisations
* float bux fix
* comments add
* more comments
* more comments
* last fix
* revert cvar delete
* wrong blue shades
* cvar refactor
* Update Content.Shared/Atmos/EntitySystems/SharedGasTileOverlaySystem.cs
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Update Content.Client/Atmos/Overlays/GasTileDangerousTemperatureOverlay.cs
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* tweak to TryGetTemperature comment
* Factors are now const
* renames
* Interface for ThermalByte
* tile color vaccum and more comments
* saving yeeted
* integration test
* rename and cleanup
* fix
* cleanup
* switch
* UT fix (hopefully)
* small bug+ rename
* vaccum limit + space is now invalid
* typo
* typo
* fix
* cleanup
---------
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Fix the ability to hit overlapping walls.
* Revert "Fix the ability to hit overlapping walls."
This reverts commit f6866b6af43ef3a0939147673f2303c7e90d9bca.
* Ensure that anomalies do not spawn multiple entities in the same tile when `CanSpawnOnEntities` is false.
* Switch button for gas filter power
* Switch button for gas mixer power
* Switch button for gas pump power
* Switch button for thermomachine power
* Switch button for space heater power
* Remove redundant switch labels
* Make fax tell where the fax is from
* make the line shorter
* localization
* fix fax machine not knowing where the fax is from
* fix popup saying PeerSelector
* name is now get from the known fax list
* shorter to fit in more papers
* send the sender not the destination
* add time to info displayed
* nuke [ViewVariables(VVAccess.ReadWrite)]
* update submodule
* use RoundDuration() instead
* ops, this was needed
* push
* fix
* push
* abstract and more accurate
* new abstract method I guess
* that table does not explode
* webedit major
* Update Content.Shared/EntityTable/ValueSelector/BinomialNumberSelector.cs
Co-authored-by: SnappingOpossum <snappingopossum@outlook.com>
* big ass merge conflicts
* sadas
* review
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
Co-authored-by: SnappingOpossum <snappingopossum@outlook.com>
* literally 1984
* Don't need that anymore
* remove looc as well
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Initial commit
* Include uncertain crew and make it work for AI
* Add new definition to Silicon Rules 8
* Update based on review
* Remove Cluwne from job list
* ProtoIdify
* Update and also make monkey/corgi show IDs
* Remove unnecessary property
* Remove redundant code
* Carrrrd
* cleanup
* Nicer code
* Update to fix the spawn bug + agent ID
* Fix new icons
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* shelve
* halfway there
* borgar
* just pass TimeSpan.Zero????
* better API
* no more TODO
* comment
* some fixes
* Gonna make a new PR for this I guess shrug
* add quark back, cleanup some stuff
* add syndie pod back
* one final change
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Content.Packaging can now emit binlogs for the build
I was checking why packaging is so much slower and it *seems* to be entirely the actual build being twice as slow as before .NET 10. Strange.
Content.Packaging can now emit MSBuild binlogs that we can analyze to see why that's the case.
* Enable --log-build on Test Packaging workflow, produce artifact with binlogs
* Disable setup-dotnet in packaging workflow
I have a suspicion...
* Move character preview handling into a specialized control
Co-authored-by: Quantum-cross <7065792+Quantum-cross@users.noreply.github.com>
* Restore job name that I accidentally removed from character picker buttons
* Just resolve dependencies the standard way
---------
Co-authored-by: Quantum-cross <7065792+Quantum-cross@users.noreply.github.com>
Co-authored-by: Janet Blackquill <uhhadd@gmail.com>
Removes a vestigial shutdown handler
When opporozidone removes the RottingComponent, the PerishableComponent's
RotNextUpdate is set to 0 - and then it undergoes a period of catch-up to
the current time. If the entity is susceptible to rot in that interval, it'll
accumulate 2 minutes 30 seconds worth of rot, per second.
This gets worse the longer the server has been running, as there's a greater value
in _timing.CurTime to catch up to. This handler seems to be vestigial from the
MiasmaSystem and does not seem to be necessary for anything anymore.
* jaws of death
* I hate YAML
* open the gate
* I forgot about this one
* I forgor
* Fix croissant
* this didn't work actually rip
* made lights look better and undo on the boxing gloves
* small change
* Update Resources/Prototypes/Entities/Clothing/Hands/gloves.yml
Co-authored-by: IProduceWidgets <107586145+IProduceWidgets@users.noreply.github.com>
* baguette contraband, eat your evidence.
* suffix
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
Co-authored-by: IProduceWidgets <107586145+IProduceWidgets@users.noreply.github.com>
# Conflicts:
# Resources/Prototypes/Catalog/uplink_catalog.yml
* Ban DB refactor seems to work at a basic level for PostgreSQL
* New ban creation API
Supports all the new functionality (multiple players/addresses/hwids/roles/rounds per ban).
* Make the migration irreversible
* Re-implement ban notifications
The server ID check is no longer done as admins may want to place bans spanning multiple rounds irrelevant of the source server.
* Fix some split query warnings
* Implement migration on SQLite
* More comments
* Remove required from ban reason
SS14.Admin changes would like this
* More missing AsSplitQuery() calls
* Fix missing ban type filter
* Fix old CreateServerBan API with permanent time
* Fix department and role ban commands with permanent time
* Re-add banhits navigation property
Dropped this on accident, SS14.Admin needs it.
* More ban API fixes.
* Don't fetch ban exemption info for role bans
Not relevant, reduces query performance
* Regenerate migrations
* Fix adminnotes command for players that never connected
Would blow up handling null player records. Not a new bug introduced by the refactor, but I ran into it.
* Great shame... I accidentally committed submodule update...
* Update GDPR scripts
* Fix sandbox violation
* Fix bans with duplicate info causing DB exceptions
Most notably happened with role bans, as multiple departments may include the same role.
* Commit
* add the form post
* dv
* fixes
* Change wording
* Address review
* wording change
* Added some stuff
* New format
* bruh
* thanks perry!
* yes
* More fixes!
* typo
* Add a command to show the list, improve the UI slightly, split up command names
* Fix UI controller
* Add better comment
* Get rid of weird recursive thing
* Cleanup
* Work on moving feedback popups out of simulation
* Move round end screen subscription to feedback ui controller
* Finish moving feedback popups out of simulation
* Fix _ as parameter
* Clean up FeedbackPopupUIController
* Clean up commands
* Fix prototype yaml
* Fix openfeedbackpopup command description
* Update Resources/Locale/en-US/feedbackpopup/feedbackpopup.ftl
Co-authored-by: Simon <63975668+Simyon264@users.noreply.github.com>
* Apply suggestions from code review
Co-authored-by: Simon <63975668+Simyon264@users.noreply.github.com>
* Address reviews
* Address reviews
* Fix FeedbackPopupPrototype.cs using empty string instead of string.empty
* Address some more of the reviews, style nano is still trolling sadly
* Fix feedback popup styling
* Fix PopupPrototype ID field not having a setter
* Address reviews
* Add label when no feedback entries are present
Change link button to not show when no link is set
* Fix typo in feedback prototype
---------
Co-authored-by: beck-thompson <beck314159@hotmail.com>
Co-authored-by: SlamBamActionman <slambamactionman@gmail.com>
Co-authored-by: Simon <63975668+Simyon264@users.noreply.github.com>
* Commit
* add the form post
* dv
* fixes
* Change wording
* Address review
* wording change
* Added some stuff
* New format
* bruh
* thanks perry!
* yes
* More fixes!
* typo
* Add a command to show the list, improve the UI slightly, split up command names
* Fix UI controller
* Add better comment
* Get rid of weird recursive thing
* Cleanup
* Work on moving feedback popups out of simulation
* Move round end screen subscription to feedback ui controller
* Finish moving feedback popups out of simulation
* Fix _ as parameter
* Clean up FeedbackPopupUIController
* Clean up commands
* Fix prototype yaml
* Fix openfeedbackpopup command description
* Update Resources/Locale/en-US/feedbackpopup/feedbackpopup.ftl
Co-authored-by: Simon <63975668+Simyon264@users.noreply.github.com>
* Apply suggestions from code review
Co-authored-by: Simon <63975668+Simyon264@users.noreply.github.com>
* Address reviews
* Address reviews
* Fix FeedbackPopupPrototype.cs using empty string instead of string.empty
* Address some more of the reviews, style nano is still trolling sadly
* Fix feedback popup styling
* Fix PopupPrototype ID field not having a setter
* Address reviews
* Add label when no feedback entries are present
Change link button to not show when no link is set
---------
Co-authored-by: beck-thompson <beck314159@hotmail.com>
Co-authored-by: SlamBamActionman <slambamactionman@gmail.com>
Co-authored-by: Simon <63975668+Simyon264@users.noreply.github.com>
# Conflicts:
# Content.Client/Stylesheets/StyleNano.cs
* Grappling rework - Grappling hooks are now physics-based
* still have no idea wtf is going on with portals but fixed a few bugs + cleanup
* bonus fixes + prep for optional-but-recommended engine PR
* dropkicking a stray comment outta here
* makes the impulses actually take into account the fucking relays, makes reeling cancel if the rope's already too short, and tweaks values
* reviews + cleanup + makes ungrapple behavior a bit more consistent
joint removal was removed from ungrapple because it mispredicts either way, and breaks grappling hooks attached to the grappling gun (always good to leave possibilities like that open)
* adds a hack to work around grids not caring about waking cross-grid joints
* makes use of dirtyfield(), defenestrates magic number
* y'know it'd probably be better if we were like actually awake before we made commits
* null-coalesce instead of if statement
* two changes
* dont datafield and fix up for sound overrides
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Simplify hands UI code
* i remembered about SortedHands in the component
* minor cleanup
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* The stuff
* Valid check
* Spraypaintable decals don't actually seem to use `ZIndex`
* Don't need this
* datafield fix and button swap
---------
Co-authored-by: Janet Blackquill <uhhadd@gmail.com>
* Initial toggle switch styling
* tweak toggle switch textures
* Simplify toggle SVG images a bit
* Better name for switch button
* Update CheckButtons that were already just regular buttons
* Match checkbox/text field outline colour instead of slider outline colour
* Use switch button for APC power
* Update switch button styling; add separate style for power buttons
* Use new switch button in midi channels menu
* Add spacer
* adjust switch button icon proportions, position
* Add disabled toggle switch styles, use improved pressed style setup, make APC breaker state visible to all
* Use Janet Blackquill's icon design; remove StyleClassPowerSwitchButton. Co-authored-by: Janet Blackquill <uhhadd@gmail.com>
* Style switch children directly instead of with propagated styles
* Add attributions file
* Turns out source is a required field
* Move SwitchButton out of engine
* Move styles to sheetlet
* Make workaround for child controls not updating work in content
* Icon layers
* Set up ISwitchButtonConfig
* Fix disabled switch label font color
* Don't redefine base pseudostyles
* Use pseudoclass helpers for better readability
* Use margin instead of padding element
* Remove unused using statements
* Remove extra image file
* Update attributions for changed files
* Cargo console upgraded
* add comment of hardcode
* Update Resources/Locale/en-US/cargo/cargo-console-component.ftl
Co-authored-by: Thomas <87614336+Aeshus@users.noreply.github.com>
* Update Content.Client/Cargo/UI/CargoConsoleMenu.xaml.cs
Co-authored-by: Thomas <87614336+Aeshus@users.noreply.github.com>
* Update Content.Client/Cargo/UI/CargoConsoleOrderMenu.xaml
Co-authored-by: Thomas <87614336+Aeshus@users.noreply.github.com>
* Some small technical improvements
* More indent
* Fix unknown requester name
* whitespace cleanup
* Small improvement
* Add order price to the title
* Fix build errors
* Port new slip system
* Remove unused loc
* Some required changes
* Add stride
* minor code style + update to sheetlets
---------
Co-authored-by: VideoKompany <135313844+VlaDOS1408@users.noreply.github.com>
Co-authored-by: Thomas <87614336+Aeshus@users.noreply.github.com>
Co-authored-by: Janet Blackquill <uhhadd@gmail.com>
* initial commit
* misc additions and fixes
* final tests and additions
* cleanup 1
* fix tests and add a test
* fix tests AGAIN
* abject horror and misery
* cleanup
* cleanup 2
* address some issues
* Medibot doAfter and some other improvements
* Clean-up
* Review fixes
* the army of medibots chasing someone is really funny
* misc cleanup
---------
Co-authored-by: SlamBamActionman <slambamactionman@gmail.com>
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* WORK IN PROGRESS 1
* ITS ALIVE, ALIVE!!!!
* clean up
* WIP 1
* fix small oversight
* big diff of doom
* added CVAR to tile history stack size
* component time
* filescoped namespaces + remove redundant nametag
* fix silly little mistakes
* typo
* TileStacksTest
* bweeeeeeh :P
* nuke cvar
* :3
* WIP2025
* Fix submodule
* It's beginning to look a lot like Christmas
* It's the Most Wonderful Time of the Year
* tiny fix
* fixed extra spacing on yaml
* slightly improve tilestacking test
* Part 1 out of 2 (part 2 tomorrow)
* Part 2
* add a simple tile construction test for tilestacking
* guh
* address reviews (no documentation yet)
* documentation be upon ye
* remove extra spaces
* prediction fix
* dirt
* oops :p
* attempt to make this suck less
* am never doing a PR that touches explosion system ever again
* small fix
* maybe a bit better now?
* more cleanup
* one last cleanup for me
---------
Co-authored-by: Killerqu00 <killerqueen1777@gmail.com>
Co-authored-by: Killerqu00 <47712032+Killerqu00@users.noreply.github.com>
Co-authored-by: ScarKy0 <scarky0@onet.eu>
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* initial visual nubody
* oops overlay
* im so pheeming rn
* conversion...
* tests
* comeback of the underwear
* oops eyes
* blabbl
* zeds
* yaml linted
* search and visible count constraints
* reordering
* preserve previously selected markings colors
* fix test
* some ui niceties
* ordering
* make DB changes backwards-compatible/downgrade-friendly
* fix things again
* fix migration
* vulpkanin markings limit increase
* wrapping
* code cleanup and more code cleanup and more code cleanup and more code cleanup and
* fix slop ports
* better sampling API
* make filter work + use the method i made for its intended purpose
* fix test fails real quick
* magic mirror cleanup, remove TODO
* don't 0-init the organ profile data
* remove deltastates
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
# Conflicts:
# Content.Server/Humanoid/Components/RandomHumanoidAppearanceComponent.cs
# Content.Server/Humanoid/Systems/RandomHumanoidAppearanceSystem.cs
# Conflicts:
# Resources/Prototypes/Species/diona.yml
# Conflicts:
# Content.Server/Zombies/ZombieSystem.Transform.cs
* working commit
* final batch of changes
* reviw
Co-authored-by: SnappingOpossum <snappingopossum@outlook.com>
* lower china lake projectile speed
* hnnnnnnnnnnnnnng
* omelette joke back at popular request.
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
Co-authored-by: SnappingOpossum <snappingopossum@outlook.com>
* hoping i didnt forget anythin
* thingiess i forgor
* fixies
* first half of fixies
* other half
* sprite changes
* more proper outline on the sprites
* making the outline a tad more visible again
* making it tiny
* readding the yaml for the magic 9 ball
* sprite update so its less flat and more shapey
This reverts commit 418b2b70b0.
Maintainer vote decided to vote this out due to code quality issues. The original contributor is aware and will get help from a maintainer to reintroduce it
* Make pigs drop bacon and adjust a few recipes to do with bacon/pork
* Only one piece of bacon for rice and pork!
Signed-off-by: Manoob <manu.demoen@gmail.com>
* Make pigs drop bacon AND meat
* Add 3 bacon to the chef-vend inventories
---------
Signed-off-by: Manoob <manu.demoen@gmail.com>
* node crawling movement
* more node crawling
* quality assurance
* do-after it
* i'm ratted king
* we don't need to serialize node stuff
* rename and ser/de fix
* review fixes
* Rewrite ion laws
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* edits
* get gooned
* jumpsuit clarity
* review and tests
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* separate synthetic emote
* fix duplicate IDs (server error)
* Update speech_emotes.yml
* maybe this
* maybe keep the removed things from upstream lol
* imagine yamlops-ing when the problem was your trash code all along
* actually not overhauled but tweaked i think
* forgot to stage this one
* make shocking 60% chance instead of 80%, and make shock dmg 5-20 random.
* update comment
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* okay this should work + remember to mention new changesa asdas asd
* I ALREADY STAGED ALL
* important summary comments to give more important info when someone's
too lazy to check the rule
* fix some stuff
* signs of shock
* Update Resources/Prototypes/_DV/Traits/meta.yml
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* Update Resources/Prototypes/_DV/Traits/meta.yml
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* Update Resources/Locale/en-US/_DV/traits/traits.ftl
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* changessss
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* make nachos from tacos and change how cheesy and chili variants get made
* Change WizDen Contentfreeze recipelimit
* Update Resources/Prototypes/_DV/Recipes/Cooking/deep_fryer_recipes.yml
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* Moved nacho metamorph to DV folder
* newlline, keep file as it was :^)
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* Nuked StyleNano + Added colors to sheetlet
SubjectButtonColors table to define colors (same hex as the ones in StyleNano)
SubjectColorRules to loop rules for applying colors
* Capitalize every single phrase
CONSISTENCY RAHH
* Removed some jobs from station specific jobs because they are on all stations.
* Department Prototype Cleanup
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* Actually fix brigmedic on the crew monitor
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* Fixed emergency access locale string
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* Extended ServerGlobalSoundSystem and exposed its lies. Now its actually global.
* Fixed Epsilon event rule namespacing and formatting.
* Cosmic Cult Music Updates
* Few more CosCult changes.
* Nuke and Alert Changes
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Update Content.Server/_DV/CosmicCult/EntitySystems/CosmicChantrySystem.cs
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* Update Content.Server/_DV/Audio/ServerGlobalSoundSystem.cs
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# See https://docs.github.com/en/repositories/managing-your-repositorys-settings-and-features/customizing-your-repository/about-code-owners#example-of-a-codeowners-file
@ -31,7 +31,7 @@ Examples of Pets include, but are not limited to:
:* hand-held "personal AI" devices
== Synthetic ==
Any Entity consisting primarily of non-organic matter, designed and/or constructed by NanoTrasen or its Employees for the purpose of performing tasks aboard a Space Station. Synthetics are bound by software limitations, typically referred to as Synthetic or Silicon Laws, and physically incorporated into their chassis. Any damage to a Synthetic- including un-authorized modification of their Laws- may leave the offender liable to charges of Sabotage. Irrevocable destruction of a Synthetic may leave the offender liable to the crime of Grand Sabotage.
Any Entity consisting primarily of non-organic matter, designed and/or constructed by NanoTrasen or its Employees for the purpose of performing tasks aboard a Space Station. Synthetics are bound by software limitations, typically referred to as Synthetic or Silicon Laws, and physically incorporated into their chassis. Any damage to a Synthetic- including un-authorized modification of their Laws- may leave the offender liable to charges of Sabotage.
Examples of Synthetics include, but are not limited to:
:* Crew-constructed Cyborgs
:* The Station AI
@ -86,7 +86,7 @@ Any individual requiring any above item in the course of their job, or for regul
Should the holder commit crimes through the use of such authorized items, the authorizing party may be found guilty of Accessory to said crimes, in addition to Endangerment and Abuse of Power where applicable. The Commanding Officer is also authorized to supervise the approval and revocation of documentation as they see fit.
== Controlled Substances ==
Any individual requiring a Controlled Substance in the course of their job, or for regular function, must request access to a perscription or special dispensation from the Chief Medical Officer. The Psychologist is also permitted to grant prescriptions for psychoactive drugs. Any such document must state the substance(s) being prescribed, the amount(s) where applicable, and the stamp and signature of the authorizing party.
Any individual requiring a Controlled Substance in the course of their job, or for regular function, must request access to a prescription or special dispensation from the Chief Medical Officer. Medical personnel are also permitted to [[Standard Operating Procedure#Prescribing Medication|prescribe medication]] for chronic illnesses or mental health. Any such document must state the substance(s) being prescribed, the amount(s) where applicable, and the stamp and signature of the authorizing party.
A list of such Substances follow:
@ -370,6 +370,38 @@ Given good medical reason and with documentation, the Chief Medical Officer of a
In order for a medical evaluation to be considered lawfully applicable, the CMO and relevant head of department must both agree that the specified crewmate is unfit for duty in order to proceed with the demotion. In the case of the Commanding Officer, Central Command should be contacted as soon as possible.
==Prescribing Medication==
In the event that a patient requires stronger medication outside of medbay, Medical personnel have the ability to prescribe medicine to a patient. Prescriptions must be written on valid prescription paper, as well as signed and stamped with a valid medical personnel's stamp and signature. Any such document must state the substance(s) being prescribed as well as the amount(s) where applicable. The chief medical officer also has the right to revoke any prescription with valid medical reasoning. Prescriptions are not valid if they are both intended for and signed and stamped by the same person (e.g. You cannot prescribe something to yourself as a doctor).
=== Prescription Medicine ===
Prescriptions that are valid with any medical personnel's stamp and signature are as follows:
* diphenylmethylamine
* equilibrazine
* tranquinase
* neurozenium
* serenitol
* soretizone
Highly-addictive mental health prescriptions that are only valid with the chief medical officer's or psychologist's stamp and signature are as follows:
* blissifylovene
* happiness
Highly-addictive or potentially-harmful prescriptions that are only valid with the chief medical officer's stamp and signature are as follows:
* agonolexyne
* desoxyephedrine
* nocturine
=== Dangerous Chemical Authorizations ===
Other dangerous chemicals that may be authorized and given out ONLY with valid written permission with the chief medical officer's stamp are as follows:
* mindbreaker, heartbreaker, and mute toxins
* amatoxin and other dangerous poisons
* phlogiston, napalm, and chlorine trifluoride
* vestine and romerol
* Any other [[Standard Operating Procedure#Controlled Substances|controlled substances]] not listed here
The chief medical officer is also required to inform and/or forward authorization of any dangerous chemical to Security.
==Quarantine==
Medical staff are afforded the right to quarantine individuals that currently suffer from infectious or contagious diseases, and may confine them within pre-designated quarantine areas in the course of treatment, until the point that they are no longer infectious or harmful to the rest of the crew.