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* Update division.yml
added a reactor and stuff
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replaced freezer with kitchen freezer
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replaced superweapon safe spawner with advanced weapon safe spawner
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added a little maintenance bypass where the removed escape pod was
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I have other grids/maps to make too.
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SNOW
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Pizzaria → Pizzeria
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Because no-one wants to go to the Hauge. Also consistency is nice.
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additional detail
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gameticker dospawn
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Remake-Meatball-Wreck
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---------
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kill misnomers
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---------
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God fugcking
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chec
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* * removed mid-round antag spawn from arrivals bench.
* added mid-round antag spawn in maints below salvage, near airlock.
* replaced three air canisters in atmos with NO2, CO2, and Miasma to help atmos better support epistemics.
* added doors and airlocks to the passage between artifact research and cargo.
* added windoor to disposal to keep trash on the conveyor ( https://github.com/DeltaV-Station/Delta-v/issues/5509 )
* added lights to medbay, too dark!
* fixed disposal chutes outside vox box and tools room.
* moved archivist display room into artifact observation east.
* * fixed missing tile under disposal chute in sec
* fixed CJ's dresser
* added fax machines to; lawyer, library, logistics, engineering, medical
* epi lounge got an upgrade
* 5 gold and 5 silver added to robo
* gave a bar shelf to the bar
* * lawyer office front door and maintenance door replaced with "justice locked" versions.
* butlertron added
* armory, superweapon safe replaced with random rifle safe.
* * removed miasma canister from atmos, that xeno artifact lied to me!
* removed gold and silver from robo to make tester happy.
* replaced windoor in disposal with secure windoor, now ever more trash resistant!
* Remove unused ProtoId
* Remove unused variable
* Move the entire of grappling into shared
* Move grappler to Secdog base to enable all secdogs to grapple
* Fix prediction on grappling from move to shared
* Also block any StandUpAttempt events
* Remove secdog hand disabling and up cooldown to 15 seconds
* Add grapple activation modes
* Implement new activation mode handling
* Allow damage accumlated to release grapples
* Add initial damage to activation mode
* Immediately refresh modifiers on releasing of grapple
* Check accumulated damage constantly, clear damage via timer
* Only emit popups from server side
* Update Laika's grappler component to use new activation mode
* Add event for entering stamina crit
* Release grapple when victim enters crit
* Minor rewording of grapple starting
* Typo
* Rely solely on the shared system for grappling now
* Change activation mode from class to interface
* add to uplink for 20tc 16 discount, not in nukie uplink
* 75% reflect lasers and bullets, reflects back in 10 degree arc, must be wielded to swing
* formatting
* add sprite offsets so it doesn't look goofy nd is placed predictably (except in pocket i can't fix that)
* Add ItemToggleOnWield component (not functional) so that sword must be wielded to turn on, also fix the sprite offset thing (need a new pocket / inhand sprite)
* use the desword code for requiring wielding, a bit buggy with putting into inventory and deactivating
* cannot be put in bag while active fix
* fix capitalization bug?
* Add a new filter for checking ObjectiveImmune on both the mind and players' entity
* Swap from TargetObjectiveMind filter to ObjectiveImmune filtering
* Better if statement for checking body
* renamed Δv railing to reinforced variant
* made delv railings craftable, TODO: fix decon and hitbox
* wip
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* fix: ergo chairs now unanchored on creation, counter corner textures fixed. TODO: counter intersect texture redos for metal, wood, craft
* rug and mat constructiongraphs added, countertops fixed. rug orientations need to be fixed
* i hope this will still work
* out of time
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* i forgot to remove this
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* Delete useless constructiongraph
Signed-off-by: muon <ilovetoaaaaaainthemorn@gmail.com>
* Revert "Delete useless constructiongraph"
This reverts commit 2be446d310.
* final changes before review, fix offset desks
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* Update Resources/Prototypes/Entities/Structures/Walls/railing.yml
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* Update Resources/Prototypes/_Nuclear14/Entities/Structures/Furniture/rugs_carpets.yml
Signed-off-by: muon <ilovetoaaaaaainthemorn@gmail.com>
* Apply suggestions from code review
Co-authored-by: muon <ilovetoaaaaaainthemorn@gmail.com>
Signed-off-by: muon <ilovetoaaaaaainthemorn@gmail.com>
* Apply suggestions from code review
Co-authored-by: muon <ilovetoaaaaaainthemorn@gmail.com>
Signed-off-by: muon <ilovetoaaaaaainthemorn@gmail.com>
* add locids
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* revert alt desk to normal
* fix test fails
* fix test fails pt. 2
* hopefully last fix
* rug fixes
* fix up mats required
* oops i forgot to add this
* Apply suggestions from Toby222's code review
Co-authored-by: Tobias Berger <toby@tobot.dev>
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* Apply additional suggestions from Toby222
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* oookay one last thing maybe
* apply additional review changes
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* boop
* forgor about the leviathan
* buff ICEE give cannon scope
* maybe fixed?
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* Update uplink_catalog.yml
* boop
* Update Resources/Prototypes/_DV/Entities/Markers/Spawners/Random/safes.yml
Co-authored-by: Radezolid <snappednexus@gmail.com>
Signed-off-by: Halo3moth <mdavid.wininger@gmail.com>
* Update Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml
Co-authored-by: Radezolid <snappednexus@gmail.com>
Signed-off-by: Halo3moth <mdavid.wininger@gmail.com>
* Update Resources/Prototypes/_DV/Entities/Markers/Spawners/Random/security.yml
Co-authored-by: Radezolid <snappednexus@gmail.com>
Signed-off-by: Halo3moth <mdavid.wininger@gmail.com>
* should be all of it
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Co-authored-by: Radezolid <snappednexus@gmail.com>
Ghost types (space-wizards/space-station-14#37949)
* Empty commit
* yeah thingi
* added a GetHighestDamageTypes thingi to the DamageableSystem
* no idea why those files names are different only in github so just in case readding them
* yeah doing that
* first steps of moving the logic somewhere nicer
* still plenty to do
* gosh such a mess but getting progress done
* small fixie push
* big mess of bunch of stuff
* dealing with a conflict and fixing the random numbers
* testing if github will update now
* dealing with the other conflict
* github please update i beg you
* dealing with more conflicts
* hopefully this fixes it
* fixing conflicts again
* cleaning up stuffies
* sprite fixie
* general cleanup
* doing the small fixies first
* getting rid of the new event, gotta handle ashing next
* adding spaces to comments before i forget
* handling ashing
* think that did it?
* small fixies
* more small fixies
* last batch of quickie fixies before i gotta handle the bigger stuff
* last bunch of fixies i do understand
* small bit of progress yknow may as well yeah
* renaming and moving stuff to shared
* comment fixiees
* saving damage in a new component instead of in MindComponent
* protoid's and dict usage instead of the previously ickier methods
* small fixie before biggie fixie
* more fixies im slepy gosh
* thinkie that should fixie it
* smoothed the damage storage systeem so its less repetitive and icki and now itss cooler and i can go eepy
* lots of stuffies x3
* first step of getting git to detect my file name changes
* thinkie that should fixie it
* fixies
* just getting rid of the merge conflict, will check damageable later
* small thingies first
* more small stuffiees
* now all of the sprites have at leeast a 0
* dirtying the lastbody comp
* more fixies
* small thingi first
* another small fixie and a minor sprite fixie
* rng fixie
* moving the damage storage system to shared
* smoothing out code thats likely to be replaced soon but its good to do for now
* just showing progress bcus yis
* general progress stuffies mhm
* pushie
* small cleanup
* general progress :3
* in progress push for helpie
* proper pushie with progress and workies
* removed unnecessary usage of the storedamage component
* minor fixiees
* extra comments
* replaced a couple strings for ProtoId's
* gibbing related fixies :3
Signed-off-by: DisposableCrewmember42 <disposablecrewmember42@proton.me>
Co-authored-by: Thinbug <101073555+Thinbug0@users.noreply.github.com>
* Oo Icy Fountain
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* Cloaks and hats for captain and HoS
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* Removed time requirement
* evil
* Added fix
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* add SharedGasSpecificHeatsTest testpair cleanup
and make it nonparallel because sometimes the basic tests blast through so fast that the pairs are reused before they're read (or something? I honestly don't know, but making it non-parallel fixed issues I was seeing)
* Apply suggestion from @Centronias
* Camera map
* I hope this helps
* Review 1
* Review 2
* Review 3
* Review 4
* Review 5
* Colorblind mode support
* Review 6
* Change design
* Map wire
* Logic fix
* Fix a terrible mistake
* Fix
* Fix 2
* Small rename
* More fix
* Better removal
* And another fix
* Will it work?
* It is literally pointless
* some small things
* .rsi
* mini vial
* try stop TryStopNukeOpsFromConstantlyFailing from failing
* slight sprite change
* mail and lathe recipe
* real test fail
* resolve arbitrage
* cleanup
* always forgetting something
* always forgetting something
* drink no more
* remove integrated vial
* initial port
* Rename the rsi states
* Rename the rsi states
* up to standards
* finish
* testfail
* minor touchup
* arby
* op
* mix meta
* small changes to the vials
* commit
* commit
* style nit
---------
Co-authored-by: iaada <iaada@users.noreply.github.com>
Co-authored-by: Janet Blackquill <uhhadd@gmail.com>
* Add CryoPodWindow (placeholder)
* Change HealthAnalyzerWindow: split off reusable HealthAnalyzerControl for cryo pod UI
* Improve CryoPodWindow: add health analyzer
* Improve CryoPodWindow: add eject button
This wasn't requested in the issue but I implemented it as practice with the UI system.
* Rewrote GasAnalyzerWindow, split off reusable gas mix viewer for cryo pod
* Change GasAnalyzerWindow: change back to three columns
With two rows you get a layouting bug when there's a lot of different gases, which looks somewhat bad. I didn't feel like fixing the layouting bug (it's an engine issue) so we're going back to three columns. That way you don't ever get two rows in practice.
* Change GasAnalyzerWindow: simplify by disabling Resizable
I added a lot of complexity to make resizable work nicely with a derived max & min size, but it's not necessary.
* Change GasAnalyzerWindow: file-wide namespace
* Change GasAnalyzerSystem: add GenerateGasMixEntry
* Split HealthAnalyzerUiState from HealthAnalyzerScannedUserMessage
* Rewrote CryoPodWindow, add atmos info
* Improve CryoPodWindow: add loading placeholder
* Improve CryoPodWindow: add internationalization support
* Fix GasAnalyzerControl: add missing translation
* Improve CryoPodWindow: add beaker info, high temperature warning
* Improve CryoPodWindow/System: inject button in window + necessary system changes
* Fix CryoPodWindow: Entering cryopod now closes window
This way you can't heal yourself with a cryopod.
* Change CryoPodWindow: add & update comments
* Change HealthAnalyzerComponent: remove `uiKey` property (no longer necessary)
* Tiny fixes
* Improve CryoPodUiMessage: replace string with enum
* Change GasAnalyzerWindow: simplify Measure code
* Change CryoPodComponent: rename Injecting to InjectionBuffer
* Change CryoPodBUI: tiny code simplification
* Fix HealthAnalyzerComponent: Removed stray import
* Improve CryoPodWindow: Prettier, concise atmos
* Improve CryoPodWindow: Chemicals bar chart
* Improve CryoPodWindow: Add Ruler to reagents
* Change CryoPodWindow: More horizontal layout
* Improve CryoPodWindow: Reduce height jiggling
The health analyzer's height changes a lot, which can be annoying with the buttons (for example when the oxygen damage label is popping in and out)
* Improve CryoPodWindow: Add setup checklist
This is mostly here to fill vertical space in the new horizontal layout.
* Improve CryoPodWindow: Eject beaker button
* Improve CryoPodWindow: Localization
* Improve CryoPodWindow: Add BeakerBarChart
An animated version of the chemicals chart
* Fix CryoPodSystem: Ejecting beaker no longer clears injection buffer
* Improve BeakerBarChart: Not animated on first frame
* Fix CryoPodWindow: Fix broken translation
* Improve CryoPodWindow: Reorder sections
* Fix BeakerBarChart: Tooltips now show up
* Change BeakerBarChart: Reorder functions
* Change CryoPodWindow: Reorder sections, change margins
* Change CryoPodWindow: Edit flavor text
* Revert changes to GasAnalyzerWindow
Since GasAnalyzerControl is no longer used in CryoPodWindow, these changes are no longer relevant to this PR.
* Tidy CryoPodWindow: Remove old workarounds
These are old layouting bug workarounds from the older version of CryoPodWindow that had a ScrollContainer in it. They're no longer necessary. Less ScrollContainers less problems.
* Tidy up: Remove unused imports
* Remove LabelledSplitBar
It was replaced by BeakerBarChart, which is a lot fancier.
* Tidy up: Tiny code style fix
* Change CryoPodSystem: Move code from server to shared
This is still without adding UI prediction
* move a ton of stuff to shared.
* one last thing
* Improve BeakerBarChart: Keep visual entry width when swapping beakers
* Improve BeakerBarChart: Respect beaker order of reagents
* Improve CryoPodWindow: Ensure space for injection buffer
We need to keep space on the chart for the injection buffer after swapping to a full beaker.
* Improve CryoPodWindow: Prettier ejection error
* Improve CryoPodWindow: Add "Cooling patient" status
* BeakerBarChart: Fix UI scale bug
* BeakerBarChart: Fix bluespace beaker ugliness
* BeakerBarChart: Add more pod status strings
* HealthAnalyzerControl: Filewide namespace, sort imports
* Style fix: Replace `bool x = y` with `var x = y`
* CryoPodUiMessage: Split off separate class for inject
* SharedCryoPodSystem: Move message-related code into Subs.BuiEvents
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* add sprites
* update sprite
* repaired sprite
* repaired pinpointer
* different id
* piece of pinpointer core
* borgs drop the piece
* end of file new line
* typo
Co-authored-by: āda <ss.adasts@gmail.com>
* make the tape darker
* four variations
* same variation in the crafting menu
---------
Co-authored-by: āda <ss.adasts@gmail.com>
* Decouple gibbing from the body system
* allow gibs that don't drop giblets
* pass through user
* prediction gon
* comment
* destructible
* playpvs
* very very very very very very very minor cleanup
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* One commit ops
* Please the maintainer gods
* More requested changes
* review
* actually this is probably a good idea
---------
Co-authored-by: ScarKy0 <scarky0@onet.eu>
* 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
---------
Co-authored-by: Killerqu00 <killerqueen1777@gmail.com>
Co-authored-by: Killerqu00 <47712032+Killerqu00@users.noreply.github.com>
Co-authored-by: ScarKy0 <scarky0@onet.eu>
* Allow late join from arrivals to be considered for antagonist.
* Don't use `PendingClockInComponent` to block late join antag selection, instead do an arrivals grid transform check with new helper function `IsOnArrivals`.
* Minor formatting fixes
* missing using
---------
Co-authored-by: SlamBamActionman <slambamactionman@gmail.com>
* Spray bottles with visible reagent contents
* Fixed cargo catalog to correctly reference the new spray bottle rsi
* Fixed indentation on rsi meta files
* Updated copyright in spray_bottle.rsi meta
* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/spray.yml
Co-authored-by: āda <ss.adasts@gmail.com>
* Updated to follow yml convention, modified to inherit from DrinkBase and renamed fill textures
* Fixed solution names
* Updated solution name in BorgMegaSprayBottle
* de-hardcode solution name
* less breaking
---------
Co-authored-by: āda <ss.adasts@gmail.com>
Co-authored-by: iaada <iaada@users.noreply.github.com>
* PUSH!!!
* Femtanyl
* eh swap em back
* My PR is ruined!!!
* review 2 electric boogaloo
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Clowns base mask now has the ability to toggle the wig on and off.
* Changes the clown mask to have a foldable wig.
* Adds my credit for the wigless sprites in the meta.json
* Redid the description.
* Added an a to the description. Smiles.
* Resolved changes, thanks beck!
* Initial commit
* Add a note to not abuse the darrrrn machine
* Remove nukie planet (hopefully) and fix duffelbag
* jug solution name
---------
Co-authored-by: iaada <iaada@users.noreply.github.com>
* seperate out shuttle cooldowns
* fix
* feedback
* fix spacing
* update to TimeSpan
* GOAT float
* return to TimeSpan
* add var
* clarify with seconds
* clarifying some things
* Add craft for bonfire and bonfire with stake
* review
* review
* nullable MaxFireStacks
* retry
* retry
* review
* I will change it and hope that they will agree with me
* Revert "I will change it and hope that they will agree with me"
This reverts commit 83823692d0116bf9aa9eceb85a10e95c88b51fb9.
* construction
Merged the graphs
Changed the bonfire stake ID to follow the proper naming scheme
* add destroy sound
* planks Instead of logs
* of course I forgot about ftl
* Slarti review + Princess review
Yes I sneaked an admeme abuse change here
* a small fix
* clamp firestacks
* This was on purpose, leave as is
This reverts commit 7d63e38b66cb63e5e50b7fac5030013e2ef508b5.
* irrelevant
* Fixtures
* cleanup
---------
Co-authored-by: ScarKy0 <scarky0@onet.eu>
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Allow items spawned in the smart fridge to show up in the view
* AAAAAAAAAAAAAAAAAA
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Add origin member to class
* whitespace
* Add comments
Added some doc polish while I was here.
* Update comments
Clarification and accuracy
* Apply suggestions from code review
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Made it so that vox now say they become fried chicken upon taking enough heat dmg
* updated a comment to be more clear
* changed the name of bodyburnvox-text-other to bodyburn-vox-text-other
* forgot that I needed to also update the text in vox.yml to go with the previous commit change
* BurnBodyBehavior now takes bodyburn-text-others as default
* fixed suggested changes
* Relized I forgot to do a suggested change, I have now done it
* Update Content.Server/Destructible/Thresholds/Behaviors/BurnBodyBehavior.cs
* Update Content.Server/Destructible/Thresholds/Behaviors/BurnBodyBehavior.cs
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* innit bruv, but also done!
* added comment to signify why it's like that
* init, but done
* init commit
* you think you got everythin, until you didn't
* credits and one last touch up
* i fucking hate git
* KILL OLD COMMITS
This reverts commit 6f834a51de611f215ede02f291a9d834777884a5.
* KILLING OLD COMMITS
This reverts commit 36e1f4a476b873f2326723740eccf455060520d8.
* I am going to become the joker
* one day i'll learn how to delete old commits properly
* god fucking damn it
* capitalization!
* RAH RAH RASPUTIN LOVER OF THE RUSSIAN QUEEN!
* delete if we do 0 damage
* actually change that
* dont get soaped into cleaning things up challenge impossible
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Add 6 new ironsand tiles
Ironsand plating and ironsand tile are based on the asteroid plating and
asteroid tile tiles. Ironsand concrete tiles are based on the concrete
and gray concrete tiles. Packed ironsand is slightly based on smooth gray
concrete, but mostly original.
* Add ironsand cobble wall
* Finish adding tile objects for ironsand concrete tiles
Includes inhands, even though the other concrete tiles don't even have
'em.
* Add cutter recipes for ironsand concrete
I'm sad that I can't require iron ore for these recipes. Iron ore can't
go in a cutter, though, and changing that seems like it'd be more
complicated than it's worth. Assuming I don't just make the thing accept
any and all ores, which... um.
* Delete temporary .swp file that shouldn't have been in the repo to begin with
* Add ironsand pavement tile
* Add ironsand stone door
* Add ironsandstone walls
* Improve packed ironsand texture
* Add ironsand step
* Add ironsand step corner
* Add three mysterious, runed pillars
* Lighten ironsand wall border
* Replace art for paved ironsand
* Make steps more closely match paved ironsand tiles
* Increase border contrast of ironstone door
* Add fake "astro-" versions of ironsand tiles
* Add second tall pillar sprite
* Add prototype for second tall statue
* Make astro-ironsand researchable and latheable
* Update corner step texture to match straight steps
* Add corner steps that go the other way
* Add door variant to match cobbled ironsand wall
* Fix license for ironsand step sprites
* Darken ironsandstone walls for better contrast
* Update ironstone doors to match walls and be more distinct
* Remove merge conflict detritus
* Fix duplicate component
* Update tile stack prototypes
* Add detail to copyright info
* Improve ironstone wall and door destruction
* Normalize ironsand statue prototypes
* Normalize ironsand tile object prototypes
* Move ironsand plating in with the rest of the plating tiles
* Remove .gitignore additions
I might just make a new PR just for this, though. I'm very tempted.
* Add sound effect to ironsand step destruction
* Add abstract base class to stairs and steps
* Remove redundant destruction trigger behavior from cardboard door
* Add destruction behavior to ironsand statues
* Fix up ironsand step prototypes
* Remove redundant bits from ironsandstone wall prototypes
* Remove ironstone door crush behavior
* Add individual ironstone statue bounding boxes
* Make ironstone statues shootable
* Tweak ironsand statue bounding boxes
* fix clustersoap eaten sprite
* also assure that every entity with the SolutionContainerVisualsComponent has a AppearanceComponent
* use the new sprite system + fix the fill for cardboard arrows and the mosin
* fix merge issue
* Entity<T>, skipping Magazine and ChamberMagazine
* missed some
* AUGH!!
* ballistic examine
* dotnet hates me
* WHY ARE YOU CALLED THAT!!!!
* cheers aada
* Buttons and basic internal data
* The buttons DO something
* it works?!!
* I hate predictions
* 5000 monkeys on typewritters
* who let the monkeys code?
* Localizations
* waiter, more commits please
* Not going insane (this is a lie)
* last one I SWEAR
* Some improvements ported from Moff
* clean it up a little
* one more cleanup
* The chemmaster is not a mime
* Fix my mistakes + address the other review
* Point to what chemmaster is broken, and why it's broken
* ChemMasterComponent changes
* Margin for packaging source
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Ammonia restores Rat King Bloodlevel
Adds a saline effect to ammonia for creatures with the rat metabolizer type condition (aka, rat kings)
* error fix
code did not like amount under condition so fixing that, and restoring amount to 1 to be identical to how it was working in the video. amount 6 was comical levels of blood restoration
* Refactor OnIFFShow and OnInitIFFConsole by extracting AddAllSupportedIFFFlags method. Fix possible addition of unallowed flags.
Fix posible addition of unallowed flags in OnInitIFFConsole by performing AllowedFlags check in the extracted function.
* Add documentation to HideOnInit
* Update IFFConsoleComponent.cs
---------
Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com>
* apply negate accents system
* add toggle to voice mask ui
* roll negateaccents into voice mask system, delete negate accents comp&system, update yml entries
* convert button to ToggleButton and some cleanup
* retry for heisenfail
* accent toggle
* update names and add mask active check for accent hiding
* Creates TemperatureDamageThresholdsComponent
* Obsolete TemperatureComponent fields
* Use TemperatureDamageThresholdsComponent
Moves all the uses of the relocated TemperatureComponent fields to use the TDTC versions
* Removes the obsolete TemperatureComponent fields
* Update YAML definitions
* Update doc comments
* Split TemperatureSystem
Creates TemperatureDamageSystem and moves the damage handling from TemperatureSystem
* Cull unused using statements
* Use component-based damage tick scheduling
* Fix temperature damage processing
Check was inverted resulting in things never starting to take temperature damage
* Poke tests
* Add TemperatureDamageThresholds to new prototypes
* Move TemperatureDamageThresholdsComponent to Shared
Parity with TemperatureComponent
* While I'm here
Fixes warning regarding obsolete ProtoId validator attribute
* Fix YAML errors
* Fix merge errors
* Rename TemperatureDamageThresholdsComponent -> TemperatureDamageComponent
* Use ContentHelpers.RoundToLevels for temperature alerts
* Fix YML
* A fuckton of cleanup
* working cleanup
* fix
* misc additions
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Physics asserts and Xenoarch fixes
* Fix blocking asserts
* Alright ready for the test fails
* Fix whitespace issues
* Fix whitespace
* Okay fix whitespace issues for real
* Fix test fails
* Temp fix
* Fix
* Whitespace
* Added a big ass comment
* Right
* A
* Should work
* Debug performance
* Mothership
* fix test fails real
* push
* fix
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Make ServerPackaging automatically get extra server assemblies
* Make the switch
* Use Content.Server.deps.json instead
* Remove debug
* Rewrite
Now recursively fetches dependencies from Content.Server
Only copies dependencies not covered by Robust
This removes the need to manually specify most of the dependencies, even the content ones!
Also look at runtime key properly to figure out the proper dll name.
This actually removes some assemblies that were duplicated between the main directory and assemblies (various Microsoft.Extensions stuff)
* Fix test compile errors when updating dependencies
Ran across this while updating dependencies on the RT .NET 10 update. Should be fine to merge immediately.
* More .NET 10 prep
* Convert to SLNX
Hell yeah
* slnx now has size-2 indents
* Update SLNX with new RT system
* Remove reference to RT test in toolshed test
* Remove accidental usage of transitive RT dependencies
* Move Robust project references to RobustApi
* Update solution file
* Fix warnings in pow3r
* Fix nullable warnings in integration tests
idk where these came from
* gitignore binlog files
* Fix transitive dependency warnings in Content.Benchmarks
* Update slnx
* Okay, the Robust API thing didn't pan out. New plan.
It apparently broke clean builds, as the dependencies aren't in the project asset list or something anymore. I tried to fix this, but it seems impossible to do without relying on .NET SDK internals, as there's no point in the NuGet graph walk process that seems cleanly extensible.
Instead let's just do the much dumber thing: a bunch of .props files for content to import. Hooray!
This also means that I have to go through and *explicitly* disable transitive dependencies everywhere in RT. This thankfully isn't too hard.
* Update RT to 269.0.0
* One last solution update
* Fix more data definition issues
* Update RT to 269.0.1
* Fix it again
---------
Co-authored-by: DrSmugleaf <drsmugleaf@gmail.com>
* refactor: make MoverController use more queries
* perf: don't process paused MoverControllers
* perf: track active input movers via events
* Revert "place stored changeling identities next to each other (#39452)"
This reverts commit 9b5d2ff11b.
* perf: keep around the seen movers hashset
* fix: don't reintroduce wild wild west ordering
* style: use virtual method
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* docs: better ActiveInputMoverComponent motiviation
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* fix: pass through known comp
* fix: properly order relay movers for real
* perf: use proxy Transform() and inline it
Actually this might be a slight performance improvement since it avoids
the dictionary lookup until the case that its body status is on ground.
* style: switch an event handler to Entity<T>
* fix: just-in-case track for relay loops
* merg conflix
* borger
* whitespace moment
* whoops
* empty
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* feat: RnD tech research console now have reroll feature
* fix: disable Rediscover button when there is not enough currency or user have no access
* refactor: xml-doc, extract method, minor simplify xaml
* minor cleanup after review
* refactor: change sending research server points amount into BUI from state to ResearchServerComponent (using AfterAutoHandleStateEvent)
* feat: now tech rerolls will have cooldown to ensure no one can spam-spend all dept budget instantly
* refactor: revert unneeded code
* refactor: whitespaces
---------
Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
* Adds BallisticAmmoSelfRefillerComponent
And uses it to replace battery-based refilling of the Syndicate L6 and Viper modules.
- Add `BallisticAmmoSelfRefillerComponent`
- Handle `EmpPulseEvent` to pause refilling behavior for EMP's duration
- Change `Content.Server.Weapons.Ranged.Systems.Update` override in `GunSystem.AutoFire.cs` to `UpdateAutoFire`
- Add `Content.Server.Weapons.Ranged.Systems.Update` to `GunSystem.cs` so that it can call `UpdateAutoFire` and `UpdateBallistic`
- Add public methods to GunSystem for use by refilling implementation
- PauseSelfRefill
- IsFullBallistic (same as #299)
- CanInsertBallistic (same as #299)
- TryBallisticInsert (same as #299)
* _timing -> Timing
* unspawned count stuff
* imagine building the code before pushing
* - apply to c20r ROW
- make predicted/shared
* revert server system import only changes
* oop
* o great and wise Slarti
* Scar comments
* field deltas + correct serializer
* review
---------
Co-authored-by: ScarKy0 <scarky0@onet.eu>
* merged chemical into bloodstream
* changed injectable to bloodstream
* separated bleeding and direct blood removal
* removed blood gain from protein
* reduced blood gain from saline
* rejuvenating fills to reference volume
* fixed blood regulation
* red mead requires stirring to make
* reverted accidental line deletion
* cleared the skeletons from the closet
* additional routing
* field rename for xeno
* removed mention of chemstream and field rename for asteroid mobs
* minor optimizations
* Revert "reduced blood gain from saline"
This reverts commit de26fd1c0d99f3019fe7dd1451a50230cc90f058.
* Revert "removed blood gain from protein"
This reverts commit 7a1648caf39fe26406db73c2a5afa389b82c612f.
* removed unused component fetch
* dead check mini refactor
* eventized blood exclusion
* quick fix
* Pain
* Commit of doom
* COMMIT
* renamed bloodMaxFactor to MaxVolumeFactor
* addressed floating point error
* returned vomiting chemicals
* blood reagent always skips the flush
* no need to mention blood reagent
* fixed passing blood flush
* adadsafasfasfassfasf
* whoops
* merge fixed injectors
* Revert "adadsafasfasfassfasf"
This reverts commit 0a5313a68dd6484d36d28d08930c76851b72ae38.
* simplify reagent removal
* enabled foreign blood transfusion
* Revert "COMMIT"
This reverts commit 19abd679cd7761ebd47bb242bd644176a3006a42.
* simplified reagent removal when modifying blood level
* removed misleading coment since the changes
* documented MetabolismExclusionEvent
* fixed negative negative modification of blood level
* fixed hypervolemia not normalizing
* constrainted blood modification
* returned bloodpack stop on fully healed
* forgot to stage this
* band aid for diona blood
* swapping GetReagent with GetPrototype
* optimize blood filtering
* multiplicative multi reagent blood level calculation
* removed unused stuff
* optimized blood calculation a tiny bit
* added per reagent blood regulation
* optimized (referenceVolume + bloodReagents) into referenceSolution
* polished coded to proper function
* forgot to stage rootable system change
* clean up, unnecessary GetBloodLevel call
* rename method name to TryAddToBloodstream instead of Chemicals
* placed overfill safety
* cleanup and final touches
* final touch
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* removed DropHandsItemEvent from standing state system, added DropHandsItemEvent calls in slippery system and shared stun system
* added DropHandItemsEvent calls in mobstate system subscribers
* Added DropHandItemsEvent call in SharedBodySystem.Parts
* Add a standingState check in RemoveLeg so removing the legs of a downed person won't cause them to drop items
* new method for downing + dropping held items in mobstatesystem
* mild cleanup
* Bugfix
* update BuckleTest to reflect new item dropping behavior when removing legs
* light cleanup
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Add foolbox to clown lockers
* this is beter
* updated table w/ new items
* more clown like
* Tweaks
* thank you iaada
* cleanup
* review
* fun!
* fixes and microbalance
* clowns start with it inhand now
* add door control module
* some commentary
* can't eject stuff anymore
* make xenoborg door remote eletrify doors
* clean yml
* anchors and aliases
* not show stuff about id in xenoborg access config
* engi xenoborg can see eletrified doors
* Ignite atmosphere on explosions
* Fixed to add a temperature property
* Code review corrections
* Removed unused usings
* Correction to use TryComp instead of EntityManager to make it prettier
* Code review corrections
* Code review corrections
* Corrections
* misc fixes
---------
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* borg repair is now multiple doafters
* is a float now
* use else
* remove random new line i added for some reason
* add new line at the end of the file
* add documentation
* made repair system super robust
* borg heal faster from crit
* forgot to make it a datafield
* less overpower
* cant repair futher than the threshold for alive if not alive or dead
* fix math
* more math
* fixes
* some comentary
* more accurate
* simple solution
* new solution
* better numbers
* more accurate
* use helper function
* fine tunning the number
* better way to restart the doafter
* update AutoDoAfter
* not used
* more clear
* remove inline if
* improve helper methods
* updare pop up message
* another unused
* nuke consecutive repair bonus
* increase the repair (so it doesn't take ages to fix a borg)
* back to 10 per repair
* heal evenly
* fix for edge case
* fix
* fix
* it works now
* add / fix comments
* small clean up
* make easier to understand
* use FixedPoint2.Zero
* make it smaller
* add support for group even heal
* ops
* easier to read
* typo
* make the HealEvenly better
* rename to GetDamage
* negative value
* Update Content.Shared/Repairable/RepairableSystem.cs
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
All of this was doing sRGB -> OkLAB conversions without linearizing the sRGB first, so it was broken. I could have sworn I pointed this out in review but I guess that got lost.
Also, add a gamut clipping step since we have out-of-gamut colors and I don't want random negative values causing weird nightmare bugs somewhere. Shouldn't change anything in regular rendering.
* add two methods
* move stuff to damage system api
* use TryIndex
* simplify
* minor fix
* add helper functions
* fix
* remove random new line
* simplify
* remove unnecessary lines
* rename to GetDamage
* Got it working
* make more clear
* why backwards
* value should be the amount to heal
* fix
* fix all dumb fixedpoint2 edge cases I hope
* One more thing
* fix
* make it more simple
* ops it was backwards
* valueHeal can't be more than remaining
* add all keys beforehand and no need to check and add them inside the loop
* break for loop in case remaining is zero
* comment was wrong
* optimized, works
* remove random spaces
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* YAML cleanup of shotgun rounds
* Descriptions for all shotgun ammo types
* YAML cleanup of pistol rounds
* YAML cleanup of magnum rounds (and tweaks to uranium ammo descriptions)
* YAML cleanup of rifle rounds
* YAML cleanup of toy rounds
* YAML cleanup of magnum/pistol/rifle/shotgun projectiles
* YAML cleanup of magnum/pistol/toy speedloaders
* YAML cleanup of light rifle rounds
* Descriptions for anti-materiel rounds and boxes
* YAML cleanup of base_cartridge.yml
* YAML cleanup of caseless rounds (plus minor viper-mag description tweaks)
* YAML cleanup of heavy rifle rounds
* YAML cleanup of grenades and explosives
* machine pistol magazine is now Security contraband
* Practice ammunition description updates
* Missed a magnum ammo description tweak
* Whoops, misspelled the word 'description' a lot
* Practice ammunition description updates 2!
* Better name/description for joke L6 foam dart mag
* Tweak to that last commit
* Fixed practice machine pistol magazines using real bullets
* Added random gate
* minor edit
* cleaning up my shit after trying to do something faster
* new lines
* some changes
* joke
* UI
* Long Division
* Dont use ctrl + x in 3 am
* I hope these are the final touches
* One thing, I don't know why
* noname commit
* no way, 1kk of code lines edit
* sudo rm -rf ... and something there...
* update
* sometimes its sad
* Hand labeler can always remove labels
* Simplify labeling functions
* Address review comments
* Use Entity<Component> more places
* Always use default style for remove label verb
* Add RequireActivated bool
* Fix paramedic voidsuit
* Remove explicit check
This is actually unnecessarily verbose.
* Improve comment
* Update Content.Shared/Clothing/ClothingSpeedModifierSystem.cs
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Add cref linking
* Change reference from system to component
* Fix missing closing tag before anyone notices
* Add clarity about when this field is used.
* Add early return if not affected by toggling
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Add BasePaperLabelable to base_item.yml
* CrateGeneric now parents from BasePaperLabelable
* TWO types of BaseParcelWrapable
* Body bags use BasePaperLabelable
* Artifact containers use BasePaperLabelable
* Lockers now use BasePaperLabelable
* Comment cleanup + redundancies
* Seeds now use BasePaperLabelable (but need more paper sprites in the future)
* Parcel wrap bugfix
* Remove redundant components from crates
* Fix testfail tied to ContainerContainer component
* Fixed bad line alignment
* Gas canisters now use BasePaperLabelableVisualized
* Comment updates
* Other comment update
* make door bolting powergaming no longer relevant anymore
port and remove moff guard comments
* update desc
* One line bugefix
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* upstream hushpup
* fixes incorrect filename in attribution
* sprite cleanup
* Make the YAML not ass
* Remove redundant line of code
* Resprite, attributes original sources
* More sourcing fixes
* Last minute sprite touchups
* So... don't accidentally copy paste stuff
* Fixes bolt being on the wrong side while wielded
* adjust rolloffFactor
Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com>
* Resprite
* No more pegs
* Spanky mind controlled me to commit these changes
---------
Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com>
* Addresses and resolves Issue #41145, creates a separate entity for green glowsticks, which were previously just the base glowstick.
* Adds old+new ID for green glowsticks to migration.yml, refactors formatting in glowstick.yml
* Add voice mask implant
* Remove voice mask
* Voice mask implant now overrides your identity
* voice mask implant can now be extracted, when taking out the voice mask implant it now updates your name proplery
* Simplify logic
* Adjusted cargo food prices; removed large pizza/softdrinks crates
* Adjusted salvage_rewards.yml and cargo_gifts.yml around the removal of large pizza/soda crates
* Minor cleanup of hypospray.yml
* SyndiHypo is only used by corpsmen (it's not in the uplink) so the description should reflect that
* Small and large shots
* Reduce explosion airtight cache memory usage
This means you can happily add explosion prototypes again
New approach has the tolerance value data in a shared storage with reference counting.
* Oops fix index removal
* Remove debug code and fix merge conflicts
* Also address my other review
* Oh it's in two places lmao
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Minor cleanup of crowbars.yml
* Or, not and
* I think the CrowbarRed tag actually is used for belt sprite stuff? Removing a code comment calling it a legacy tag.
* no longer calls evac if evac is called or if the round is over
* can't recall shuttle
* some commentary
* can recall next round
* cancel evac recalling
* add this back
* only call once
* admins can recall anyway now
* 1 bool is better than 2 i guess
* some cleanup
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* feat: added lslaws command
* feat: add lswatchlisted command
* tweak: nicer formatting for lswatchlisted
* tweak: nicer formatting for lslaws
* feat: lsobjectives lists everyone's objectives if no user specified
* feat: mark ghosted players in players tab
* docs: add missing DeltaV patch comment
* feat: only alert admins if meatspiking player characters
* feat: always alert about station explosions, don't spam off-station alerts
* feat: stripping alert tweaks
* feat: admin alert on low hour latejoin
* refactor: forgot to make onspawncomplete non-async, wasn't necessary after all
* feat: EORG alerts
* feat: getping command
* refactor: remove unused imports, format
* refactor: early return in onspawncomplete
* feat: add coordinate link to eorg destroy alert
* tweak: cache watchlist data to avoid db calls, use in lswatchlisted
* fix: null-check in OnNoteAdded
* feat: watchlist indicator on admin overlay
* feat: optionally mark watchlisted in f7 players
* feat: refresh admin playerlist data on wl change
* fix: update player list after cache write
* feat: add tp links to prayer messages
* tweak: don't alert when uncuffing self
* tweak: lower uncuff other alert impact if mindshielded
* docs: add deltav comments to imports
* refactor: address review comments
* style: deltav comments on same line as change
* performance: get metadata only if objectives > 0
* fix: actually check user if explosion gridPos not on station
* style: remove extraneous newlines
* refactor: use fancy getOrNew method
* feat: refresh player list UI if marking pref changed
* feat: latejoin alert hours configurable
* fix: also list objectives for non-humanoids and dead people
* increase structural to 40
* just fix that so I can approve the PR
Signed-off-by: Tobias Berger <toby@tobot.dev>
---------
Signed-off-by: Tobias Berger <toby@tobot.dev>
Co-authored-by: Tobias Berger <toby@tobot.dev>
* changed omni OD to 21, combat medpen to 20 omni and 10 tranex
* Changed comments to reflect the previous values
Signed-off-by: Radezolid <snappednexus@gmail.com>
---------
Signed-off-by: Radezolid <snappednexus@gmail.com>
Co-authored-by: Radezolid <snappednexus@gmail.com>
* All the sprites!
Replaced two winter coat + boots & hospital gown. Added all the sprites and copyright! (Surely I didn't miss anything)
* the entity + fill yaml part
realize I replaced the hospital gown instead of making a new .rsi under _DV but we ball (?)
* loadouts files + tweaks/fixes
I shouldn't do PRs half asleep. Fixed a bunch of pathing and sprites not showing up correctly.
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* yaml linter
whoops changed department -> role time requirement
* Revert "yaml linter"
This reverts commit e9df54797e.
* fix chemist time requirements + more tweaks
gave psychologist more jumpsuits and shuffle the order of things around
* chemist again
ugh
* tweaked colors, not updating the image though
I agree with rebe in the discussion thread, the light blue does seem too light and flat
* requested changes + missing hood sprites
I forgot you can toggle the winter coat for a hood so I resprited that
* [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>
* ERT drip or drown
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* Changed ERT suit storage contents to new gas tanks per FieldCommand's request
* Changed copyright to the full file per Toby's review
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* feat(wip): footprints now decals instead of entities
* fix: apply proper offset to footprint decals
* refactor: basedecaloffset to readonly
* feat: add back dragging smears, also resolve conflicts
* refactor: rename dragging to beingDragged for clarity
* docs: properly document draggingdecals
* refactor: remove unused reagent code
* refactor: move under _DV
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* feat(wip): mops now able to remove decals
# Conflicts:
# Content.Server/_DV/Footprints/Systems/PuddleFootPrintsSystem.cs
* fix: reset ColorQuantity if transparent prints
* feat: implement scrubbing
* refactor: remove unused import, ioc dependency
* feat: remove 5u water when scrubbing
* fix: remove unused attributes from protos
* docs: add summary to puddlefootprintscomp
* fix: colliding entity checked for flight, not the puddle
also minor refactor: renamed local variables/parameters of OnEndCollide for clarity
* style: remove newlines, redundant parens
* test: ensure FootPrints stepSize/dragSize are positive
* docs: add prediction todo
* feat: add bare footprints, restore sprite assignments
---------
Signed-off-by: DisposableCrewmember42 <disposablecrewmember42@proton.me>
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* CentComm Intern
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Made changes requested by maintainer
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* Omni has 20u OD and removes other chemicals from bloodstream at a rate of 1
* Include mention of cell damage in description
* Revert "Include mention of cell damage in description"
This reverts commit a0cd827ce0.
* fix comment and desc
* Untouch medicine.ftl
Signed-off-by: Radezolid <snappednexus@gmail.com>
* Update medicine.yml comments
Signed-off-by: Radezolid <snappednexus@gmail.com>
---------
Signed-off-by: Radezolid <snappednexus@gmail.com>
Co-authored-by: Radezolid <snappednexus@gmail.com>
* Main Implementation
* Hidden Species basics
* Modified CVar to be a single variable, fixed some errors
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Quiet RSI Warning
* Typo fix
* Force touch to shup up RSI Validator?
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Attempt 3 to shut up rsivalidator?
* Desperation.png
* Remove bad folder. Whoops
* Whoops, Fix poisoning the atmoshpere
* Untouch
* Yesbutwhataboutsecondfix
* Resolved issues
* Gave motorkind intrinsic radios. Whoops
* And unlockable
* Minor Fixes
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Conglomerartes Horns, fixes Motorkind Encryption keys
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Fixed fuel digestion
* Made bonk multiplier explicit.
* Removed unused field
* Many fixes
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* holy shit i should've commited a while ago
* passenger thing
* okay error, idk what to do for passengers
* fixed some typos, made records to 1, made chameleon to 1, added fakemindshield, added job filter to ignore passengers hopefully
* redudant
* pricing changes, pointless catalogue, jaws, bombs, a lot of stuff
* prisoner job fix (arrest the prisoner)
* description to desc fix, pwd9 pistol and IA stamp addition
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* reverted jobrequirement, shit is buggy
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* Arrival Shuttle
* Add transit hub
* Transit hub is now in space.
* final edit
* Added timer
* Changes requested from mapping
* Added anti meteor zone to arrival shuttle
* Buffed anti meteor zone to full
* Last minute edits.
* Set arrivals timer from 60 to 90
* everything I could think of
- added sprites
- tweaked the ID of existing safes by adding security to them
- lowercase the name to match with other entities
- added gun to upstream safe names so I can find it easier in the entity panel
* name changes
to match our naming scheme and to not have multiple gun safes name gun safe
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* lowercase s
It's 3am
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* New secmask sprites
* secmask spriting changes again
* Update equipped-MASK.png
* Why the fuck do all of our races have differing face shapes 😭
* Too lazy to add an actual removed mask sprite so i just made it so that it removes the filters like with the explorer mask
* Increased mask size for secmask due to it being simiar size to explorer mask.
* "High quality" icon of updated sprite
* secmask inhand sprites changed
* New secmask description
* Making the mask its own thing.
* a
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* Do not question my methods.
* Update meta.json
* renaming...
* screams
* had to fix this.
* h
* ITS CRAFTABLE MOTHERFUCEKRS, YEAAAA!!!!
* Made the other one craftable too.
* you know how it is...
* a
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* im finna lose my shit if i had to do more to fix this not showing up in lathes
* sprite updates and gas mask size change
* Update inhand-right.png
* more sprite changes
* d
* HOLY SHIT FINALLY FIXED IT
* made sprites look slightly better, also now looks like it fits properly with new sec mask equipped.
* screams
* screams 2
* Im finna cry if any of these sprites break
* test fail fix
* i fucking hate test fails
* requested changes
* changes 2
* changes 3
* all done i think
* 1984
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* Finalizing with Merge conflicts
* Final updates
* FIXES: Medical, Doors, Lights
* Significant Changes
Medical Reworked again, Atmospherics is up to par with standards, Removed the automated atmos system, its now with what other maps have.
Medical courtyard is fixed, and is now a hallway, while retaining the courtyard. Medical feung shway has been retained
Found a couple of passive vents, removed em
* Slight changes, fixes the fail
* Fixes, Changes, Pending review
* UPDATE, I FORGOT ONE LV CABLE
* Minor changes and fixes
* first
* station event rule, random objectives but error with giving antag status
* cleanup
* had a stroke and i think i did the event correctly
* small unfuckery
* listen to cc better wording
* guidebook added
* somehow duplicated the entirety of events.yml
* what they asked of me was implemented...
* Move SiliconChargeSystem to shared under _DV namespace
* Remove SiliconHeatEffects
* Fixup system to match _DV and shared
* Update usages of other systems
* Move CVar to server/replicated
* Remove unused systems
* Add CE's power digi-board
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* Nuked Nyano's and added new !
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* Whooops...
Corrected the slashes and removed the scaling
* tweak sprite
( I can't do a PR without a million commits) The outline make this looks better after looking at it in game
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* Increased sec jetpacks from 1.5L to 3.0L and removed ability to go on belt (no longer a mini jetpack clone)
* Fixed some comments, added overrides.ftl, and also added the GasTank component to the empty sec jetpack so they wouldnt inherit the base jetpack's 5L capacity and be larger than their filled counterparts
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* that should do it
* copyright update
* more work done
* Rename Icon.png to icon.png
Signed-off-by: Halo3moth <mdavid.wininger@gmail.com>
---------
Signed-off-by: Halo3moth <mdavid.wininger@gmail.com>
* reduce reflect chance on ninja and cult swords Energy weapons by default now only reflect energy projectiles
* Revert "reduce reflect chance on ninja and cult swords Energy weapons by default now only reflect energy projectiles"
This reverts commit 444d9a4921.
* Energy swords only reflect energy shots
* Update handheld_crew_monitor.yml
* suggested clarity
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* test
* a lot of stuff
* Changed voidsuit speed to 15%. Added a locker variant to just have the hardsuit, with a shitty id
* test re-run
* deltaV addition comments
* goob copyright (just in case bro, don't sue us)
* Update elegance.yml
* holy shit is that kris deltarune
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* dghjdsgjkdfs
* that one random brick decal under the window:
* stuff
* Kill that line
Signed-off-by: This_Is_Gray <167829864+IAmNotGray@users.noreply.github.com>
* Kill that line 2 but it's actually redoing them
Signed-off-by: This_Is_Gray <167829864+IAmNotGray@users.noreply.github.com>
---------
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Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* boxketball court is wooden again
* gave botany a window and moved their machines around, extra crate, extra tools
* added masks to clown and mime rooms, someone complained "it's barren"
* fixed hop diectional sign above robo
* added crashcart to med and viro
* added mailcart to mail
* converted maint passage to hallway between epistemics and cargo, and updated directional signs
* removed christmas cakes from kitchen and cargo cafe
* replaced winter with spring/summer
* added gold and silver to cargo
* fix pew sprite, fix incorrect labelling of benches and sofa, add snapgrid center to benches
* make it so you can construct/deconstruct and relocate namespace
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* Add migration
---------
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Co-authored-by: Velcroboy <velcroboy333@hotmail.com>
* Auto label port
* Make it so it works/comments
* Post review changes.
* Post review change part two.
* review pt 3
* Fixed client UI from not getting updated.
* Gas condenser power usage to 2k
---------
Co-authored-by: Vanessa <vanessalouwagie@gmail.com>
* Updayed shokou to modern standard, see pr for more info
* changed stuff based on feedback in discord
* added mailing unit between botany and chem. fixed window in bathroom. added to the 4th wall breaking note in station anchor.
* fixed mail unit placement in botany
* added drain to salv airlock and disposals. redid parts of epistemics. redid perma bathroom and removed condiments. added colors to atmos pipes and changed up the pipe layour of distro and waste. added firebot to teg room.
* added salvage job board to salv dock
* made changes based on feedback from FC
* fixed missing change
* Fix harpy ERT suits (not elite ones, change enabled mapped pump from 310kPa to 300kPa.
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* fix harpy suits not working (probably)
* fix the harpy suits not displaying
* Fixed Lizards missing a sprite for the rhino hardsuit, also some minor comment adjustments
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* Hid upstream ERT spawners
* added 3 sprites for reptiles
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* fix firesuit (And its namespace) and add rd suit sprite for lizards
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* elite ert sprites because toby hasnt reviewed yet
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* still not merged so im adding this, will fix debug test failing on prs
* fixed attributions
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* uno
* fix
* fml
* mark 2
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* Midpoint CC
* Update maps.yml
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* Fixed spelling!
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* The Reclaimer returns
* Added the ability to name GridSpawns with a specific name
* formatting
---------
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* Make the icon for sneaking show sneaking status (#358)
* Make the icon for sneaking show sneaking status
* Specify sprite
(cherry picked from commit dd5fa91e1e1b9f350f7dac15579430d503b2ab6b)
* Update from review
Co-authored-by: Tobias Berger <toby@tobot.dev>
Signed-off-by: Madison Rye Progress <makyo@drab-makyo.com>
---------
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Co-authored-by: Tobias Berger <toby@tobot.dev>
* CentComm stuff
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* hmm...
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* Printable plasteel
* Actually make it a bit faster
* Move to that other recipe pack
* Recipes are named after their result
---------
Co-authored-by: Tobias Berger <toby@tobot.dev>
* I’M SCREAMING INTO THE VOID AND IT’S NOT LISTENING
* review
* explodes pancakes with mind
* graaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
* Meteors RAAAAAAAAAAH
* I'm so tired of solutions
* whhop
* revert
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* change name from heavy laser to laser cannon
* fixed some ids
* fix name and description
* change cost of upgrade modules
* remove unwield penalty
* commentary
* change name of scout modules
* same firerate as before
* typo
Co-authored-by: āda <ss.adasts@gmail.com>
* new line at end of file
* duplicated
---------
Co-authored-by: āda <ss.adasts@gmail.com>
* created changeling dna currency and locale currency name
* created changeling store category, created changeling-catalog.ftl
* added store and action to Urist McLing
* found the entity
* make armblade a purchase
* comment
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* ApplyToMob check in storesystem
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---------
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* make xenoborg win color easier to read
* display the max number of xenoborgs and the number of crew alive in the end
* make it a datafield
* add : (literally)
* add period
* make text better
* Tweaked reagents required for recipes, increased output of recipe, lowered time of accent per unit, and tweaked chem thresholds
* tweaks
i was lazy
* product change
lazy again
* yuh
* pluh
---------
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* Add new name and description fields to the thiefbackpack component and ui
* Change fields to locids, remove Title from menu.xaml, add comments to thiefbackpackui.cs
* add xenoborg recharging station
* it was backwards
* make it a tad darker
* touch ups
* add xenoborg blast door sprites
* update sprites
* add xenoborg blast door
* improve blast door sprite
* typo
* make it thinner
* update mothership
* moved yml lines
* updated xenoborg charger sprite
* removed unused state
* fixes to the mothership
* Fewer War Crimes
Re-colour the syndicate medical bags to not use the legally restricted Red Cross symbol and instead use the same blue cross colours as used across the rest of the game's medical symbolism.
Because no-one wants to go to the Hauge. Also consistency is nice.
* Update meta.json
* Update another meta.json
* Update meta.json again
additional detail
* Replace all existing storage fills with container fills, adjust some formatting to accomadate
* Forgot to remove that
* I really need to spell better
* Right, those are 3x3
* Change some NestedSelectors to GroupSelectors
* Actual container fills, test fix (maybe), and a few minor formatting changes
* Fix some more mistakes
* Forgot to add to that comment
* Some parenting fixes
* Test optimisation, maybe
* Roll holiday lights instead of individually listing it
* Move eletrical toolbox to NestedSelector
* Back to entity tables (except for vending)
* More nesting (and a TODO)
* Yet another fix
* Probably shoulda done it this way originally
* Entity tables for vending restocks
* I am good at formatting
* Make added table names consistent
* Make grand lottery weights a little more readable
* Use existing fills for bio suit crates
* Get rid of some more redundant amounts
* Nuke the StorageFill test section and update some comments
* Apply changes from code review
* Split off changes to vending restocks
* Split off changes to vending restocks
* Apply more changes from code review
* Attempt #2 of detangling this mess (oh shit I missed the pin)
* They look so similar
* I am great at formatting
* Missed a newline
* How did I manage to do that
* Move toy in FoodMealHappyHonkClown to top to prioritise
* Apply changes from review and move dank pizza to organise by weight
* Defibs will now also shock anyone still interacting with the target.
* Improvements to test readability
* Apply fixes to other tests
* Refactor the interacting entities query to use an event.
* Include pullers as interacting with the entity they are pulling
* Broadcast event
* Use a constant
* Convert new test to InteractionTest
* Convert existing test
* Add behaviour note
* Revert "Convert existing test"
This reverts commit b8a8f2f68e3733bdb6ec254faf955a42096d47d7.
* Move new test into separate (InteractionTest) test file
* Use ToServer
* Use a constant for prototype id
* Use ToServer
* Add EntProtoId constructor
* Add assertion failure messages
* Manual cleanup of test entities
* Remove obsolete flag
* Add test summaries
* Remove tuple constructor
* Wrap entity deletion in WaitPost
* Extend DoAfter interacting test with an extra mob
* update hitbox for kitchen knife and butcher's cleaver
* update hitbox for the 4 glass type shivs
* update hitbox for the medical shiv
* Update the hitbox for the plastic knife
* review
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* waved away
* waves at you with my [Prime Cut Corgi Meat]
* pls dont litter the repository with unnecessary components
* forgot to remove a variable from testing
* guh
* the more things change, the more things stay the same
* and then she ternaried everywhere
* owie
* looc and deadchat speak interrupt events
* comment
* admin log tweak
* clean up log entity targets; switch admin deadchat logged entity from player to mob
* one event only
* rename event, broadcast player session with the event
* Move vending restocks to EntityTableContainerFills
* Glad I can actually see that fail now
* I could of just gone back to checking all the containers but nooo had to be stubborn
* Apply changes from code review
* Remove final enum coupling from gas YAML
* Fix comment
* Fix test
* Apply suggestions from code review
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* fix(hivelord-remains): now reptilians can also eat hivelord remains
* fix(hivelord-remains): added meat and raw tags
* moved(hivelord-remains): moved from meat.yml back to asteroid.yml
* fixed(meat): added the new line
Co-authored-by: SnappingOpossum <snappingopossum@outlook.com>
---------
Co-authored-by: SnappingOpossum <snappingopossum@outlook.com>
* Implement APC overloading
* Add power test
* Review
* Some more reviews
* Show map coordinates for test failures
* Widen column 2
* Reduce singularity beacon power consumption
* Try to get grid coordinates
* Give Rust Removal a shorter Doafter (#770)
* Yeah, yeah, mircobalance. Every janitor player will fight you though. Welding and brushing walls free of rust now takes just three seconds.
* Now reinforced walls take a bit longer to de-rust. Times are as follows:
Solid wall: 1s weld, 3s brush
Reinforced wall: 2s weld, 3s brush
* Actually, just make both take 4s to brush and 1s to weld. Problem solved.
* changed the welding timer from 1 to 2 seconds for lag compensation.
* I didn't make an init commit, 1: because i forgot, 2: because the PR is so tiny, the whole thing is done already
* beans and shards no glow, clean up
* commented out PointLight, does too little for how straining it would be
* Improvised shells now use shards as their bullet sprite, they still don't embed though
* refactor: remove isFirstTimepredicted for knock XAE
* refactor: cleanups
* refactor: do not count laser obstructions toward stuff that blocks Knock spell, project spell from artifact and not node
* refactor: no method-events for knock-spells
---------
Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
* add mothership module
* option for mothership to open self UI
* fix mothership module
* remove mothership body
* swapp real hands for modules
* action sprite for mothership module
* removed hands from mothership core sprite
* xenoborgs now drop a pinpointer to the mothership core once destroyed
* add pinpointer to space movment module
* add base for XenoborgRule
* add xenoborg antag option
* something was needed
* something else was needed
* add ghost role spawn points
* change name in antag selection to Xenoborg Core
* add random spawnPoint markers that don't do anything
* add spawn points to mothership
* update spawn points
* add xenoborgs rule
* add xenoborgs rule to rotation
* add xenoborgs preset
* update preset with secret version
also added xenoborg mode description
* modify Antag Selection system to allow for custom entities via the AntagSelectionDefinition
* fix ghostroles spawners
* fix rule with new entityPrototype
* add spawnpoints to the mothership
* whitelist system to spawnpoints
* updated xenoborg components
* added xenoborg component to xenoborgs
* updated spawnpoints of xenoborgs in the mothership
* add new tags for xenoborg and mothership core
* add new tags for xenoborgs and mothership core
* update ghostrole spawners for xenoborgs
* message for when you get the xenoborg role
* explode all xenoborgs when mothership core dies
* for real now. explode all xenoborgs when mothership core is destroyed
* round end summary for xenoborgs
* temporary
* add guidebook entry for xenoborgs
* instructions on how to borg players
* removed lock from xenoborg control computer
* announcement when all xenoborgs die
* announcement when mothership core is destroyed
* typos
* fix error
* improve xenoborg mind role
* move sounds to xenoborg and mothership component
* play sounds when turned into xenoborg
* change sprites of mothership core actions
* minor fix
* add custom xenoborg start sound
* carps now attack xenoborgs
* added guide link to xenoborgs
* add guidebook link to xenoborgs
* added guidebook link to mothership core
* add link to source of the sound
* fixed minor issue
* has to be 1
* typo
* add light layer to mothership core sprite
* fixed antag selection system
* update guideboook
* update the guidebook again
* alphabet
* documentation
* simplify documentation
Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
* make the briefing yml instead of code
* fix bug with sprites
* fix formating
* remove stuff from AntagSelection
* add stuff to AntagSpawner
* fix game rule
* removed secret xenoborg preset
* support for more than one entity for each antag role
* fix gamerule
* fixes
* no xeonborgs
* add xenoborgs to all at once
* engi xenoborg included
* more comments
* more recognizable
* more xenoborgs when more players
* removed unused stuff
* correct access
* removed unnecessary stuff
* use GetAliveHumans and make comments better
* Make the system more robust
* use a constant
* remove overload from the Destroy method
* has to be public to be used in the xenoborg system
* fix the mindrole methods
* not sure, but I was asked to do it
* use a constant for the color
* forgot to make it static
* removed param comments
* removed useless parameters
* fixed stuff
* added event listeneers to xenoborg mind change
* only 4
* unfuck the antagSpawner
* comment
* unfix stuff
* commentary
* removed xenoborg stuff from siliconLawSystem
* move some stuff to the component
* removed space
* removed uncessary stuff
* no need to crate a var
* move stuff from mothership comp to xenoborg comp
* removed XenoborgCoreRoleComponent
* comment on the AntagSelectLocationEvent
* added back empty line
* comment
* make the summary better
* make AntagRoleToPrototypes summary better
* adding useless stuff back cause it was there before
* hascomp instead of trycomp
* again
* LocId instead of string
* make a new logic for the whitelist of the spawnpoint
* added ghostrole tags back
* use hascomp instead of trycomp
* removed whitelist from SpawnPointComponent
* not needed anymore
* no longer subverted
* fixed names
* make it better
* add not
* i'm dumb
* briefing is now handled by the xenoborg system
* call evac if there is too many xenoborgs
* update submodule
* fix division
* Add AutoGenerateComponentPause and AutoPausedField to XenoborgsRuleComponent
* add lines between stuff
* Make the Blocking system more robust
* Make mothership inherit from BaseMob
* remove this stuff cause is bad
* Revert "Make the Blocking system more robust"
This reverts commit 099babfe1daef00e6073e04108920327416e4ca4.
* Mothership core snaps to grid
* stop mothership core from moving
* mothership core is static again
* make guidebook entry on how to xenoborg crew better
* Make mothership core damageable
* If xenoborgs need it, so do zombies i guess
* Start the NextRoundEndCheck
* follow private static readonly naming rule
* Samething
* Fix announcments
* Make it a datafield, no?
* Revert "Make it a datafield, no?"
This reverts commit 62f6255ccccdd583d7f833ae4dbcd09a670f721a.
* remove stuff
* doesn't need to move
* is kinda of a structure
* so it doesn't pry floors as soon as it spawns
* powercell hand to mothership core module
* label for new hand
* core_e -> core-e
* mothership core can pilot the shuttle again
* fix duplicated tag + description to xenoborg tags
* scout xenoborg can now move in space without the jetpack so it can better use the sword module
* improve basic xenoborg module
* remove changes from zombie rule comp
* swap AllEntityQuery for EntityQueryEnumerator
* new line at the end
* change to 15 seconds
* make MothershipCoreDeathAnnouncmentSent into a datafield
---------
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Co-authored-by: beck-thompson <beck314159@hotmail.com>
* definitely not a gun
* You only imagined this tag
* Brace with your gut
* Definitely did not procrastinate for eternity
* Suing javascript formatting
* Tear down the system
* Yay for hardcoding
* EVIL COURT
* Attributions for skreee
* Move new sprites into own folder
---------
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* Prevent payload enumeration failure when spawning entities
* hate it here
* boop
---------
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* fix: formating warnings
* split GetAbsorbentReagents into string and protoid
* fix: changed SplitSolutionWhitout [obsolete] to use new method
* fix: missing using directive after merge
* Replaced methods with ProtoId variant
* the letter R
* the letter S
* extras
* the letter T
* the letter U
* the letter V
* the letter W
* the final letter ( X )
* the easy ones
* Unused b and c
* unused d
* unused G
* unused I
* unused K
* un used m and p
* the letter R
* unused T
* un used W
* re-add heavy rifle, document magazines
* final alphabet
* Merge remote-tracking branch 'upstream/master' into work/tag-nuke
* delete haunted
* Revert "delete haunted"
This reverts commit 870d782f7d97a1d7cb34cd14a288cc0cd0299cce.
* mistake
---------
Co-authored-by: iaada <iaada@users.noreply.github.com>
* the letter R
* the letter S
* extras
* the letter T
* the letter U
* the letter V
* the letter W
* the final letter ( X )
---------
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* still very wip sprite wise but functions
* idunno if it worked
* testing suitstorage
* ok getting there,
* ok maybe ready now :3
* oopsie daisy,
* Revert "oopsie daisy,"
This reverts commit d9bfdff6c2.
* okay please play nice github,
* im just a dog smh
* changes done ^^
* figured should at least make it consistent with other safe ids
* added descriptions to em all :3
* Partial migration of removed content from upstream #34293. Moved files to DV namespace.
---------
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* Auto label port
* Make it so it works/comments
* Post review changes.
* Post review change part two.
* review pt 3
* Fixed client UI from not getting updated.
---------
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* Now you can toggle your helm with a hat on
* Added container to toggleable clothing in YAML.
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Fixed YAML fail.
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* protected trait
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* right
* direction
* REFLECTION
* whoopsie
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* wowie
* whoopsie
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* WHY DID I DO THAT
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* Renamed InPain to ChronicPain. Changed references.
* Updated meds to use the name status effect system for chronic pain suppression. Standardized popup chances for all meds.
* Migrated ChronicPain to the new Status effect system. Basically re-wrote it and re-organized it.
* Cleanup and tweaks.
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* Fixed cloning traits for pain.
* Addressing Milon-san's feedback uwu
* Apply suggestions from code review
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* Turned floats into TimeStamps.
* Derp
* Forgot the trait lol
---------
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Co-authored-by: Tobias Berger <toby@tobot.dev>
* Change GITHUB_TOKEN to BOT_TOKEN in credits workflow
Signed-off-by: Tobias Berger <toby@tobot.dev>
* If at first you don't succeed
Try try again
* Maybe this one?
* Surely this time it'll work
* Chest compressions, chest compressions, chest compressions
* squasmgsh
* Undo that
* Hm yes newline
---------
Signed-off-by: Tobias Berger <toby@tobot.dev>
* Fixed some inconsistencies in DV-specific winter coats
* Added longcoat sprites. Changed like everything in the YAML.
* Fixed captain's armored longcoat having pockets.
* Added crew and sec longcoats to their respective drobes.
* Added longcoats to dressers and captain's locker.
* Added non-armored coats to lathe packs.
* Sprite namespace
* Added longcoats to loadouts.
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* typo
* Fixed sec off's coat armor values.
* Removed duplicate of WardenLongcoat
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* Arbitrage tests once again
---------
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* make avali no longer spawn with space pens
* blows up test fail with mind
* un-modify awawi survial kits
* give space pens "stabilizine" (a modified lepo
* holy shit?
* final touches
* this is dumb
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* whatever go my integration tests
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* whoopsie forgot blacklists
* load bearing loc
* minor stuff
* whoopsie
* cool
* I LOVE REFLECTION
* got a call from the stink department
* i love fluent yes
* direction changes
* waiter more migrations please
* typo ops
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
Co-authored-by: Tobias Berger <toby@tobot.dev>
* Allow health analyzers to work if you switch hands
* Added consistency to empty hand borg locales
* Added pills and jet injectors to chemical module. Added soap to advanced surgery. Fixed borg locale strings.
* DeltaV comment
* Also added the ability for surgery modules to hold organs. Fixes#4479.
* * replaced distro and waste pumps with enabled versions
* added vacuum tiles to unused atmos chambers, now trit recycling won't be mixed in chamber.
* split epi artifact APCs to better manage power, wasn't a problem at idle but one scrubber would go over 20k for an APC.
* added fishing spot in park with fishing vendor.
* Robotics Control Console added to robotics.
* Added arrivals signs to arrivals.
* Added AI restoration console to Mystagogue Office
* Added anti-meteor zones for Arrivals and Evac
* Added anti-anomaly zone to PA exterior, no anoms in the Tesla/Singularity!
* Made botany/hydro larger for more trays and grinder.
* Named air alarm in armory.
* removed bombing targets from waypoints to keep up with upstream.
* Added basic materials and plasteel to cargo.
Moved all department holopad fronts behind the counter rather than public access.
* tweaks; replaced toilets with filled versions, named APC in AI core, added valve in atmos exterior, changed most* bedroom lights to have warm lights.
* Try and touch up workflows, god help me if this breaks something
* Remove unused email
* Remove Breaking changes, we don't do those here
* Better PR template
* Change header in new pr template
* Use different token
* No approval workflow
* remove prison knife
* as per suggestion
* topy i cant accept changes to lines that no longer exist, its not letting me this is your fault i had to redo all of this cmon
* Added CentComm shipyard console. Brought some things in Shipyard console up to modern standards.
* More shipyard stuff
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* PR Feedback
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* harpy suffocate in the presence of trace pollutant gases
(cherry picked from commit 1a618f3f12716d22c3879ba0760c83d6419a2fd6)
# Conflicts:
# Resources/Prototypes/_DV/Body/Organs/harpy.yml
* harpy asphyxiation finally accurate in the guidebook
* carpWithHands prototype
* adds stamp and pen
* Update carp.yml
* Update pets.yml
* Update pets.yml
* Update pets.yml
* how many things can I take out until it breaks
* adds stamp for LPO and silly name for carpy
* removed double chaplain stamp too
* made pen do damage
* added the lpo stamp to the right locker
why are there two identical ones
* fix some chem locale issues
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* vaguely functional
* Well it didnt crash my game
* what If i capitized Things properly
* I forgor
* poke 1 at fixing the fail?
* Update Resources/Locale/en-US/_DV/objectives/conditions/steal-target-groups.ftl
Co-authored-by: Tobias Berger <toby@tobot.dev>
Signed-off-by: Halo3moth <mdavid.wininger@gmail.com>
* Update Resources/Prototypes/_DV/Objectives/stealTargetGroups.yml
Co-authored-by: Tobias Berger <toby@tobot.dev>
Signed-off-by: Halo3moth <mdavid.wininger@gmail.com>
* Update Resources/Locale/en-US/_DV/tools/Hos-pistol.ftl
Co-authored-by: Tobias Berger <toby@tobot.dev>
Signed-off-by: Halo3moth <mdavid.wininger@gmail.com>
* Update Resources/Prototypes/_DV/Entities/Objects/Specific/HosBriefcase.yml
Co-authored-by: Tobias Berger <toby@tobot.dev>
Signed-off-by: Halo3moth <mdavid.wininger@gmail.com>
* Update Resources/Prototypes/_DV/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml
Co-authored-by: Tobias Berger <toby@tobot.dev>
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* Update Resources/Prototypes/_DV/Catalog/HosSidarms.yml
Co-authored-by: Tobias Berger <toby@tobot.dev>
Signed-off-by: Halo3moth <mdavid.wininger@gmail.com>
* Update Resources/Prototypes/_DV/Objectives/traitor.yml
Co-authored-by: Tobias Berger <toby@tobot.dev>
Signed-off-by: Halo3moth <mdavid.wininger@gmail.com>
* what if i didnt shitcode?
* Should fix the fail again....
* That should be the last of it?
* Hate visual studio
* Update steal-target-groups.ftl
* Everything but fr this time surely
* im out of joke commit titles
* Tada
---------
Signed-off-by: Halo3moth <mdavid.wininger@gmail.com>
Co-authored-by: Tobias Berger <toby@tobot.dev>
* somewhat functional yes
* some cleanup
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* review
* missed one
* why not params…
* review 2
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* - Increased EngiBorg max modules to 7 to fit the EngiModule that has the RCD
- Gave Syndicate assault, medical, and saboteur borgs cool name generator
- Removed unintentional Extra RCD that came with the kit.
* forgot syndicate medical cyborg was in dv folder and not mainstream
Signed-off-by: Pharaz4 <143268074+Pharaz4@users.noreply.github.com>
---------
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* Add ammonia tank that can be purchased at logi for mixing space cleaner
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Co-authored-by: Velcroboy <velcroboy333@hotmail.com>
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* - Fixed squished Ovinia and Kitsune in species page of guidebook.
- Added Skia to Minor antagonists in guidebook
* Fixed typo posession -> possession
* changed cryoxadone's dec from saying works regardless if alive or dead to needs to be alive
* added documentation
* Fixed failure to follow contribution guidelines (thanks faint)
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* Fixed pump part of guide book showing vol pump max kPa as ???.
* Added empty line at bottom of ftl file
* Update Resources/Locale/en-US/reagents/meta/medicine.ftl
Co-authored-by: Vanessa <908648+ShepardToTheStars@users.noreply.github.com>
Signed-off-by: Pharaz4 <143268074+Pharaz4@users.noreply.github.com>
* Update Resources/Locale/en-US/_DV/reagents/meta/medicine.ftl
Co-authored-by: Vanessa <908648+ShepardToTheStars@users.noreply.github.com>
Signed-off-by: Pharaz4 <143268074+Pharaz4@users.noreply.github.com>
* Fix issue 5151
---------
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Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
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* Spare ID will now unlock during war ops
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Increased to 15 seconds.
* summary docs fixes
* Added some docs to MoveToUnlocked. Reworked things a tiny bit.
* Added some docs to MoveToUnlocked. Reworked things a tiny bit.
* Buh
* Remove blank lines that seem to have come from nowhere
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
Co-authored-by: Tobias Berger <toby@tobot.dev>
* feat: Add space cleaner regeneration to janitor borgs and wall dispensers.
* chore: i managed to accidentally add a space where one doesnt belong. yaml gaming.
* refactor: Remove SolutionRegeneration from CleanerDispenser and BorgSprayBottle
* Adjust toilet loot frequency to be less frequent
* Add perma version
* Update loot pools
* Add random reagents
* sum glassers
* HoW haha
---------
Co-authored-by: Velcroboy <velcroboy333@hotmail.com>
* Added colossus effigy blacklist.
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* was it worth the hype
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* minor stuff
* multi-ingredient recipe support
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* oil transfer
* explosions and fire
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* make the yaml linter happy
* YML recipes
* typo ops
* review
* Apply suggestions from code review
Milon told me to.
Signed-off-by: Vanessa <908648+ShepardToTheStars@users.noreply.github.com>
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for more information, see https://pre-commit.ci
---------
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Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
Co-authored-by: Stop-Signs <stopsign221@gmail.com>
Co-authored-by: Vanessa <908648+ShepardToTheStars@users.noreply.github.com>
* Cleanup datafields with matching autogenerated tag [RA0027]
* Remove unused dependencies [CS0414]
* Swap to AddMarkupOrThrow over PushMarkup [CS0618]
* Fix namespacing [CA1050]
* Prefer the generic overload [CA2263]
* Fix exception throwing [CA2208]
* Mark RoundStartCaptain as static [CA1822]
* Don't use string literal [RA0033]
* Remove un-needed null check [CS8073]
* Explicitly set webhookData to null [CS0649]
* Use protoId over bare string
* Prefer HasComp over TryComp with no usage of the actual comp
* 5 minute adventure
* ftl and comments cleanup
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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---------
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* works
* shuffle stuff around
* no more fucky wuckies, fucky wuckies are GONE
* maybe this will just fix my problems?
* usings
* thats not how flying works
* review
* One Commit ops
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Remove one Line
* Readonly variable
* Better Switch cases
* Actually better this way
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* Fixed a bug where the server would crash if there were zero cultists and it would try to hold a vote with zero options.
* Added a check to prevent the vote if a steward already exists.
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* Added clarity to logs in case a 2nd cult gets added or something.
* Update Content.Server/_DV/CosmicCult/CosmicCultRuleSystem.cs
Co-authored-by: Milon <milonpl.git@proton.me>
Signed-off-by: Vanessa <908648+ShepardToTheStars@users.noreply.github.com>
---------
Signed-off-by: Vanessa <908648+ShepardToTheStars@users.noreply.github.com>
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
Co-authored-by: Milon <milonpl.git@proton.me>
* Move Cooldown to the Event itself
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Move delay into variable within the component
* Move Cooldown Method into an optional bit within MindSwapPowerSystem
* Remove redundant using and dependency
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* Added TargetObjectiveImmune to PickObjectiveTargetSystem. Moved early merge component to DV namespace (since its not upstream).
* Fixed traitors rolling only heads for teach a lesson
* Derp
* Added more TargetObjectiveImmune filters.
* Comments.
* More changes
* test for now
* icon fix
* text fix
* fucking around, using it more like changeling yo
* whatever failed tests
* probably works?
* fix
* test test
* messing around yet again
* removed useless file
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* why the fuck do objectives work now
* fix round screen not showing up
* implanter, music track and general fixes added
* text improvement
* slightly fixed formatting
* conflict fix
* Update Resources/Prototypes/_DV/Roles/Antags/ntAgent.yml
NTAgent-round-end-name
Co-authored-by: Vanessa <908648+ShepardToTheStars@users.noreply.github.com>
Signed-off-by: Cepelinas1 <kakelis01@gmail.com>
* Update Resources/Prototypes/_DV/Roles/Antags/ntAgent.yml
NTAgent-role-greeting-human
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Signed-off-by: Cepelinas1 <kakelis01@gmail.com>
---------
Signed-off-by: Cepelinas1 <kakelis01@gmail.com>
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
Co-authored-by: Vanessa <908648+ShepardToTheStars@users.noreply.github.com>
<!-- Summary of code changes for easier review. -->
## Media
<!-- Attach media if the PR makes ingame changes (clothing, items, features, etc).
<!-- Attach media if the PR makes in-game changes (clothing, items, features, etc).
Small fixes/refactors are exempt. -->
## Requirements
<!-- Confirm the following by placing an X in the brackets: [X] -->
<!-- Confirm the following by placing an X in the brackets without spaces inside (for example: [X] ): -->
- [ ] I have tested all added content and changes.
- [ ] I have added media to this PR or it does not require an ingame showcase.
- [ ] I have added media to this PR or it does not require an in-game showcase.
<!-- You should understand that not following the above may get your PR closed at maintainer’s discretion -->
## Breaking changes
<!-- List any breaking changes, including namespaces, public class/method/field changes, prototype renames; and provide instructions for fixing them. -->
## Licensing
<!-- This is for the benefit of other forks wishing to port features from DeltaV
Our repository is AGPL, meaning projects using the MIT license would have to ask for permission from the PR author (ideally that's you, reading this) before being allowed to port it over
This just saves them the trouble. Note that AGPL or MIT licensing is only applicable to SOFTWARE, and that assets such as textures and audio have their own licensing scheme that is defined in the codebase itself. -->
- [ ] I confirm that I am the creator of the code in this PR, and allow licensing it under the following license(s), or that the original author(s) has given me permission to do so:
- [X] AGPL (https://github.com/DeltaV-Station/Delta-v/blob/master/LICENSE-AGPLv3.txt) <!-- This one is required to contribute to DeltaV -->
- [X] MIT (https://github.com/DeltaV-Station/Delta-v/blob/master/LICENSE-MIT.txt) <!-- Optional - A lot of other SS14 forks use MIT -->
<!-- Feel free to add more licenses as you see fit -->
**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.
Changelogs must have a :cl: symbol, so the bot recognizes the changes and adds them to the game's changelog. -->
Changelog must have a :cl: symbol, so the bot recognizes the changes and adds them to the game's changelog. -->
| style="border:1px solid black;" | To maliciously tamper with or create noöspheric anomalies, entities, aberrations, or other elements; Or to otherwise deliberately perform actions that would raise Glimmer or other anomalous reading levels in a way that threatens normative reality.
| style="border:1px solid black;" | To maliciously commit an act that, directly or indirectly, hinders the operation of a vessel of its part; or, to commit an act that modifies and/or damages technology or equipment one is not authorized to access.
| style="border:1px solid black;" | Abuse of Power
| style="border:1px solid black;" | 14 minutes
| style="border:1px solid black;" | 10 minutes
| style="border:1px solid black;" | To intentionally misuse or wrongfully exercise one’s own authority, influence, or control, resulting in harm, unjust treatment, or demonstratable loss to another Employee.
| style="border: 1px solid black;" | To cause physical harm or to effect unwanted physical contact on an Employee, without the apparent intent to kill them, or to threaten such actions with both capability and intent to do so.
! style="border: 1px solid black;" | {{anchor|Breaking and Entering}}Breaking and Entering
| style="border: 1px solid black;" | 10 minutes
| style="border: 1px solid black;" | 5 minutes
| style="border: 1px solid black;" | To break and enter into a high security area where one is not authorised nor invited, with intent to commit a crime within.
| style="border: 1px solid black;" | To partake in an unauthorised riotous, tumultuous, and disruptive public assembly that refuses to disperse after warning.
| style="border: 1px solid black;" | To recklessly abandon obligations involving the continued wellbeing and/or protection of life and property, through malpractice, action, or inaction.
| style="border: 1px solid black;" | To be in unauthorised possession of restricted items or items of particular danger. See [[Standard_Operating_Procedure#Controlled_Substances/Items|Controlled Substances/Items]], [[Standard_Operating_Procedure#Controlled_Armaments|Controlled Armaments]].
! style="border: 1px solid black;" | {{anchor|Perjury or False Report}}Perjury or False Report
| style="border: 1px solid black;" | 6 minutes
| style="border: 1px solid black;" | 4 minutes
| style="border: 1px solid black;" | To wilfully and maliciously tell an untruth either in court or in the process of making an actionable report to law enforcement.
| style="border: 1px solid black;" | To inflict unnecessary suffering on a Pet with malicious intent.
|-
|style= "border:1px solid black;"| 102
|style= "border:1px solid black;"| WIP
!style= "border:1px solid black;"| Harassment
|style= "border:1px solid black;"| 5 minutes
|style= "border:1px solid black;"| 3 minutes
|style= "border:1px solid black;"| To verbally demean, humiliate, or harass an Employee with malice; or maliciously spread false information amongst a population.
|-
|style= "border:1px solid black;"| 103
@@ -347,19 +347,19 @@ Sentencing modifiers are to be applied by the sentencing officer, judge, or arbi
@@ -13,7 +13,7 @@ The terms specified below are defined for further use within the procedures.
:* Permanent Brig/Permabrig/Brig: A secure location for the long-term confinement of Prisoners. Typically outfitted to sustain the basic survival needs of the Prisoners within.
==Right to Refuse Service==
All crew operating within their designated job locations are given the right to refuse service at any time for disorderly or abusive conduct. Additionally, all crew members are permitted to use nonlethal force to remove noncompliant or disorderly individuals only when such persons pose a threat to the safety of staff members, or disrupt the orderly functioning of the station. Service may not be refused to first responders acting to address or mitigate an emergency or crisis situation, unless such conduct is egregiously disorderly or abusive.
All crew operating within their designated job locations are given the right to refuse service at any time for disorderly or abusive conduct. Additionally, all crew members are permitted to use nonlethal force to remove noncompliant or disorderly individuals only when such persons pose a threat to the safety of staff members, or disrupt the orderly functioning of the station. Service may not be refused to first responders or damage-control personnel acting to address or mitigate an emergency or crisis situation, unless such conduct is egregiously disorderly or abusive.
= Entity Definitions =
The following definitions are provided to clarify the legal protections- and obligations- that Standard Operating Procedures and Space Law provide to any given entity. Unless explicitly covered by a more distinctive term, all Entities are to be treated as such until clarification is provided.
@@ -79,6 +79,7 @@ Controlled Items include any item that is restricted from general possession and
* Technology utilizing bluespace as an integral part of its function.
* Teleportation and portal technology.
* Hydraulic or powered equipment designed for the electronic or mechanical bypass of secure-access systems.
* Rapid construction/piping technology
Any individual requiring any above item in the course of their job, or for regular function, may request a document of authorization from the relevant departmental head. Such a document must have an itemized list of the approved Controlled Items, the name and position of the holder, and a signed and stamped statement by the authorizing party.
@@ -102,25 +103,25 @@ A list of such Substances follow:
Controlled Armaments are grouped into categories of increasing severity. If the offender possesses several categories of contraband, only the highest severity of said items should be charged.
'''Category A:''' ''Illegal possession of Cat. A controlled armaments may incur a sentence of up to 5min brig and further legal action as the situation demands.''
'''Category A:''' ''Illegal possession of Cat. A controlled armaments may incur a sentence of up to 3min brig and further legal action as the situation demands.''
* Any object or instrument specifically designed, adapted, or used to cause physical harm in close combat
* Any object or equipment specifically designed or adapted to protect against physical harm caused by weapons, projectiles, or other forms of direct assault
* Any object or instrument specifically designed or adapted to incapacitate or disorient by using light or sound without causing permanent injury
* Any object or equipment specifically designed or adapted for explicitly training purposes that would otherwise fall under another category
'''Category B:''' ''Illegal possession of Cat. B controlled armaments may incur a sentence of up to 10min brig and further legal action as the situation demands.''
'''Category B:''' ''Illegal possession of Cat. B controlled armaments may incur a sentence of up to 8min brig and further legal action as the situation demands.''
* Any object or instrument specifically designed or adapted to cause physical harm in close combat, which employs a powered system to enhance performance
* Any manually-operated ballistic arms that possess an internal magazine or feeding system, or lack an internal magazine or feeding system altogether
'''Category C:''' ''Illegal possession of Cat. C controlled armaments may incur a sentence of up to 15min brig and further legal action as the situation demands.''
'''Category C:''' ''Illegal possession of Cat. C controlled armaments may incur a sentence of up to 12min brig and further legal action as the situation demands.''
* Any manually-operated ballistic arms that use an external magazine or feeding system
* Any semi-automatic ballistic arms not easily concealable within a pocket or coat
* Any object or instrument specifically designed or adapted for explicitly less-lethal purposes that would otherwise fall under another category
'''Category D:''' ''Illegal possession of Cat. D controlled armaments may incur a sentence of up to 20min brig and further legal action as the situation demands.''
'''Category D:''' ''Illegal possession of Cat. D controlled armaments may incur a sentence of up to 15min brig and further legal action as the situation demands.''
* Any semi-automatic ballistic arms that are easily concealable
* Any fully-automatic ballistic arms
@@ -128,7 +129,7 @@ Controlled Armaments are grouped into categories of increasing severity. If the
* Any object or device specifically designed or adapted to cause physical harm through detonation of an explosive charge
* Any object or equipment specifically designed or adapted to protect against both a space environment and physical harm caused by weapons, projectiles, or other forms of direct assault
'''Category E:''' ''Illegal possession of Cat. E controlled armaments may incur a sentence of up to 25min brig and further legal action as the situation demands.''
'''Category E:''' ''Illegal possession of Cat. E controlled armaments may incur a sentence of up to 20min brig and further legal action as the situation demands.''
* Any crew-served or emplaced weapon
* Any object or instrument specifically designed or adapted to launch large-calibre explosives or projectiles for offensive or defensive purposes
@@ -375,3 +376,22 @@ Medical staff are afforded the right to quarantine individuals that currently su
==Foreign Bodies==
Any parasitic alien organism that requires a living host to live and reproduce must be eliminated. An exception can be made for experimental purposes, provided a CO, CMO and Mystagogue were to approve it.
=Engineering Regulations=
==Health & Safety==
* In public areas, all wiring must be concealed under tiles. In non-public areas, catwalks are recommended to be placed for the safety and mobility of workers.
* The atmospheric distribution pipe ("distro") pressure should be no more than 500 kPa and composition should be a ratio of 70-80% nitrogen and 20-30% oxygen.
* The atmospheric waste pipe ("waste") shall be kept free of clogging, and directed either to recycling, gas storage, or space.
* Newly constructed burn chambers may not be located within the station or directly adjacent to the station's hull, unless receiving written authorization from Central Command.
==Building Permits==
Any renovations larger than small modifications to the station's structural layout, power network, or atmospheric system shall require a building permit or work order approved expressly by the Chief Engineer, or if a Chief Engineer is not present, the Captain or Acting Commanding Officer. Modifications within departments shall additionally require the approval of the relevant department head. Areas within maintenance tunnels do not require permission to modify. However, any modifications to maintenance tunnel passageways should ensure they remain traversable and unobstructed by personnel who need to use them as part of their job.
==Emergency Access==
In emergency situations, engineers are permitted to bypass door access (i.e. hack) and gain access to unauthorized locations if said locations require repairs.
==Hazard Zones==
An area with a hull breach, hazardous material leak, or other similar danger shall be considered a hazard zone. To ensure crew safety, engineering personnel are required to demarcate hazard zones with holofans, inflatable walls, and/or engineering tape prior to beginning work. Any non-authorized personnel impeding or preventing repairs in hazardous areas may be liable for endangerment.
==Condemned Areas==
The Chief Engineer may declare a section of the station condemned if repairs cannot be reasonably completed. In the event that there is no Chief Engineer, any engineer may condemn a section of the station with authorization from the Captain or Acting Commanding Officer. Doors leading to such areas shall be welded or bolted to prevent crew access.
varusernameSpace=args.ScreenHandle.DrawString(_font,screenCoordinates+currentOffset,playerInfo.Username,uiScale,playerInfo.Connected?color:colorDisconnected);// DeltaV - store return value
/// Sets the a <see cref="CCVars.DebugQuickInspect"/> CVar to the name of a component, which allows the client to quickly open a VV window for that component
// Atmos and health scanner aren't predicted currently...
}
}
publicenumCryoPodVisualLayers:byte
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