* switched Silencer parent to BaseDrink to revert to pre-Metabolite behavior (non-alcoholic)
* Bring namespace drinks in line with upstream, using the new(-ish) Metabolites system in place of the AdjustReagent effect
* it begins.
* THEYRE IN THE VENTS
* Update pitbull.yml
* I AM THE ONE WHO COLLECTS THE PITBULLS
* Fuck you
* THAT IS BULLSHIT BLAZING
* Throw a small child into upper orbit
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* 100 pitbull names
* changed one
* sorry one last pitbull name
* Update pitbull_names.yml
---------
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* Added Jackdaw and Kammerer
* ERT hardsuit change
* Jackdaw changes
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* Can't go wrong with Sprites
* .ftl and .yml files
* displacement + parts + organs
* marking and displacement yaml
* does arent real...yet
* Imp dupe nuke
* go my human+
* no shaders :<
* whoopsie
idk how
* i'm going insane from screens
* some wiring
* screemes
* holy shit adhd lock-in
* incomplete
* its FUCKING DONE
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* zeta
* mrrrp
* test fix
* fix arrivals
* fix misnetwork
* Fix iteration outline. Fixed all headers showing if all options where hidden. Added access requirement to keycard auth mechnism. Added countdown. Fixed ninja and fugitive. Fixed AI and aghost.
---------
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* make business cards embed
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* Interdyne locker
* Haibu
* strongbox
* synth
* Census
* hornet
* old evac pod to adming folder
* Add a syndie door and fix census
* Apply requested changes
---------
Signed-off-by: Radezolid <snappednexus@gmail.com>
* Fixed nukie behavior check firing early
* Fixed ZombieOutbreak adding ramping schedulers
* RampingSchedulers now look at when they were added for keypoint times
* Xenoborgs no longer has a RampingScheduler roundstart.
* Added number of cuffed hands check
* Use GameRule activation time.
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* silly compiler flag
* Apply suggestions from code review
Co-authored-by: Vanessa <908648+ShepardToTheStars@users.noreply.github.com>
Signed-off-by: Vanessa <908648+ShepardToTheStars@users.noreply.github.com>
* Fix other locale usages
* silly me
* PR feedback
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* Adjust traitor objectives. More objectives. Increase objective variance a bit. Add new CMO steal target.
* Remove stealcondition blacklist from DAGD so its not just muderboning
* locale
* Fix DAGD steal objective again. Tweak LO steal objectives
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Updated super surplus
* Added migration.
* Locale tweak
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* Harpy Layers Fix
* Remove unused Dependency
* Commented out Visual Subscribes, Add RArmExtension has a hideable layer for hardsuits
* Untouch Harpy Visuals
* add gnomes, gnome hat, gnome gamerule, gnome voice
* inventory and hand fixed, speech half fix, hat embed, gamerule doesn't work
* fix audio, gamerule doesn't spawn correctly, need to fix dead sprite 90 degrees off
* add audio, add custom jaunt + polymorph, "fix" dead sprite
* add storage to hat, gnome fit into duffelbags
* make jaunt 2 seconds, hat store small items
* fix spawn
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* jaunt 20 seconds
* fix stupid web merge, 20 second jaunt cooldown
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* add pitch variation
* audio fixes and guidebook, make pulling need hands
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* fix hands and polymorph inventory, make storage implant unremovable
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* polymorph inventory make linter mad
* Update Resources/Prototypes/_DV/Polymorphs/polymorph.yml
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Signed-off-by: Theo <tad3@illinois.edu>
* Update Resources/Locale/en-US/_DV/abilities/psionic.ftl
Co-authored-by: Vanessa <908648+ShepardToTheStars@users.noreply.github.com>
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* passive HTN and glimmer event
* fix comment
* random names
* PR Review Suggestions but it works this time
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* Do the thing for everyone. Height is now +/- 20% for everyone.
* Make the height slider show height. Solve for special cases. Solve world hunger.
* Fixed some minor things.
* Adjust some densities
* Smaller character balance
* Comment
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Oops, that was from a failed thing.
* Size calc correction
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* people are tall in the future
* I need to refactor a bit still.
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* Refactor into a system
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* smol
* Fixed remaining scale visual components and species
* Remove MockScale. Just add scale visuals for Allalulo to compensate.
* PR feedback
* Slight refactor. Moved profile/species scale out of the scale system and put it into the HumanoidProfileSystem. Removed some CD logic that is no longer needed.
* how'd this get in there
* Move the other motorkind.yml to AprilFools dir
* NO NO_PENTALTY lol
* Other PR stuff
* Other PR stuff
* Add a dirty
* Add some networking to the comp
* Add small character to cloning
* One more fixX
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* What if Skia were awesome instead of sucking
* Shhh Yaml Linter... Shhh
* Small change to make it feel more consistant
* Reworked shadowwalking to be lazy
Much faster, preserves most of the feel
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Update Content.Shared/_DV/Overlays/Components/DarkVisionComponent.cs
Signed-off-by: pathetic meowmeow <uhhadd@gmail.com>
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* Construction Bag (#1487)
* initial commit
* Un Tag
* fixes
* no tickets
* research thingy
* inflatable walls, shared.comp
---------
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* DeltaV related
Don't kill me for fixing my own grammar mistake with the borg module please
* BorgModuleAdvancedConstruction
- I will fix the spelling in another PR I guess. GUH
- Some fixes to the bag according to linter.
Anything and everything you need for a borg module:
- Lathe recipe.
- Module.
- Icon/action sprite.
* Sprite fixes
* lathe fix I forgor
* nuke BorgModuleAdvancedConstruction
CR request
* why was this not merged uh whoops
* suggestions
* Update Resources/Prototypes/_NF/Recipes/Lathes/misc.yml
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* windoors, airlocks, faxes, dresser, beacon, warppoints
* Lockers and placeholder bedsheets
Most of this done by Rebe
* attorney as a separate role
idk why we decide to just modify upstream lawyer instead of making a separate role from the start sobs
* justice warden, armorer, marshal job roles
* linter fixes
* holy shit theres more
a mixture of everything as I had a list to go down
-JusticeDetective stuff because Det is now under justice
-More Armorer stuff
-Cameras
-Telecoms
-Prosec/Attorney lockers
-Secure windoors
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* brig access as requested + admin config
also dupe beacon fix wop
* Reb
* Bypass ChameleonJobLoadoutTest
dear maint i pinky promise they will get added before rework launches
* suggestions and fixes
They don't need to be on the access config right now but should be fine.
---------
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* Reduced felinid rootable delay to tolerable levels
* Added the unused toggle icon to the alerts on the side when claws are protracted, instead of using the diona one.
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* Change to durathread vest and plate carrier
* Increase heat resistance of the durathread to 20%, plate carrier remains at 20% slash
* Plate Carrier is back at 20% heat
---------
Co-authored-by: john <sadadawd3@gmail.com>
* Port TheDen Shadowkin voice noises for Shadekin
Bring over TheDen's Shadowkin scream, laugh, and talk audio, wire them into Shadekin emote sound collections and speech sounds so Shadekin no longer use generic human laughs/speech.
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Move TheDen Shadowkin voice prototypes to _DEN
Restore Starlight shadekin sound collections and emote sounds to their original state. Keep TheDen scream, laugh, and talk wiring under _DEN and point MobShadekin at those prototypes.
* Clean up comments on Shadekin voice port
Remove unnecessary inline notes from MobShadekin wiring and drop the extra header on sound collections. Keep a single provenance comment on the TheDen emote sound block.
* Cleaned up unneccessary comments
* Added gulps, i guess lol
* Removed custom laugh emotes for shadekin, reverted to normal human laugh.
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* Add medtek+ cart, healthanalyzer+ gui, research target
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* Make new health analyzer default, remove research
* Remove bloodlevel unit count, center damage/reagents
* Accidentally pushed wording change, reverting
* Added unknown reagent category. Fixed some issues with FixedPoint2 showing 100x the damage.
---------
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* One Commit ops
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* Implement requested changes
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* Well Well Well
* Fix Pierce Mechanic
* Include it in comment
* Implement requested changes
---------
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* i cant think of anything funny to say yknow just like yep its like yknow and like yeah
* deletin this, also saw literally nothing attached to this to begin with i guess? gonna double check but yeah
* pitch change ops
adding the params to emoteSounds overrides every individual emote which sucks
* lower gulps and blinking
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* Update speech_emote_sounds.yml
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* Fixed Motorkind
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Gave the hand sprites human hand sprites
I'm not making motorkind hand sprites. Please god don't make me
* Tiny fixes
---------
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* simple fix for "Approved by: Self" on all cargo invoices
* port of ruddygreat's bounty console improvements to DeltaV
* modified tooltips and fixed a few importing errors
* StatusLabel in BountyEntry.xaml.cs
* final stupid tweak
* removed unrelated bugfix PR that snuck into this branch somehow
* Cargo bounty fix requests
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* Merge pull request #838 from FoxxoTrystan/Shadekin
Shadekin
# Conflicts:
# Resources/Prototypes/Body/species_base.yml
# Resources/Prototypes/Entities/Mobs/Customization/Markings/tattoos.yml
# Resources/Prototypes/Guidebook/species.yml
# Resources/Prototypes/Species/species_weights.yml
* Merge pull request #868 from FoxxoTrystan/Shadekin-Perf
Shadekin Performence
* Merge pull request #883 from FoxxoTrystan/Shadekin-Patch
Shadekin Patch + Markings
* Merge pull request #947 from RHSvenson/Shadekin_SurvivalBox
Added and implemented emergency boxes for nonbreathers
* Merge pull request #1861 from ilovehans10/shadekin-guidebook-typo-fixes
Shadekin guidebook typo fixes
* Mars -> Marrs (#2381)
<!-- IT'S NOT WIZDENS REPO, IF YOU WANT TO ADD YOUR CHANGES ON ALL
SERVERS, CREATE PR TO WIZDENS REPO -->
<!-- What do you propose to change with your PR? -->
Changes `@ mars` to `@ marr`s for Shadekin.
<!-- What is the reason for adding these changes? Please post links to
Discussions as well as Bug Reports here. Please describe how this will
change the game balance. -->
Parity with emote wheel. Also, `<PLAYERNAME> mars` feels weird.
(...probably because Mars as in the planet.)
<!--
If your PR contains in-game changes you must provide screenshots/videos
of the changes.
-->
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not change in-game mechanics.
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and grant permission for use in this repository under its conditions.
**Changelog**
🆑 Fractalflower
- tweak: Changed Mar emote text to `@ marrs`.
* Fix shadekin guidebook resistance info (#2881)
The shadekin guidebook currently overstates the cellular resistance by
10% and vastly underestimates the bloodloss damage.
The guidebook being accurate helps guide player understanding.
<img width="563" height="669" alt="image"
src="https://github.com/user-attachments/assets/bece997a-5aa4-46f5-9b9f-2fe41dc98e97"
/>
- [X] I do not require assistance to complete the PR.
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not change in-game mechanics.
- [X] I affirm that my changes are licensed under the [Starlight Fork
License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE-Starlight.TXT)
and grant permission for use in this repository under its conditions.
**Changelog**
🆑 Penguinwizzard
- fix: Turns out that we were issuing wildly incorrect guidebooks on
Shadekin; an updated edition should now be available for crews.
* New Shadekin Disabilities
* Light hurts Shadekin
Shadekin should get more than a mild sunburn in extreme light
* Changes to make it work
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Foam Immunity Readded
* Flash Modifer works now
* Remove DarkLightComponent
* Add missing Locale for Markings from Den
* Fix Issues, Seperate from _DV namespace
* Yaml Linter Fixes
* ARGH
* ARGHv.2
* ARGHv.3
* Nutribatard instead of Baguette
* Exchange Nutribricks with PSB
* Cotton Baguette
* Changing away from BaseOrganic and Respirator Removal in Code
* Fulfill Content Review Requests
* Remove Eye Coloration - Unused
* Remove ShadekinPhase entirely
* Attribution correctly linked
* Review Changes
* done yml links correctly now
* yml format in shadekin effects
* Remove yml file mention and read Internal
* Readd Internals
* _StarLight -> _Starlight
* Port to Nubody and maybe fixing some fuckups
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Shadekin Yaml Errors
* Add missing markings name, add missing base_scale
* Remove Internal Removal in base_species. Make it Component based
* Add missing readonly
* Remove Non Breahter emergency boxes, Shadekin normal box
* DV Comment Fixes
* Untouched File?
* Use FlashMultiplierDurationEvent
* Add missing attribution
* Fixed scream attributions
* Shadekins can now properly succumb. Starlight#4746
---------
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Co-authored-by: FoxxoTrystan <45297731+FoxxoTrystan@users.noreply.github.com>
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* Item offering port (#96)
* Offer item system port
* More fixes
* Make the formatting a bit more readable
* Add a missing keybind
* Add missing alert click handler and make some of the code more readable
* Duplicate offer-item-system.ftl
Signed-off-by: Mnemotechnican <69920617+Mnemotechnician@users.noreply.github.com>
* Namespace fix and prediction fixes
* Port various carrying and pseudo-item fixes from floofstation
* Refactor the offer system to hopefully bring more clarity
* Final fixes
* Final final final fixes maybe
* Sike, just do it the proper way
---------
Signed-off-by: Mnemotechnican <69920617+Mnemotechnician@users.noreply.github.com>
* fixes
* empty commit (weird test fail?)
* Moved some stuff to shared. Reorganized a bit. I could be here all day...
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* my larp...
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The edible-swallow locale message used by pills was missing the
{$flavors} placeholder that edible-nom, edible-slurp and edible-gulp
all have. IngestionSystem always passes the computed flavor text, so
pills silently dropped it. Eating a pill now shows its taste again,
e.g. "You swallow the pill. Tastes sweet."
* Reworked hitman kits, first draft
* Fixed spacing for the kits
* Update hitman-case.ftl
Rename samurai to ninja kit
* Update hitman_case_catalog.yml
* Update hitman-case.yml
* fixed .ftl error
* Added blue oni mask to ninja kit
* fix hitman_case_catalog.yml, wrong mask ID
* Replaced the high frequency blade with a medium frequency blade - this weapon has a lower reflect chance, and deals heat damage instead of shock.
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* Small tweak
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* Added 3 new neck items, 1 new coat, 1 new shoe, and 2 new hats to mime loadout
Also added shoe selection to the mime loadout, new coat to the uniform printer, and new coat + boots to the autodrobe.
* Added missing newlines
* Slime people tweaks and new markings (incl. ports from Impstation)
-Removed eyes, mouth, nose, and torso bitties from base Slime person sprite
-Added them back in as optional markings (excl. mouth as Delta-V has lips already)
-Added the new "OrganSlimeEyes" to Slime people to handle eye markings
-Ported Cyclops and Droopy eyes from Impstation
-Assigned Droopy eyes as "Droopy Eyes (Left)"
-Made corresponding Droopy eyes on the right side
-Added "Four eyes" marking
-Removed eyeshadow tattoo markings from Slime people
-Added a copy into _DV's makeup directory assigned purely to Slime people
-Made new matching eyeshadows for the various new eye types
-Adjusted the marking limits to make sense with the tweaks
-Moved and reorganized the Slime Elf Ears within the _DV directories to make more sense
* Fixed Slime people full.png sprite dimensions
* -Removed "followSkinColor" from Prototypes\_Impstation\Entities\Mobs\Customization\Markings\slime.yml causing an error
* Update Resources/Prototypes/Body/Species/slime.yml
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* Update Resources/Prototypes/Entities/Mobs/Customization/Markings/tattoos.yml
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* Update Resources/Prototypes/Body/Species/slime.yml
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* - Fixed formatting and improved in line comment readability.
- Moved eyeshadow additions from makeup to Slime categories
- Added "matchskin" to relevant body markings that are meant to follow skin color
* -Returned Eyeshadow to eye markings category
-Returned Slime to whitelisted group in tattoos.yml
-Removed Eye markings limit and the requirement to have eyes
-Added two new eyes to complement the r/l eyes for more eye mixing
-Tweaked inline readability and organization
* Removed outdated prototype MatchSkin from slime.yml
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* doors access is now broken.
* Access configs for Engi
* AI can see modified accesses now
* Added ability to see access on Engi borgs
* Fixed comment and namespace
* comment
* Also add to Revenant.
* Update Resources/Prototypes/_Mono/Recipes/Lathes/tools.yml
Signed-off-by: Vanessa <908648+ShepardToTheStars@users.noreply.github.com>
---------
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* Disallowed crew IDs and talking over binary for xenoborg borgs.
* Added tag
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* Add a EMP resistant battery
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* added EMP duration resistance
* Fixed attribution
* Fixed xenoborg magnet bags. Made the core suck up materials.
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* Removed Xenoborg ID chips since they should never have more than Xenoborg access
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* meta.json ordering
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* Added 2 new outfits and a mantle for mime
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* Comment Addressed
- Removed changes from \Loadouts\loadout_groups.yml
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* Addressed Comment (again)
I missed a spot... oops
- Removed changes from \Loadouts\loadout_groups.yml
- Made changes to \_DV\Loadouts\loadout_groups.yml
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* Probably shouldn't have made that second commit
My fault
- Undid the previous commit
* Removed duplicate
- Removed the duplicate loadoutGroup for MimeJumpsuit that I added to \_DV\Loadouts\loadout_groups.yml
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* Added the small arms mining kit
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* learner pais! (#2269)
* almost published to master holy fuck
* vomits
* grhg
* mqole guiding light
* yupdate!
* escaped the torment nexus of losing my head
---------
Co-authored-by: mousesweater <moondogg228@gmail.com>
* fix where the sprites are
* learner pais! (#2269)
* almost published to master holy fuck
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---------
Co-authored-by: mousesweater <moondogg228@gmail.com>
* fix where the sprites are
* Adds a golden personal AI variant as a trinket, requiring 10hrs Silicon playtime
* Revert "Adds a golden personal AI variant as a trinket, requiring 10hrs Silicon playtime"
This reverts commit 4f545547ed.
* remove golden pai fix names
* move the imp item to the deltaV table (?)
* merge conflict ops
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* comment out borg ion damage
* remove ion damage from disabler
* actually nuke it
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* Additional removals.
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* Added long ears markings to Slime people.
-Ported and edited human long ear marking sprites to match Slime palette.
-Placed Slime long ears in (HeadSide) marking slot
-Placed a limit marking of 1 on HeadSide for Slime
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* Added unrevivable implanter for DAGD
* Verbage
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* Choose your own adventure
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* local and admin menu fixes
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* doubled magnum box capacity, whitelist for bandoliers holdin magnum cartridges, and fixed 2 misspellings (cause i mighta caused one of em oops)
* dumbass dog is stupid who woulda thunk it....
* medium overhaul to weapon and sprite
removed taser
added Reflection (base 30% chance)
added speed up while in hand (25% speed up)
changed icon to fit more with artstyle plus bluesec
inhand sprites match new sprite
* OBSENLY SMALL CHANGED (small fixes to icon color and suitStorage being 1 to far up
* added clothing slowdown resist
added passive block modifier (makes it act like a shield)
* added/removed to fit with changes asked.
removed blocking
added prying
added higher damage
* fixing new sprite
* Update Hos-Briefcase.ftl
forgot to update discription
Signed-off-by: Apersos-coll <collsherlo@gmail.com>
* fixing new sprite
* fixing
* more fixing
* attempting to see if that was a false positive (fixing stuff)
i changed a word slightly to see if it was false positive cause i checked the log and there was no such mention of my weapon at all
anyways i just changed a single word so if it works this time i dont have to make a second commit
Signed-off-by: Apersos-coll <collsherlo@gmail.com>
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Signed-off-by: Apersos-coll <collsherlo@gmail.com>
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* messy drinkin back on the menu
* wagging, i gotta mess with how to make it not show up in markings when i wake up
* ok got the wagging ones outta marking selection, and sorted em, and killed the unneeded localization
* make pigs drop spesos
* no testing thats maints problem
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* Update animals.yml
* null + coins
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* ok cleaned up a little
* ok new phrases + med change stuff
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* ok time to hope git doesnt shoot me now... whoe even is his pre commit ci fella... anywho forgot a space in an ftl comment and added ovinia and allulalo to species... probably wait till the race is in
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* Doctor Stamp (#1782)
* Stamp cleanup, bureaucracy loadouts
* Squiggly pen signatures, more loadouts
* Remove doctor folder from contractor fun loadouts
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* Add doctor stamp to locker.
* Added to CMO locker too
* oops
* Added chemist stamp to CMO locker. Added perscriptions to medical lockers.
* Updated space law and SoP for medical to allow for basic prescriptions.
* Psychs matter I guess.
* Medicine capitalization consistency
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* Removed mentions of addictine.
* lax it a bit
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* tickets
* fix ticket pad size
* flavoured tickets
* add tag add to secvend
* add to sec locker
* the much anticipated blue
* tickets
* fix ticket pad size
* flavoured tickets
* add tag add to secvend
* the much anticipated blue
* merge conflict thank you rade
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* Changed up shuttle calls to make the round convert to survival.
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* Added CosCult state checking.
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* typo
* Fix nuke ops test
---------
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* Cleaned up old borg spawns since they can choose a chassis now. Moved and/or renamed some nyano assets in the DV namespace
* Neat new MARK feature
* Mapper input
* Applied objectively-bad YAML property ordering
* Welding fuel jerry cans
* Move jerry can inhand-left sprites up a pixel
* increase jerry can drink delays
* Yes
* cove.yml: sub console out until doubloon contrabnd
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* Allulalo: finally finishing the ancient raptor species project (#3504)
* well, it loads
* sprite's
* names + starting on displacements
* more displacements
* displacements
* left hand only
* displacements
* yup
* ooa
* inhand displacements
* blood
* accent
* iv bags
* placeholder clarification
* Revert "iv bags"
This reverts commit c2aa504eab8d0673604b33e0ccaf79b406979da6.
* whitespace
* adds tooshortforUI and removes the damage modifier set
* speechsounds
* typing indicator
* basic customisation
* guidebook 1
* fixed full
* markings, displacements, speech verb
* displacement fixes
* trailing newlines
* spelling moment
* brute damage sprites and blood fix
* guidebook iteration
* injection melee + ethanotoxin + guidebook rewrite
* guidebook
* guidebook
* nitpicks + roundstart
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Co-authored-by: starlighthowls <starlighthowls7@gmail.com>
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* Allulalo tooshotforui bugfix (#3598)
* yay
* p[leebnmar
* oops
* Allulalo Markings (#3602)
* eye markings and two tails
* more
* almost got ya
* yup
* wings yay
* thank you landshark for my life btw
* still needs loc files
* Update allulalo.ftl
* I lost so much progress to git bullshit
* and who can forget dear rat boy
* touch up speech indicator at yesters request
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Co-authored-by: starlighthowls <starlighthowls7@gmail.com>
* Allulalo Roundstart (#3621)
* yup
* shock blanket + pleebnar fixes
* yuuup (#3655)
* Allulalo fix pass 1 (#3661)
* what if I did it all in one commit like a total moron
* yup
* untuch
* i love you spriting tool
* my birdsty
* Update allulalo.yml
* Update Species.xml
* let allulalo use holopads. (#3669)
* adds a white list for the too small component to add specific allowed entities. e.g holopads
* imp comment
* i love forgetting white space!!!!
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* fix (#3693)
* I need to learn to not do everything in one commit (#3750)
* mime on again (#4243)
* Small fix
* Add them to our accentless trait
* Add unable to wield system
* Fix too short for UI using old blacklist methods
* Fix duplicated localization line
* Add heavyweight drunk comp (might merge this with lightweight later)
* Why was this even added
* Revert "Add unable to wield system"
This reverts commit cbe3a10fc7.
* Revert "Fix too short for UI using old blacklist methods"
This reverts commit 833743f029.
* add TooShortForUIComponent (#3495)
* add TooShortForUIComponent
* correct documentation
* incomplete documentation
* add UnableToWieldComponent (#3496)
* Fixing this again I am dumb I cherrypicked things in the wrong order
* WHY WAS THIS EVEN ADDED THERE'S NO SPRITE EVEN ON IMPSTATION???
* Port Allulalos to Nubody
* Fix for Allulalo chems doing nothing
* Add allulalo to the guidebook species list
* Restore some accidentally deleted effects and comments
* Fix typo that made allu blood 10x more alcoholic than normal
* Delete random misplaced sprites from cherrypicking
* More of the random sprites removal (this time from the meta)
* Add missing allulalo flavor
* Removed some nonexistant fields from the species
* Add unisex cough/sneeze, comment out Wuhey and Ungh emotes
* Fix guidebook not using loc string
* I THINK this fixes that test error and it doesn't seem to break anything either so let's try
* Remove unsupported unshaded shader from eyes
* Ok last one didn't work (sorry for trial and error)
* Removed mention of HARMPACKs and Tether Guns from the guidebook.
* Blacklist allulalos from random humanoid spawns
* Add missing allulalo gulp sound
* Carriable in 1 hand allulalos, fix carrying system blocking both hands always
* Remove DV comments
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* add missing event for admin characterspawn
* cahnges
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* Added L93 and SKL93
* Made SKL93 Available via Syndicate Uplink for 8 TC. Comes with 10 Shots of AP and a .45 Magnum ammo box
* Made L93 available through salvage.
* Made L93 available via Logistics crate.
Cowboy crate can be bought for 7600. It contains two L93's and two Inspectors. Along side 4 boxes of .45 Magnum and two hats.
* Update licenses
* Remove AP from Syndie SKL93 Bundle, Buff Firerate
* Update sprites to make lever darker on icon
* Brought back AP SKL93.
Made L93 Shoot at 2.5 ROF
Increased price of SKL93 Bundle
Added cowboy hat for SKL93 bundle
* Clean up changes to fit coding style and convention.
Fixed armory.yml's prototype properties ordering. Other Fills may be affected
* testing
* Actually fix synth emotes.
* Fixed harpies playing the emote sound twice.
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* switched FixedPoint2 * FixedPoint2 to use long
* Revert "switched FixedPoint2 * FixedPoint2 to use long"
This reverts commit b8744f6ac3.
* Reduced blood amount to 400
---------
Signed-off-by: Carol <292806487+CarolCuchara@users.noreply.github.com>
* it breathes
* probably okay
* Create station-report.ftl
thing miwssing
* IAA store update
* guidebook
* update on things
* revert robusttoolbox
* make it fit into folders and clipboards
* update on the styling of paper
* pickable borg subtypes but better (#706)
* borg subtype fixes I Forgot To Push (#790)
* update borg subtypes to an entity prototype based approach from SL (#884)
https: //github.com/cosmatic-drift-14/cosmatic-drift/pull/884
Co-Authored-By: lunarcomets <140772713+lunarcomets@users.noreply.github.com>
* Minor Build Error Tweak
Should be ready to add more chassis now!
* Yippee Yahoo
Handpicked some chassis sprites from AL/SL PR which are from Paradise :D
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* Clean up + Comments
* CR made me sprite at gunpoint
Also switched standard and generic files for consistency and such
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* Allow the smaller variants from drink cartons to be put in the soda and booze dispensers
* Bug: Remove double fail message when trying to put something in a dispenser that doesn't belong there
* Remove uneccesary line
* Fixed crew monitor and gave it buttons instead of trying to figure out which map to display.
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* Fix(Humanoid): Prevent skin color verification failures due to precision loss (#42836)
port over uberrations fixes.
* Fix RCD not being able to place hull tiles in space (#42740)
Fall back on player's grid if RCD is clicked on empty space
* Thermal vision overlay for admins (#42812)
* revert of the revert
* tests
* changes
* more fun
* test
* ccvvvar
* works but bad
* now its better
* more fixes
* more cleanup
* cleaning
* last fixes before move to glasses activ
* x
* glasses only
* working
* fix toolbox
* cleanup
* ThermalByte added
* small fix
* small optimalisations
* float bux fix
* comments add
* more comments
* more comments
* last fix
* revert cvar delete
* wrong blue shades
* cvar refactor
* Update Content.Shared/Atmos/EntitySystems/SharedGasTileOverlaySystem.cs
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* Update Content.Client/Atmos/Overlays/GasTileDangerousTemperatureOverlay.cs
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* tweak to TryGetTemperature comment
* Factors are now const
* renames
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* admin button
* cleanup
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* fix: APC sprites stuck in fully drained states on round start (#42852)
* Fix APC incorrect charge state caused by race condition on map startup
* fix: Defer the update from ChargeChangedEvent to next tick
* Minor tweaks to Urist names (#42791)
Tweaks to Urist names
* Vulpkanin Yawns (#42768)
* im eepy too
* softer sound
* Revert "softer sound"
This reverts commit 51b3b7b2d4c741f8abc6d361319a5b44d9593d8d.
* Move vulp yawn mentions to _DV folder
* Split HumanoidProfileEditor.xaml.cs into separate files (#42715)
* separate humanoid profile editor into different files
* move this to the rest of the fields
* Moved DV Traits into the right file
* Ensure profile loading only returns valid species (#42842)
* Ensure profile loading only returns valid species
* punt conversion logic outside of the database
* Add missing Cd mention in Profile
* Slat tiles and decals (#37832)
* Add two varieties of steel vertical slat tiles
* Add dark and white variants of vertical slat tiles
* Add dirt decals
* Add vertical overlay decals
* Add single and double vertical slat decals
* Add steel, dark and white horizontal slat tiles
* Improve single vert slat decals
* Add horizontal slat dirt decals
* Add horizontal slat tile objects
* Add horizontal tile cutter recipe
* Add horizontal slat overlay decals
* Fix inconsistent tile naming
* Add horizontal single and double slat decals
* Fix incorrect slat decal
* Fix two off-color pixels on dark slat tiles
* Change slat tile naming
* Add single-slat overlays
* Smooth tile borders and normalize palette
* Update decals to match tile changes
* Update attributions
* Add missing stack locale lines
* Fix and clean up merged file
* Change slat footstep sounds to be consistent with other steel tiles
As far as I can tell, regular steel tiles use FootstepFloor, (except when
they don't,) and Dark and White variants use FootstepTile.
* Fix confusing merge conflict mismerge
* Remove merge conflict cruft
I have no idea how I missed that.
* Add tile stack prototypes
* Fix slat tile stack localization string refs
* Fix slat tile prototype indentation
* Remove tiles that are identical under rotation
* fix yaml header convention
* Parent slat tiles to common steel tile parent
* Whitespace fix
* Un-de-normalize prototype field ordering
* Fix whitespace
* Re-fix indentation
For some reason, I un-fixed this a little while back. No idea why.
---------
Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com>
* Fix gas filter always outputting 20C filtered gas (#42876)
ingenious!
* Cleanup warnings: CS0114, CS0414, CS9107 (#42859)
* Cleanup warnings: CS0114, CS0414, CS9107
* I shouldn't trust IDE autocorrection
* Regular bots are now repaired gradually, just like borgs (#42878)
Instead of one long doafter, it's a bunch of smaller doafters. See https://discord.com/channels/310555209753690112/1470704102173315143
* Add Missing IntercomAssembly Components (#42821)
* add missing components to assembly
* use inheritance
* (Re)Add sneezing emote. (#41479)
achoo
* fix: cleaning evidence off a person no longer reveals their true identity (#42868)
fix cleaning evidence revealing your true identity
* Fix chameleon controller not updating fake mindshield action icon (#42900)
fix chameleon controller not updating fake mindshield action icon
* Fix Flares dying after 10 seconds. (#42765)
asdas
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Identity Mask now updates equipped Agent ID name (#42772)
* add identity mask updating agent id functionality
* fix indentation
* add check for voice mask item
* use ChangeIDName field instead
* Minor cleanup
* remove trycomp
---------
Co-authored-by: beck-thompson <beck314159@hotmail.com>
* Fix paradox clones having default voice and pronouns (#42923)
fix
* AI can now read papers and envelopes (#42926)
* AI can now read papers and envelopes
* Move whitelist component from BasePaper to Paper
* Change basic viper magazine to high capacity in operative bundle (#42927)
* changed atmos fire suit to engineering contraband
* changed normal pistol mag to extended in basic op bundle
* yes
* yes
* Fix uncooked animal proteins metabolism (#42942)
* Update toxins.yml
* poison!!!!
* I hate solutions sytem I hate solutions sytem I hate solutions system
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Fix Thieving Beacon not detecting HUDs for said objective (#42945)
* Fix jetpacks not turning off when switching to another jetpack (#42689)
Initial commit
* fixed barber scissors misgendering when blocked by a hat (#42948)
* Fix reagent duplication from vomiting (#42954)
no more reagent duplication
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* New moth emote. Flaps wings! (#42912)
* frfrfrfr
* mh-
* brbrbrbrbr
* small cleanup
* third category time
* removing ReptilianBodyEmotes
* Revert "removing ReptilianBodyEmotes"
This reverts commit 10200c4292a79932109ce2df6b642bcd88e863e0.
* Revert "third category time"
This reverts commit cf62c425b5db93ba4108b8283361623f2f4ad345.
---------
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* Added Emp interaction with Bar Sign (#42950)
* Added Emp interaction with Bar Sign
There was already content for emp bar sign but no support for it.
This adds the interaction with emps to make bar signs EmpDisabled.
* Emp BarSigns stylistic change
* Fixed redundant bar signs
Fixes the extra bar sign popups bug introduced in #42364
* Block bar sign UI when emped
* Revert "Fixed redundant bar signs"
This reverts commit 23168bb503bcf267ac553eff9ac9674bf28adb4b.
* Vox, Diona and Vulp Unique Sneezes (#42929)
* *sneezes!
* fix, quieter vulp sneeze, vox sneeze
* even quieter vulp sneeze
* vulp sneeze attribution
* adjust vox sneeze source
* Move Vulp Sneeze into emotes_speech of _DV
* update basic operative bundle contents (#42930)
modify bundle contents
Co-authored-by: robin <robilythefoxxo@gmail.com>
* Show fuckrules usage to admins (#42988)
* fuck rules
* extreme
* update comment
---------
Co-authored-by: ScarKy0 <scarky0@onet.eu>
* Add hand label blacklist (#42986)
* Add blacklist to hand labeler
* Add comments
* Nullable
* More xenoborg names (#42984)
* more names
* update count
* ops
* whitespace
---------
Co-authored-by: beck-thompson <beck314159@hotmail.com>
* Make prescription glasses actually work (#42990)
* Made prescription glasses actually correct your vision
* Makes prescription glasses actually correct your vision
* Bug fix
* Bug fix
---------
Co-authored-by: lyxcaster <mser956@gmail.com>
* Improved camera static shader randomness (#42968)
Improved static shader
* Predicted Networked Metabolism (#42798)
* PredictedRandom Helpers
* predicted networked metabolism
* ssadasfsa
* AAAAAAAAAAAAAAAAAAAAAAAA
* remove debug
* oopsies
* its inclusive of 0 fool
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Add unlockable reporter cosmetics (#41079)
* Initial commit
* Lower the requirements slightly
* Revert vox displacement fix for another PR
* Remake the "Vegan Meatball" salvage wreck (#42994)
* remake vegan meatball, fix lingering plant enemies
* attempt to remove non-salv ruleset enemy spawns
* EMP implant uplink texture (Addresses #42008) (#42998)
set emp implant texture in uplink catalogue to emp_disable particle
Co-authored-by: nomdéraisonnablementlong <you@example.com>
* Non-obsoletion warnings as errors in Release. (#42983)
* Non-obsoletion warnings as errors in Release.
* Add two other obsoletions related to collection expressions.
These are not present in the codebase, but may become so in the future.
* Exempt NU1903 so the project can't mysteriously stop building.
* Fix some FULL_RELEASE mistakes.
* diff fix
* Resharper caught this one. Note to self: Wire up resharper to CI in another PR.
* Lizard rehappy alternative (#42915)
* new lizard laugh
* typo
* replaced sound with alternative lizard_happy.ogg
adjusted attributions.yml
* Update attributions.yml
Since my friend uses Logic Pro X commercially and paid for
the license, he can freely use the provided samples in his own audio
projects. The resulting lizard_happy.ogg is a combination of multiple
samples transformed to achieve the correct sound, using an original
lizard laugh as reference.
* Add source link for lizard_happy.ogg attribution
Added source information for lizard_happy.ogg.
* update sound
* wtf is a laser raptor
---------
Co-authored-by: Velken <8467292+Velken@users.noreply.github.com>
Co-authored-by: ScarKy0 <scarky0@onet.eu>
* Add TriggerOnRot Component (#42667)
* Add TriggerOnRot Component, and related systems and events
* Move around components and events to proper namespaces
* Improve TriggerOnRotComponent Comment
* fix a bunch of imports
* Change BeginRottingEvent to a ByRefEvent record
---------
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Fix repeated Localization warnings when viewing the Power Monitoring Console (#43037)
no double work
* Give borgs default prying (#41812)
* init
* 1.5
* remove powered
* CompBorgModules, prying alert
* give to NT borgs and derelict borgs
* review
* review 2
* comment
* Make HasMind not always false for client. (#43033)
* it hasmind but i don't
* potatoe potato
* reading is hard
* still can't read
---------
Co-authored-by: ScarKy0 <scarky0@onet.eu>
* Add transfer entity to mind events. (#43020)
* init
* stuff
* to
* BeforeEvents
* comment
* docs
* Update Content.Shared/Mind/Components/MindContainerComponent.cs
Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>
---------
Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>
* Fix hypodart uplink description (#43035)
fix
* Stop AI knocking on shutters, blast doors (#42972)
Stop AI interacting with shutters
* StrippableComponent timespan calculation fix (#43022)
* timespan calculation fix
* Update Content.Shared/Strip/Components/StrippableComponent.cs
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
---------
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Fix Holosign Placement (#42909)
* Holosigns now spawn facing player direction
* Holosigns face south
* Snap holosign to grid and attach to clicked entity
* Back to setting local rotation to zero
* No need to snap to grid
* rifts
---------
Co-authored-by: ScarKy0 <scarky0@onet.eu>
* Make DamageSpecifier serializable (#43049)
* pt1 damageable refactor
* fixes
* thusd unused
* sparse damagespecifiers
* fix thongs
* aaaaaa
* fix tests
* de-crash
* Fixed redundant bar sign windows (#42960)
Fixed redundant bar signs
* Fixes the extra bar sign popups bug introduced in #42364
by making BarSignBUI use CreateWindow
* Fixes bar signs placed from Entity Spawn Window
* Make DamageableComponent manually networked again (#43054)
* Make sure vox passively regenerate at the same pace as everyone else (#43055)
* Dynamic feedback popup (#43021)
* add rule filter to feedback popup
* fix the dependency
* simplify
* remove this
* deny popups with rules
* missed here
* new parameter
* the server handles the specific feedback prototypes
* fix logic
* active > added
* minor fixes
* not needed anymore
* now it should be back
* not needed
* cleaning
* create system
* forgot to remove this
* also remove this
* add a I
* remove old feedback popups
* doesn't actually fix it
* maybe this time?
* oh well
* use whitelists
* use gamerule added
* update fix comment
* simplify
* old commentary
* default false
* add blacklist option
* fix helper functions
* remove commentary
* who needs those
* orks hates linq
* not needed
* Change linq into foreach
* remove unwanted popups for next rounds
---------
Co-authored-by: beck-thompson <beck314159@hotmail.com>
* Raise SolutionChangedEvent and SolutionContainerChangedEvent when handling SolutionComponent states (#42814)
raise event on client + comp access
* Xenoborg extractor (#42796)
* verb category
* voltage toggle comp
* move stuff
* add simple prototype
* implement verb action
* switch expression
* fixed the node not updating
* charge the battery
* fixed battery not charging
* spawn on battery level system
* finally works
* swap commentary position
* can only anchor the extractor on the station
* popup message for trying to anchor outside of station
* default placement for unanchored version
* ops
* fix body type
* commentary
* update visuals of power consumer
* add custom sprite
* fix light layer not changing
* xenoborg circuit
* fix xenoborg circuit
* add tag
* add hand to hold xenoborg circuits
* move to material
* add xenoborg circuit material
* add recipe to mothership core
* add a hand to hold circuits to the mothership core
* to not confuse
* update
* ops
* another ops
* update mothership
* update guidebook
* update values
* more info
* fix stack
* can store xenoborg circuits
* description
* also update description
* circuit -> crytal
* not modified from anything
* update description
* Revert "update mothership"
This reverts commit 84974c56afadac2a99ed2a166244a668d83fff48.
* update empty label
* small update to sprite
* not necessary code
* remove empty line
* color
* make it explode when destroyed
* change values
* update sprite
* update sprite
* make it eletrified
* flavor text
* simplify to only use charge
* subscribe to event
* new line
* remove popup
* no need for the setter
* no longer networked
* feedback popups
* Minor tweaks
* better to understand
* better now?
---------
Co-authored-by: beck-thompson <beck314159@hotmail.com>
* Change Bad Chembottle Suffixes (#43064)
Change Suffixes
* Reparent White Gilgamesh (#43065)
* Throwing Croissant Incorrect Inhand Removed (#43066)
* Remove inhand sprite
* Add comment
* Fix Makeshift Juicer Crafting (#43075)
i hate it her
* Add xenoborg gun sprites (#43013)
xenoborg gun sprites
* Remove unused noise texture (#42970)
Remove unused asset
* [Fix] Door remote fixes (#43063)
* fix door remotes
* admeme
* typo
* review
* revert door changes
* tag
* Revenants cannot be stuck with plastic explosives (#42889)
* no touchy!
* Apply suggestion from @slarticodefast
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Removed rollerskates & clown-outfit cargo bounties; reduce pancakes needed for pancake cargo bounty (#42899)
* Removed rolerskate & clown-outfit cargo bounties; reduce pancakes needed for pancake cargo bounty
* adjusted tag comments
* forgot to temove rollerscates bounty item locale
* Fix damagable mispredicts (#43080)
fix
* use proxy methods in EntitySystems (#43083)
use proxy methods
* fix topicals (#43087)
* APC building doAfter fix (#43089)
Add doAfter to APC construction
* [STAGING] Innate prying tooltip (#43081)
Update alerts.ftl
* Fixed Mining Hardsuit Helmet Name + Added Internals to Crates (#43072)
* One commit ops
* Removed extra line
* Fix "Unknown messageId" warnings from ID cards (#42886)
* Empty string bad
* Preserve existing behavior
* yaml format nitpick (#43074)
* minor nitpick
* fix mistake
* clean up
* Fix AtmosDebugOverlay being always active (#43073)
* Fix AtmosDebugOverlay being always active
* review
* Only one puddle sparkle please (#43086)
* only one sparkle please :3
* address review
* Add borg construction interaction test (#42359)
* Add test of borg construction.
* Return Validated when in validation mode.
* Update Content.IntegrationTests/Tests/Construction/Interaction/BorgConstruction.cs
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Fix door remotes 2 (#43094)
* fix door remotes
* admeme
* typo
* review
* revert door changes
* tag
* fix highsec and windoors
* Support for melee weapon user overrides (#39633)
* redefining-using-melee-weapons
* animation bug fix
* review
* fix merge
* add nested entity effects+conditions (#42341)
* add nested effect
* add nested condition
* move api to the main systems and improve effect guidebook text gen
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
* Inventory + Storage toolshed query commands (#40813)
* Add inventory and storage query toolshed commands
* Forgot FTL
* Fix stuff!
* Make requested changes and stop STACK MAX SIZE ERROR
* cleaning
---------
Co-authored-by: ScarKy0 <scarky0@onet.eu>
* Hyper autolathe now requires the same ammount of manipulators as autolathe (#43109)
hyper lathe now requires the same ammount of manipulators as base lathe
* Remove salv stuff from mothership (#43007)
* verb category
* voltage toggle comp
* move stuff
* add simple prototype
* implement verb action
* switch expression
* fixed the node not updating
* charge the battery
* fixed battery not charging
* spawn on battery level system
* finally works
* swap commentary position
* can only anchor the extractor on the station
* popup message for trying to anchor outside of station
* default placement for unanchored version
* ops
* fix body type
* commentary
* update visuals of power consumer
* add custom sprite
* fix light layer not changing
* xenoborg circuit
* fix xenoborg circuit
* add tag
* add hand to hold xenoborg circuits
* move to material
* add xenoborg circuit material
* add recipe to mothership core
* add a hand to hold circuits to the mothership core
* to not confuse
* update
* ops
* another ops
* update mothership
* update guidebook
* update values
* more info
* fix stack
* can store xenoborg circuits
* description
* also update description
* circuit -> crytal
* not modified from anything
* update description
* Revert "update mothership"
This reverts commit 84974c56afadac2a99ed2a166244a668d83fff48.
* update empty label
* small update to sprite
* not necessary code
* remove empty line
* color
* make it explode when destroyed
* change values
* update sprite
* update sprite
* make it eletrified
* flavor text
* simplify to only use charge
* subscribe to event
* new line
* remove popup
* no need for the setter
* no longer networked
* update mothership
* HTNComponent from SharedNPCSystem (#42750)
* init
* move system
* doc
* Small tippy fix + msg toolshed additions (#43082)
* why is this not how it worked already fml
* better tippy checking
* Brings Estoc DMR accuracy to standard rifle accuracy, removes movement speed debuff (#43038)
* Removed accuracy and move speed debuffs for estoc
* introduced slight speed reduction
* typo
---------
Co-authored-by: august-sun <45527070+august.sun@users.noreply.github.com>
* Initial decoupling pass on Damageable (#43103)
* Initial decoupling pass on Damageable
* ope
* e
* mroaw
* ok sure on the medibot thing
* no medibot bounds
* okidooks
* arcryox era
* cryox moment
* PinpointerSystem&Component cleanup (#42463)
* cleanup
* make some stuff nullable again
* Apply suggestions from code review
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* fix and remove a dependency
---------
Co-authored-by: seanpimble <149889301+seanpimble@users.noreply.github.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Mix xenoborg_scream.ogg to mono (#43132)
* Fixing issue 42759, air grenades cannot be re-triggered. (#42866)
Fixed#42759 - air grenades cannot be re-triggered
* Nukie guidebook improvements (#43131)
* improve nukie guidebook (getting to the station, arming procedure)
* removed show vessel from IFF Computer guidebook text
* Make map tests more fine-grained. (#42977)
* Make map tests more fine-grained.
* ..typo.
* fix example
* exclude Empty.
* Adjust a scrounger test & fix it.
* It does respect ignored prototypes, after I realized making it do so was really easy.
* Fix it for real this time.
* General scrounger enhancements for a GameRules test set.
* Fix linter for real.
* Address reviews.
* Weather entities (#41427)
* weather status effect entities
* proto port + fixes
* Update weather.yml
* fix visuals
* Update SharedWeatherSystem.cs
* Update SharedWeatherSystem.cs
* Update WeatherSystem.cs
* Thanks Slarti, thats a much better
* Update WeatherSystem.cs
* Update StencilOverlay.Weather.cs
* Update Content.Client/Overlays/StencilOverlay.Weather.cs
Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
* Update Content.Shared/StatusEffectNew/Components/StatusEffectComponent.cs
Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
* Update Content.Client/Overlays/StencilOverlay.Weather.cs
Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
* Revise weather command help descriptions
Updated weather command help texts for clarity.
* Merge branch 'master' into ed-14-11-2025-weather-entities
* Tayrtahn review apply
* fixes and cleanup
---------
Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Patch for engine ComponentFilter (#43168)
* Patch for engine ComponentFilter
* Poke
* Refactor guide entry tests. (#43159)
* Add 204 more tests.
* better plan.
* Refactor explosion prototype tests. (#43158)
Add 9 more tests.
* Refactor Device Linking tests. (#43157)
* Add 416 more tests.
* fixes.
* Refactor construction tests (#43155)
Introduce 2681 more tests.
* Add exception tolerance to SharedDoAfterSystem. (#43088)
* Reactions test cleanup. (#42979)
* Make TryAllReactionsTest use a scrounged reagent list.
* naming
* Poke
* Refactor MobThresholds and Stamina tests. (#43156)
Add 561 more tests.
* Update `NodeHelpers` and `Node.GetReachableNodes` to use `Entity<TransformComponent>` and `Entity<MapGridComponent>` (#37734)
* Add overloads for NodeHelpers methods, obsolete old ones
* Pass in SharedMapSystem instead of IEntityManager
* Change GetReachableNodes signature, deal with aftermath
* Allow non-grid nodes
* Change GetReachableNodes to also take Entity<TransformComponent>
* Remove vestigial ReSharper hint
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Formatting
---------
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* Add a basic API to `JukeboxSystem` (#42896)
* Add a basic API to JukeboxSystem
* Update Content.Shared/Audio/Jukebox/SharedJukeboxSystem.cs
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Remove pointless Dirty
* Move SetSelectedTrack Dirty inside if block
* logMissing: false
* Remove pointless Audio.Stop call
* Poke tests
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Atmos YAML-defined gas flammability, flammability API (#43165)
* atmos masked flammability/API
* on that oomba pac
* yuuup
* resolve todo and review
* rename
* Vent Hordes (#43047)
* init
* port hostiles to hordes, fakeout horde
* cleaning, docs
* i may be blind sometimes
* i may be even blinder
* remove friendly announcements
* fuck it
* i love microbalancing
* review
* review
* review p2
* Update Resources/Prototypes/GameRules/pests.yml
Co-authored-by: SnappingOpossum <snappingopossum@outlook.com>
* review + powercreep
* lower the times to account for the gamerule delay
* review
* review
* fuck this return actually
* fial
---------
Co-authored-by: SnappingOpossum <snappingopossum@outlook.com>
# Conflicts:
# Resources/Prototypes/GameRules/pests.yml
* Add DB Config to development.toml (#43036)
add db config development.toml
* Add banning to server api (#43205)
add banning to server api
* Revert "Support for melee weapon user overrides" (#43106)
Revert "Support for melee weapon user overrides (#39633)"
This reverts commit 18149dbb3b.
* Update RT to 273.0.0 (#43130)
* Wrapped parcels can go into mail carts (#43226)
wrapped parcels can go into mail carts
yeah, it technically allows wrapped humanoids to get in there too, but how're you gonna get something you can't pick up into inventory storage?
Also YEAH technically this allows arbitrage of carrying a ton of stuff in the mail cart, but that's no so different from just carrying a ton of stuff around in a trash cart and this at least has the cost of a bit of parcel wrap. I will tolerate no dissent
* Make test runnable on windows in debug config again (#43227)
tfw ur fs isn't posix compliant
* Removes a test that handles engine behavior in content. (#43228)
* [Fix] Silicon Ion Law Scramble Text (#43229)
scramble noises
* Move a metric fuckton of AtmosphereSystem to Shared. (#42989)
* AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
* fix the tests I broke
* Remove methods that the client shouldn't be calling. Hamburger.
* light cleanup for now
* review
* whoop
* docs updates and misc changes
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* fix bottle reagent localization (#43208)
* Fix missing word from emitter alerts (#43225)
* fix emitter yapping
* use actual locid objects
* Make EntityTableSpawner spawn relative to grid instead of map (#43234)
* Add a holy light effect to bible healing (#43189)
* save
* remove unneeded event
* Revert "remove unneeded event"
This reverts commit 779ec783094144ca978a5e9d111235e29539e8a3.
Revert "save"
This reverts commit f88e0ab18b253915f5efde5886a4701a73ffa35a.
* Use simple light effect entities with TimedDespawn
* Content-side IRobustRandom cleanup. (#43231)
* Content-side fixes for engine IRobustRandom rejig.
* Define for ensuring SetSeed works.
* Poke.
* Poke
* Poke.
* Cleanup warnings: CS0168, CS0414 (#43198)
* Cleanup warnings: CS0168, CS0414
* That was the right thing to do
* Please tell me that this is a random fail
* ...
* last try
* revert
* CachedResources for GasTileDangerousTemperatureOverlay (#43032)
* init
* minifix
* that is nullable
---------
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Refactor: Gas tile overlay split (#42881)
* yeah
* split2
* well
* cleanup
* docs fix
* Dependency cleanup
* Update Content.Client/Atmos/EntitySystems/GasTileFireOverlaySystem.cs
Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
* Update Content.Client/Atmos/Overlays/GasTileVisibleGasOverlay.cs
Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
* Update Content.Client/Atmos/Overlays/GasTileVisibleGasOverlay.cs
Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
* yup
* modifying a lot anyways
* other cleanup
---------
Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Move ID card name/title length limit to server (#43237)
* Validate string lengths serverside
* Organize usings
* Remove clientside check
* Also remove the cvar caching in the UI
It's one dictionary call, Michael. What could it cost?
* Update ruined_prison_ship.yml (#43242)
Fixed the ruined prison ship yml 2779 line Destryoed thruster to Destroyed thruster
* Single item cargo orders are delivered in Parcel Wrap instead of crates (#40834)
* - rework a bunch of cargo orders to not send a crate with just one thing
- instead sends the item, wrapped
- add ability for cargo orders to wrap the item ordered in parcel wrap
- cargo order name and descriptions are now localization strings, but still 99.99% of the time just get that info from the entity they're spawning
- small refactor to how cargo orders move around in cargo code so that the actual order proto is kept around longer
- small rework to certain restock cargo orders to halve the cost and number of items received in one order
* oop
* Suffering
* Arbitrary containers for cargo products
* I ran the tests locally and they passed, github please rerun :)
* massage Slarti's work into this.
Mainly by taking the API wrapping ability out back with the rifle q-q
* testfail fake
* wow `_applyingState` is useful, I wonder where I should've been using that in other PRs before :^)
* pr comments
* tfw the hook doesn't update the submodule
* Update Content.Client/Cargo/UI/CargoConsoleMenu.xaml.cs
Co-authored-by: āda <ss.adasts@gmail.com>
* PR comments
* fixies
* Update Content.Client/Cargo/UI/CargoConsoleMenu.xaml.cs
* Update Content.Shared/ParcelWrap/Systems/ParcelWrappingSystem.WrappedParcel.cs
* fix wrapped parcel entity name + audio
* Actually read PR comments
* Apply suggestions from code review
Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
---------
Co-authored-by: āda <ss.adasts@gmail.com>
Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
* Refactor Ion Law string generation (#42629)
* YAMLs your ion laws
* forgot some weights
* this should be it
* comments and DAGD
* improved testing
* addressing review (part 1 out of 2)
* still part 1 :gosomnia:
* part 2
* refactor the refactor
* loc error fluffs
* address review
* weh
* cleanup
* oops
* fix
* more cleaning
* forgot to remove old thing
* prediction
* fix
# Conflicts:
# Content.Server/Silicons/Laws/IonStormSystem.cs
* Fix bug blocking character saves for species without hair. (#43170)
* Update ServerDbBase.cs
* Update ServerDbBase.cs
* Update ServerDbSqliteTests.cs
* :grumble grumble grumble:
* tests
* Update ServerDbSqliteTests.cs
* commit
* forgot this.
* relocation.
* nope, not doing that lmao
* Update ServerDbSqliteTests.cs
* test rerun
* GAAAAAA
* Update ServerDbSqliteTests.cs
* Update ServerDbSqliteTests.cs
* Update ServerDbSqliteTests.cs
* GAAAAAA
* go fish
* Port Species
* Fix files for upmerge changes. Notably Nubnody and Damagaeable
* Remove DV FeedbackPopup, due to the upstream one
* Move TotalDamageCondition into _DV along with some other fixes
* Scaling works, some errors killed.
* More progress against the linter
* Make more Yaml Changes to appease the Linter
* Fix Locale issues. Some yml issues I have no idea how to fix
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* Fix WeatheR Scheduler
Weather still needs work
* Fix Build Errors
* Fix mroe Build Errors and move Weather Damage into _DV
* Additional migration mention and briefcase item removal
* Fix some Build Warnings
* Fix weather scheduler attempt
* Restore rebased removed actions
* More Migration
* This oughta fix it
* Change some of hte old values back
* Revert this back to Component Registry
* Removing last yml errors
* Change PostMapInit Path to our actual maps
* Revert "Remove loadout time towels (#42536)"
This reverts commit b3ddf57affd43fa952dbae6b7439a881026191bb.
* Change Metabolism of newly reagents
* Rename some Shadow to Soul
Meh
Ok... :/
Test attempt fix
Another Attempt to fix, the null ref
Another Attempt to fix :/
argh
I would really hatre if this is the solution
Try to find null ref
Searching for the fix
* Readd old StatusEffect
* Revert "Remove salv stuff from mothership (#43007)"
This reverts commit eea773ffee.
* Predict reagent grinder (#42815)
* prediction!!!
* fixes
* fixes and add debug logs
* fix prediction and cleanup
* raise event on client + comp access
* reapply power state changes
* Update Content.Client/Kitchen/EntitySystems/ReagentGrinderSystem.cs
Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
* Update Content.Shared/Kitchen/Components/ReagentGrinderComponent.cs
Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
* comments and prefilled grinder protos
* t
---------
Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
Co-authored-by: ScarKy0 <scarky0@onet.eu>
* Fix reagent grinders on dev map (#43253)
fix grinders on dev map
* Removed MovementBodyPartComponent (#43257)
* Revert "Xenoborg extractor (#42796)"
This reverts commit 7f15e77954.
* Fix floating point tilefire nonsense (#43263)
* Change method call and epsilon
* holy guacamole
* Add test result archiving to our test actions + Test fixes (#43175)
* Add test result archiving to our test actions.
* heck.
* Don't waste tremendous amounts of storage.
* Fix ReagentDataTest.
* Reduce retention and increase compression on integration output.
* Back to 7 days, depend on RT instead.
* Poke.
* Fix linter.
* til.
* Actually send YAMLLinter's pair messages into the void.
* Update RT to 274.0.0 (#43261)
* Make the chem guidebook show when chemicals adjust body temperature (again) (#42394)
Make chem guidebook show adjusttemperature effects
* Tech disk resprite and pricing changes (#37719)
* init
new disks are in. can be spawned or printed. no weights or correctly bound techs yet.
* tweak textures and naming
* make tech disks respect their tier and discipline
* make tech console respect tier weight
* yml fixes (forgo a million things)
* meow :3 reworked to use GenericVisualizer
* moved staticPrice comp to shared to support different pricing per tier
* unhardcoded prices; tweaked log messages
* cleanup
* a few fixes
* updated pricing to match weights
* lowering prices I forgor how many of them science can print
* what
* t3 texture, logger, factory
* move PriceCalculationEvent & EstimatedPriceCalculationEvent to shared
* remove static price comp; use EntProtoId for disk proto
* moved staticPrice comp back to server
* cleanup: price event, visualizer enums & yml
* ummove PriceCalculationEvent
* ummove PriceCalculationEvent attempt #2
* more unmoving
* fixes
* predict onExamine
* review changes
* small cleanup
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Fix Airtight Explosion Cache (#43276)
fix explosions
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Fix thermomachine guidebook typo (#43285)
Fix typo
* DeleteComponentCommand minor cleanup/rename. (#43289)
commit
* Cleaning Blood Footstep Sounds (#43266)
The noises have stopped
* Move salvage RandomSpawners to EntityTableSpawners (#43233)
* Move salvage RandomSpawners to EntityTableSpawners
* Spellcheck
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Apply requested changes for spawner
* Move another prob to parent selector
* Why wasn't it that before
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Borg charger hitbox changes (#43300)
* Borg chargers no longer rotate
* Orbing your charger NOW
* Move some simple random spawners to entity table spawners (#43305)
Simple random spawners to entity tables
* Fix melee attack sprite rotations (#43307)
fix melee rotation
* removed PhysicalConstants.ZERO_CELCIUS (#43316)
* Fix welders running an additional time when no damage remains. (#43321)
Update RepairableSystem.cs
* Correct attribution for /Textures/Objects/mre.rsi (#43328)
Update meta.json
* Flatpack opening uses collision of flatpacked entity (#41849)
* flatpacks openable on tables, ignore ghosts
* suggested changes
* if i stash this im going to forget that a stash exists.
* FINAL final (1)
* FINAL final (2)
* i now understand networking
* Move remaining random spawners to entity table spawners (#43324)
Move remaining random spawners to tables
* Update RT to 274.0.1 (#43337)
update RT to 274.0.1
* remove all use cases of TimerComponent (#43320)
cleanup TimerComponent
* trico no longer heals when mob is crit, and no longer heals rad (#43293)
* trico no longer heals when mob is crit, and no longer heals rad
Tricordrazine no longer heals when mob is crit and no longer heals radiation damage.
* Inverted crit mobstate -> alive mobstate
* Fixes ambuzol pills. (#43331)
Fixes ambuzol pills. pp doo kaka
* Fix `SharedCrayonSystem` being both `[Virtual]` and `abstract` (#43339)
Remove [Virtual] from SharedCrayonSystem
* Painting and poster random spawners to entity table spawners (#43270)
Painting and poster random spawners to tables
* Update RT to 275.0.0 (#43357)
* Change chat straight quotes to curly quotes (#43350)
* GameTest part 1 (#43182)
* Ports much of GameTest, minus all the WIP stuff.
* remark.
* EnsureCVar now adds test properties.
* Some cleanup and functionality.
* Ignore broken test. Needs fixed eventually. Also explicit context config.
* TrackingIssue attribute.
* oops
* Pair config attribute.
* Remove SystemAttribute in favor of using the EntitySystemManager dependency collection.
* Ensure idleness.
* More tests for tests.
* More specific failure catching tests.
* Reverse attribute resolution order so suite-wide attributes happen first.
* Get rid of AffectedProperties again because I need to refactor PoolSettings for that.
* Poke
* Final cleanup pass.
* Update Content.IntegrationTests/Fixtures/Attributes/RunOnSideAttribute.cs
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Update Content.IntegrationTests/Fixtures/Attributes/Side.cs
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Update Content.IntegrationTests/NUnit/Utilities/ITestExtensions.cs
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Fixes.
* shut up nunit.
* Make TrackingIssue a bit strict on purpose, so people don't put junk here.
* Update Content.IntegrationTests/Tests/GameTestTests/DisconnectedDependencyTest.cs
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Address.
---------
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Minor fixes to server api ban endpoint (#43355)
minor fixes to server api ban endpoint
* [FIX] Moved random manifest back server (#43361)
* moved random manifest back server
* fix ordering
* Remove `[Virtual]` from some classes that shouldn't have it (#43347)
* Remove [Virtual] from some classes that shouldn't have it
* Back to virtual with you
* Update RT to 275.1.0 (#43368)
* cleanup GasPrototype and some other atmos code (#43318)
* cleanup
* fix some localizations
* fix typo
* review and test fix
* rename
* minus one
---------
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Fix `TrackingIssueAttribute` blocking orgs/repos containing numbers (#43369)
Fix TrackingIssueAttribute blocking orgs/repos containing numbers
* Fix: Make clockwork glass grindable (#43371)
make cGlass grindable
* "Reduce motion of visual effects" now works for blood loss effect (#41878)
* "Reduce motion of visual effects" now works for blood loss effect
* Improve strenght
* Make motion less strong
* Stop motion effect
* cleanup and rebalancing
* fix warning
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Heat distortion shader (#42973)
* revert of the revert
* tests
* changes
* more fun
* test
* ccvvvar
* works but bad
* now its better
* more fixes
* more cleanup
* cleaning
* last fixes before move to glasses activ
* x
* glasses only
* working
* fix toolbox
* cleanup
* ThermalByte added
* small fix
* small optimalisations
* float bux fix
* comments add
* more comments
* more comments
* last fix
* revert cvar delete
* wrong blue shades
* cvar refactor
* Update Content.Shared/Atmos/EntitySystems/SharedGasTileOverlaySystem.cs
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Update Content.Client/Atmos/Overlays/GasTileDangerousTemperatureOverlay.cs
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* tweak to TryGetTemperature comment
* Factors are now const
* renames
* Interface for ThermalByte
* tile color vaccum and more comments
* saving yeeted
* integration test
* rename and cleanup
* fix
* cleanup
* switch
* UT fix (hopefully)
* small bug+ rename
* vaccum limit + space is now invalid
* typo
* typo
* fix
* init, works
* move method around
* renames and split
* renames
* heatblur
* cleanup
* more docs
* resource cache
* No dynamic perlin noise generation [no fun allowed] and new blur softening method
* magic numbers and rename
* misc cleanup
* removed init values because display compat mode broken
* misc cleanup
---------
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Update RT to 275.2.0 (#43378)
* Fix changeling transform ability (#42107)
* fix changeling transform
* Add store UI on MapInit instead
* Apply suggestion from @slarticodefast
* Apply suggestion from @slarticodefast
---------
Co-authored-by: Jessica M <jessica@maybe.sh>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Remove PDA equip sprites (#40498)
* we have never had pda equip sprites.
* I didn't know the rsi validator would complain about that one tbh
---------
Co-authored-by: ruddygreat <ruddygreat1@gmail.com>
* Lathe Menu Title Enhancement (#43392)
* DefaultWindow -> FancyWindow, use SetInfoFromEntity
* code smell fix
* Reduce speso value of tech disks (#43395)
commit
Co-authored-by: iaada <iaada@users.noreply.github.com>
* Bugfix of Heat distortion shader (#43397)
* revert of the revert
* tests
* changes
* more fun
* test
* ccvvvar
* works but bad
* now its better
* more fixes
* more cleanup
* cleaning
* last fixes before move to glasses activ
* x
* glasses only
* working
* fix toolbox
* cleanup
* ThermalByte added
* small fix
* small optimalisations
* float bux fix
* comments add
* more comments
* more comments
* last fix
* revert cvar delete
* wrong blue shades
* cvar refactor
* Update Content.Shared/Atmos/EntitySystems/SharedGasTileOverlaySystem.cs
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Update Content.Client/Atmos/Overlays/GasTileDangerousTemperatureOverlay.cs
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* tweak to TryGetTemperature comment
* Factors are now const
* renames
* Interface for ThermalByte
* tile color vaccum and more comments
* saving yeeted
* integration test
* rename and cleanup
* fix
* cleanup
* switch
* UT fix (hopefully)
* small bug+ rename
* vaccum limit + space is now invalid
* typo
* typo
* fix
* init, works
* move method around
* renames and split
* renames
* heatblur
* cleanup
* more docs
* resource cache
* No dynamic perlin noise generation [no fun allowed] and new blur softening method
* magic numbers and rename
* misc cleanup
* removed init values because display compat mode broken
* misc cleanup
* bugfix
* fix
---------
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Greatly reduce spawn rate of salt ore (#43012)
* Disintegrate salt
* Salt is forever
* Forgot to exclude this file
* Fix ghost time of death (#43411)
* Use RealTime when setting ghost TimeOfDeath
* Don't pause with RealTime
* Oops. Also get rid of AutoGenerateComponentPause
* Gametest Part 2: Preliminary refactor every test to use GameTest as the framework. (#43207)
* Pass 1.
* i'm FREE
* Prevent hangups.
* okay fine here's an attribute for settings, will polish later and prolly remove the overridable thing.
* sigh.
* fix singular trigger bug so LatheTest doesn't flake.
* Remove SystemAttribute usage.
* Poke
* I used the shotgun. You know why? Cause the shot gun doesn’t miss, and unlike the shitty hybrid taser it stops a criminal in their tracks in two hits. Bang, bang, and they’re fucking done. I use four shots just to make damn sure. Because, once again, I’m not there to coddle a buncha criminal scum sucking f------, I’m there to 1) Survive the fucking round. 2) Guard the armory. So you can absolutely get fucked. If I get unbanned, which I won’t, you can guarantee I will continue to use the shotgun to apprehend criminals. Because it’s quick, clean and effective as fuck. Why in the seven hells would I fuck around with the disabler shots, which take half a clip just to bring someone down, or with the tazer bolts which are slow as balls, impossible to aim and do about next to jack shit, fuck all. The shotgun is the superior law enforcement weapon. Because it stops crime. And it stops crime by reducing the number of criminals roaming the fucking halls.
* Change the faulty store test into two tests, one of which is ignored for failing.
* Reagentgrinder Fix
* Test missing new
* Revert "Removed MovementBodyPartComponent (#43257)"
This reverts commit 07a757eea3d71ea5133440aae9928e49f189a2e8.
* Forgot one Sharp
* Remove Far Horizon XML Comments... parser hates it
* Comment out Holo Test, needs one written by us
* Guide Entry Test skip
* Christmas Kobols comment out for now
* Moved MovementBodyPartComponent into _DV space
* Change HumanoidLayer Test to our Markings
* Weather: Make Damage Work
* Fix Test Errors realted to wrongly set PowerState variables
* Stopping ArenaMobs from trying to open People
* Attempt to workaround the Dummysession
* Dumb Attempt to workaround the Dummysession
* remove unused MovementBodyPart
* tidy
* Fix Planet Weather crashing, by shoving new grids 150 tiles away.
* PR Review Changes
* Fix Devil being immune to Holy
* Some other Review Things
* Change _DV Tests to new ones
* Yaml Lint Errors
* Fix Build Errors and Test Build Errors mentioned in Review
* Remove unused Dependency
* Attempt to make the Test work
* PR Review fulfillments
* Spider Leg to Arachnid Leg
* Add Nullptr check
* Readding the no send condition
* Kitsune colors, Glimmer Style Popups, and some Comments
* Changed comment for ScaleVisual
* Changed Mindbreak Resolve to not log missing
* Add one more log Misisng
* Update RobustToolbox to v275.2.3, remove manual CI Lidgren patch
Includes a fix for 2 DOS attacks. No other changes.
* Removing this again...
* Glimmer Restyle works
* Glimmer Restyle baldness check
* Glimmer Restyle fix as intended
* Humanoid Appearance mention removal and Restyle early cancel removal
* Quickfix
* gated
---------
Co-authored-by: Kyle Tyo <36606155+VerinSenpai@users.noreply.github.com>
Co-authored-by: TriviaSolari <154280615+TriviaSolari@users.noreply.github.com>
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* Fixes messageId console errors
Replaced paper.yml HydroCo's notices in the paper-misc.ftl file and moved the [bold] to the last line to prevent error messages in the console
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
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Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* Pool-Themed Decorations: Lounge Chairs, Umbrellas, Tiles, Swim Rings, and Pool Water (#2071)
<!-- Guidelines:
https://docs.spacestation14.io/en/getting-started/pr-guideline -->
<!-- NOTE: All code submitted to this repository is ALWAYS licensed
under the AGPL-3.0-or-later license.
The REUSE Specification headers or separate .license files indicate a
secondary license (e.g., MPL or MIT) solely to facilitate
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secondary license does not replace the fact that AGPL-3.0-or-later
remains the primary and binding license.
Uncomment and modify the following line if you wish to change the
license from the default of AGPL.-->
<!--- LICENSE: AGPL -->
<!-- What did you change? -->
This PR adds a bunch of, well, mapper toys basically, but normal players
can obtain them too. They are:
- Pool tile and dark pool tile; obtainable via the cutter machine.
- Pool water; unobtainable without mapping/admin tools, but it's 1%
chlorine.
- Lounge chairs, constructed with steel and cloth. Deconstructible with
a screwdriver.
- Beach umbrellas, constructed with rods and cloth. Deconstructible with
a screwdriver.
- Swim rings, which can be ordered from Logistics. They're sort of like
the emergency comfort units (pillows), but they're inflatable rings and
you can pick them up.
<!-- Discuss how this would affect game balance or explain why it was
changed. Link any relevant discussions or issues. -->
These assets are needed for an upcoming map I'm making and I'm giving
them to the community early out of the kindness of my heart
<!-- Summary of code changes for easier review. -->
All YML and sprites babyyy
- Entity prototypes for chairs, umbrellas, pool water, swim rings, and
the pool tile stack items
- Some construction graphs
- A cargo product
- A floor definition
- Recipes for the tile cutter
Pool water IS drinkable because it's extremely funny. Keep in mind that
50u of pool water will only give you like 2 poison damage
<!-- Attach media if the PR makes ingame changes (clothing, items,
features, etc).
Small fixes/refactors are exempt. Media may be used in SS14 progress
reports with credit. -->
Preview of the stuff:
<img width="713" height="541" alt="image"
src="https://github.com/user-attachments/assets/42f1acc8-cc83-4356-a8e0-3c715245d120"
/>
<img width="697" height="666" alt="image"
src="https://github.com/user-attachments/assets/8597017a-9d03-4419-80c5-cf475f3206d1"
/>
sorry i forgot the pink ring
<img width="253" height="179" alt="image"
src="https://github.com/user-attachments/assets/7f738f8e-42b4-4ee4-aa75-9f08b67ded0c"
/>
sorry i forgot the white chair
<img width="206" height="140" alt="image"
src="https://github.com/user-attachments/assets/6fabe541-4821-4e88-8d64-a99f463c5253"
/>
Cargo:
<img width="633" height="461" alt="image"
src="https://github.com/user-attachments/assets/b8ae9b89-4d2f-4326-9814-d000d5e88809"
/>
Crafting menu:
<img width="266" height="454" alt="image"
src="https://github.com/user-attachments/assets/cc480ee6-0e0d-4055-93c3-e5a1c4e0687c"
/>
<img width="409" height="211" alt="image"
src="https://github.com/user-attachments/assets/41970a43-1ba8-4898-a96c-deb87a05a409"
/>
<img width="409" height="211" alt="image"
src="https://github.com/user-attachments/assets/ffc00874-e330-49eb-8aba-972c6d223a3a"
/>
Pool water:
<img width="680" height="463" alt="image"
src="https://github.com/user-attachments/assets/9abc48b0-8358-46de-89ef-41fc64989787"
/>
<!-- Confirm the following by placing an X in the brackets [X]: -->
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- [x] I have added media to this PR or it does not require an ingame
showcase.
- [x] I have tested any changes or additions.
- [x] I can confirm this PR contains no AI-generated content, and did
not use any AI-generated content.
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Nope
**Changelog**
<!-- Add a Changelog entry to make players aware of new features or
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🆑
- add: 13 colors of lounge chairs can be constructed out of steel and
cloth.
- add: 8 colors of beach umbrellas can be constructed out of rods and
cloth.
- add: Pool tile (and dark pool tile) can be produced at the cutter
machine.
- add: Logistics can now order a crate of bulk swim rings, in 11
possible colors!
- add: For mappers (and admins): there is a new "pool water" entity that
is a nice green-cyan color and contains about 1% chlorine.
---------
Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
* Remove Umbrella + Fixes from Port
* Pool Ring Additions
* Buff Fishing Vendor
* grr
* its no longer 2am
---------
Co-authored-by: portfiend <109661617+portfiend@users.noreply.github.com>
Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
* Pass 1.
* i'm FREE
* Prevent hangups.
* okay fine here's an attribute for settings, will polish later and prolly remove the overridable thing.
* sigh.
* fix singular trigger bug so LatheTest doesn't flake.
* Remove SystemAttribute usage.
* Poke
* I used the shotgun. You know why? Cause the shot gun doesn’t miss, and unlike the shitty hybrid taser it stops a criminal in their tracks in two hits. Bang, bang, and they’re fucking done. I use four shots just to make damn sure. Because, once again, I’m not there to coddle a buncha criminal scum sucking f------, I’m there to 1) Survive the fucking round. 2) Guard the armory. So you can absolutely get fucked. If I get unbanned, which I won’t, you can guarantee I will continue to use the shotgun to apprehend criminals. Because it’s quick, clean and effective as fuck. Why in the seven hells would I fuck around with the disabler shots, which take half a clip just to bring someone down, or with the tazer bolts which are slow as balls, impossible to aim and do about next to jack shit, fuck all. The shotgun is the superior law enforcement weapon. Because it stops crime. And it stops crime by reducing the number of criminals roaming the fucking halls.
* Change the faulty store test into two tests, one of which is ignored for failing.
* revert of the revert
* tests
* changes
* more fun
* test
* ccvvvar
* works but bad
* now its better
* more fixes
* more cleanup
* cleaning
* last fixes before move to glasses activ
* x
* glasses only
* working
* fix toolbox
* cleanup
* ThermalByte added
* small fix
* small optimalisations
* float bux fix
* comments add
* more comments
* more comments
* last fix
* revert cvar delete
* wrong blue shades
* cvar refactor
* Update Content.Shared/Atmos/EntitySystems/SharedGasTileOverlaySystem.cs
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Update Content.Client/Atmos/Overlays/GasTileDangerousTemperatureOverlay.cs
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* tweak to TryGetTemperature comment
* Factors are now const
* renames
* Interface for ThermalByte
* tile color vaccum and more comments
* saving yeeted
* integration test
* rename and cleanup
* fix
* cleanup
* switch
* UT fix (hopefully)
* small bug+ rename
* vaccum limit + space is now invalid
* typo
* typo
* fix
* init, works
* move method around
* renames and split
* renames
* heatblur
* cleanup
* more docs
* resource cache
* No dynamic perlin noise generation [no fun allowed] and new blur softening method
* magic numbers and rename
* misc cleanup
* removed init values because display compat mode broken
* misc cleanup
* bugfix
* fix
---------
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* we have never had pda equip sprites.
* I didn't know the rsi validator would complain about that one tbh
---------
Co-authored-by: ruddygreat <ruddygreat1@gmail.com>
* revert of the revert
* tests
* changes
* more fun
* test
* ccvvvar
* works but bad
* now its better
* more fixes
* more cleanup
* cleaning
* last fixes before move to glasses activ
* x
* glasses only
* working
* fix toolbox
* cleanup
* ThermalByte added
* small fix
* small optimalisations
* float bux fix
* comments add
* more comments
* more comments
* last fix
* revert cvar delete
* wrong blue shades
* cvar refactor
* Update Content.Shared/Atmos/EntitySystems/SharedGasTileOverlaySystem.cs
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Update Content.Client/Atmos/Overlays/GasTileDangerousTemperatureOverlay.cs
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* tweak to TryGetTemperature comment
* Factors are now const
* renames
* Interface for ThermalByte
* tile color vaccum and more comments
* saving yeeted
* integration test
* rename and cleanup
* fix
* cleanup
* switch
* UT fix (hopefully)
* small bug+ rename
* vaccum limit + space is now invalid
* typo
* typo
* fix
* init, works
* move method around
* renames and split
* renames
* heatblur
* cleanup
* more docs
* resource cache
* No dynamic perlin noise generation [no fun allowed] and new blur softening method
* magic numbers and rename
* misc cleanup
* removed init values because display compat mode broken
* misc cleanup
---------
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* "Reduce motion of visual effects" now works for blood loss effect
* Improve strenght
* Make motion less strong
* Stop motion effect
* cleanup and rebalancing
* fix warning
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Ports much of GameTest, minus all the WIP stuff.
* remark.
* EnsureCVar now adds test properties.
* Some cleanup and functionality.
* Ignore broken test. Needs fixed eventually. Also explicit context config.
* TrackingIssue attribute.
* oops
* Pair config attribute.
* Remove SystemAttribute in favor of using the EntitySystemManager dependency collection.
* Ensure idleness.
* More tests for tests.
* More specific failure catching tests.
* Reverse attribute resolution order so suite-wide attributes happen first.
* Get rid of AffectedProperties again because I need to refactor PoolSettings for that.
* Poke
* Final cleanup pass.
* Update Content.IntegrationTests/Fixtures/Attributes/RunOnSideAttribute.cs
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Update Content.IntegrationTests/Fixtures/Attributes/Side.cs
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Update Content.IntegrationTests/NUnit/Utilities/ITestExtensions.cs
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Fixes.
* shut up nunit.
* Make TrackingIssue a bit strict on purpose, so people don't put junk here.
* Update Content.IntegrationTests/Tests/GameTestTests/DisconnectedDependencyTest.cs
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Address.
---------
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* trico no longer heals when mob is crit, and no longer heals rad
Tricordrazine no longer heals when mob is crit and no longer heals radiation damage.
* Inverted crit mobstate -> alive mobstate
* flatpacks openable on tables, ignore ghosts
* suggested changes
* if i stash this im going to forget that a stash exists.
* FINAL final (1)
* FINAL final (2)
* i now understand networking
* init
new disks are in. can be spawned or printed. no weights or correctly bound techs yet.
* tweak textures and naming
* make tech disks respect their tier and discipline
* make tech console respect tier weight
* yml fixes (forgo a million things)
* meow :3 reworked to use GenericVisualizer
* moved staticPrice comp to shared to support different pricing per tier
* unhardcoded prices; tweaked log messages
* cleanup
* a few fixes
* updated pricing to match weights
* lowering prices I forgor how many of them science can print
* what
* t3 texture, logger, factory
* move PriceCalculationEvent & EstimatedPriceCalculationEvent to shared
* remove static price comp; use EntProtoId for disk proto
* moved staticPrice comp back to server
* cleanup: price event, visualizer enums & yml
* ummove PriceCalculationEvent
* ummove PriceCalculationEvent attempt #2
* more unmoving
* fixes
* predict onExamine
* review changes
* small cleanup
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Add test result archiving to our test actions.
* heck.
* Don't waste tremendous amounts of storage.
* Fix ReagentDataTest.
* Reduce retention and increase compression on integration output.
* Back to 7 days, depend on RT instead.
* Poke.
* Fix linter.
* til.
* Actually send YAMLLinter's pair messages into the void.
Meh
Ok... :/
Test attempt fix
Another Attempt to fix, the null ref
Another Attempt to fix :/
argh
I would really hatre if this is the solution
Try to find null ref
Searching for the fix
* YAMLs your ion laws
* forgot some weights
* this should be it
* comments and DAGD
* improved testing
* addressing review (part 1 out of 2)
* still part 1 :gosomnia:
* part 2
* refactor the refactor
* loc error fluffs
* address review
* weh
* cleanup
* oops
* fix
* more cleaning
* forgot to remove old thing
* prediction
* fix
# Conflicts:
# Content.Server/Silicons/Laws/IonStormSystem.cs
* - rework a bunch of cargo orders to not send a crate with just one thing
- instead sends the item, wrapped
- add ability for cargo orders to wrap the item ordered in parcel wrap
- cargo order name and descriptions are now localization strings, but still 99.99% of the time just get that info from the entity they're spawning
- small refactor to how cargo orders move around in cargo code so that the actual order proto is kept around longer
- small rework to certain restock cargo orders to halve the cost and number of items received in one order
* oop
* Suffering
* Arbitrary containers for cargo products
* I ran the tests locally and they passed, github please rerun :)
* massage Slarti's work into this.
Mainly by taking the API wrapping ability out back with the rifle q-q
* testfail fake
* wow `_applyingState` is useful, I wonder where I should've been using that in other PRs before :^)
* pr comments
* tfw the hook doesn't update the submodule
* Update Content.Client/Cargo/UI/CargoConsoleMenu.xaml.cs
Co-authored-by: āda <ss.adasts@gmail.com>
* PR comments
* fixies
* Update Content.Client/Cargo/UI/CargoConsoleMenu.xaml.cs
* Update Content.Shared/ParcelWrap/Systems/ParcelWrappingSystem.WrappedParcel.cs
* fix wrapped parcel entity name + audio
* Actually read PR comments
* Apply suggestions from code review
Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
---------
Co-authored-by: āda <ss.adasts@gmail.com>
Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
* Validate string lengths serverside
* Organize usings
* Remove clientside check
* Also remove the cvar caching in the UI
It's one dictionary call, Michael. What could it cost?
wrapped parcels can go into mail carts
yeah, it technically allows wrapped humanoids to get in there too, but how're you gonna get something you can't pick up into inventory storage?
Also YEAH technically this allows arbitrage of carrying a ton of stuff in the mail cart, but that's no so different from just carrying a ton of stuff around in a trash cart and this at least has the cost of a bit of parcel wrap. I will tolerate no dissent
* init
* port hostiles to hordes, fakeout horde
* cleaning, docs
* i may be blind sometimes
* i may be even blinder
* remove friendly announcements
* fuck it
* i love microbalancing
* review
* review
* review p2
* Update Resources/Prototypes/GameRules/pests.yml
Co-authored-by: SnappingOpossum <snappingopossum@outlook.com>
* review + powercreep
* lower the times to account for the gamerule delay
* review
* review
* fuck this return actually
* fial
---------
Co-authored-by: SnappingOpossum <snappingopossum@outlook.com>
# Conflicts:
# Resources/Prototypes/GameRules/pests.yml
* Make map tests more fine-grained.
* ..typo.
* fix example
* exclude Empty.
* Adjust a scrounger test & fix it.
* It does respect ignored prototypes, after I realized making it do so was really easy.
* Fix it for real this time.
* General scrounger enhancements for a GameRules test set.
* Fix linter for real.
* Address reviews.
* verb category
* voltage toggle comp
* move stuff
* add simple prototype
* implement verb action
* switch expression
* fixed the node not updating
* charge the battery
* fixed battery not charging
* spawn on battery level system
* finally works
* swap commentary position
* can only anchor the extractor on the station
* popup message for trying to anchor outside of station
* default placement for unanchored version
* ops
* fix body type
* commentary
* update visuals of power consumer
* add custom sprite
* fix light layer not changing
* xenoborg circuit
* fix xenoborg circuit
* add tag
* add hand to hold xenoborg circuits
* move to material
* add xenoborg circuit material
* add recipe to mothership core
* add a hand to hold circuits to the mothership core
* to not confuse
* update
* ops
* another ops
* update mothership
* update guidebook
* update values
* more info
* fix stack
* can store xenoborg circuits
* description
* also update description
* circuit -> crytal
* not modified from anything
* update description
* Revert "update mothership"
This reverts commit 84974c56afadac2a99ed2a166244a668d83fff48.
* update empty label
* small update to sprite
* not necessary code
* remove empty line
* color
* make it explode when destroyed
* change values
* update sprite
* update sprite
* make it eletrified
* flavor text
* simplify to only use charge
* subscribe to event
* new line
* remove popup
* no need for the setter
* no longer networked
* update mothership
* add nested effect
* add nested condition
* move api to the main systems and improve effect guidebook text gen
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
* Add test of borg construction.
* Return Validated when in validation mode.
* Update Content.IntegrationTests/Tests/Construction/Interaction/BorgConstruction.cs
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* verb category
* voltage toggle comp
* move stuff
* add simple prototype
* implement verb action
* switch expression
* fixed the node not updating
* charge the battery
* fixed battery not charging
* spawn on battery level system
* finally works
* swap commentary position
* can only anchor the extractor on the station
* popup message for trying to anchor outside of station
* default placement for unanchored version
* ops
* fix body type
* commentary
* update visuals of power consumer
* add custom sprite
* fix light layer not changing
* xenoborg circuit
* fix xenoborg circuit
* add tag
* add hand to hold xenoborg circuits
* move to material
* add xenoborg circuit material
* add recipe to mothership core
* add a hand to hold circuits to the mothership core
* to not confuse
* update
* ops
* another ops
* update mothership
* update guidebook
* update values
* more info
* fix stack
* can store xenoborg circuits
* description
* also update description
* circuit -> crytal
* not modified from anything
* update description
* Revert "update mothership"
This reverts commit 84974c56afadac2a99ed2a166244a668d83fff48.
* update empty label
* small update to sprite
* not necessary code
* remove empty line
* color
* make it explode when destroyed
* change values
* update sprite
* update sprite
* make it eletrified
* flavor text
* simplify to only use charge
* subscribe to event
* new line
* remove popup
* no need for the setter
* no longer networked
* feedback popups
* Minor tweaks
* better to understand
* better now?
---------
Co-authored-by: beck-thompson <beck314159@hotmail.com>
* add rule filter to feedback popup
* fix the dependency
* simplify
* remove this
* deny popups with rules
* missed here
* new parameter
* the server handles the specific feedback prototypes
* fix logic
* active > added
* minor fixes
* not needed anymore
* now it should be back
* not needed
* cleaning
* create system
* forgot to remove this
* also remove this
* add a I
* remove old feedback popups
* doesn't actually fix it
* maybe this time?
* oh well
* use whitelists
* use gamerule added
* update fix comment
* simplify
* old commentary
* default false
* add blacklist option
* fix helper functions
* remove commentary
* who needs those
* orks hates linq
* not needed
* Change linq into foreach
* remove unwanted popups for next rounds
---------
Co-authored-by: beck-thompson <beck314159@hotmail.com>
Fixed redundant bar signs
* Fixes the extra bar sign popups bug introduced in #42364
by making BarSignBUI use CreateWindow
* Fixes bar signs placed from Entity Spawn Window
* Holosigns now spawn facing player direction
* Holosigns face south
* Snap holosign to grid and attach to clicked entity
* Back to setting local rotation to zero
* No need to snap to grid
* rifts
---------
Co-authored-by: ScarKy0 <scarky0@onet.eu>
* Add TriggerOnRot Component, and related systems and events
* Move around components and events to proper namespaces
* Improve TriggerOnRotComponent Comment
* fix a bunch of imports
* Change BeginRottingEvent to a ByRefEvent record
---------
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* new lizard laugh
* typo
* replaced sound with alternative lizard_happy.ogg
adjusted attributions.yml
* Update attributions.yml
Since my friend uses Logic Pro X commercially and paid for
the license, he can freely use the provided samples in his own audio
projects. The resulting lizard_happy.ogg is a combination of multiple
samples transformed to achieve the correct sound, using an original
lizard laugh as reference.
* Add source link for lizard_happy.ogg attribution
Added source information for lizard_happy.ogg.
* update sound
* wtf is a laser raptor
---------
Co-authored-by: Velken <8467292+Velken@users.noreply.github.com>
Co-authored-by: ScarKy0 <scarky0@onet.eu>
* Non-obsoletion warnings as errors in Release.
* Add two other obsoletions related to collection expressions.
These are not present in the codebase, but may become so in the future.
* Exempt NU1903 so the project can't mysteriously stop building.
* Fix some FULL_RELEASE mistakes.
* diff fix
* Resharper caught this one. Note to self: Wire up resharper to CI in another PR.
* Added Emp interaction with Bar Sign
There was already content for emp bar sign but no support for it.
This adds the interaction with emps to make bar signs EmpDisabled.
* Emp BarSigns stylistic change
* Fixed redundant bar signs
Fixes the extra bar sign popups bug introduced in #42364
* Block bar sign UI when emped
* Revert "Fixed redundant bar signs"
This reverts commit 23168bb503bcf267ac553eff9ac9674bf28adb4b.
* Update toxins.yml
* poison!!!!
* I hate solutions sytem I hate solutions sytem I hate solutions system
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Add two varieties of steel vertical slat tiles
* Add dark and white variants of vertical slat tiles
* Add dirt decals
* Add vertical overlay decals
* Add single and double vertical slat decals
* Add steel, dark and white horizontal slat tiles
* Improve single vert slat decals
* Add horizontal slat dirt decals
* Add horizontal slat tile objects
* Add horizontal tile cutter recipe
* Add horizontal slat overlay decals
* Fix inconsistent tile naming
* Add horizontal single and double slat decals
* Fix incorrect slat decal
* Fix two off-color pixels on dark slat tiles
* Change slat tile naming
* Add single-slat overlays
* Smooth tile borders and normalize palette
* Update decals to match tile changes
* Update attributions
* Add missing stack locale lines
* Fix and clean up merged file
* Change slat footstep sounds to be consistent with other steel tiles
As far as I can tell, regular steel tiles use FootstepFloor, (except when
they don't,) and Dark and White variants use FootstepTile.
* Fix confusing merge conflict mismerge
* Remove merge conflict cruft
I have no idea how I missed that.
* Add tile stack prototypes
* Fix slat tile stack localization string refs
* Fix slat tile prototype indentation
* Remove tiles that are identical under rotation
* fix yaml header convention
* Parent slat tiles to common steel tile parent
* Whitespace fix
* Un-de-normalize prototype field ordering
* Fix whitespace
* Re-fix indentation
For some reason, I un-fixed this a little while back. No idea why.
---------
Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com>
* revert of the revert
* tests
* changes
* more fun
* test
* ccvvvar
* works but bad
* now its better
* more fixes
* more cleanup
* cleaning
* last fixes before move to glasses activ
* x
* glasses only
* working
* fix toolbox
* cleanup
* ThermalByte added
* small fix
* small optimalisations
* float bux fix
* comments add
* more comments
* more comments
* last fix
* revert cvar delete
* wrong blue shades
* cvar refactor
* Update Content.Shared/Atmos/EntitySystems/SharedGasTileOverlaySystem.cs
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Update Content.Client/Atmos/Overlays/GasTileDangerousTemperatureOverlay.cs
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* tweak to TryGetTemperature comment
* Factors are now const
* renames
* Interface for ThermalByte
* admin button
* cleanup
* sandoboxenabled
---------
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Containment fields only die if both sides lose power
Currently, if either side of a containment field loses power,
the field dies, even if the other side is still powered. This commit
changes the behavior to only destroy the field if neither side
of the field has enough power.
* discard
---------
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* tesloose alert
* forgot to remove this when I removed naming the unlocker
* and these too...
* migrate to Entity<T> and clarify emitter lines
---------
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* fixed vox tail marking and suitslot layer order
* explained marking
* now it's hideable
* Revert "now it's hideable"
This reverts commit ab799b088739b3d986a5158f51b44f9c770e6e3e.
* re-order one more time for correct parity with the previous system
* revert of the revert
* tests
* changes
* more fun
* test
* ccvvvar
* works but bad
* now its better
* more fixes
* more cleanup
* cleaning
* last fixes before move to glasses activ
* x
* glasses only
* working
* fix toolbox
* cleanup
* ThermalByte added
* small fix
* small optimalisations
* float bux fix
* comments add
* more comments
* more comments
* last fix
* revert cvar delete
* wrong blue shades
* cvar refactor
* Update Content.Shared/Atmos/EntitySystems/SharedGasTileOverlaySystem.cs
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Update Content.Client/Atmos/Overlays/GasTileDangerousTemperatureOverlay.cs
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* tweak to TryGetTemperature comment
* Factors are now const
* renames
* Interface for ThermalByte
* tile color vaccum and more comments
* saving yeeted
* integration test
* rename and cleanup
* fix
* cleanup
* switch
* UT fix (hopefully)
* small bug+ rename
* vaccum limit + space is now invalid
* typo
* typo
* fix
* cleanup
---------
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Fix the ability to hit overlapping walls.
* Revert "Fix the ability to hit overlapping walls."
This reverts commit f6866b6af43ef3a0939147673f2303c7e90d9bca.
* Ensure that anomalies do not spawn multiple entities in the same tile when `CanSpawnOnEntities` is false.
* Switch button for gas filter power
* Switch button for gas mixer power
* Switch button for gas pump power
* Switch button for thermomachine power
* Switch button for space heater power
* Remove redundant switch labels
* Make fax tell where the fax is from
* make the line shorter
* localization
* fix fax machine not knowing where the fax is from
* fix popup saying PeerSelector
* name is now get from the known fax list
* shorter to fit in more papers
* send the sender not the destination
* add time to info displayed
* nuke [ViewVariables(VVAccess.ReadWrite)]
* update submodule
* use RoundDuration() instead
* ops, this was needed
* push
* fix
* push
* abstract and more accurate
* new abstract method I guess
* that table does not explode
* webedit major
* Update Content.Shared/EntityTable/ValueSelector/BinomialNumberSelector.cs
Co-authored-by: SnappingOpossum <snappingopossum@outlook.com>
* big ass merge conflicts
* sadas
* review
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
Co-authored-by: SnappingOpossum <snappingopossum@outlook.com>
* Initial commit
* Include uncertain crew and make it work for AI
* Add new definition to Silicon Rules 8
* Update based on review
* Remove Cluwne from job list
* ProtoIdify
* Update and also make monkey/corgi show IDs
* Remove unnecessary property
* Remove redundant code
* Carrrrd
* cleanup
* Nicer code
* Update to fix the spawn bug + agent ID
* Fix new icons
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* shelve
* halfway there
* borgar
* just pass TimeSpan.Zero????
* better API
* no more TODO
* comment
* some fixes
* Gonna make a new PR for this I guess shrug
* add quark back, cleanup some stuff
* add syndie pod back
* one final change
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Content.Packaging can now emit binlogs for the build
I was checking why packaging is so much slower and it *seems* to be entirely the actual build being twice as slow as before .NET 10. Strange.
Content.Packaging can now emit MSBuild binlogs that we can analyze to see why that's the case.
* Enable --log-build on Test Packaging workflow, produce artifact with binlogs
* Disable setup-dotnet in packaging workflow
I have a suspicion...
Removes a vestigial shutdown handler
When opporozidone removes the RottingComponent, the PerishableComponent's
RotNextUpdate is set to 0 - and then it undergoes a period of catch-up to
the current time. If the entity is susceptible to rot in that interval, it'll
accumulate 2 minutes 30 seconds worth of rot, per second.
This gets worse the longer the server has been running, as there's a greater value
in _timing.CurTime to catch up to. This handler seems to be vestigial from the
MiasmaSystem and does not seem to be necessary for anything anymore.
* jaws of death
* I hate YAML
* open the gate
* I forgot about this one
* I forgor
* Fix croissant
* this didn't work actually rip
* made lights look better and undo on the boxing gloves
* small change
* Update Resources/Prototypes/Entities/Clothing/Hands/gloves.yml
Co-authored-by: IProduceWidgets <107586145+IProduceWidgets@users.noreply.github.com>
* baguette contraband, eat your evidence.
* suffix
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
Co-authored-by: IProduceWidgets <107586145+IProduceWidgets@users.noreply.github.com>
# Conflicts:
# Resources/Prototypes/Catalog/uplink_catalog.yml
* Ban DB refactor seems to work at a basic level for PostgreSQL
* New ban creation API
Supports all the new functionality (multiple players/addresses/hwids/roles/rounds per ban).
* Make the migration irreversible
* Re-implement ban notifications
The server ID check is no longer done as admins may want to place bans spanning multiple rounds irrelevant of the source server.
* Fix some split query warnings
* Implement migration on SQLite
* More comments
* Remove required from ban reason
SS14.Admin changes would like this
* More missing AsSplitQuery() calls
* Fix missing ban type filter
* Fix old CreateServerBan API with permanent time
* Fix department and role ban commands with permanent time
* Re-add banhits navigation property
Dropped this on accident, SS14.Admin needs it.
* More ban API fixes.
* Don't fetch ban exemption info for role bans
Not relevant, reduces query performance
* Regenerate migrations
* Fix adminnotes command for players that never connected
Would blow up handling null player records. Not a new bug introduced by the refactor, but I ran into it.
* Great shame... I accidentally committed submodule update...
* Update GDPR scripts
* Fix sandbox violation
* Fix bans with duplicate info causing DB exceptions
Most notably happened with role bans, as multiple departments may include the same role.
* Commit
* add the form post
* dv
* fixes
* Change wording
* Address review
* wording change
* Added some stuff
* New format
* bruh
* thanks perry!
* yes
* More fixes!
* typo
* Add a command to show the list, improve the UI slightly, split up command names
* Fix UI controller
* Add better comment
* Get rid of weird recursive thing
* Cleanup
* Work on moving feedback popups out of simulation
* Move round end screen subscription to feedback ui controller
* Finish moving feedback popups out of simulation
* Fix _ as parameter
* Clean up FeedbackPopupUIController
* Clean up commands
* Fix prototype yaml
* Fix openfeedbackpopup command description
* Update Resources/Locale/en-US/feedbackpopup/feedbackpopup.ftl
Co-authored-by: Simon <63975668+Simyon264@users.noreply.github.com>
* Apply suggestions from code review
Co-authored-by: Simon <63975668+Simyon264@users.noreply.github.com>
* Address reviews
* Address reviews
* Fix FeedbackPopupPrototype.cs using empty string instead of string.empty
* Address some more of the reviews, style nano is still trolling sadly
* Fix feedback popup styling
* Fix PopupPrototype ID field not having a setter
* Address reviews
* Add label when no feedback entries are present
Change link button to not show when no link is set
* Fix typo in feedback prototype
---------
Co-authored-by: beck-thompson <beck314159@hotmail.com>
Co-authored-by: SlamBamActionman <slambamactionman@gmail.com>
Co-authored-by: Simon <63975668+Simyon264@users.noreply.github.com>
* Commit
* add the form post
* dv
* fixes
* Change wording
* Address review
* wording change
* Added some stuff
* New format
* bruh
* thanks perry!
* yes
* More fixes!
* typo
* Add a command to show the list, improve the UI slightly, split up command names
* Fix UI controller
* Add better comment
* Get rid of weird recursive thing
* Cleanup
* Work on moving feedback popups out of simulation
* Move round end screen subscription to feedback ui controller
* Finish moving feedback popups out of simulation
* Fix _ as parameter
* Clean up FeedbackPopupUIController
* Clean up commands
* Fix prototype yaml
* Fix openfeedbackpopup command description
* Update Resources/Locale/en-US/feedbackpopup/feedbackpopup.ftl
Co-authored-by: Simon <63975668+Simyon264@users.noreply.github.com>
* Apply suggestions from code review
Co-authored-by: Simon <63975668+Simyon264@users.noreply.github.com>
* Address reviews
* Address reviews
* Fix FeedbackPopupPrototype.cs using empty string instead of string.empty
* Address some more of the reviews, style nano is still trolling sadly
* Fix feedback popup styling
* Fix PopupPrototype ID field not having a setter
* Address reviews
* Add label when no feedback entries are present
Change link button to not show when no link is set
---------
Co-authored-by: beck-thompson <beck314159@hotmail.com>
Co-authored-by: SlamBamActionman <slambamactionman@gmail.com>
Co-authored-by: Simon <63975668+Simyon264@users.noreply.github.com>
# Conflicts:
# Content.Client/Stylesheets/StyleNano.cs
* Grappling rework - Grappling hooks are now physics-based
* still have no idea wtf is going on with portals but fixed a few bugs + cleanup
* bonus fixes + prep for optional-but-recommended engine PR
* dropkicking a stray comment outta here
* makes the impulses actually take into account the fucking relays, makes reeling cancel if the rope's already too short, and tweaks values
* reviews + cleanup + makes ungrapple behavior a bit more consistent
joint removal was removed from ungrapple because it mispredicts either way, and breaks grappling hooks attached to the grappling gun (always good to leave possibilities like that open)
* adds a hack to work around grids not caring about waking cross-grid joints
* makes use of dirtyfield(), defenestrates magic number
* y'know it'd probably be better if we were like actually awake before we made commits
* null-coalesce instead of if statement
* two changes
* dont datafield and fix up for sound overrides
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Simplify hands UI code
* i remembered about SortedHands in the component
* minor cleanup
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* The stuff
* Valid check
* Spraypaintable decals don't actually seem to use `ZIndex`
* Don't need this
* datafield fix and button swap
---------
Co-authored-by: Janet Blackquill <uhhadd@gmail.com>
* Initial toggle switch styling
* tweak toggle switch textures
* Simplify toggle SVG images a bit
* Better name for switch button
* Update CheckButtons that were already just regular buttons
* Match checkbox/text field outline colour instead of slider outline colour
* Use switch button for APC power
* Update switch button styling; add separate style for power buttons
* Use new switch button in midi channels menu
* Add spacer
* adjust switch button icon proportions, position
* Add disabled toggle switch styles, use improved pressed style setup, make APC breaker state visible to all
* Use Janet Blackquill's icon design; remove StyleClassPowerSwitchButton. Co-authored-by: Janet Blackquill <uhhadd@gmail.com>
* Style switch children directly instead of with propagated styles
* Add attributions file
* Turns out source is a required field
* Move SwitchButton out of engine
* Move styles to sheetlet
* Make workaround for child controls not updating work in content
* Icon layers
* Set up ISwitchButtonConfig
* Fix disabled switch label font color
* Don't redefine base pseudostyles
* Use pseudoclass helpers for better readability
* Use margin instead of padding element
* Remove unused using statements
* Remove extra image file
* Update attributions for changed files
* Cargo console upgraded
* add comment of hardcode
* Update Resources/Locale/en-US/cargo/cargo-console-component.ftl
Co-authored-by: Thomas <87614336+Aeshus@users.noreply.github.com>
* Update Content.Client/Cargo/UI/CargoConsoleMenu.xaml.cs
Co-authored-by: Thomas <87614336+Aeshus@users.noreply.github.com>
* Update Content.Client/Cargo/UI/CargoConsoleOrderMenu.xaml
Co-authored-by: Thomas <87614336+Aeshus@users.noreply.github.com>
* Some small technical improvements
* More indent
* Fix unknown requester name
* whitespace cleanup
* Small improvement
* Add order price to the title
* Fix build errors
* Port new slip system
* Remove unused loc
* Some required changes
* Add stride
* minor code style + update to sheetlets
---------
Co-authored-by: VideoKompany <135313844+VlaDOS1408@users.noreply.github.com>
Co-authored-by: Thomas <87614336+Aeshus@users.noreply.github.com>
Co-authored-by: Janet Blackquill <uhhadd@gmail.com>
* initial commit
* misc additions and fixes
* final tests and additions
* cleanup 1
* fix tests and add a test
* fix tests AGAIN
* abject horror and misery
* cleanup
* cleanup 2
* address some issues
* WORK IN PROGRESS 1
* ITS ALIVE, ALIVE!!!!
* clean up
* WIP 1
* fix small oversight
* big diff of doom
* added CVAR to tile history stack size
* component time
* filescoped namespaces + remove redundant nametag
* fix silly little mistakes
* typo
* TileStacksTest
* bweeeeeeh :P
* nuke cvar
* :3
* WIP2025
* Fix submodule
* It's beginning to look a lot like Christmas
* It's the Most Wonderful Time of the Year
* tiny fix
* fixed extra spacing on yaml
* slightly improve tilestacking test
* Part 1 out of 2 (part 2 tomorrow)
* Part 2
* add a simple tile construction test for tilestacking
* guh
* address reviews (no documentation yet)
* documentation be upon ye
* remove extra spaces
* prediction fix
* dirt
* oops :p
* attempt to make this suck less
* am never doing a PR that touches explosion system ever again
* small fix
* maybe a bit better now?
* more cleanup
* one last cleanup for me
---------
Co-authored-by: Killerqu00 <killerqueen1777@gmail.com>
Co-authored-by: Killerqu00 <47712032+Killerqu00@users.noreply.github.com>
Co-authored-by: ScarKy0 <scarky0@onet.eu>
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* initial visual nubody
* oops overlay
* im so pheeming rn
* conversion...
* tests
* comeback of the underwear
* oops eyes
* blabbl
* zeds
* yaml linted
* search and visible count constraints
* reordering
* preserve previously selected markings colors
* fix test
* some ui niceties
* ordering
* make DB changes backwards-compatible/downgrade-friendly
* fix things again
* fix migration
* vulpkanin markings limit increase
* wrapping
* code cleanup and more code cleanup and more code cleanup and more code cleanup and
* fix slop ports
* better sampling API
* make filter work + use the method i made for its intended purpose
* fix test fails real quick
* magic mirror cleanup, remove TODO
* don't 0-init the organ profile data
* remove deltastates
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
# Conflicts:
# Content.Server/Humanoid/Components/RandomHumanoidAppearanceComponent.cs
# Content.Server/Humanoid/Systems/RandomHumanoidAppearanceSystem.cs
# Conflicts:
# Resources/Prototypes/Species/diona.yml
# Conflicts:
# Content.Server/Zombies/ZombieSystem.Transform.cs
* hoping i didnt forget anythin
* thingiess i forgor
* fixies
* first half of fixies
* other half
* sprite changes
* more proper outline on the sprites
* making the outline a tad more visible again
* making it tiny
* readding the yaml for the magic 9 ball
* sprite update so its less flat and more shapey
This reverts commit 418b2b70b0.
Maintainer vote decided to vote this out due to code quality issues. The original contributor is aware and will get help from a maintainer to reintroduce it
* Make pigs drop bacon and adjust a few recipes to do with bacon/pork
* Only one piece of bacon for rice and pork!
Signed-off-by: Manoob <manu.demoen@gmail.com>
* Make pigs drop bacon AND meat
* Add 3 bacon to the chef-vend inventories
---------
Signed-off-by: Manoob <manu.demoen@gmail.com>
* node crawling movement
* more node crawling
* quality assurance
* do-after it
* i'm ratted king
* we don't need to serialize node stuff
* rename and ser/de fix
* review fixes
* Rewrite ion laws
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* edits
* get gooned
* jumpsuit clarity
* review and tests
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* separate synthetic emote
* fix duplicate IDs (server error)
* Update speech_emotes.yml
* maybe this
* maybe keep the removed things from upstream lol
* imagine yamlops-ing when the problem was your trash code all along
* Nuked StyleNano + Added colors to sheetlet
SubjectButtonColors table to define colors (same hex as the ones in StyleNano)
SubjectColorRules to loop rules for applying colors
* Capitalize every single phrase
CONSISTENCY RAHH
* Removed some jobs from station specific jobs because they are on all stations.
* Department Prototype Cleanup
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* Actually fix brigmedic on the crew monitor
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* Fixed emergency access locale string
* [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>
* Initial commit.
* Minor tweaks to names, added caramel bottle.
* Fixing open state of caramel bottle.
* JSON cleanup.
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* Minor tweak to cookie dough ice cream recipe. Removed unused sprites.
* Swapping out updated sprites for rainbow sherbet, tropical sundae, neapolitan.
* Removing plushies.zip.
* Moved frozen treats to their own guidebook section under drinks to reduce clutter.
* Fixing flavor references, adding icecreamflavors.yml to contain definitions, corrected loadout ID references in loadoutgroups.
* Committing loadout changes that slipped through the cracks.
* Corrected casing in reference to RSI.
* Changed recipe for caramel to be just sugar to prevent conflict with Sigynate's recipe.
* So I'm kinda dumb and somehow it didn't occur to me that making sugar alone yield caramel would actually not only not fix the issue with Syginate but also wreck it for so many other chems, oopsie daisy, we're swapping it for Saline for a more shelf-stable salted caramel sauce.
* Tweaking ratio for Caramel, also, what are the odds that the tempermental build just works after this?
* At this point I'm just curious if a different build will fail this time.
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* Update Resources/Prototypes/Catalog/VendingMachines/Inventories/bardrobe.yml
Co-authored-by: Radezolid <snappednexus@gmail.com>
Signed-off-by: robobozu <240598948+robobozu@users.noreply.github.com>
* Update Resources/Prototypes/Catalog/VendingMachines/Inventories/bardrobe.yml
Co-authored-by: Radezolid <snappednexus@gmail.com>
Signed-off-by: robobozu <240598948+robobozu@users.noreply.github.com>
* Update Resources/Prototypes/Catalog/VendingMachines/Inventories/boozeomat.yml
Co-authored-by: Radezolid <snappednexus@gmail.com>
Signed-off-by: robobozu <240598948+robobozu@users.noreply.github.com>
* Update Resources/Prototypes/Catalog/VendingMachines/Inventories/boozeomat.yml
Co-authored-by: Radezolid <snappednexus@gmail.com>
Signed-off-by: robobozu <240598948+robobozu@users.noreply.github.com>
* Update Resources/Prototypes/_DV/Entities/Clothing/Uniforms/jumpsuits.yml
Co-authored-by: Radezolid <snappednexus@gmail.com>
Signed-off-by: robobozu <240598948+robobozu@users.noreply.github.com>
* Update Resources/Prototypes/_DV/Entities/Objects/Consumable/Drinks/frozen_treats.yml
Co-authored-by: Radezolid <snappednexus@gmail.com>
Signed-off-by: robobozu <240598948+robobozu@users.noreply.github.com>
* Update Resources/Prototypes/Guidebook/references.yml
Co-authored-by: Radezolid <snappednexus@gmail.com>
Signed-off-by: robobozu <240598948+robobozu@users.noreply.github.com>
* Review changes
* Pascal-ify-ing flavor IDs.
* Update Resources/Prototypes/_DV/Entities/Objects/Consumable/Drinks/frozen_treats.yml
Co-authored-by: Vanessa <908648+ShepardToTheStars@users.noreply.github.com>
Signed-off-by: robobozu <240598948+robobozu@users.noreply.github.com>
---------
Signed-off-by: robobozu <240598948+robobozu@users.noreply.github.com>
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
Co-authored-by: Radezolid <snappednexus@gmail.com>
Co-authored-by: Vanessa <908648+ShepardToTheStars@users.noreply.github.com>
* Added CentComm Turrets
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* Various syndicate hardsuit sprite upgrades for overlay.
* Added (missing) overlays for Feroxi and Reptiles.
* added base bluekie light
* Added stealthsuit variant.
* Fixed duplicate yaml entry
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Fix missing entry in meta.json for syndie medic
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* Moved DeltaV modifications of ZombieSystem to a partial class. Fixed factions and pacifist trait on zombie cloning. Added survival objective to cloned II.
* [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>
* tweak: explosion shake directional, distance fall-off
partial port of ss14Starlight/space-station-14#3707 by neomoth:
0b6282eb267ef1efc0b2bcd78a39e53a776f1c79
Co-authored-by: neomoth <69372252+neomoth@users.noreply.github.com>
* tweak: melee shake depends on damage/wielding
partial port of ss14Starlight/space-station-14#3707 by neomoth:
0b6282eb267ef1efc0b2bcd78a39e53a776f1c79
Co-authored-by: neomoth <69372252+neomoth@users.noreply.github.com>
* tweak: explosion kick falloff
* chore: remove debug log
* feat: melee shake has heavy/light variants instead of only showing for high blunt/wielded
* refactor: use MathF instead of Math
* tweak: more noticeable camera kick falloff
* tweak: generally dampen explosion kick a little more, fall off slower
* docs: explain camera kick falloff
* docs: remove commented upstream code per review
* docs: document screenshake falloff too, clarify distance
---------
Co-authored-by: neomoth <69372252+neomoth@users.noreply.github.com>
Prevent zombies from using jetpacks
Introduces CanComplexInteract check from ActionBlockerSystem alongside a translation string
When Zombifying: Removes AutomaticJetpackUserComponent, calls SharedJetpackSystem.SetEnable(..., false, ...)
* Updated to ghost bar syndicate prison
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Some last minute fixes
* Update to prison and sprites
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* feat: effigy-driven colossus
* feat: impl final stage, tweaks, randomization, fixes
* fix: actually broadcast first effigy audio
* style: add some newlines
* feat: notify player about updated target location in chat
* tweak: effigy always grows
* feat: make alwaysGrow show on anom scanner
* tweak: raise minimumPlayers to 35
* refactor: move FTL additions to _DV
* refactor: break out buffs into comps, add event
also added missing docs and made effigies heal colossi fully, as
specified in the PR body. I accidentally left it at 50% damage taken.
* docs: add effigy comp docs
* kill... slaughter...
* ok why not im gonna clear chambers too
* ok maybe thats all the chambers clear
* time to find out i screwed up everythin xd
* whoops i killed the chambers....
---------
Signed-off-by: freezer dog <iamabanana372456@gmail.com>
* DIRECTION KNOWS BEST
DIRECTION KNOWS BEST GLORY TO DELTA-V
* MORE
More names
* It begins
Im not sorry
* Pitbull changes
They fear me because of what I can do.
* They will fuck you up if you Hit them
* Update pitbull.yml
* The infamous pitbull faction
* Update ai_factions.yml
* Update ai_factions.yml
Staff Requested changes
* Update pitbull.yml
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* sprites added!
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* event addition part 1
* Pitbull Crate
* Event work part 2
* obvious
* bullshit fix part 1
* Bullshit fix part 2
* bullshit fixes part 3
* i hate it here
* removes bullshit 5137268
* shortened timer to catch crew off guard
* crash fix 1 i think
* Update cargo_livestock.yml
* They no longer maul II
* they are angry.
* they cant maul you now.
* Update pitbull.ftl
* Update pitbull.yml
* Update events.yml
* Update interaction-popup-component.ftl
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Update events.yml
* Update pests.yml
* Update pitbull.yml
* Update events.yml
* Update pitbull.yml
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Update pitbull.yml
* 1984 pitbull faction
* Inshallah this will work
* More names
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Update pitbull_names.yml
* Update pitbull.ftl
* Update pitbull_names.yml
* Increased amount of mice and hopefully enables higher chance of ventbulls to spawn
* DIRECTION KNOWS BEST
DIRECTION KNOWS BEST
DIRECTION KNOWS BEST
DIRECTION KNOWS BEST
DIRECTION KNOWS BEST
DIRECTION KNOWS BEST
Signed-off-by: Solaris <63768197+StarboundSolaris@users.noreply.github.com>
* DIRECTION KNOWS BEST
DIRECTION KNOWS BEST
Signed-off-by: Solaris <63768197+StarboundSolaris@users.noreply.github.com>
* Refactor inheritence for pitbulls
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* forgot a file
* Makes it so the crate spawns the named versions
* Ensures they have random names.
* Update pitbull.yml
* Prep for mapped pitbull
* Adds Pibble
* Returns id to previous version
* Update pitbull.yml
* Update events.yml
---------
Signed-off-by: Solaris <63768197+StarboundSolaris@users.noreply.github.com>
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
Co-authored-by: Solaris <63768197+Solaris7518@users.noreply.github.com>
Co-authored-by: Vanessa <vanessalouwagie@gmail.com>
* Created Hitman_Case_catalog.yml
Signed-off-by: stormyatt <dratticuscrabs@gmail.com>
* for hitman
credit:stormyatt. thanks for the help those on discord and the host briefcase
Signed-off-by: stormyatt <dratticuscrabs@gmail.com>
* for hitman
credit: stormyatt with help from the discord sever and the hos briefcase pr
Signed-off-by: stormyatt <dratticuscrabs@gmail.com>
* 16/24 items filled
Signed-off-by: stormyatt <dratticuscrabs@gmail.com>
* for hitman
Signed-off-by: stormyatt <dratticuscrabs@gmail.com>
* more added
Signed-off-by: stormyatt <dratticuscrabs@gmail.com>
* top three filled
Signed-off-by: stormyatt <dratticuscrabs@gmail.com>
* for hitman, full disguise kit
Signed-off-by: stormyatt <dratticuscrabs@gmail.com>
* 27/30
Signed-off-by: stormyatt <dratticuscrabs@gmail.com>
* 28/30
Signed-off-by: stormyatt <dratticuscrabs@gmail.com>
* found the doorjack!
Signed-off-by: stormyatt <dratticuscrabs@gmail.com>
* spyCrewMonitor is cool
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* found you!
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* for hitman
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* hitman: icons
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* fixing it all
* I dont get it either but last of the changes which our just righting things
* Hitman_Case_catalog.yml be like that
* goodbye dupe
* renaming a file and removing a duplicate
* attributions changed to repect the caps
* as requested, name changes and useless line removal
* forgot to control S here
* names changed to try and be both simple and actualy describe the goal
* doing review changes and a small change to prototype order to make sense
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* how did i get where i moved this wrong?
* recharging radio jammer to radio jammer.
* added hitman midround stuff
* made the professional not cause errors and have a ghost warp point
* enter at the ends of these files
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* updated the professional to professional
* decal adds
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* fixes and stuff
* gave hitmans headset traffic and freelance comms
* all review changes made
* Apply suggestion from @Radezolid
caps my foe
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* nevermind i distrust this
* Update Resources/Prototypes/_DV/Catalog/Fills/Lockers/hitman_locker.yml
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* Added Chameleon Armor
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* nerfvest
* Lowered Price
* Changed Jackdaw and Atrides fire rates
* Changed battery on Pulse Rifle, upped fire rate
* lowered pulse rifle recharge rate
* Added SRT Hardsuit
* Added Antelope
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* Revert "Lowered Price"
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* Removed Edge from Mateba
* whoops, forgot comment
* Removed DS mention + Added NV to ERT + Added Thermal Vision to DS
* removed deathsquad mentions on the jumpsuit
* removed deathsquafd mentions on the backpack
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* Unfucked my parenting
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* non-localisation maintainer requests
* Added FTLs
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* One point, one singular point
* AHHHH
* Fix comments
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* * Added Poppy to Eng break room.
* Replaced all faxes with department variants. Note Justice was used over Lawyer; faxes added to Dorms, Chem, Botany, Chef, Bar. MimeLaw.
* Replaced Emergency EVAs with Epistemics EVAs in Artefact.
* Replaced RED-Sec with BLU-Sec; Sec, Brig, and Evac.
* Added Anti-Anom to solars.
* * replaced RED with BLU sec in viro security
* removed condenser in chem
* added condenser in atmos front
* added APC to atmos burn chambers
* feat: Recent SSD indicator, SSD time in admin overlay
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* tweak: remove colon from ssd time loc string
* feat: add another stage
* feat: ssd examine text
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* fix: add missing import
* refactor: remove unnecessary state-keeping
i don't remember why i did it like that
* chore: remove unused import
* refactor: don't separate comp from ent
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* added secure windoors to sec disposal chutes
* added secure windoors to epi-brig disposal chute, sec and epi locked.
* tweak medical escape pods for DV 5x7 variant
* tweak justice escape pods for DV 5x7 variant
* replaced all solar grill with random grill spawner
* tweak moved disposal light so it doesn't break from trash
* Medical Borg Good Again :D
* Indents buh
* im blind
or dumb, theres errors that seem unrelated to the bodybags after this
* IM SORRY I FORGOT ABOUT THIS
* Anchoring it
* Changed up how emoting works
This was a long 10 hours just to get the chat to behave slightly different.
At least we can now scream over radio!
Will most definitely need some more work to get bugs out since this is the first implementation.
* Not ok
This was unmarked for some reason... I don't remember unmarking this.
* DeltaV comments
Added comments to explain changes.
Moved localization files to the _DV folder.
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* Moved code
Moved code to more suitable files and added some comments.
* Rights for robots
Now those with intrinsic radios can also emote!
* Fixes up some small stuff
Changes to fix some small issues with the code to align it more with modern standards.
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Fix by-ref event
Never worked with this event type before so gonna hope this works.
* Update Content.Shared/Chat/SharedChatSystem.Emote.cs
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* Update Content.Shared/Chat/SharedChatSystem.cs
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* Update Content.Server/Chat/Systems/ChatSystem.cs
Signed-off-by: pathetic meowmeow <uhhadd@gmail.com>
* fix style nits
* remove conflicting chatsan
---------
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* Day 0 fixes
Fixes cyborgs, cadet beret, adds grey beret, fixes descriptions, fixes spriting errors in jumpsuits/skirts, makes airlocks slightly brighter (same brightness as the non-glass ones)
* thecoat
total red coat death
* update longcoat descriptions
2 word fix
* 2 pixel sprite updates
* the barriering
barriers, but blue
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* update security radio color
brightens the security radio channel in hopes of making it more readable
* small revert
* Update Resources/Textures/_DV/Objects/Specific/Security/barrier.rsi/meta.json
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* this works suspiciously well but also it's not actually that much
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* conflict stuff
* and put the tags back in
* halve glimmer created by psionics and alter the knife a bit
* finally add the guidebook. hopefully this passes tests when I take it off a draft
* fix yaml stuff hopefully
* fix merge conflict stuff
* and put my stuff back
* more merge conflicts aaaaaaaa
* dying
* put implants back in
* c# it up
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Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>
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* fix some stuff and add mindbreaker to the guidebook
* make audio stuff mono
* aaaaaaaa
---------
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Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
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* Basic improvements to sparks
* Pull spark configuration out of SparkOnHit component
* Add various sparks to tasers, batons, RCD
* Add sparks back to electrocution
* Adjust new projectiles
* Tile fires on cable cuts
* That's a terrible idea, actually
* Add a custom PreventCollide system
* Make the new prevent collide component prevent collisions
* Add pointlight despawning visuals for sparks
* Add sprite fade out
* Add spark prototypes
* Add sparking behavior to lights
* Integrate sparks with some different stuff
* Remove invalid field
* Add dataset for Secdog names
* Split secdog into a base + other dogs so laika keeps her name
* Add new system for enabling subdermal ID cards
* Check for subdermal ID cards for access and sensor information
* Add MindOnlyAccess marker component
* Add new generic K9 officer role for secdogs
* Add Laika/K9 officers to security
* Update Laika's role to match K9 officer
* Add subdermal implants and mind only access for K9 officers
* Set MobSecDogBase to abstract
* Set K9Officer card to sec colours
* Update comments for Subdermal IDCard
* Move mind check for access above log for access
* Re-use ImplanterComponent's slot name
* Move idcard container const into component as well
* Add missing setPreference and requirements to k9 officer
* Ensure admin tricks work on subdermal ID cards
* Remove subdermal ID cards from showing in nanochat
* Move secdogs.yml to _DV namespace
* Fix typo
* Unduplicate container id name
* Made all 3 immune to melee (modify corporealspirit and spirit damageModifierSet), moved skia and wisp to bulletproof layer, removed rev ability to emag borgs
* add jaunt to skia
* give reveneant melee 4 damage every 3 seconds in very close range
* make salt packets spillable, make silver sword reveal for 5 seconds, make radiant sword reveal for 10, make bible reveal for 30
* wisp will escape being grabbed
* formatting, typo
* skia slight slight invis for flavor
* unable to emag open lockers, generally tweaked actions to be cheaper. Increased radius and chance of defile, made animate last only 10 seconds
* change action text to be accurate to costs
* add reveal component to baseorganic species, change to resistances and skia layer
* video immediately out of date
* Update Resources/Prototypes/_DV/Entities/Objects/Weapons/Melee/swords.yml
Signed-off-by: pathetic meowmeow <uhhadd@gmail.com>
* unmangle
---------
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* Port
* Update tags.ftl
* Update portable_chem_master.yml
* Update portable_chem_master.yml
* new sprites
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* Trying to put the new sprites
* New sprites work now yippe
* Changed crafting recipe
* FIxed recipe
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* Update portable_chem_master.yml
* Rename equipped-suitStorage.png to equipped-SUITSTORAGE.png
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* Update Resources/Prototypes/Entities/Objects/Specific/chemical-containers.yml
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* Update tags.ftl
* Update tags.ftl
* Update tags.ftl
* Update RobustToolbox
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* Update RobustToolbox
* Revert "Update RobustToolbox"
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* Revert "Update RobustToolbox"
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* Reapply "Update RobustToolbox"
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* Revert "Reapply "Update RobustToolbox""
This reverts commit 8d38d2d327.
* Update RobustToolbox
* Fix RobustToolbox version
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* Removed fill sprites and ability in the yaml file
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* Buff Masssleep
* Increase Glimmer Creation
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* Removed Stupidness
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* Fix
---------
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* Send PDA ringer sound to the StationAI player directly
Prevents the sound from appearing at the StationAI core's location and instead plays the sound globally for the StationAI player.
* Actor
---------
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* Restore the PKA projectile despawn timer to 0.22
* Lower fire rate, make the PKA bigger
* Revert range change
* Made PKA upgrades unobtainable
* Revert firerate change
* Up PKA damage
* feat: LOOC/OOC/Deadchat muting
* refactor: split OocMuteCommands.cs into 3 files
* tweak: use proper admin logging
* refactor: remove unused loc args
* feat: one mute command, channel as argument
- properly marked target player in admin log so it actually alerts.
* refactor: completion options made named constant, used in error message
* tweak: display supported channels in help too
* fix: pass command to help string again
* style: add whitespace
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* first stuff
* add flippos
* fix Job stuff
* wrong assistant role job
* fixes
* Removed some redundant lines
upstream had a solution refactor and cleaned up their lighter.yml, this is probably the best we can do without conflicts with those changes while staying faithful to the PR
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* my beautiful wallpapers (#2901)
* my beautiful wallpapers
* test commit
* i understand how construction graphs work now and im very unhappy about it
* GOD DAMN IT
---------
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* Tweaks and stuff !
* Deconstruction :D
Thought it was nice to do
---------
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* Initial checkin.
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* Fixing a little oopsie daisy with the mouse names.
* Poke.
* Fixed PointLight so it properly displays given spider's larger sprite.
* Changing armor and cost per CR feedback. Also to kick the can so the builds run again.
* Update Resources/Prototypes/_DV/Catalog/Uplink/allies.yml
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* Update Resources/Prototypes/_DV/Entities/Objects/Devices/Syndicate_Gadgets/reinforcement_teleporter.yml
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* Update Resources/Prototypes/_DV/Entities/Mobs/NPCs/nukiespider.yml
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* Maintainer feedback changes.
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* Revert "add lone digger by caravan palace to the jukebox (#1998)"
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* deleted: lone digger
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* commit
* updates
* Capitalization and Spacing error
* Review Changeth
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* Typo and organization corrections
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* Holoflare Gun
-Created a bunch of file in _NF namespace
-Added flare ammo to energy gun systems
-Basically anything relating the holoflare from the NF repo :>
* DV related
-Added the holoflare gun to any place that made sense to have it
* Engi Borg + Fix
* yaml liner fixes
* voucher is true
* Added FlareGunPellet deletion to Skia Scream
Other CR requests
* Update Content.Shared/_DV/Psionics/Systems/PsionicPowers/PsychokineticScreamPowerSystem.cs
Signed-off-by: pathetic meowmeow <uhhadd@gmail.com>
---------
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* Reapply "Nubody Merge" (#5807)
This reverts commit d62f7cef10.
* Revert "Nubody Merge (#5670)"
This reverts commit b465cfb3fd.
* Revert "IPC fibers (#4968)"
This reverts commit c2b42211f0.
* Revert "IPC Polymorph fix (#4545)"
This reverts commit fa03d8c655.
* Revert "fix IPC not having humanoid emotes (#4445)"
This reverts commit 216fdf999f.
* Revert "ipc heat/cold (#4306)"
This reverts commit fafd5cf816.
* Revert "ipc cables (#4283)"
This reverts commit 54958039a1.
* Revert "feat: ipcs now have dynamic power draw based off movement speed (#3917)"
This reverts commit 71e8b7e64b.
* Revert "fix ipcs not being able to disarm (#3374)"
This reverts commit 764c4dcf54.
* Revert "make steel heal caustic for ipcs (#3206)"
This reverts commit 450ac82550.
* Revert "add missing ipc survival boxes (#3065)"
This reverts commit 888c9cdb00.
* Revert "make borgs use ipc repairing (#3064)"
This reverts commit f77a49dd0b.
* Revert "Update hud.yml to add ipcs to diagnostic hud (#3019)"
This reverts commit 7220643531.
* Revert "Tweak IPCs (#2979)"
This reverts commit 98b47476de.
* Revert "fix nukies ipc test fail (#2957)"
This reverts commit 4a1acbf863.
* Revert "fix ipc nukies not getting comms (#2884)"
This reverts commit 8a2254770e.
* Revert "fix ipc encryption key mispredict (#2879)"
This reverts commit f08726efc1.
* Revert "Merge pull request #2800 from Spielern/port-ipc"
This reverts commit 822fa4312c, reversing
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* Remove and Fix rest of IPC Hangons causing crashes
* Integration test Errors
* Expand migration file with removed IPC stuff
* IPC Leg was found and migrated to naught
* Revert "Merge pull request #2542 from deltanedas/shitmed-ops"
This reverts commit 83a8002922, reversing
changes made to baa89b0052.
* Revert "Set up surgical augments infrastructure & add tool panel augments (#3059)"
This reverts commit a40f0be6fd.
* Revert "Psionic Prosthetics (#4689)"
This reverts commit 2679bb238a.
* Revert "Add surgical cleanliness and sanitation (#2847)"
This reverts commit 64565ba4f7.
* Remove unremoved mentions
* Revert "Add autoclave to easily sanitize large amounts of items and faster (#2933)"
This reverts commit d0da90fa2e.
* Shit Med Removed
* Remove _ShitMed Folders and fix Errors in Console
* Add OrganAnimalBrain into the mirgraiton file
* Heads no Input Mover
* Monke
* Full migration file I guess
* oops
* shiv state fix
* Restore accidental deleted recipe
* Forgot one flt mention
* Fix more issues
* Comment out Damage Visual for motorkind for now
* Motorkind...
* Commenting stuff out for now
* thought there'd be more of this to gut
---------
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* first and hopefully last
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* fix hand issue sprite
* sign fix, locker addition
* merge fix, increase crafting time because i'm so evil
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* fix: lslaws should only list when lawbound, no law boards!
* tweak: avoid spamming ssd/cadet search strip alerts
* docs: add missing import comments
* fix: also don't alert when finishing to butcher a monkey
* refactor: rename added function
* refactor: break out target/user values for stripping alerts too
* tweak: a newline less
* fix: use continue instead of return when encountering offline watchlisted player
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* tweak: the hands alert doesn't need to always alert on living ssd
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* tweak: add ghost check to stripping alerts, different values for hand strip
* fix: check for ghost, not mindshield, oops
* tweak: lower alert on pocket ssd strip, rename vars for clarity
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* tweak: hold off hand strip alerts until #5699
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---------
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* C_GAUNTLET.yml is kinda goated bro
* taser
* thanks Keke :)
* guh
* yes
* SOUNDS AMAZING
* cause i can
* name change
* name changes n stuff
* single word decription change for gun
* added to HoS sidearm Briefcase
* range nerf
slight attack rate nerf
* range buff :/
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* Update Resources/Prototypes/_DV/Entities/Objects/Weapons/Melee/C_Gauntlet.yml
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* text fixes
CGauntlet renamed GravGauntlet
Singularity toy replaced with Guitar in Grav Gauntlet bundle
Icon swap
* new icon (whoopsies)
* also this i forgot to do
get rid of old C_Gauntlet one which was replaced by the correctly named Grav gauntlet one
* thanks woljif for this new description, its like way better :)
* Update grav_gauntlet.yml
Single word change to item description
Signed-off-by: Apersos-coll <collsherlo@gmail.com>
* Update Resources/Prototypes/_DV/Catalog/HoS_Briefcase_catalog.yml
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* Update Resources/Locale/en-US/_DV/tools/Hos-Briefcase.ftl
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* Apply suggestion from @Toby222
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* Update Hos-Briefcase.ftl
description change to fit in better
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* HoS Briefcase description change to make it fit in better
* base damage reduction
wielding increases damage
powercell needed for taser
fixed taser
no more left mouse button hits (weird side effect of hybrid weapons like crusher)
fixed spellings
added my friend to credits who helped make the original concept
* quick fix
* changed power cell to a internal battery, as via request. this also fixed the tasers cooldown, back to 55 seconds due to the switch.
* changed parents back to normal, i accidently forgot to change them after adding a new one
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* added missing word to description
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* rof -> 2 price -> 12.5k
* ik-30 fireable 1 handed, rof -> 2
* ik-30 semi only
* moved laser mags to adv energy gun research
* ok ik-30 killed, replaced by battery ik-60, ert ik-60 -> ik-60-m, no more magfed ik for sec i gotta redo some sprites
* worlds most basic sprite edits
* ok we go back to the magfed
* minor attribution nickpick
tiny cleaning
---------
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* added tools and doodads to science locker fill
* add nestedselector and table
* Change the order to match other Fills
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---------
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* adds nocaf reagent, nocaf item, and nocaf item to hot drinks vending machine
* Update Resources/Prototypes/Catalog/VendingMachines/Inventories/coffee.yml
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* moved drinks.ftl to _DV namespace
* moved drinks.yml to _DV namespace and reordered YAML block to match ss14 conventions
* added drinks_cups.yml to _DV\entites\objects\consumable\drinks and removed references from upstream file
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* I don't care how big the room is…
* oopsy
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* oopsy part 2
* i should probably fix that
* rsi meta fix
* oh oops
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* doored bell
* doored bell
* rezept
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* cherry-pick: Screenshake (EphemeralSpace/ephemeral-space#627)
* commit your shit at some point maybe
* y
* who knows
* rename?
* debugging + shit api
* i hope no one fucks my ass
* erm
* p
* replace with shit that makes way more sense
* stuff
* pretty sure this is just fine
* actual fix noise shit
* uhhh hmaybe if i feel like it wrong then later
* explosion shake
* grav shake
* gun shake
* idk
* projectile melee
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* tweak: tune recoil on weapons
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* Allows the AAC to send messages over the radio
* Allows AAC names to be highlighted in chat
* Restores VoiceOverrideComponent to the AAC
* refactor: separate confluent code into new files
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* style fix
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* Ugh this took me too long to figure out
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-Trial and error with the UI window lol
* Reverted Refactor + Comment Clean up
Reverted 0873b66449 which split code between starcup namespace and removed starcup comments because it's editing _DV files.
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* BorgModuleBureaucracy
* BorgModuleBoxing
* BorgModuleGardeningDV + BorgModuleAdvancedBotany
* BorgModuleChef + BorgAdvancedModuleChef
* BorgModuleBartender + BorgModuleAdvancedBartender
* BorgModuleReporter + BorgModuleFishing
Also tweak the fishing basket and fishing vendor inventory. Why did no one tell me the beer bottles were empty.
* BorgModuleDJ + Portable DAW
Yeah why not add a whole new instrument
* BorgModuleClowningDV
It's almost over
* Clean up
Finally
* More clean up...
I'm tired boss
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* guh
theres probably stuff I missed
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* anchor that up
* unmerge because yaml linter moment
* Kill stamp tag + fix dj set visuals
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* Add tranq and poison ammo mags for cobra for 4 and 5tc
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* numbers tweaking to make both 4 shots, changed from toxin to heartbreaker toxin
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* Created Hitman_Case_catalog.yml
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* for hitman
credit:stormyatt. thanks for the help those on discord and the host briefcase
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* for hitman
credit: stormyatt with help from the discord sever and the hos briefcase pr
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* 16/24 items filled
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* for hitman
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* more added
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* top three filled
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* for hitman, full disguise kit
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* 27/30
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* 28/30
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* found the doorjack!
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* spyCrewMonitor is cool
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* found you!
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* for hitman
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* hitman: icons
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* Created Hitman_Case.yml
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* Create Hitman_Briefcase.rsi
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* fixing it all
* I dont get it either but last of the changes which our just righting things
* Hitman_Case_catalog.yml be like that
* goodbye dupe
* renaming a file and removing a duplicate
* attributions changed to repect the caps
* as requested, name changes and useless line removal
* forgot to control S here
* names changed to try and be both simple and actualy describe the goal
* doing review changes and a small change to prototype order to make sense
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* how did i get where i moved this wrong?
* recharging radio jammer to radio jammer.
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* no more tiders spamming the magnet
* added a little Delta-V thing to it
* Tweak comments
---------
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* Nubody (#42419)
* Nubody
* fix test fails
* gibbing
* lung test returns
* doc comment
* hand organ test
* giblet test
* yaml formatting
* returning
* relocate
* trimming
* re-smite
* oops thusd tweak
* arachnids have slower metabolism i guess
* never mind the old behaviour is bad actually
* rider whyyy
* style changes and allat
* fix collision
---------
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* C# files done
* Visual nubody (humanoid appearance refactor) (#42476)
* initial visual nubody
* oops overlay
* im so pheeming rn
* conversion...
* tests
* comeback of the underwear
* oops eyes
* blabbl
* zeds
* yaml linted
* search and visible count constraints
* reordering
* preserve previously selected markings colors
* fix test
* some ui niceties
* ordering
* make DB changes backwards-compatible/downgrade-friendly
* fix things again
* fix migration
* vulpkanin markings limit increase
* wrapping
* code cleanup and more code cleanup and more code cleanup and more code cleanup and
* fix slop ports
* better sampling API
* make filter work + use the method i made for its intended purpose
* fix test fails real quick
* magic mirror cleanup, remove TODO
* don't 0-init the organ profile data
* remove deltastates
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* Let vox eat trash again (#42503)
* C# complete port
* Getting closer
* Harpy Nubody Port
* Port Feroxi, Kitsune. Fix some yml typos and remove ipcs stuff
* Port Oni
* Port Rest, except Motorkind
* Port Motorkind
* Remove more surgery, restore too much deleted stuff
* Fix Typos and change some organ names. Need to split eyes next
* Harpy HAve Wings again
* Some fixes, More Surgeyr Removal, Copying of eye organs
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* Use correct Body imports
* Markings Refactoring, Harpy Layering
* Motorkind doesn't crash anymore. Some layer remappings.
* Allow Organs to have Markings Displacements again. (#43604)
* first shtep
* readd markings support
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* Fix STalk eyes and several layerings
* Fix sexed organs (#42554)
* Fix markings for several species, fit them for sexed organs and rename some files to fit them for it
* Additional IPC-related removals
* Vulpkanin eyes are now correct again
* Fix Subtle Cultist Marks on species
* Fix Asakim Sprites (sexed) and make CD imports work
* Migration, error fixes, and Height
* Fix humanoid profile voice being broken (#42550)
Fix humanoid appearance voice being broken
* Change Kitsune SexChanged Event to with ref
* Fix asakim issue, Respirator fix
* Simplify hands UI code (#42534)
* Simplify hands UI code
* i remembered about SortedHands in the component
* minor cleanup
---------
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* Set size of Analyzer back to 350, Kitsune can't gib themselves no more. Migration
* yml linter errors and an rudimentary onAdd Organ Functionality
* Fixing it trying to remove nothing
* midpoint migration
* Why do you put so many organs everywhere
* More missing prototypes
* Migration of more organs
* Forgot lungs
* Move character preview handling into a specialized control (#41252)
* Move character preview handling into a specialized control
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* Restore job name that I accidentally removed from character picker buttons
* Just resolve dependencies the standard way
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* Drop ICharacterProfile/ICharacterAppearance interfaces (#42661)
* Ensure profile loading only returns valid species (#42842) (Stable merge) (#42865)
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* Changes to make it work for us.
* No more bald Harpy
* OperatingTables instead of null
* Adding Delta V Comments, commenting out instead of deleting
* Fix broken Height Scale.
* Remove HumanoidSilicon Mention
* Did an error. Readded, uncommented.
* Clean up Marking data structure, add tests for Zombie transformation (#42756)
* Clean up Marking data structure, add tests for Zombie transformation
* empty
* AAAAAAAAAAAAAAAA
---------
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* Fix markings colour setting (#42771)
* Fix: Markings Color For Downstream
* Comment out A Leg. Remove Todo
* Revert to original hidden species code
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* add steal eshotgun, ce suit, and hos folder objectives to traitors
* moved namespace
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* Virology Beret
Adds a beret for the long lost Virology department. Functionally the same as the med beret.
* Now obtainable at vends
Beret is obtainable in vends, copyright fixed in meta.json
* Moved changes to _DV
Files are now in the proper location and added Delta-V comment on upstream change.
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* Readded Wrestling Comment
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* Reactor flatpacks use proper parentype
* New parent type HeavyFlatpack
* Move HeavyFlatpackBase to _DV
* Fixed HideSpawnMenu
* HeavyFlatpackBase now Abstract
* make the AA clothing not take durathread
* add new medical clothing to uniform printer
* fix centcomm beret recipe
* add atmos beret to uniform printer
* delete silly comment that i forgot
* adds radio holster to sec belt and webbing
* add containercontainer slot for radio in each
* fix inconsistent insertion behavior ( godo)
* add comment
* Adding wrestling outfits and masks for Boxers, including stocking them in Boxing Drobe, and making them options in Loadout.
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* Update division.yml
added a reactor and stuff
* Update division.yml
replaced escape pods with new ones and resized meteor netting to fit them
replaced freezer with kitchen freezer
added item spawners throughout maints and exterior, as well as in some rooms
replaced superweapon safe spawner with advanced weapon safe spawner
* Update division.yml
removed excess escape pod
added a little maintenance bypass where the removed escape pod was
added HV cable under the turbine
replaced reactor airlocks with high-security airlocks
gave engineers more fuel rods and less other rods
* Update division.yml
adjusted fuel rod room upon request
* Get rotated
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* The CC ships are here!
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* Final polish
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* A fix to the exception list.
* Copy & Paste is a curse at times.
* What's this? One more CC shuttle!
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* Wops...
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* The last ships for this PR.
I have other grids/maps to make too.
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* Fixed pipe collor
* Even more ships
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* ups...
* Fixes on all the ships
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* Refactoring
* Last PR
* forgot to switch
* Redone Psionic System
* more refactoring
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* Another refactorio
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* I don't know why I tried to overcomplicate this I could have just made it a popup message from the start instead of wasting three hours
* another big refactorio
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* Update lighthouse.yml (#4849)
* Pebble hotfix 1: Added ore processor (#4874)
* Added ore processor
* Forgot grills
* Automatic changelog update
* Terra: The Holiday Episode (#4843)
SNOW
* Automatic changelog update
* Academy 1.3.0 (#4863)
* * make festive for winturrr
* fixed emergency light in viro checkpoint
* fixed always on light outside dispo
* fixed light
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* Automatic changelog update
* Map Hotfix: Tortuga (#4878)
* Map Hotfix: Tortuga
* invalid
* Circuit imprinter
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* Automatic changelog update
* And another one!
* Fix yaml linter
* Fix mapping section in CONTRIBUTING.md (#4894)
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* Give dummy avali and chitnid moth eye sprites (#4884)
1 commit ops
* Midpoint Festive Season (#4891)
* Midpoint Festive Season
* Made frosty lights not be powered by festive magic
* Automatic changelog update
* Make pride clothing be able to chameleon into similar pieces of pride clothing (#4845)
* Expedite gender reassignment (#36894)
* Remove Misgendering (#40425)
fix misgendering
* make pride scarfs and cloaks chameleon
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* add missing comments
* Attempt Toby's suggestion: rename chameleon stuff
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* Automatic changelog update
* kill speedboots (#4883)
* remove speedboots
* no more reverse engineering
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* Automatic changelog update
* Centcomm roles QOL (#4880)
* first commit yippee
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* feroxi changes
Wideswing,10 pierce, tail thump, better storage of body emotes for feroxis
* Direction Changes
Removed wideswing dropped feroxi melee back to 7
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* Automatic changelog update
* Update Credits (#4897)
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* Add Chemical, Paramedic, and Surgeon wall lockers (#4899)
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* chemical
* clean up
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* Automatic changelog update
* Fix respawn timer (#4895)
* fix
* Automatic changelog update
* Demetashield epsilon part 2 (#4481)
* demetashield epsilon part 2
* bug fix
* annoucement.yml fix
* some redundant stuff removed
fix
* Make the cane loadout group include the librarian cane (#4904)
* Atmos Ops: dP Guidebook Entry (#4906)
Atmos dP Guidebook Entry (#40194)
* Add Atmos dP guidebook
* Update Resources/ServerInfo/Guidebook/Engineering/DeltaPressure.xml
---------
(cherry picked from commit a93f6b8cdf)
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* Automatic changelog update
* Xenoarch tweaks (#4486)
* Initial glimmer change
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lol
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add test, obsolete storagefill
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no more sub wizards in xenoborg preset
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fix gas filters
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Pizzaria → Pizzeria
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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.
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additional detail
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gameticker dospawn
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Remake-Meatball-Wreck
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kill misnomers
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adds shot glass to bartender guidebook
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add StatusIcon to ancestor
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God fugcking
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LIZARDS GET TAILS ON HARDSUITS!!!
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chec
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* Revert "One refactor to rule them all (#15)"
This reverts commit b2a2613ad7.
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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
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* Revert "Delete useless constructiongraph"
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* fix test fails
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* hopefully last fix
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* oops i forgot to add this
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* boop
* forgor about the leviathan
* buff ICEE give cannon scope
* maybe fixed?
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* should be all of it
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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
* [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>
* Cloaks and hats for captain and HoS
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* 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
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* 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
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* ERT drip or drown
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Changed ERT suit storage contents to new gas tanks per FieldCommand's request
* Changed copyright to the full file per Toby's review
---------
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* 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
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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
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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
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* Conglomerartes Horns, fixes Motorkind Encryption keys
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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
---------
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* 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
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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 !
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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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
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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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>
---------
Signed-off-by: This_Is_Gray <167829864+IAmNotGray@users.noreply.github.com>
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
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Add migration
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
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.
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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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
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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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
---------
Co-authored-by: Vanessa <vanessalouwagie@gmail.com>
* 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>
---------
Signed-off-by: Madison Rye Progress <makyo@drab-makyo.com>
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
* created ApplyToMob datafield and applied to armblade
* ApplyToMob check in storesystem
* Update Resources/Prototypes/Catalog/changeling_catalog.yml
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* 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
---------
Co-authored-by: NoreUhh <noreuhh@gmail.com>
* 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
---------
Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
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
---------
Co-authored-by: SlamBamActionman <slambamactionman@gmail.com>
* Prevent payload enumeration failure when spawning entities
* hate it here
* boop
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* 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 )
---------
Co-authored-by: iaada <iaada@users.noreply.github.com>
* 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.
---------
Co-authored-by: Vanessa <vanessalouwagie@gmail.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.
---------
Co-authored-by: Vanessa <vanessalouwagie@gmail.com>
* 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.
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* protected trait
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* right
* direction
* REFLECTION
* whoopsie
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* wowie
* whoopsie
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* WHY DID I DO THAT
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* 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.
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Fixed cloning traits for pain.
* Addressing Milon-san's feedback uwu
* Apply suggestions from code review
Co-authored-by: Tobias Berger <toby@tobot.dev>
Signed-off-by: Vanessa <908648+ShepardToTheStars@users.noreply.github.com>
* Turned floats into TimeStamps.
* Derp
* Forgot the trait lol
---------
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: 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
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Arbitrage tests once again
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* 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
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* PR Feedback
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* 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
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* 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>
Signed-off-by: Halo3moth <mdavid.wininger@gmail.com>
* 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>
---------
Signed-off-by: Pharaz4 <143268074+Pharaz4@users.noreply.github.com>
* Add ammonia tank that can be purchased at logi for mixing space cleaner
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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
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* 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
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Signed-off-by: Pharaz4 <143268074+Pharaz4@users.noreply.github.com>
* Fix issue 5151
---------
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* Spare ID will now unlock during war ops
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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
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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.
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* 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
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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
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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
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* 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>
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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
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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
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* 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
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* Update Resources/Prototypes/_DV/Roles/Antags/ntAgent.yml
NTAgent-role-greeting-human
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Signed-off-by: Cepelinas1 <kakelis01@gmail.com>
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* OneCommitOps
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* Requested Changes
* Small fix
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* Blood Red Super Synth from wyci-thread
* Move the blood red synth into _DV
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Move uplink changes into _DV
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Change cost to 1
* Reparent the Red Super Synth to the Super Synth
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* New vox sprites for RD suit, all security hardsuits, and all elite ERT suits
* Fixed accidental inclusion of old sprite version for standard hardsuit
* * Removed festivities, but still cold out there.
* Fixed robo doors, no more AA.
* Moved E-light in sec hall so is on wall rather than window.
* Replaced intercom in public lawyer office for justice intercom.
* Fixed power in surgeon's hallway
* Fixed psych's maint door to be psych only.
* Added IPC/Borg Medbay in Robotics
* tweaks to ordering in prototype, no changes.
* * tweaked cargo dock for compliant dock, conveyance button, and space for loading/unloading.
* Update OrganManipulation.xml
* no more taser!
* Hotfix! xml doesnt like my comments
* more fixes
* Ouchies.
* fixed an error
* fixes indentation
* im bad at commenting
* Thanks toby
* Added Jet Injectors
* Small fixes
* YML Linter fix
* Requested Adjustments
* Better Sprites for the Jet Injector
* Actually forgor to give credit
* Fix merge conflicts and refactor
* Undo Oversight
* Introduction of Advanced Jet Injectors
* minor oversight
* Adhere to requests
* Remove Loadout, add Lockers
* harder better faster stronger
* vend shortage
* Sound effect
* will this work or do I just gotta choose one at random???
* alright fine I'll do it this way
* quiet the hissing, raise the pitch
* Merge new sprites
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Init commit
* And on the third day god said: good enough
* and on the fourth day god said: oops
* Commit of evil
* I hate conveyors
* Switch the numbas
* I hate conveyors
* Master Merge
* And on the third day, God said: Good Enough
* I hate conveyors
* AAAA
* Optimize it a bit
* Move that
* Init Commit
* Oops
* Remove that
* One last commit
* Removed one TryComp
* Remove TryComp
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Golden plunger + security star(s) moved to job trinkets loadout tam
* Fixed being unable to pick both job-plushie and the plunger/star at the same time
* Whoops, forgot to commit the bartender fix
* SecStar playtime baked into prototype itself
* Removed increased job-trinket limit (likely bad to hardcode these for very specific roles)
* Add unanchor attempt check
* Combine shared component and server component
- Combines SharedGravityGeneratorComponent and GravityGeneratorComponent
- AutoNetworked the GravityActiveBool
* Remove SharedGravityGeneratorComponent
* Update to SharedGravityGeneratorComponent
* Fix to be a complete sentence
* Dirty GravityActive whenever changed
* Rename component and remove view variables
* Update referenced component name
* Move unanchor attempt to shared system
* Add client system
* Revert popup to PopupEntity
* Fix popup to be PopupClient
* Set access restriction on GravityActive
* Voice Signaler can be Linked
* Fixes and Balancing
* a space has officially been added
* thinmfg
* things
* finalized everything I think?
* fixed??
* actually commit please (imagine this fixes everything im gonna cry)
* new fix
* Update Resources/Prototypes/Entities/Objects/Devices/Electronics/misc_linking_utilities.yml
added as per review
Co-authored-by: āda <ss.adasts@gmail.com>
* connection range from 25 to 15
* Renamed state from 'voice' to 'icon'
* Change state from 'voice' to 'icon' in YAML
* removed comma from voicesensor sprite yml
* Modify defaultLinks for Trigger source port
Updated defaultLinks for Trigger source port.
* Changed PNG name from voice to icon
* Removed G menu recipe and added autolathe recipe
* Fixed test fail
* removed empty line
* removed another line
* removed extra lines in meta.json
* test commit to rerun tests
---------
Co-authored-by: āda <ss.adasts@gmail.com>
* 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>
* Added tactical katana + tactical katana shipment (placeholder descriptions)
* Revert "Added tactical katana + tactical katana shipment (placeholder descriptions)"
This reverts commit aa1928be7f4d938df1838943781e63c47a03cc11.
Whoops, committed to master by mistake
* Cleaned up trinket menu
* Fixed dark green towel clothingVisuals color values
* Sorted towels by color
* Undo move of candles
* Sorted towels by actual HSV Hue value
* Remove 10h playtime requirement from white towels
* Removed cheap lighter from PR
* Borg module action QOL: put module name into tooltips
* Fix tests
* Tidy up component lookups
* formatting
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* This system is ancient
* Destroy that API
* Address reviews
* Destroy merge conflicts from orbit
* seems to work fine
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Flavors, Flavor Profiles, Reagent Text
* Base Reagent and Mix reaction
* Borkinase, flavor stuff
* Final touches me thinks
* Comment out shit
* Update fun.yml
removed comments
* Update fun.yml
Increased output for borkinase and felinase
* explosive reaction
creates razorium when mixed and makes a radioactive explosion. screaming explosion funny!!!
* reagent descriptions
updated em
* chem is no longer nuclear bomb
* remove tile-break scale
* recipe change
done through web view dont kill me im lazy
* removed cellular, halved rads
done through web again, dont end me thanks
* updated locale to reflect name change
* updated reagent to reflect name change
* updated reactions to reflect name changes
---------
Co-authored-by: NoreUhh <noreuhh@gmail.com>
* initial shitcode commit
* command boilerplate
* command flushed out and docs fixes
* missed one important thing in method extraction
* do loc properly
* rest later
* address review
* this worked on my laptop but not on my desktop but okay
* review comments
* address review
* add Rules tab to changelog
* rules clear
* make Entries the last field, to reduce merge conflicts for all future edits in these files
* update date
* comment
* This was a nice dream, but it turns out SS14.Changelog just bulldozes it anyway
* update date
* rename kira
* these one too
* migration
* Revert "migration"
This reverts commit ae0006ef745909c2e17b37fd18fd1d57204fe773.
* Revert "these one too"
This reverts commit 9757d2cf6898719b158e03c0f3b637cd2b55ce17.
* Revert "rename kira"
This reverts commit 170408c6f7486a6746b7a7c52cf10c597ead2608.
* bless the emo
* aaaaa
* time to end this right here and right now
* Revert "time to end this right here and right now"
This reverts commit b2c38573f9f8b5e8f736443d646d26839a0694cf.
* Revert "aaaaa"
This reverts commit 0f9451e22533b2f646211219e04103ce16d952ca.
* Revert "bless the emo"
This reverts commit 223607accf81e286481cab8d1037b1eb89a44dac.
* rename
* bikeshedding
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* resprite fuel and cleaner walldispenser
* added sprites and moved walldispensers in own .rsi
* forgot to remove sprites in old location
* meta.json - use 4 spaces instead of 2
* moved reagent from food to tank container
* clean up code inheritance
* replace static sprites with layered sprites and update related code
* added BaseDispenser for shared logic across dispensers
* make BaseDispenser unspawnable
* Add Explosive and PacifismDangerousAttack to FuelDispenser for consistency with WeldingFuelTank
* moved the sprite one pixel down
* reset wall_dispensers.yml to master
* rename sprite states, remove unused sprites, bring back code changes after merge
* really remove every unused sprite
* add maxVol
* indent to 4 spaces
* cleanup
* remove pepper dispenser
* switch to shared fill level sprite
* Implemented parenting and minimum default for loadouts
* Fix a mistake
* Apply suggestion from @iaada
Co-authored-by: āda <ss.adasts@gmail.com>
* Implement @iaada's suggestion to rename MinDefault to DefaultSelected
* happy little accidents
* Moved Parents and Abstract fields to under ID, added inheritdoc
---------
Co-authored-by: āda <ss.adasts@gmail.com>
* Update DamageableSystem to modern standards
* DamageContainerId -> DamageContainerID with lint flag
* Replace strings with protoids
* Make CVar subscription declarations all consistently whitespaced
* ChangeDamage -> TryChangeDamage, cope with C# jank
* Revert event signature changes
* Restore a comment
* Re-add two queries
* Init the queries
* Use appearanceQuery in DamageChanged
* Use damageableQuery in TryChangeDamage
* Use damageableQuery in SetDamageModifierSetId
* Final cleanup, fix sandboxing
* Rectify ExplosionSystem:::ProcessEntity's call to TryChangeDamage
* Re-organize DamageableSystem
* first big fuck you breaking change.
* THATS A LOT OF DAMAGE!!!
* Fix test fails
* test fixes 2
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Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Double bullet speeds
The only reason we had it at 20m/s was tunneling reasons.
The quick maths is (BodyA size + BodyB size) / frametime. Currently the game is doing substepping AFAIK so we can use 0.016 as the frametime therefore with a 0.40 width body we can get up to 40.625 (assuming the target is no narrower than 0.25 which given my thindows change last year should be a decently safe assumption).
* Fix
* Fix impact visuals, as they overshoot otherwise
* Revert changes
---------
Co-authored-by: SlamBamActionman <slambamactionman@gmail.com>
* predicted examine
* atrociously satanic
* do it right this time
* deltafields aren't necessary
* Update Content.Server/Atmos/EntitySystems/AtmosphereSystem.DeltaPressure.cs
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Fix teleport effect
Fix teleport effect, teleporting the artifact instead of the node. Also fix the popup happening twice.
* Detach from parent
* Resolve popup
* fix pulling issue
* Fixed via joint system instead of pulling system
* artifact
* requested changes
* I hate stack system!!!
* a lil bit of fixing, as a treat
* humgry
* mmm burger
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* eye on the prize
* OnStackInteractUsing, TryMergeStacks, TryMergeToHands, TryMergeToContacts
* namespace
* Use, get count, getMaxCount
* component access
* add regions, mark TODO
* obsolete TryAdd, public TryMergeStacks
* GetMaxCount
* event handlers
* event handlers
* SetCount
* client server event handlers
* move to shared
* Revert "move to shared"
This reverts commit 45540a2d6b8e1e6d2a8f83a584267776c7edcd73.
* misc changes to shared
* split
* spawn and SpawnNextToOrDrop
* SpawnMultipleAtPosition, SpawnMultipleNextToOrDrop, CalculateSpawns, general server cleanup
* Rename Use to TryUse.
* Small misc changes
* Remove obsolete functions
* Remove some SetCount calls
* Partialize
* small misc change
* don't nuke the git dif with the namespace block
* Comments and reordering
* touchup to UpdateLingering
* Summary comment for StackStatusControl
* Last pass
* Actual last pass (for now)
* I know myself too well
* fixup
* goodbye lingering
* fixes
* review
* fix test
* second look
* fix test
* forgot
* remove early comp getting
---------
Co-authored-by: iaada <iaada@users.noreply.github.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* LaunchOnTriggerComponent
Launches an object when a trigger on that
object is caused. The launch will be a certain
amount of force. The direction of the force
will be in the direction the object is facing.
* Fire stationary objects in the direction they're facing
* EVIL
* LESS EVIL
* Resolve @ScarKy0 comments
* allows gas recycler to be rotated
* Add Gas Recycler guide .xml
* Add Gas Recycler to engineereing guidebook yaml
* add loc
* add guide help component
* expanded guidebook entry
* recycler now can rotate pipe ports while keeping the rest in the same orientation
* guidebook edits
* added teg arrows for recycler
* guidebook tweaks
* Populate and select label line edit on window open
* Widen hand labeller UI
* Add reset and clear buttons to hand labeler UI
* Add window resizing fix from https://github.com/space-wizards/space-station-14/pull/40322
* xaml cleanup, button grouping
* Update AccessReaderSystem.cs
Fixes#40987
Related to PR #40883
Set DenyReason in CheckUserHasLockAccessEvent when access is denied to display "Access denied." popup to users. Uses ??= to avoid overriding reasons from possible systems.
* RE-FIX: Localize default deny reason in LockSystem.HasUserAccess
The default deny reason was being passed as a localization key string instead of being localized before display.
* Re-added null coalescing operator
Per maint request
* Drunk moment
* push
* fix test fails + a smidge of cleanup
* two smidges of cleanup
* Unpredicted so don't need the workaround
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Initial commit
* Small QOL buff
* Review changes
* Ch-ch-ch-ch-chaaaanges
* Review changes
* oops
* Oh ya fix the fill thing
* cleanup warnings make a few more private methods
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* it works! kinda
* so it works now
* minor cleanup
* central button now is useful too
* more cleanup
* minor cleanup
* more cleanup
* refactor: migrated code from toolbox (as it was rejected as too specific)
* feat: moved border drawing for radial menu into RadialMenuTextureButton. Radial menu position setting into was moved to OverrideArrange to not being called on every frame
* refactor: major reworks!
* renamed DrawBagleSector to DrawAnnulusSector
* Remove strange indexing
* Regularize math
* refactor: re-orienting segment elements to be Y-mirrored
* refactor: extracted radial menu radius multiplier property, changed color pallet for radial menu button
* refactor: removed icon backgrounds on textures used in current radial menu buttons with sectors, RadialContainer Radius renamed and now actually changed control radius.
* refactor: in RadialMenuTextureButtonWithSector all sector colors are converted to and from sRGB in property getter-setters
* refactor: renamed srgb to include Srgb suffix so devs gonna see that its srgb clearly
* fix: enabled any functional keys pressed when pushing radial menu buttons
* fix: radial menu sector now scales with UIScale
* fix: accept only one event when clicking on radial menu ContextualButton
* fix: now radial menu buttons accepts only click/alt-click, now clicks outside menu closes menu always
* feat: simple radial menu prototype for easier creation
* refactor: cleanup, restored emote filtering, button models now have class hierarchy
* refactor: remove usage of closure from 'outside code'
* refactor: remove non existing type from UiControlTest
* refactor: remove unused using
* refactor: revert ability to declare radial menu layers in xaml, scale 32px sprites using scale in radial menu
* refactor: whitespaces
* feat: now door remote have some kind of ui to switch mode
* refactor: subscribe for dispose on existing radial menus
* feat: now simple radial menu button models can have custom color for each sector background (and hover background color). Also added OpenOverMouseScreenPosition inside SimpleRadialMenu
* fix: AI door menu now can be closed by verb if it gets unpowered
* refactor: simplify code for DoorRemoteBoundUserInterface
* fix open/close mode sprite
* remove broken merge changes
* refactor: changed DoorRemoteSystem to be fully in shared
* refactor: localize DoorRemoteBoundUserInterface
* refactor: fix multiple invocation for TryToggleDoor inside DoorRemoteSystem on prediction
* refactor: extracted sprites and loc strings into prototype for cleaner code. Currently selected mode now have different background.
* refactor: changed hover selected color to recommmended
* refactor: reuse stylenano colors!
* review
* refactor: remove StyleNano reference
* refactor: revert removal of item status for door remote
* refactor: fix status control misprediction
* refactor: remove invalid comments, rename client DoorRemoteSystem comp after handle method
* refactor: fix DoorRemoteStatusControl not displaying status on entity pickup
---------
Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* fix species name in station records
* the hellish commit
* Update GeneralStationRecordConsoleWindow.xaml.cs
* fix
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* kudzu edible, food htn starts at peckish, no nutrition needed for npc to eat
* fix kudzu tags
* remove old stomach 2 from ruminant body
* make kudzu nutrition non-zero
* skip targeting food if nutrition is zero
* move edible from baseKudzu
* Make zombie system not fard
* Actually who cares if our owner is not a zombie, let melee weapons be zombies that's funny as fuck
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* metabolizing slime restores blood level
* halved the effectiveness of hunger satiation when slime is consumed by a slime organ
* kaboom
* ref george orwell's 1984
* rewrite george orwell's 1984
* Revert "rewrite george orwell's 1984"
This reverts commit c283a38e584c477f601179ea7504ec2651d22d31.
* this is exactly like doublethink from george orwell's 1984
* this is exactly like the ministry of truth from george orwell's 1984
* this is exactly like the ministry of peace from george orwell's 1984
* i'm going to lose it just like the protagonist in george orwell's 1984
* Apply patch https://github.com/moonheart08/space-station-14/compare/1777eea9a42a8bdbc4a865327bb9ef3e10fe57de..6b32bb2b148ef9d312b5332ccea4d8688694dba5
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* make red squiggly line go away
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Add todo list
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Add palette to `TextureButton`
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Rename `PalettedButtonSheetlet` to `NTButtonSheetlet` and move useful methods to `ButtonSheetlet`
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* migrate `ContextMenu` styles
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Update todo
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* tweak NT colors
* New stylesheet: `InterfaceStylesheet` & `InterfaceTooltipSheetlet`
* Move inheritance of `IButtonConfig` to `NanotransenStylesheet.Buttons`
* move `MenuButtonSheetlet` & actually implement `InterfaceStylesheet` correctly
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* tweak color & update todo
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* chat is this real (update chat palette)
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Update todo
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* `SmallButton` and remove some obsolete things from `StyleNano`
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* rename `StyleClasses` to `StyleClass` so `Stylesheets.Redux.StyleClasses` syntax is dead
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* replace `ButtonColorGreen` with `Positive`
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* `Placeholder`
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Examine popup buttons
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* move over more things & cleanup `StyleNano` more (under 1000 lines!!!!)
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Remove some more redundant stuff
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Undo style change for chat window
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* paper editing works now
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* `OptionButton` styles
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* `ListContainer`, move `DefaultWindow` styles (for now) & more cleanup
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* fix `ActionButton` not having highlighting
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* remove imports of `Robust.Client.UserInterface.StylesheetHelpers` & format
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* `ButtonBig` and more cleanup
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Move items inheriting from `ISheetletConfig` into their own directory
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Cleanup & move `Label` styles
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Action search box styles
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Moved, stuff is
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* rename `LabelSubtext` to `LabelSubText` & move more stuff (were almost there!!)
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* yap & move over MORE stuff (just like one thing left!!!)
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Change status classes to appropriate existing classes
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* remove remaining references to `StyleNano`
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Fix some hardcoding & broken code, `GetFromControl`
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Scrollbars!
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* chores
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* clean up `StyleClass.cs`
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* `ItemListSheetlet` refactor
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* more chores!
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Consistency w/ directory structure
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Move `MainMenuSheetlet`
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* `ColorPalette`
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* whoopsie
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Remove most sheet-specific sheetlets
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* fix warnings, cleanup, & fix scrollbar (this is why we fix warnings boys)
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* yap
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* MASSIVE resharper skill issue
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* actually use `ISheetletConfig`
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* have specific sheetlet be specific
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* `GetResourceOr`
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* cleanup & move / remove `IPalette`s
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* actually do specific stylesheets correctly & fix tooltips
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* cleanup & logging
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* Move `FontKind` and `FontKindExtensions` to their own files
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* rename `InterfaceStylesheet` to `SystemStylesheet`
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* change `ButtonHovered` etc to `PseudoHovered` etc
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* give the palettes fun names
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* `StyleSpace` is no more
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* It should compile now! I am now going to bed (fr) if it fails it fails
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* make squiggly red line go away
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
* add additional type restrictions to sheetlets
* `CommonStylesheet`
* minor cleanup
* Make `GetSheetletRules` not horrible
* wait this was duplicating style rules. oops!
* move some sheetlets to their associated xamls
* oh wait apparently that was important
* review pass 1
* review pass 2 (font & color stuff)
* review pass 3: remove unused stuff / filename fix
* fix warnings & "replace cast with explicit variable type"
* move `Palette` stuff to its own directory
* tweak colors (they're different now that I actually fixed the OKlab thing)
* review pass 4: little things
* make window close button grey before hovering
* refactor `HLine` to make it less terrible and allow it to be styled
* fix `NanoHeading` (it's been broken for a while whoops) and cleanup hardcoding
* band-aid missing references in `StyleNano`
* move `StyleBox` generating functions out of `IButtonSheetlet` into `StyleBoxHelper`
* remove dictionary field from `IStylesheetManager`
* Add check for unloaded sheetlets
* style tweaks to satisfy OCD
* I somehow missed this: `Caution` styleclass replaced with `negative`, refactor `PowerChargeWindow`
* tweak palettes for like the fourth time
* construct `StyleNano` / `StyleSpace` in `StylesheetManager` and mark them as obsolete
* rename `BackgroundPanel` classes for consistency
* tweak window / `ListContainer`
* oh right you use `///` not `/**`
* font system is bad, make it temporary
* acknowledge Divider funkyness
* remove use of class `Disabled`
* `ColorPalette` allow overriding colors with brace initialization
* review pass again
* tweak disabled button colors
* `StatusPalette` tweaks
* typo
* Make squiggly red line go away
* Delete `Redux`
* Remove all references to `Redux`
* make red less radioactive
* Store stylesheet name inside stylesheet class
* fix merge errors
* use RT's Oklab support instead
* shuffle around `StylesheetManager` fields
* apply stylesheets based off `StylesheetComponent`
* simplify `ColorPalette` construction
* add todo for `SheetletConfigType`
* `OptionButton` has a background color now
* fix disabled buttons
* sigh (red color palette fixed)
* make `ItemList` use primary palette
* Revert "apply stylesheets based off `StylesheetComponent`"
This reverts commit c05b147da845f6e04ff33d1cbd91a18a92c676d7.
* dead code removal
* buttons are green when pressed (we need togglebuttons)
---------
Signed-off-by: Brandon Li <sirbrandonthenerd@gmail.com>
Co-authored-by: Janet Blackquill <uhhadd@gmail.com>
* add the job wehs, add job crate fill and add purchaseable crate
* add job wehs to new loadout type
* add the MULTIWEH
* fix that one bug in testing
* mime and clown plushies have custom sounds
* was looking at the wrong thing alright
* indecisive
* properly attribute multiweh
* my worst nemesis, yaml linter... how dare they point out my mistakes...
* Remove crate and cargo buy at maintainer request
* add multiweh to bulk lizard plushie crate at a 1% chance
* double whammy
---------
Co-authored-by: Princess Cheeseballs <66055347+Princess-Cheeseballs@users.noreply.github.com>
* Large thruster
* copyright
* remove russian 📣
* Make it stronger (16x of normal)
* More energy consumption
* Update meta.json
* You can't deconstruct this thruster
* price - 1500 (5x)
* Folders recycle into paper, clipboards recycle into wood/plastic and steel
* CC clipboards also contain some cloth
* The nuclear code folder is also made of paper
* Whoops, violated the laws of thermodynamics
* Whoops, broke the laws of economics
* Blue organs for blue blood
* EYES GO IN THE HEAD
* Accidental upload
* Also accidental upload
* skreeching for the future
* SKREEEEEEEEEE
* THese are not the files you are looking for
* Sprite attribution
* feat: predict evaporation
* refactor: move puddle update logic to shared
* refactor: move more puddle stuff to Shared
Still can't do stuff that creates puddles :(
* refactor: move puddle transfers to shared
* fix: various style fixes + switch to predicted variants
* style: make some puddle stuff private instead of protected
* refactor: move solution dumping to its own system
* docs: clarify Drainable/Dumpable/Refillable docs
Also whacks unneeded VVAccess's.
* fix: audit usages of drainable+refillable
I'm leaving spear and arrow for now... but I don't love it.
* Added an item query I guess
* Review changes
* You can pour out waterguns
* Review changes
* oops
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
Co-authored-by: SlamBamActionman <slambamactionman@gmail.com>
* Embed for all
* Unify all thrown pen damage
Removes PenEmbeddable Abstract Entity as it is redundant. Those that parented to it now just parent to Pen.
* Fancy Pens deserve that damage bonus
Keeps an abstract entity for fancier pens to parent off of. Someone might do different fonts in the future, and them doing more damage is funny.
* Hitscans are now entities
* Cleanup
* Cleanup
* Silly mistakes but stop sign testing helps :)
* Address most of the review
* Reviews
* perry :(
* Final reviews
* Add comments
* Split event up
* better comment
* cleanup
* Made a new generic borg module for art; the Artistry Module!
* Made requested changes, changed the crayon emptyRepresentatives
* Did the thing.
* Added updated action sprite,with thanks to TiniestShark, also Attempted to fix the merge conflict
* changed empty representative of red to rainbow
* Added recharging crayon 'Electric Crayon' and sprite to the borg module, removed redundant extra crayon slot.
* Added requested changes, replaced old spraypainter with new recharging borg spraypainter
* Forgot to readd the recyclable tag to Crayon
* Removed compressed paint hand
* add table and curtains as constructables; carpet now in printer
* add textures
* whoops, didn't mean to change that
* textures v2
* add open curtain proto
---------
Co-authored-by: Quasr <~182430031+quasr-9@users.noreply.github.com>
* Add "Reset to default" verb to `TriggerOnVoice`
* Forgor to remove these changes
* Apply requested changes
* Test fail is real
* Apply requested changes
* Update according to refactored trigger system
* cleanup
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* reorganize id card sprites
* add CBURN attribution
* comment offset
* fix captain ID steal icon
* oops
* update attribution
* slightly more precise language in attribution
* add aliases, cleanup parents and inhands
* adjust syndicate sprites
* missed a spot
* fix historic attribution issues, add black inhands to id cards
* errant curly brace begone
* control stripe color through yaml, meta fix
* make deathsquad blue
* add bank commands
* Follow convention
* use protoId
* make logic better
* Move stuff to shared
* Make things dirty
* Move UpdateBankAccount to shared as well
* nullable + resolve
* Fix commands
* make things less legible
* typo
* same typo
* im dumb
* I don't know how to spell
* replace select with foreach
Co-authored-by: Simon <63975668+Simyon264@users.noreply.github.com>
* replace select with foreach again
---------
Co-authored-by: Simon <63975668+Simyon264@users.noreply.github.com>
* Use more consistent and clear language in documentation
* the letter G
* the friends we made along the way
---------
Co-authored-by: iaada <iaada@users.noreply.github.com>
* Clean up TitleWindowManager.cs
- I did not like how `OnHostnameChange()` always needed a string even though that string would always just be the hostname, so now it's just part of its function
- The extra function made to just trigger `OnHostnameChange()` are removed. It just runs the right function off the bat.
- Checking for `ClientRunLevel.InGame` for setting the title without the hostname, which means the previous joined server won't appear for a split second before being corrected by the new cvars being set. Or if the server prefers no host name in the titlebar by the time we connect.
* review
* Sus
* Improve IPIntel reasons
* Better
* Better 2
* Grammarly (aka reviews)
Writing's not that easy, but Grammarly can help. This sentence is grammatically correct, but it's wordy and hard to read. It undermines the writer's message, and the word choice is bland. Grammarly's cutting-edge technology helps you craft compelling, understandable writing that makes an impact on your reader.
* Prometheus exporter for github repo stats
I want more grafana charts
Already deployed on moon, this is just so other codebases can use it if they want.
* Add docs and issue/PR priorities
* Sure add merge conflicts too
* Add DatePicker
* DatePicker fixes
- Now uses `DateOnly` (currently fails sandbox, but PJB has promised to add
it in engine)
- Add MinDate and MaxDate fields
- Use constructor instead of parsing date string
* skeleton
* ok I think I understand this now
* xaml more like xam L
* good enough individual law control
* Works
* Final checks
* Final_Final.exe.docx
* removed unecessary usings
* locstrings
* doc comments
* requested changeds except var
* visual stuff
* I could write a manifesto about how much I dislike var
* color tweak + other thing
* request changed minus the inheritance
* sans Boxcontainer
* :/
* cache find
* requested changed
* removed usings
* Moved margin and removed unecessary BoxContainer
* Changed Soviet soda vending machine name
Now it is not faux-Cyrillic
* Replaced transliteration by real Cyrillic
Moved the Latin transliteration into a suffix
* move to shared
* entity effect to shared
* refactor: whitespaces+xml-doc typo fixups
* refactor: a little bit more of xml-doc typos fixups
Removed Incompatible RMC Emotes stuff.
---------
Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
* added airtight component to smartfridge.yml
* pulled the Airtight component, replaced mask with Impassable
* back to the way it was i guess
---------
Co-authored-by: meganerobot <andrewoidmk2@gmail.com>
* Cryo chems
* Actually cryo eats a lot of this stuff, should probably buff the amount you get...
* minor necrosol buff
* fuck it old recipe
* Fucked up my math, half is closer to 6 here.
* cryox
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* a
* Revert "a"
This reverts commit 2b9ba4ea67a9395d30b7ab37c8065f627f1a961a.
* f
* dev it
* a?
* ad
* forgor
* Revert "f"
This reverts commit 39228c7cbe4d28ba43b73580b55e01c3979eb869.
* derandomisation!
* reviv
* flavor
* fixe
* dwwasdwasdwa
* dwasdwasdwas
* fuck you
* LOCKED THE FUCK IN
* Forgot this little fella
* Crying
* All entity effects ported, needs cleanup still
* Commit
* HEHEHEHAW
* Shelve for now
* fixe
* Big
* First big chunk of changes
* Big if true
* Commit
* IT BUILDS!!!
* Fix LINTER fails
* Cleanup
* Scale working, cut down on some evil code
* Delete old Entity Effects
* Accidentally breaking shit by fixing bugs
* Fix a bunch of effects not working
* Fix reagent thresholds
* Update damage
* Wait don't change the gas metabolisms A
* Cleanup
* more fixes
* Eh
* Misc fixes and jank
* Remove two things, add bullshit, change condition to inverted
* Remove unused "Shared" system structure
* Namespace fix
* merge conflicts/cleanup
* More fixes
* Guidebook text begins
* Shelve
* Push
* More shit to push
* Fix
* Fix merg conflicts
* BLOOD FOR THE BLOOD GOD!!!
* Mild cleanup and lists
* Fix localization and comments
* Shuffle localization around a bit.
* All done?
* Nearly everything
* Is this the end?
* Whoops forgot to remove that TODO
* Get rid of some warnings for good measure...
* It's done
* Should make those virtual in case we want to override them tbqh...
* Update Content.Shared/EntityEffects/Effects/Botany/PlantAttributes/PlantDestroySeeds.cs
Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
* Fix test fails real
* Add to codeowners
* Documentation to everything
* Forgot to push whoops
* Standardize Condition names
* Fix up metabolism a little as a treat
* review
* add IsServer checks
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
* Fix species not being ordered alphabetically in the character customization UI
* Update Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* In one commit like an animal
* carpet fix
* move materials, more bad commit discipline
* re-add marble
* don't also do materials in the same PR, dude
* the return of floor_tile_stacks.yml for atomizing
* resolve an old issue
* re-add det cable
---------
Co-authored-by: iaada <iaada@users.noreply.github.com>
* ice now evaporates and quenches thirst
* Ice uses BaseDrink as parent instead of Water
* Misc ice cleanup
* Ice no longer inherits Extinguish reactiveEffect
* Test fixes
* Deparented Ice from BaseDrink (was causing test fails)
* Whoops, forgot to remove the part actually causing the test fails
* Added code comments
* Made droppers printable by autolathes and medfabs
* added glass to recipe
* Update Resources/Prototypes/Recipes/Lathes/chemistry.yml
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* - hugbot
- bdy with two arms because it needs two arms to hug
- is constructable from:
- box of hugs
- proximity sensor
- two borg arms
- lots of voice lines
- kinda like a medibot, it chases you down and then hugs you
- except if it's emagged, then it punches you :)
- it has a 2m cooldown per person by default
- MeleeAttackOperator
- Read the doc, but it's an operator which makes the NPC hit a target exactly once assuming it's in range.
- Used to make the hugbot attack
- RaiseEventForOwnerOperator
- Read the doc, but it's an operator which raises an event on the owning NPC.
- Used to make the hugbot hug extra code, specifically for the cooldown
- Changes to existing code:
- `ComponentFilter : UtilityQueryFilter` gets `RetainWithComp` added which, as the name implies, retains entities with the specified comps rather than removing them. Basically, it lets you negate the filter.
- `SpeakOperator : HTNOperator`'s `speech` field can use a `LocalizedDataSet` instead of just a locstring now
- (I updated all of the existing usages for this)
-
* two arms
* wait what if we just used mimebot arms so it doesn't look awful
* smort
* Update xenoarch guidebook page
* Remove artifact reports from science.yml and word change
* Some adjustments
* Remove references to artifact reports
* fix error and typo
* Various changes
* typo
* THATS NOT BROWN????
* Changed trigger window
* Added new section and notes about reagents
* Split into sub pages and various changes
* Change AnalysisConsole to link to the AnalysisConsole guidebook entry
* slight wording change
* Replace reagent explanations with reagent embeds
---------
Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>
* Move Bulldog Drum to Emag
Bulldog drum removed from standard techfab
Moved to emag listing
* Update Resources/Prototypes/Recipes/Lathes/Packs/syndicate.yml
* Adds more Syndie ammo to EMAG lathe inventory
* No more L6
---------
Co-authored-by: Connor Huffine <chuffine@gmail.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Ninja Bombing moved to blacklist
* Added blocker to "Solars"
Solars is too generic for a named bombing target.
* Change to AllEntityQuery
More clear intent
* Update migration.yml
Add migration to 'null' for removed WarpPointBombing entity
* Update NinjaConditionsSystem.cs
Undo some tidying
* Changed to tag
Ninja blocking component is now a tag instead of a new component
* Update NinjaConditionsSystem.cs
detidying
* Update NinjaConditionsSystem.cs
Change to efficient enumerator
* Move blacklist to component
Moved blacklist to spidercharge component
* Update migration.yml
fixed component reference
* Update migration.yml
Fixes Saltern. Exo is more complicated.
---------
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Added special crayon with infinite charges for borg usage.
* Use battery system to manage charges.
* Reverted extra changes
* Set charge on init
* removed init assignment
* Added comments to crayoncomponent
* tweaked comments
* Working with the new charges component, but at what cost?
* Remvoed extra field
* Apply suggestion from @slarticodefast
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Apply suggestion from @slarticodefast
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Apply suggestion from @slarticodefast
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Apply suggestion from @slarticodefast
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Fix renamed variables and descriptions in comments
* Variable naming, comment cleanup and autonetworking.
* Fix for test case, modified on init
* Cleaned up/merged charges logic
* review
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Add variables to cluwne component, update to the new style, add unremovable option to setoutfit.
* not nullable, shorthand
* Add comments, address reviews
* why, was i drunk?
* Apply suggestions from code review
---------
Co-authored-by: Jessica M <jessica@maybe.sh>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* add intrinsic store, replace revenant store with it.
* migrate PAI and also move to shared where possible
* fix typos and clean up... intrinisic
* oops, hopefully fixes test
* Move to StoreSystem and ActionGrant
* documentation and remove thing
* review
---------
Co-authored-by: Jessica M <jessica@maybe.sh>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Initial edits of files
Untested yet. I would like to make sure all is accounted for before moving the files.
* trying my best
* Revert "trying my best"
This reverts commit 9aeece466df0169adec97e3947b061b54fd9b388.
* Revert "Initial edits of files"
This reverts commit 45c6e2343844b5fcafadbf2e5115fb2f241086a1.
* an actual meal
* Added networking to LungComponent.cs
* removed duplicate using
* moving GasRagents to SharedAtmosphereSystem.cs
* Move Bulldog Drum to Emag
Bulldog drum removed from standard techfab
Moved to emag listing
* Update Resources/Prototypes/Recipes/Lathes/Packs/syndicate.yml
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* fixed
* adds SimpleHostile to SpaceAdder (the stealth snake)
* whoops i branched this off a branch not master
This reverts commit fe1562581f91a113950cfedd284a1790e51a48e6.
* Switched obsolete logger usages to use Sawmill
Fix the majority of obsolete logger usages outside the engine code.
* Fix injection in ChatManager and revert BuildMech changes
* Removed extra manual injection
* Reduced extra static injection and reverted changes to CommandButton as it needs engine changes.
* Removed two more cases of double injection and an extra using
* Reverted changes for Inventory Display
* Moved sawmill setup outside constructor in Table to resolve test failure
* Energy magnum and projectile protos, locker fills, and traitor objective updates.
* Fix objective
* Objective and .rsi tweaks
* Rewrite item description.
* Remove energy shotgun self charging and decrease magnum disabler cost.
* Bring magnum disabler fire cost in line with regular disabler.
* Bunch of sprite improvements including charge status visuals.
* whoops
* Minor sprite edit for clarity
---------
Co-authored-by: SlamBamActionman <slambamactionman@gmail.com>
* Add log statement for missing guidebook proto
Also removed an unused parameter.
* Update Content.Client/Guidebook/DocumentParsingManager.cs
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Added more Vox customizations
* Adds Vox Head Markings
* Update meta.json
* stray comma, woe be upon ye
* added tiny pixel to visage left and right
* Added eyeliner ftl
* Removed duplicate FTL
how the fuck did this happen
* Added cheek marking
* Made tip marking look a bit better
* Fix eyeliner ID
* ok whatever shut up build test. mean to me
* changed underbelly to have more flat transparency
* didnt like how it looked so i adjusted it
* Adjusted base eyeliner color
* Fixed inconsistency with nightling head tattoo
* Updated V tattoo
* Delete chest_v.png
* fix yml
ITS EVEN FUNNIER THE SECOND TIME
* minor sprite fix
* Update head.png
* Re added stray pixel, added square cere beak
* Added hooked beak
---------
Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>
* Plung Plunges
* C# solution replaced with yaml solution, made sprite in-line with normal plunger, & alt click works now
* Update Resources/Textures/Objects/Specific/Janitorial/janitorial_cart.rsi/meta.json
Co-authored-by: āda <ss.adasts@gmail.com>
* Chameleon Tag Added
* a TODO
---------
Co-authored-by: āda <ss.adasts@gmail.com>
* Add More Holy Books
* Remove reference of original fork in meta.json
* Removed "rich" reagent description for Blessed Bolognese, and replaced with "holy".
* Updated Holy Liquids to each have their own minor effects.
* Tuned down Nar'sie Blood
* Create playtime requirements, and relocate holy water to it's own category.
All holy waters created through a bible are now located under the "Sacred" section of the guidebook, as to help maintain clutter.
* Replace 'curse' mixing verb with 'bless'.
* Update and fix guidebook to have section for 'Sacred' liquids.
* Add back in Tanakh and Satanic Bibles so they can be removed in other PR.
* Forgot to re-add the prototypes.
* Add back the time requirements I mistakenly removed.
* Remove Italian Bible
* Fix errors.
* Remove Carps & Crypts
* Relocate .ftl designations to their own sacred.ftl
* Forgot to update single_reagent.yml. Updated it now.
* Ended the communist dream. (Removed Communist Manifesto option for Chaplain)
* Give lamp book a little more pizzazz.
* Single line indent applied
* test
* untest
* Update sacred.yml
* Remove Unused Bibles, rename druids, moth bibles.
* Remove custom reagents.
* Error fixes.
* Reorder Bibles to Save my OCD.
* Flip that pentagram.
Bro must of rolled a nat 20 in convincing people this should be flipped. I know its more "accurate", but the layman will probably look at this and say its wrong.
Just a personal thought that escaped my brain and will never be read.
* Rename Druid Tablet, Delete Lantern Path
* Delete icon.png
* Delete inhand-left.png
* Delete inhand-right.png
* Delete meta.json
* Update chaplain.yml
* Update loadout_groups.yml
* Reorder for OCD
* one step forward
* the letter C
* some of D
* the letter D
* the letter E
* the letter F
* stay in scope don't stray
---------
Co-authored-by: iaada <iaada@users.noreply.github.com>
fix so that all default Urist entities don't spawn with the same default human skin tone (cursed skin tone Urist McSlime)
(cherry picked from commit 8d9564c23856c342bc3a35834c462e659f5ebd5b)
Co-authored-by: Quantum-cross <7065792+Quantum-cross@users.noreply.github.com>
Ian suit has been made STRONGERgit add Resources/Prototypes/Entities/Clothing/OuterClothing/suits.ymlgit add Resources/Prototypes/Entities/Clothing/OuterClothing/suits.yml
Co-authored-by: NoreUhh <noreuhh@gmail.com>
* Added and attached tags for BorgGrenade, whitelisted borg hand, added Unremoveable to selfdestructseq.
* Added locales, fixed labels.
* Update borg_modules.yml
I fricked up, its fixed
* Update borg_modules.ftl
Removed Self Destruct label
* Update tags.yml
Removed tag: BorgGrenade
* Update borg_modules.yml
Removed hand whitelist because it hates my guts
* Update grenades.yml
Removed the BorgGrenade tag, made the explosive component repeatable and removed delete after explosion
---------
Co-authored-by: NoreUhh <noreuhh@gmail.com>
* refactors in material_doors.yml,
lowers destructible thresholds on most doors,
changes damageable modifiers for doors lowering their resistances,
adds partial material drops to doors being destroyed
* adds poster break sound to paper door breaking
* merge conflicts
---------
Co-authored-by: iaada <iaada@users.noreply.github.com>
* add sprites for box cutter
* move box cutter to melee, add yaml
* remove unneeded soundHit yaml
* add opening sound effect to box cutter
* modify sprites to look more like actual box cutters
* add BoxCutter tag and add to belts
* rename box cutter to utility knife
* remove accidental backtick
* move utility knife to correct place in tags
* remove SECOND accidental backtick??
* Fix utility knife arbitrage by reducing steel to 50
* Reduce damage to 4
* Reduce knife bounty reward to $2000
* modify utility knife icon to be larger
* Make utility knife extendable/retractable
* move slicing out of ComponentToggler
* change utility knife extend/retract sound
* Use TiniestShark's larger inhand images for utility knife
* utilty knife is now only Slicing when activated
* Initial Commit
Added Circuit Totes, replaced Head Locker fills with Tote fills, also stamp boxes for relevant heads.
* Craftable!
Now craftable: Uses 1 cardboard and 1 cloth (gotta keep the circuits cushioned!)
* Various Fixes
Fixed indenting, added comments, fixed names, tried for 5 hours to get the table fill to work, failed.
* test fail fix
aaaaaaaa
* TEST FAIL WHYYYY
AAAAAAAAAAAAAAAAAAAAA
* test fail fix 3 feat. iaada
*mothscream.oog*
* SURPLUS BOARD USES TOTE NOW
THANK YOU IAADA
* indent fix & storage base fix
Fix for indents and also the storagebase bug
* Master Merge Fix
* Update meta.json
* forgor the important part
* Readds taser to security
* removes item drop from regular tasers, adds item drop to admeme tasers
* Fixes stun on collide options
* Fixes drop
* Lowers fire rate for taser
* Init Commit
* Remove unused code, fix stun visuals bug
* Update Content.Shared/Stunnable/SharedStunSystem.cs
* Some initial changes
* first batch of changes
* Commit
* One line cleanup
* KnockdownStatusEffect ain't worth it.
* Fix 2 bugs
* Fixes
* Remove that actually,
* Maybe this?
* Meff fix
* Meff fix
* alert cleanup and API
* I expect update loops to be at the top.
* Fix LOC
* Address review
* Address review x 2
* Merg my PR
* Fix
* Update Content.Shared/Alert/AlertsSystem.cs
webedit
Co-authored-by: Perry Fraser <perryprog@users.noreply.github.com>
* FIX THAT TEST FAIL!!!!
* Me when I forget to actually give you alerts
* Push
* Tests are not failing locally why are they dying on github???
* Fix test fails (real)
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
Co-authored-by: Perry Fraser <perryprog@users.noreply.github.com>
* Initial commit
* Minor fix
* Why is this uncommented here? Hmmm
* No wait this can't be here, oops
* Do better time
* Also guidebook
* Review changes
* Add rejuvination, fix mispredicts
* Reduce ClosetBase's DamageTrigger to 50 from 150.
* Increased LockerBase's DamageTrigger to 75, doubled LockerBaseSecure's DamageTrigger
This and the previous commit aim to improve health scaling of storage closets with their intended level of security. The
damage scale is as follows:
Inheritors of ClosetBase: 50 (old 150)
Inheritors of LockerBase: 75 (old 50)
Inheritors of LockerBaseSecure: 150 (old 75)
I left suit lockers alone because visually they look the tankiest of the lockers, though it may make sense to have them
in between secure lockers and regular lockers.
* COMMIT
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* added random instrument crate + tables
* added limit to SS + added new SS with no limit
* Push
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Initial commit - added Lecter and munitions descriptions, need to make one for the M-90GL...
* Fixed a formatting issue in the Lecter description, should be ready for review!
* Tests gaslighting me
* Third times the charm
* 99% of gamblers quit before the big win
* Update Resources/Prototypes/Entities/Objects/Weapons/Guns/Rifles/rifles.yml
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Updated with roomba's changes
* Formatted descriptions, ready to go!
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Fixed formatting WITHOUT using spaces
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Updated weapon names.
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Added Roomba's suggestions
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Reverted AKMS formatting - outside the scope of this PR.
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Updated Estoc's description.
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Added AugustSun's suggestions.
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Slightly rephrased, im happy with it now.
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Fixed projectile names
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* thats not even a bullpup dumbass
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
---------
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* stop jammer from jamming radio of certain frequency
* xenoborg jammer no longer jamms xenoborg radio
* stop jammer from jamming device network signals from certain frequency
* xenoborg jammer no longer jamms xenoborg camera signal
* the old tale of the missing ;
* backwards
* fix issue with readonly
* comments to the frequencies excluded
* triple typo
* clearer summary
* add summary
* fixed 4th hidden typo
* do the thing yeah
* tweaked values on regular fire helmet including cooling
* adjusted values again after further testing also to the atmos fire helmet
* crossing the pond
* share some station records
* share some criminal records
* single system
* comments
* minor touchups
* I always forget this part
* requested changes
* revert predicted spawn
* requested changes
---------
Co-authored-by: iaada <iaada@users.noreply.github.com>
* Content - change the (should-be-obsolete) DisposeAllChildren into the more robust RemoveAllChildren.
* Remove duplicate calls.
---------
Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
* add silicon smite
* change string to prototypes
Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
* alphabetitize
* fix stuff scar broke
* clean
* make target have the silicon mindrole
* simple check
* defined a private readonly proto for the silicon mind role
* simple check
---------
Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
Co-authored-by: ScarKy0 <scarky0@onet.eu>
Many newer overlays use IRenderTextures that are sized to the rendered viewport. This was completely broken, because a single viewport can be rendered on multiple viewports in a single frame.
The end result of this was that in the better case, constant render targets were allocated and freed, which is extremely inefficient. In the worse case, many of these overlays completely failed to Dispose() their render targets, leading to *extremely* swift VRAM OOMs.
This fixes all the overlays to properly cache resources per viewport. This uses new engine functionality, so it requires engine master.
This is still a pretty lousy way to do GPU resource management but, well, anything better needs a render graph, so...
* Initial commit
* Fixing merge conflict
* Merge conflict fixed
* Anchorable entities can now be marked as 'unanchorable'
* Revert "Anchorable entities can now be marked as 'unanchorable'"
This reverts commit 6a502e62a703cf06bd36ed3bdefe655fc074cfc5
This functionality will be made into a separate PR
* Error sprite
* Update AI core appearance with sustained damage, spawn scrap on destroyed
* Added intellicard sprite
* AI damage overlays
* Added fixtures
* AI core accent changes when damaged or low on power
* Bug fix and pop up messages for inserting AIs into inoperable cores
* Updated 'dead' sprite
* Destroying the AI core reduces the number of AI job slots available
* AI battery duration set to 10 minutes
* Initial commit
* Allow MMIs used in the construction of AI cores to take them over
* Initial resources commit
* Initial code commit
* Sprite update
* Bug fixes and updates
* Basic console UI
* Code refactor
* Added lock screen
* Added all outstanding UI features
* Added purge sprites
* Better appearance handling
* Fixed issue with purge sprite
* Finalized UI design
* Major components finalized
* Bit of clean up
* Removed some code that was used for testing
* Tweaked some text
* Removed extra space
* Added the circuitboard to the RD's locker
* Addressed reviewer comments plus tweaks
* Addressed reviewer comments plus tweaks
* Removed instances of granular damage
* Various improvements
* Removed testing code
* Fixed issue with disabled buttons
* Finalized code
* Addressed review comments
* Added a spare Station AI core electronics to the research director's locker
* Fixing build failure
* Addressed review comments
* Addressed review comments
* Added reverse path for construction graph
* Removed unneeded reference
* Parts can be purchased through cargo
* Fixing merge conflict
* Merge conflict resolved
* Fixing merge conflict
* Code update
* Code updates
* Increased AI core health and gave it a sell price to fix test fail
* Added screen static sprite
* Added better support for ghosted AI players plus code tweaks
* Various improvements and clean up
* Increased purge duration to 60 seconds
* Fixed needless complication
* Addressed reviewer comments part 1
* Addressed reviewer comments part 2
* Further fixes
* Trying lower battery values to see if it fixes the test fail
* Adjusted power values again
* Addressed review comments
* Addressed review comments
* Fixed test fail
* Fixed bug with endless rebooting. Using rejuvenation on an AI core revives the AI inside.
* Added pop up text
* Bug fix
* Tweaks and fixes
* Fixed restoration console not updating when the AI finishes rebooting
* Update SharedStationAiSystem.Held.cs
---------
Co-authored-by: ScarKy0 <scarky0@onet.eu>
* Added Waterjug, a low-mid pop map with a tropical theme and custom evac shuttle
* Fixed postmapinittest issues (Hopefully)
* Actually fixed the afformentioned issue.
* Added Warden Spawnpoint which I forgot
* Named APCs, Substations, & Cameras, added some more decals
* Decorated some more, notably the bar.
* Minor adjustments, added cans, slightly reworked salv and maints bar
* Fixed some small issues, notably weird closed doors, added a few small things (shutters mostly)
* Added 2 new astrotiles, dark grass and desert sand.
* Removed map. Fixing issue. Please hold.
* Forgot to remove a comma, please god forgive me maptainers. I blame Rider IDE for it's autoaddition of all changes made even on seperate branches.
* Added localization for stacks.
* Actually fixed the loc. issue. Maybe. Please.
* Hopefully fixed the last localization issue.
* Added Light Astro-tiles, and edited the names of the inhand png's for the dark grass astrotiles to be more internally consistant
* Fixed some issues caused by another PR I made, added more maints stuff
* Made some small decorative and practical changes
* Fixed, changed, and added a ton of stuff. I don't think I can list it all, honestly.
* Removed shields to try to fix an issue with the test
* Hopefully fixed issues relating to a failed test.
* Replaced grass/flora decals with randomized ones, readded shields to armory
* Fixed some YML issues, whitelisted files for flora decal spawners
* Added a bridge-beach, added some misc. items and objects.
* Small changes to buttons, fixed wires and flooring
* Fixed AME-Holopad issue.
* Added a Custom Waterjug Parallax, made it so the parallaxes actually work, and made some minor adjustments to the map
* Fixed an accidental adjustment to CoreStation's parallax prototype YML
* Changed some Salvage and Cargo stuff
* Fixed some merge issues, updated Adriatic with a locker and added some little details to Waterjug
* Fixed some stuff, added docking arm near evac
* meta json fix tiles
* fixed again
* fixed once more
* Removed all the waterjug stuff.
* fix spacing
* fix unnecessary formatting
---------
Co-authored-by: SharkSnake98 <sharksnake87@gmail.com>
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Kitchen spike and sharp system
* Use transform and parent
* A
* Works
* A
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* move all the radio components and system to Shared.
* duh split impl
* address reviews
* cleanup
---------
Co-authored-by: walksanatora <walkerffo22@gmail.com>
* First commit
* CommandImplementation on singletons is die, a la moony
* Fix duplicated thingy because yes
* Prototypes, bugfixes, refactoring oh my
* Remember to actually stage your ftl changes next time, leaf
* Enable whitelisting specific DNM prototypes per map
* Enable whitelisting directories
* Rename fields
* Use a HashSet instead of an array
* Add check for unused whitelist entries
* Remove whitelisting for meta (warden's rubber stamp was removed)
* Add glob support courtesy of @IProduceWidgets
* Update xmldoc
* idk no longer shrugs
* accidentally had this in here!
* this was accidentally in here too!
* fucked up the removal
* fucked it up again this should HOPEFULLY be the last one
turns out it's hard to revert the edit of a file that's just numbers and spaces who woulda thunk?
* Restore SpaceStation14.sln to master
* Restore development.toml
---------
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Fix usages of TryIndex()
Most usages of TryIndex() were using it incorrectly. Checking whether prototype IDs specified in prototypes actually existed before using them. This is not appropriate as it's just hiding bugs that should be getting caught by the YAML linter and other tools. (#39115)
This then resulted in TryIndex() getting modified to log errors (https://github.com/space-wizards/RobustToolbox/commit/94f98073b07bd3fa3133ae6799b34d90f46f467e), which is incorrect as it causes false-positive errors in proper uses of the API: external data validation. (#39098)
This commit goes through and checks every call site of TryIndex() to see whether they were correct. Most call sites were replaced with the new Resolve(), which is suitable for these "defensive programming" use cases.
Fixes#39115
Breaking change: while doing this I noticed IdCardComponent and related systems were erroneously using ProtoId<AccessLevelPrototype> for job prototypes. This has been corrected.
* fix tests
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Adds Action DoAfter Events
* Adds DoAfterArgs fields to DoAfterComp
* Adds a base doafter action
* Adds Attempt action doafter logic
* Adds doafter logic to actions
* Changes Action Attempt Doafter and action doafter to take in Performer and the original use delay. Use delay now triggers when a repeated action is cancelled.
* Readds the TryPerformAction method and readds request perform action into the action doafter events
* Adds a force skip to DoAfter Cancel so we can skip the complete check
* Adds a Delay Reduction field to the comp and to the comp state
* Fixes doafter mispredict, changes doafter comp check to a guard clause, sets delay reduction if it exists.
* Cancels ActionDoAfter if charges is 0
* Serializes Attempt Frequency
* Comment for rework
* Changes todo into a comment
* Moves doafterargs to doafterargscomp
* Adds DoAfterArgs comp to BaseDoAfterAction
* Removes unused trycomp with actionDoAfter
* Replaces DoAfterRepateUseDelay const with timespan.zero
* Removes unused usings
* Makes SharedActionsSystem partial, adds DoAfter partial class to ActionSystem, moves ActionDoAfter logic to the SharedActionsSystem.DoAfter class
* Cleanup and prediction
* Renames OnActionDoAfterAttempt to OnActionDoAfter, moves both to Shared Action DoAfter
* Removes ActionAttemptDoAfterEvent and moves its summaries to ActionDoAfterEvent. Converts OnActionDoAfterAttempt into TryStartActionDoAfter
* Removes Extra check for charges and actiondoafters
* Sloptimization
* Cleanup
* Cleanup
* Adds param descs
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Revert "Disable vulpkanin human hair (#40144)"
This reverts commit d02aa1a4e2.
* You can once again shave your pet Vulp
* I can see the ass, I'm safe
* Rectified docstring as I am a good person
* I am doing this instead of playing Silksong please help
* Fix forgetting to re-add shader overriding
* Title
* Tired
* That shit did nothing goddamn
* Fix for real
* Use og code
* Hmmm borgaer
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Add altInteract option to interaction test helper methods
* Add water cooler interaction test
* Oops, that's not a NetEntity
* Is.Not.Empty
* SPlayer
* Assert.Multiple
* Document parameters
* alert cleanup and API
* I expect update loops to be at the top.
* Address review
* Address review x 2
* Merg my PR
* Fix
* Update Content.Shared/Alert/AlertsSystem.cs
webedit
Co-authored-by: Perry Fraser <perryprog@users.noreply.github.com>
* FIX THAT TEST FAIL!!!!
* Me when I forget to actually give you alerts
* Hammedborgar
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
Co-authored-by: Perry Fraser <perryprog@users.noreply.github.com>
* Make yaml gas serialization cleaner
* fix exception
* fix validation code
* rudimentary test & permissive loading
* change it a bit
* Test fixes and adjustments
* Stop packaging `Resources/ServerInfo`
This is only used by the client, it is unneccery to pack into the server. Plus it keeps getting people to think that just editing the server resources will modify the guidebook even though that needs a custom dev enviroment.
* Add credits too
* added secret gamepresets
* cut down on alias
* remove all secret presets
* change the command to allow for a secret argument
* update test
* moved the secret argument after the number of rounds argument
* added completions
* localization and use of CompletionHelper.Booleans
* command now has a option for a decoy preset
* fixed decoy message in the end
* ops
* clean up
* hint 2
* improve localization
---------
Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com>
* Update OrganManipulation.xml
* Update Command.xml
Renamed commands from Research Director and QuarterMaster to Mystagouge and Logistic Officer.
Signed-off-by: PureBreadBagel <146181383+PureBreadBagel@users.noreply.github.com>
* Update Radio.xml
Highlighting examine your radio
Signed-off-by: PureBreadBagel <146181383+PureBreadBagel@users.noreply.github.com>
* Update CharacterCreation.xml
Added some extra traits, and changed unrevivable to include cloning.
Signed-off-by: PureBreadBagel <146181383+PureBreadBagel@users.noreply.github.com>
* Update MedicalDoctor.xml
Added some information regarding cryogenics for rotting bodies, and added information about the unrevivable trait.
Signed-off-by: PureBreadBagel <146181383+PureBreadBagel@users.noreply.github.com>
* Update Cloning.xml
Added information regarding the unrevivable trait for cloning.
Signed-off-by: PureBreadBagel <146181383+PureBreadBagel@users.noreply.github.com>
* Update Surgery.xml
Added the cleaning of surgery tools.
Signed-off-by: PureBreadBagel <146181383+PureBreadBagel@users.noreply.github.com>
* Update Science.xml
Signed-off-by: PureBreadBagel <146181383+PureBreadBagel@users.noreply.github.com>
* Update AnomalousResearch.xml
Signed-off-by: PureBreadBagel <146181383+PureBreadBagel@users.noreply.github.com>
* Update CosmicCultDeconversion.xml
Updated the deconversion to fix the censer from holywater to Mindbreaker toxin
Signed-off-by: PureBreadBagel <146181383+PureBreadBagel@users.noreply.github.com>
* Update CosmicCultDeconversion.xml
bible removal
Signed-off-by: PureBreadBagel <146181383+PureBreadBagel@users.noreply.github.com>
* Update CosmicCultDeconversion.xml
Added mindbreaker toxins recipe.
Signed-off-by: PureBreadBagel <146181383+PureBreadBagel@users.noreply.github.com>
* Update PartManipulation.xml
Added extra information regarding limbs that cannot be biofabbed.
Signed-off-by: PureBreadBagel <146181383+PureBreadBagel@users.noreply.github.com>
* Create Logistics
Renamed logistics guidebook entry
Signed-off-by: PureBreadBagel <146181383+PureBreadBagel@users.noreply.github.com>
* Update cargo.yml
Renamed from cargo to logistics
Signed-off-by: PureBreadBagel <146181383+PureBreadBagel@users.noreply.github.com>
* rename cargo to logistic
rena
Signed-off-by: PureBreadBagel <146181383+PureBreadBagel@users.noreply.github.com>
* Revise trial and hearing procedures in Justice.xml
Updated trial and hearing procedures, including time limits and roles.
Signed-off-by: PureBreadBagel <146181383+PureBreadBagel@users.noreply.github.com>
* Enhance Psionics.xml with glimmer tracking details
Added details about the sophic scribe's functionality and glimmer emergency handling.
Signed-off-by: PureBreadBagel <146181383+PureBreadBagel@users.noreply.github.com>
* Rename guide entry for altars in epistemics.yml
Signed-off-by: PureBreadBagel <146181383+PureBreadBagel@users.noreply.github.com>
* Update Altar.xml by removing Golemancy note
Removed note about Golemancy not being implemented.
Signed-off-by: PureBreadBagel <146181383+PureBreadBagel@users.noreply.github.com>
* Enhance forensic information retrieval process
Updated instructions for recognizing DNA and added references to Medical and Criminal Records Computers.
Signed-off-by: PureBreadBagel <146181383+PureBreadBagel@users.noreply.github.com>
* Decked out the MedicalDoctor.xml with the new traits and CPR!
* Recoloured Medical doctor and added a better guide for dead bodies.
* Reworded medical doctor alot.
* Added another surgery textlink
* Rechanged medical doctor, too colourful so i toned it down
* Finalised the doctor
* fixed a missing "
* Some grammar and invalid pages fixes.
* Edited the Bartender page to add restocking as well. Along with some rewording.
* Added operating tables to surgery, and fixed a typo, its sutures not satures!
* Fixed some stuff
* Fixed some things regarding a review.
* Rewriting my medical doctor. Part 1
* Rewrite medical doctor.xml part 2
* Some extra changes, added umbroxol and holywater to core medications
* added topicals
* finished rewriting medical doctor
* copied medical doctor to the DV folder for namespacing, while replacing the original one with wizdens
* Edited something about psionics.
* Fixed forensics.
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* namespaced medical doctor.
* quick bug fix
* moved umbroxol and holy water to speciality medications
* added extra traits such as unrevivable to medicaldoctor
* Update Resources/ServerInfo/Guidebook/_DV/Justice.xml
Co-authored-by: Tobias Berger <toby@tobot.dev>
Signed-off-by: PureBreadBagel <146181383+PureBreadBagel@users.noreply.github.com>
* Fixed everything for review
* fixed an entry not showing
* ack invalid comment
* Hotfix for him again
* To apply with the changes
* aaaaa MY YAML
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* Update guides.ftl
Co-authored-by: Vanessa <908648+ShepardToTheStars@users.noreply.github.com>
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* Update MedicalDoctor.xml
Co-authored-by: Tobias Berger <toby@tobot.dev>
Signed-off-by: PureBreadBagel <146181383+PureBreadBagel@users.noreply.github.com>
* Update CharacterCreation.xml
Co-authored-by: Tobias Berger <toby@tobot.dev>
Signed-off-by: PureBreadBagel <146181383+PureBreadBagel@users.noreply.github.com>
* Fixed a serious blunder
* Moved cloning into _DV and changed the .yml address
* Quick fix to surgery.
* updated surgery again.
* removed the commentz from the main guide
* oops I accidentally deleted
* Update Resources/Locale/en-US/guidebook/guides.ftl
Signed-off-by: Tobias Berger <toby@tobot.dev>
* Update Resources/Locale/en-US/guidebook/guides.ftl
Signed-off-by: Tobias Berger <toby@tobot.dev>
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* Add screwdriver to ward locker.
* Ward Harduit -> Hardsuit in yml.
* Removed magboots from hardsuit.
* Move from locker to hardsuit locker.
* Screwdriver no more.
* redo caw + add squawk and quack
* quack and squawk real
* Update speech_emotes.yml
* let women quack!!!
* this time for real
* moo and baa
* BAA AND MOO
* why is it oviniaBaa but the other one is just moo
* i'm gonna flip my lid
* give harpies oviniaEmotes tag
* LET MEN QUACK
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* THANK GOD THIS IS ALL IN _DV
Adjutant changes
* Forgot to use my full discord user for the metajason
:3c
Signed-off-by: Halo3moth <mdavid.wininger@gmail.com>
* 1.3 to 1.5
---------
Signed-off-by: Halo3moth <mdavid.wininger@gmail.com>
Fix missing scrollbars in Admin Player List window (#40525)
* Fix missing scrollbars in Admin Player List window
* Revert "Fix missing scrollbars in Admin Player List window"
This reverts commit c5aea1a0550deb1d1d7aae4e2dec964e93d2d8ae.
* Invalidate cached item height when item generation callback changes
Signed-off-by: DisposableCrewmember42 <disposablecrewmember42@proton.me>
Co-authored-by: eoineoineoin <helloworld@eoinrul.es>
* 1
* 2
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* Saboteur Borg
Adds Saboteur Borg
* Oopsies
fixed a oopsies deleted line
* That should be the final change?
Description clean up and small bugs found
* Direction changes part1
Most the direction changes but I missed something
* Direction changes part 2
:3c
* Updated saboteur borg to use a cloaking module, similar to the xenoborg's cloaking module
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* Fixed parent
* One more time
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* Sorted the ID card computer's buttons.
* Sorted the Jukebox song list
* Sorted the jukebox entries.
* Sorted access config.
* Forgot a comment.
* Changed collection expression
* Also updated Door electronics bound interface.
* Used the existing method now that I can lol
* Adds Christmas Kobolds: Defenders of The Yule Tree
* update comments
* Add candy spear sprite
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* no shoes for now
* Revert "no shoes for now"
This reverts commit 8bece94b57.
* No shoes for now
* maybe
* Ain't
---------
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* Pebble event map hotfix
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* Pebble Event Map
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* uhmmm
* health analyzer gaming
* cleanup
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* yeah
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* text update
* cleanup
---------
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* Update signs with DV color schemes
new file: Resources/Textures/_DV/Structures/Wallmounts/signs.rsi/detective.png
new file: Resources/Textures/_DV/Structures/Wallmounts/signs.rsi/library.png
modified: Resources/Prototypes/Entities/Structures/Wallmounts/Signs/signs.yml
modified: Resources/Textures/_DV/Structures/Wallmounts/signs.rsi/meta.json
* other files
* library
* Add NVG to visor, Ion Immunity and no EMP armor ignore
* Comments..
* .ftl from up to _DV
* Rewrote visor description.
* Remove ftl newline, forgor desc comment.
* Added shark vision to Feroxi.
* Fixed a bug if someone was holding a container of blood.
* Updated pulse time and useDelay for the pulse.
* Updated guidebook
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* Cleanup
* More clean-up
* Removed vision goggles sound from ability
* Got rid of an unused namespace
* last fix I swear
* Apply suggestions from code review
Co-authored-by: Tobias Berger <toby@tobot.dev>
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* Apply suggestion from @Toby222
Co-authored-by: Tobias Berger <toby@tobot.dev>
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* Removed SharedLightSystem from SharkVisionOverlay
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* Moved law boards to their own file, similar to the structure that upstream uses.
* Fixed syndicate medical borg ghost role. Moved DV lawsets.
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* Protect arrivals and evac from meteors (slightly)
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* change meteor protection zone to a MarkerBase
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* Initial port of EE Harpy flying (#919)
* Added better friction and acceleration modifiers.
* Moved server's flight system to shared. I don't know why it isn't in the first place.
* Shifting things around.
* Code tweaks to make it better
* Comment fixes
* Fixed footsteps and footstep sounds
* Added a quick conditional if InitialStaminaCost greater than zero
* Removed a pop-up that wasn't showing
* Additional adjustments
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* Fixed a few more systems to call the Flying system instead of the component
* Comment consistency. DeltaV comments where I made it better. EE comments where they originally had things
* YAML fixes
* Guidebook
* Apply suggestions from code review
Co-authored-by: Tobias Berger <toby@tobot.dev>
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* Removed DoAfterDashEvent
* Fixed suggestions
* Updated comment
* Added new copyright free wingflaps with proper attribution
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* Appeased YAML gods
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* woo wall lockers!
* chemical
* clean up
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* CONTRIBUTING.md - reorganized, and added ftl separate file guideline
* minor tweak
* helps when your example is actually relevant
* CONTRIBUTING review comment - features to changes
Signed-off-by: Charlie Morley <cmorley191@gmail.com>
* triple yaml example combo
---------
Signed-off-by: Charlie Morley <cmorley191@gmail.com>
* Holofan re-balance. No longer infinite but recharge.
Original Implementation by MajorMoth. Modified and expanded on by ShepardToTheStars. Holofans Changes (#1394)
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- Holofans are now timed
- Holobarriers are now charge based, and produce a timed barrier
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Direction request to avoid them being up all shift and doing atmos
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New components and systems to handle detailed descriptions on holofan
barriers. Bunch of .yml changes.
Because both holograms can now either be destroyed, or despawn after 5
minutes, a complete rewrite of the way they're produced was necessary.
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Clicking on a holo barrier/fan with the correct projector will delete
it, and add a charge back to the projector.
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🆑 Jakumba
- add: Added a warning text when inspecting a Holofan and Holobarrier
with duration before they expire
- tweak: Holobarrier Projectors now work on a charge base system
- tweak: Holofans and Holobarriers now last for five minutes when placed
---------
Co-authored-by: Falcon <falcon@zigtag.dev>
Co-authored by: Vanessa <vanessalouwagie@gmail.com>
* Added a CanPickup variable to the component to disallow picking up holoprojections.
* Hid the empty version of HoloprojectorEngineering
* YAML cleanup
* Holoprojection locale update
* Old logic cleanup
* Fixed holobarrier sprite
* Words
* Fixed hidden projector in DV namespace
* Excluded TimedDespawnDetailed from test that already excluded the TimedDespawn comp
* PR #4734 feedback changes
* oops. Actually put StopTimer in TimedDespawnDetailed
---------
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* everything rah
* vending.png
* recovered files
* clean up
* .
* final touches?
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* Silvia can see health bars. Fixed her slipping too.
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Added inventory slots to Silvia.
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* PR Feedback
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* part uno
* tada
* aaaaa
* a
* last one i swear
* i lied
* error fixed
* fixed conflict for real this time
* choppas, rickenbacker, and pickaxe reverted
* fixed for real this time
* fixed comments
---------
Signed-off-by: verybigman <171044200+verybigman311@users.noreply.github.com>
* lasers done
* fixed drinks
* one done
* enforcer complete
* messed up the sprites
* fixed suitstorage
* edit
* electric boogaloo
* save
* IK done
* guess who forgot to edit the json
* every gun now has wield sprites
* kammerer is BROKEN
* finally free
* changes
* Oh my god there are sharks here
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* I don't even know man
* Fix spaces
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* fixes fixes fixes
* English language was invented to sell more dictionaries
* eveny
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* Removed Basic borg IDs.
* Added ID chips to derelict borgs so they don't have to beg to get into the station.
* Added the ability to unlock derelict syndicate cyborgs to roboticists
* Lathes now create borg ID chips with all Borg AA permissions.
* Added new component for Borg ID chips to prevent them from being copied.
* Fixed words
* Added BorgIdCard to BaseIdChip
* Logic hard
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* Added BorgModulesDeltaV to exofabs
* Fixed build error
* Update Content.Shared/_DV/Access/Components/BorgIdCardComponent.cs
Co-authored-by: Tobias Berger <toby@tobot.dev>
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* PR #4821 feedback
* Forgot to rename a file.
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* lost of fixes
- Standardized all shuttles.
- Standardized shuttle naming convention for shipyard shuttles.
- Standardized shuttle naming convention for cargo shuttles.
- Fixed Midpoint wrongly named holopad in the reporter's office.
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* Fixed shipyard pricing
* Margin was apparently not enough
* Not enough margin still
* Hopefully this will solve the margins
* Applied requested changes
* Those darn margins are so hard to predict
* Named the trader
---------
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* Bring Ovni back
* Update ovni.yml
* Made archivists room bigger, changed AI core a bit
* Update ovni.yml
* Update ovni.yml
* removed invalid
* attributions file
* Made requested changes
* removed invalid..?
* Update ovni.yml
* removed invalid
* Minor fixes
* fix invalid, hopefully for the last time..
* fixes, still need to do signs, its next
blah
* final fixes.. i hope
beh
* attributions fix
* Update deltav_map_attributions.yml
* removes mentions of detainment
* ?
* ??
* Daughter Babylon, doomed to destruction, happy is the one who repays you according to what you have done to us. Happy is the one who seizes your infants and dashes them against the rocks.
---------
Signed-off-by: Proxy also works :3 <98499019+Proxysseia@users.noreply.github.com>
* Make crawl speed depend on your free hand count (#41458)
* crawl speed
* I can't spell
* Reduced the penalty by half. Zero hands taken is 50% move speed.
* forgot a few F's lol
* comment fix
---------
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* xenoarch: hide some node effects until unlocked
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* minor review comments
* added missing deltav comments
* test failures: forgot DataField annotation on XAEDetails.AllowLockedEffectHiding, and LocId SpecificTip field needed default
* AnalysisConsoleMenu.xaml.cs copypasta mistake (that'll teach me to push before testing)
* arti effect hiding increased to 70%
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* Add Minor Mass Mind Swap
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Move away from Nyanotrasen namespace, Add Default Value for isTemporary
* Raise Glimmer Requirmeents from 500 to 750, Reduce Max pairs from 5 to 3
* Review Changes
* Moving null up
* Changes as Direction requested
* Remove non-fitting comment
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* minor additions complete
* Added a bunch of fun thingies
* yet another commit
* finally free
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* oops
* minor sprite issue fix award or something
* changes complete to comments and credits
* forgot to do this
* last minute sprite fixes
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* Add magnet to 11 lathes and ore box unfinished fully.
* Remove ore box part.
* Fix the linter..
* Added magnet turn off on eject.
* Redo magnet to base and fix seperate bug.
* Submarine Updates
* Changes as described in PR describtion
* Changes Requested
Fixed the EVA by boxing ring
Still not finished
* updates ?
* Revert "updates ?"
This reverts commit 2e70bdcd2e.
* Velcro Review Changes
Updated Maints, Fixed lighting issues, Fixed door issues. Addressed lack of maints "Loot" and "Fluff", maints has been properly fluffed, and tucked into bed, the lights have been taken out, and is ready for a nappie
* Fixes
LV Cable in perma airlock
Pipe in morgue
LV under dirt in perma
* Ovinia Species (Straight Sheepin It) DRAFT (#490)
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Yeah yeah yeah im sheeping my shit im straight sheeping it yeah yeah
yeah.
I'm literally making the Ovinia species, sheeps in space. oh god oh fuck
i hope i get this done.
Ovinia are basically sheep but in space! Pretty freaking cool!
Traits:
Pros:
wont trigger shards/mousetraps on step,
cold/heat threshhold resist (wool),
get hungry/thirsty 25% slower,
flammibility 75% (wool),
Take 20% less cold, shock, and heat damage (wool),
Cons:
theobromine weakness,
sleep 50% longer, (to be coded)
eat 20% slower,
take 15% more pierce/slash
---
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- [x] Get Base Sprites in for body/tail/ears
- [x] Make Species Prototype
- [x] Make Markings Prototype
- [x] Make Body Parts Prototype
- [x] Make Entity Body Prototype
- [x] Make sure Entity Body Prototype is done right
- [x] Make Organ Prototype
- [x] Make Entity Species Prototype
- [x] Make sure Entity Species Prototype is done right
- [x] Add markings/finish Prototype
- [x] Make Sounds Prototype
- [x] Add Sounds
- [x] Make sure Baas is an emote and works
- [x] Make Mobs Player
- [x] Make sure Mobs Player Prototype is done right
- [x] Make Language Prototype
- [x] Add Displacement maps for clothing
- [x] Add swag
- [x] Add traits
- [ ] Add ovinia outerwear variants (can do later)
---
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<details><summary><h1>Media</h1></summary>
<p>






</p>
</details>
---
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🆑
- add: Added Ovinia as a playable species!
- tweak: Moved some localization to Den specific areas
- remove: Removed all of the snacks out of gregg's cupboard
---------
Co-authored-by: Blitz <73762869+BlitzTheSquishy@users.noreply.github.com>
Co-authored-by: Rosycup <178287475+Rosycup@users.noreply.github.com>
* Sum Horns (#911)
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This adds four new horns for Ovinia. And a snout, too. 🫡
It's MIT because I want it to be, and in case anyone needs horns for
species that are like. That high up in orientation.
<!-- Discuss how this would affect game balance or explain why it was
changed. Link any relevant discussions or issues. -->
Ovinia don't have enough horns. Ovinia also doesn't have a marking that
puts a line through the top of your face. So I fixed that in this PR.
<!-- Summary of code changes for easier review. -->
A meta JSON, an FTL file, and a bunch of images.
<!-- Attach media if the PR makes ingame changes (clothing, items,
features, etc).
Small fixes/refactors are exempt. Media may be used in SS14 progress
reports with credit. -->
Just look in files changed.
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<!-- Add a Changelog entry to make players aware of new features or
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🆑
- add: Gave ovinia a little bit more horn, and a secret snout.
<!--
🆑
- add: Added fun!
- remove: Removed fun!
- tweak: Changed fun!
- fix: Fixed fun!
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---------
Co-authored-by: TheDen-Bot <186991657+TheDen-Bot@users.noreply.github.com>
* Ovinia Trait Fix and Emote Adjustments (#1124)
<!-- Guidelines:
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<!-- NOTE: All code submitted to this repository is ALWAYS licensed
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Fixed the localisation of the Baa emote. Changed Baa and Moo from the
caw icon to relevant animal icons both taken from
[[TGstation](https://github.com/tgstation/tgstation)] and modified
slightly. Fixes the ovinia trait not conferring the relevant emotes when
chosen. Fixes#775.
Fixed missing location for Baa emote.
Added relevant _Den namespace folders and attribution file for emotes.
Added two new icons to said folders.
Removed ´available: false´ from ovinia speech_emotes.yml making the
trait work as intended.
<img width="153" height="114" alt="imagen"
src="https://github.com/user-attachments/assets/2530e067-dccc-41e7-b36b-9be5594761c9"
/>
- [X] I have read and am following the [Pull Request and Changelog
Guidelines](https://docs.spacestation14.com/en/general-development/codebase-info/pull-request-guidelines.html).
- [X] I have added media to this PR or it does not require an ingame
showcase.
- [X] I can confirm this PR contains no AI-generated content, and did
not use any AI-generated content.
**Changelog**
🆑 Wheels
- add: New icons for Baa and Moo emotes
- fix: Ovinia sounds trait will now allow holders to Baa as intended
- fix: Baa emote name will name display properly when hovered over
---------
Co-authored-by: TheDen-Bot <186991657+TheDen-Bot@users.noreply.github.com>
* Ovinia Typing Sprite Fix (#1348)
<!-- Guidelines:
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<!-- NOTE: All code submitted to this repository is ALWAYS licensed
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secondary license does not replace the fact that AGPL-3.0-or-later
remains the primary and binding license.
Uncomment and modify the following line if you wish to change the
license from the default of AGPL.-->
<!--- LICENSE: AGPL -->
<!-- What did you change? -->
routed ovinia's non typing state to work
<!-- Discuss how this would affect game balance or explain why it was
changed. Link any relevant discussions or issues. -->
fixes massive error when thinkibng waht to type
<!-- Summary of code changes for easier review. -->
ough
<!-- Attach media if the PR makes ingame changes (clothing, items,
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- [x] I have added media to this PR or it does not require an ingame
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- [x] I can confirm this PR contains no AI-generated content, and did
not use any AI-generated content.
<!-- You should understand that not following the above may get your PR
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**Changelog**
<!-- Add a Changelog entry to make players aware of new features or
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Changelog must have a 🆑 symbol, so the bot recognizes the changes and
adds them to the game's changelog. -->
🆑
- fix: Fixed Ovinia's idle typing sprite to not be a massive error
* continuing to go bald
* Fixing Fails with the language FTL
* Changes again to languages.ftl
* Removed Resomi Stuff from the FTL
* Fixed the language thingy once more
* Grammar and fixes
* Ovinia DeltaV adjustments
* Added AnimalFriend faction
* Switched Ovinia naming scheme to default
* Fixed YAMLLinter issues with Ovinia
* Fixed the heat damage thingy
* YAML Linter Hates me
* Testing Changes
* Update ovinia.yml
* Update ovinia.yml
* FINALLY
* Updates to Factions for the AnimalFriend Trait
* Fucking Case Sensitive
* Reviewed proposed changes to Ovinia.yml
Co-authored-by: Tobias Berger <toby@tobot.dev>
Signed-off-by: Vape <76235372+Vapetastic-Gaming@users.noreply.github.com>
* Updates
Fixed all requests besides the displacement maps. Still workin on that
* Fixes Coscult and Displacements
* misc
* Tag fixes. YAML Linter, my beloathed
* random grumbles
case sensitivity is set to high. please fix this maintainers, thanks
* BREAKTHROUGH
* Req changes
* Attributions, and New soundies
* Updaties
---------
Signed-off-by: Vape <76235372+Vapetastic-Gaming@users.noreply.github.com>
Co-authored-by: juniwoofs <jakbroeder@gmail.com>
Co-authored-by: Blitz <73762869+BlitzTheSquishy@users.noreply.github.com>
Co-authored-by: Rosycup <178287475+Rosycup@users.noreply.github.com>
Co-authored-by: Mono <182929384+Monotheonist@users.noreply.github.com>
Co-authored-by: TheDen-Bot <186991657+TheDen-Bot@users.noreply.github.com>
Co-authored-by: wheelwrightt <174839295+wheelwrightt@users.noreply.github.com>
Co-authored-by: sheepie <180479595+juniwoofs@users.noreply.github.com>
Co-authored-by: Vanessa Louwagie <vanessalouwagie@outlook.com>
Co-authored-by: Vanessa <908648+ShepardToTheStars@users.noreply.github.com>
Co-authored-by: Tobias Berger <toby@tobot.dev>
* make meteor swarm event actually hit the station
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* remove MeteorSwarm targeting admin logs
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* Commented out StunVisuals
* Fixed engi borgs not being able to hold modular machine parts
* Fixed admin ghosts popping up a message when alt-clicking on IPCs
* Fixed Book of Mysteries
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* Fixed some borg modules that got missed.
* [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>
* took me long enough
* add descriptions and suffixes
* [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>
This PR adds delta-pressure damage. In short, airtight structures can now take damage proportional to the difference in pressures between the sides of the structure.
This prevents the volume and temperature labels from changing width when the value lands on integer values, making the text easier to read.
Co-authored-by: opl <4833621+opl@users.noreply.github.com>
* Added docked and spiked tails, added talisman for vox
* Tail Talisman ftl
* adjusts talisman to be its own tail to avoid having to deal with other tails at all
* vox tail stuff
* Added amputated tail (courtesy of flareguy) and split tail
* adds TODO regarding marking conditionals
* rsi run check pls stop screaming at me
* Shelving the talisman for later, keeping the sprites around
* Add RSI credits
* Remove unnecessary files
* renamed amputated to vestigial
* Adds a SecHUD to the noir-tech glasses
* Adds a Security HUD to the noir-tech glasses
* Revert "Adds a Security HUD to the noir-tech glasses"
This reverts commit 68d7b9b6e190618e44a94df71cf311e056892392.
* Adds a security HUD to the noir-tech glasses
* Removed the old MechAssembly system and component.
Converted all mechs to use the unified PartAssembly system.
Removed dismantling mechs during assembly logic to simplify the code.
* Delete Chassis via migration
* Initial commit
* Reverted reinvention of an existing feature...
* Fixed two missed entries
* Added extra examine check
* AI core and high security doors visuals snap to always face south
* Added plastic clipboards; added plastic clipboards to the PTech machine; added clipboards & plastic clipboards to the autolathe
* Fixed plastic clipboard inhand sprites; added and implemented 'empty' clipboard prototypes
* Cleaned up code for empty clipboards; removed BoxFolderBaseEmpty since now it's redundant
* Extensive folder cleanup
* Bugfixed random folder spawns
* Reduced amount of paper in CrateServiceBureaucracy
* Medical folder sprite rename
* BaseTraitorSocialObjective sprite fix
* Added office paper to bureaucracy crate
* First pass at addressing recent review
* Second pass at addressing recent review
* Fix of weird migration.yml error
* whoops, forgot to undo the rename to folder-white.png in the last few commits
* whoops, didn't commit that last commit properly
* whoops, forgot to undo this reordering
* New Feature
* Cleanup
* Bump threshold
* Update
* Update
* Single change
* Me when I forgor the yaml
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Reagents now drop when dispensers are deconstructed
* Updated containers to include beakerSlot types
* Update Resources/Prototypes/Entities/Structures/Dispensers/base_structuredispensers.yml
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Augh
* Remove that
* ViewVariables property so it can be debugged at the very least.
* Remove
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* adds `KeysIn` data field to `ChemicalPayloadComponent`
And check when handling chemical payloads that a trigger key exists.
* Update Content.Server/Payload/EntitySystems/PayloadSystem.cs
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Fixed pacified people using the laser carbine
* Fix wizards being able to teleport to arrivals
* Removed spaces that we causing fails
* Made using the in game map editor this time
* Syndicate locks are now selectable
* Minor tweaks
* Make not syndicate themed
* Address refview
* review
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
This additionally moves the hard-coded check for HandsComp that
previously did this, and moves it into an event which now both
HandsSystem and MechSystem subscribe to.
* Added more Derelict Borgs.
* minor fix & salvage borg instead of mining borg name.
* I LOVE CAPITALIZATION!
* Fixed Derelict Engineer Cyborg name and added unshaded crystal layer.
* Ordering fixes & other cleanup.
* Updated Derelict Salvage Cyborg Sprites.
* New Salvage borg sprites.
* Updated module comments.
* Update events.yml
Extended the Derelict Syndicate Assault Borg's spawn timer to 25 minutes from 15.
* Fix for new borg hands
* Update events.yml
---------
Co-authored-by: RedBookcase <Usualmoves@gmail.com>
* Implements mobility impairment
* Implements mobility impairment
* Implements mobility impairment
* Removed white cane related stuff (impaired cane replacement and removed mobility aid component)
* fix development.toml
* Implements slower standing
* Prevent speed stacking by checking if the entity is already holding a mobility aid
* Move all speed handling into ImpairedMobilitySystem, added comments, made it so wielding a mobility aid doesn't grant the recovery benefit
* Move all speed handling into ImpairedMobilitySystem, added comments, made it so wielding a mobility aid doesn't grant the recovery benefit
* remove unused file
* Shorten description
* Apply suggestions
Co-authored-by: Princess Cheeseballs <66055347+Princess-Cheeseballs@users.noreply.github.com>
* Suggestion cleanup
* formatting fix and removed extra datafield stuff
* added comment, fixed slashes, yadda yadda
* summary comments
* removed a word
* Add trait to clone whitelist
* Fix clone.yml
* my own review
---------
Co-authored-by: Princess Cheeseballs <66055347+Princess-Cheeseballs@users.noreply.github.com>
Co-authored-by: ScarKy0 <scarky0@onet.eu>
* fix: spellbooks can have charges ≠ 3
* refactor: just make setting MaxCharges an api thing
* refactor: don't auto-add LimitedCharges
* Small stuff
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Delete original entity when polymorph is deleted
* Switch to EntityTerminatingEvent
* Add RevertOnDelete option to PolymorphPrototype
* Fix error on server shutdown while polymorphed
* Set RevertOnDelete to false by default
* AsNullable
* Revert "Set RevertOnDelete to false by default"
This reverts commit 087c43fbb923c9369c61c9d001e18814b3de3aca.
* Use pattern matching instead of .Value
* Buffed canesword damage to 16, cost to 3.
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Increased sale price from 1 to 2 TC, increased damage from 16 to 17 to match cap saber.
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
---------
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Init Commit
* Typos
* Commit 2
* Save Interaction Test Mob from failing
* ssss
* Confident I've gotten all the correct prototypes
* Whoops forgot to edit those
* aaaaa
* Better solution
* Test fail fixes
* Yaml fix
* THE FINAL TEST FIX
* Final fix(?)
* whoops
* Added a WeightlessnessChangedEvent
* Check out this diff
* Wait I'm dumb
* Final optimization and don't duplicate code
* Death to IsWeightless
* Moth directed targeted attack
* A
* Bugfixes and such
* Grrr
* Death
* Cleanup
* Cleanup 2
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Init Commit
* Typos
* Commit 2
* Save Interaction Test Mob from failing
* ssss
* Confident I've gotten all the correct prototypes
* Whoops forgot to edit those
* aaaaa
* Better solution
* Test fail fixes
* Yaml fix
* THE FINAL TEST FIX
* Final fix(?)
* whoops
* Added a WeightlessnessChangedEvent
* Check out this diff
* Wait I'm dumb
* Final optimization and don't duplicate code
* Death to IsWeightless
* File scoped namespaces
* REVIEW
* Fix test fails
* FIX TEST FAILS REAL
* A
* Commit of doom
* borgar
* We don't need to specify on map init apparently
* Fuck it
* LOAD BEARING COMMENT
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Remove StaminaResistance from places where it should not be
* I lost a nukie round because of this bug
* Who put the god damn changes on the god damn branch
* The only commit that matters
* I had to stop playing with my cat to push this change
* Yaml removal
* Proper drunk status effect and remove shitcode
* Review changes
* whoops
* Whoops x2
* Update master fix merge conflicts
* Fix merge conflicts
* Dunk Component kill
* MORE RELAYS
* Holy fucking breaking changes
* Ough
* 46 file diff
* Fix bad commits
* Erm what the test fail?
* Fix those last two
* Merge conflicts
* Me when I fix the merge conflicts
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Gives loneop the proper mindrole
* Moved the entity to a more logical position. It was above the parent entity in the .yml file. It is now below it.
* Added requested changes
* Add lye reagent and its recipes
* Move and add soap recipes
* Add temperature to soap recipes
* Silly comments
* Remove NaHO based lye recipe due to sigynate recipe conflict.
* Typo
* Typo, again
* Change lye color and description
* Added the button and manager
* Minor cleanup
* Reigstered to the wrong thing!
* Unload UI
* Address the review
* First commit :)
* Some cleanup
* Added some comments and now the placehoder text goes away once you start typing
* Some cleanup and better test command
* Basic rate limiter class (Not finished)
* Cleanup
* Removed forgotten comment xD
* Whitespace removal
* Minor cleanup, cvar hours -> minutes
* More minor tweaks
* Don't cache timer and add examples to fields
* Added CCvar for time between bug reports
* Minor crash when restarting rounds fixed
* It compiled on my computer!
* Fix comment indents
* Remove unecessary async, removed magic strings, simplfied sawmill to not use post inject
* Make struct private
* Simplfiy TryGetLongHeader
* Changed list to enumerable
* URI cleanup
* Got rid of the queue, used a much better way!
* Made the comments a little better and fix some issues with them
* Added header consts
* Maximum reports per round is now an error message
* Time between reports is now in seconds
* Change ordering
* Change hotkey to O
* only update window when its open
* Split up validation
* address review
* Address a few issues
* inheritance fix
* API now doesn't keep track of requests, just uses the rate limited response from github
* Rough idea of how channels would work
* refactor: reorganized code, placed rate limiter into http-client-handler AND manager (usually only manager-one should work)
* cleanup
* Add user agent so api doesn't get mad
* Better error logs
* Cleanup
* It now throws!
* refactor: renaming, moved some methods, xml-doc cleanups
* refactor: BugReportWindow formatted to convention, enforced 1 updates only 1 per sec
* Add very basic licence info
* Fixed the issues!
* Set ccvar default to false
* make the button better
* fix test fail silly me
* Adress the review!
* refactor: cleanup of entry point code, binding server-side code with client-facing manager
* Resolve the other issues and cleanup and stuff smile :)
* not entity
* fixes
* Cleanup
* Cleanup
* forgor region
* fixes
* Split up function and more stuff
* Better unsubs yaygit add -A
* I pray...
* Revert "I pray..."
This reverts commit 9629fb4f1289c9009a03e4e4facd9ae975e6303e.
* I think I have to add it in the pr
* Revert "I think I have to add it in the pr"
This reverts commit e185b42f570fe5f0f51e0e44761d7938e22e67f7.
* Tweaks
* Minor tweak to permissions
---------
Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
* Add wearable helmet sprites for banana and mimana peels
Made it so banana peels and their variants can be worn as head gear. The sprites were done by myself, so feel free to change or update them! Includes hamster compatibility.
* fixed a minor state bug
* Review fixes
- Removed blank space
- Added "FlipBrooke" to all modified meta.jsons, with the added note of which sprites I got the colors from/referenced.
* I forgot a comma
adds a comma and some periods
* Fixes
* Resolves#38980. Animal organs prefixed with 'animal'
* Add "animal" prefix to arachnid organ types where base-type applies.
* Removed child-level names per Maintainer guidance.
* Helps if I leave the parent name details intact...
* Hidden bonus mouse organ!
* Adds the following batch of trigger refactor components and their associated systems:
TriggerOnLand: LandEvent
TriggerOnExamined: ExaminedEvent
TriggerOnUnbuckle: UnbuckledEvent
TriggerOnBuckle: BuckledEvent
TriggerOnStrap: StrappedEvent
TriggerOnUnstrapped: UnstrappedEvent
* Removes unnecessary lines from comment
* Fix comment formatting, corrects grammar and increases comment clarity.
* adds last forgotten edit to comments
* Update Content.Shared/Trigger/Systems/TriggerOnStrappedOrBuckledSystem.cs
Removes unnecessary comments
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Update Content.Shared/Trigger/Components/Triggers/TriggerOnBuckledComponent.cs
Increases comment clarity
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Update Content.Shared/Trigger/Components/Triggers/TriggerOnExaminedComponent.cs
Increases comment clarity
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Update Content.Shared/Trigger/Components/Triggers/TriggerOnLandComponent.cs
Increases comment clarity
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Update Content.Shared/Trigger/Components/Triggers/TriggerOnStrappedComponent.cs
Increases comment clarity
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Update Content.Shared/Trigger/Components/Triggers/TriggerOnUnbuckledComponent.cs
Increases comment clarity
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Update Content.Shared/Trigger/Components/Triggers/TriggerOnUnstrappedComponent.cs
Increases comment clarity
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* refactored TriggerOnStrappedOrBuckledSystem.cs
removed TriggerOnExaminedSystem.cs and moved it into TriggerSystem.Interaction.cs
Changes currently untested, not sure how to make it so modders can change what method they want sending out the appropriate trigger key but want to save progress working on it and get feedback from maintainers
* Removed component which already exists as part of TriggerSystem.Interaction.cs
* Restores accidentally removed component
* Apply suggestions from code review
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* added triggers for when an entity is inserted or removed from a container, for both the entity and the container
* removed unnecessary comments
* consolidated into one shared system for all four triggers
* consolidated into one shared system for all four triggers
* named it right this time
* made container owner user of got triggers and added guard statements
* container id
* Update Content.Shared/Trigger/Components/Triggers/TriggerOnRemovedFromContainerComponent.cs
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Borg hands & hand whitelisting
* yaml linted
* yaml linted (x2)
* yaml linted (x3)
* my storage tests so pass
* no need for SetCount
* ok new stuff you can get fixed too
* oops
* staque
* what if we addressed feedback
* my place so holder
* what if we addresesd feedback
* what if i did it correctly
* terminating or deleted
* branch names don't matter anyway
* commits are a window to the soul
* requested change
* also requested
* ship it
* remove key
---------
Co-authored-by: iaada <iaada@users.noreply.github.com>
* Init Commit
* Remove unused code, fix stun visuals bug
* Update Content.Shared/Stunnable/SharedStunSystem.cs
* Some initial changes
* first batch of changes
* Commit
* One line cleanup
* KnockdownStatusEffect ain't worth it.
* Fix 2 bugs
* Fixes
* Remove that actually,
* Commit
* Better solution
* Alright final commit I think
* Add better remarks
* How the fuck did this not get pushed???
* Wait no why was my ryder trying to push that??? I didn't make that change! DON'T DO THAT!!!
* Review
* Don't log that
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
* fixes item insertion bug
fixes bug where items with complex shapes would fail to insert if the item's StoredRotation wasn't a right angle
* independence from StoredRotation
* Resized baseball bats to be more realistic
* Added new vertical icon for the baseball bat & incomplete variant, sprites by TiniestShark
* Added requested changes
* Added suggested changes for the incomplete sprite
* Initial:
Create Devour componentry, preliminary identity storage and the systems
for Devouring
* I have genuinely no idea what i'm doing
- added the radial menu, it has nothing in it.
- trying to get it to populate. the event under the event is broken,
i don't know why, but apparently it's not typed right
- Added a placeholder transform
- oh also fixed up some devour stuff and moved some things around.
* Holey moley, Transform, better devour, oh my!
- Move DnaComponent into Shared because we need it for the DNA cloning
- Make Transform MOSTLY work on the LAST identity devoured.
- Fix some issues on devour that involved prediction, canceling and
Damage exeucting (Thanks Plykiya for pointing out AttemptFrequency!)
* Proper tail stealing and Damage modifier attempt
Add check to add a wagging component on the Changeling if the victim's
species Prototype had one.
attempt to add the Damage mitigation check
* MAJOR CLEANUP AND FIXES AUGH 3 DAYS!!!
- Nullspaced a clone of a victim
- fix audio using server virtualized Pvs (i hate this)
- fix the mispredicted doafters
- Clean up a wholelotta code
- utilize clone systems to clone appearances
- Move CloneAppearance from server to shared So we can actually access
it
* Examine stuff, more cleanup, Jumpsuit ripping
- make rotting prevent the action
- Add ripping of clothing (guh why is it also server)
- add some System stuff for pushing husked corpse inspection
- clean up more badcode
* Doing things properly, UI sorta kinda works.
- Utilize Relayed events for Devour checking
- Get a UI that partially works, Says the name of identities, doesn't
show their looks
- Make use of the New Dynamic BUI assignment
- commit the sin of no client prediction cause nullspace entities aren't
networked
* Got an entity for the Frontend transform
Issue with the looks
* Stick a camera into a fake mobs forehead
- Get the UI to see the net entity in pause space by using a
ViewSubscriber to get the Pvs from the initially stored identity entity
- Remove all the other parts used to try to get this to work before hand
* Raaaaadiallllllls also fix protection coefficents
- Change FancyWindow to Radial
- Fix Issue where coeffeient checking was the wrong way round
* absolutely massive cleanup, no more camera in mobs
- cleaned up event variables that are not needed
- Removed the use of a Pause space and go back to Nullspace usage
- use a PvsOverride rather than ViewSharing
- Remove old commented out code and Lots of unused code
* Fix "Ui elements" dying on the screen
- some minor cleanup
- don't start the entities that get cloned
* ftl, cleanup, and fixing missing transform details
- add replace functionality to TypingIndicatorSystem and
BodyEmotesSystem
- add placeholder sounds and functions to TransformBodyEmotes
- add extra Pvs handling for later use
- attributions for the funny straw sound
- Sound collections for all of the sounds
- various cleanups
* Some extra cleanup
* Fix some false assumptions about TypingIndicator
- Bubbles now transfer on spawned humans rather than used humans
- Clean up YET MORE CODE
- make it so you can't eat yourself
* Oooprs, forgot to add a Husked Corpse Loc
* Missing period in the husked corpse loc
* bad devour windup placeholder
* Husking and WIP Lungs
- Husking now will be prevented from Revival fully and will change
the appearance of players
* Add finalized Sprites for actions and final meta
- add devour on and off sprites
- add transform action sprite
- Add Armblade sprite for future use
- Credit obscenelytinyshark for the sprites <3
* Remove ling lungs, Entity<> everything
- Remove the ling lungs stuff for now... body system is overly
complicated, makes my head hurt
- Switch every method to use Entity<> from Uid, Comp format
* cleanup, admin logging, WIP Roles
* Admin verb, Roundstart, gamerule stuff
- add a Admin verb to make Changelingification easy!
- Add game rule stuff for admin verb and to tell the hapless
goober how to be a changeling... sorta
- clean up parts to make VV easy... USE THE VERB!!
* Armor Coefficent Check
- Remove bespoke changeling armor check and replace it
with a generic armor coefficient query.
* move to UnrevivableComponent instead of husked
- Move UnrevivableComponent to shared
- add Analyzable and ReasonMessage to UnrevivableComponent
to give granular control of the message and whether or not it shows up
in the analyzer
- remove the check for HuskedComponent in DefibrillatorSystem
* aaaaaaa CopyComp
- Some cleanup
- make Vocal system shared
- make VocalSystem Not make more Actions than it needs
- Use some code from ChameleonProjector so we can copy components
- partially ungod method the Transform system
* Cleanup, Moving more things to CopyComp
- TransformBodyEmotes now uses CopyComp (it's a server component so i
need to tell the server to deal with it
- TypingIndicatorComponent also now uses CopyComp
- cleaned up old, now unused "replace" methods in favor of CopyComp
- BodyEmotesSystem now has a publically accessable LoadSounds to deal
with the same problem Screaming had
* WIP
* Devour Windup noise, ForensicsSystem cleanup
* Revert VocalSystem Changes
- Reverted Moving VocalSystem to shared, copy comp acomplishes it
- added component.ScreamActionEntity = null; for copy comp
* cleanup unneeded comments
* revert an accidental line removal
* Remove duplicate SharedHumanoidAppearanceSystem
* Cleanup Typo's and import Forensics components for Dna
* Some more forensics calls
* cleanup use CopyComp for now until CopyComps
* CR cleanup
* Undo some SharedHumanoidAppearanceSystem changes
* Confound these spaces
* Some Copycomp stuff and fixing some PVS override
* use the proper TryCopyComps that are merged
* Change TransformMenu with RadialWithSector
* All sounds done, Fix lack of typing indicator issue
* Updated attributions to include used sound authors
* some ftl typos and mind_role text issue
* DNA, Screaming, appearance, grammar, wagging
- reduced all of the above using ApplyComponentChanges
- Issue still remains with bodyEmotes sticking around in the UI
* Fix UI stuff, partials, entprotoid, good practices
- bunch of partials added
- UI now has a predicted message
- EntProtoID in the admin verb
- RipClothing now uses Entity<ButcherableComponent>
- husking is now optional (off by default) for testing/till we have
hivemind/when we figure out what were doing with devour
- remove TransformGrammarSet
* More CR stuff and documentation
- Make TargetIsProtected less of a meme, with a prototype
set of DamageTypes to check
- Documenation everywhere
- Move DevourEvents into its own file
* Predicted sounds and fix the comp clone list
- Made all start and stop sounds shared
- Split out the rest of the events and UI stuff into subfiles
- Fixed some Clone comp list issues where comments had -'s causing them
to be read incorrectly
* Damage cap check, Identity Shutdown cleanup, cleanup
* Sound stuff (but actually this time)
* Missed documentation
* Missed Documentation and a EntProtoId
* Remove unused dependency
* Remove a nullcheck
* Some dummy minplayers
* CR - Husked now uses a rem/ensure
* Update Actions in the Prototype
* Fixup mindswap handover
- cleanup and handover PVS on mindswap
* Fixup Missing meta from accidental "Take-theirs"
* Add the Armblade to the roundstart-role
* Cleanup, CR (everything but the UI and renames)
* missed a spot
* missed some more whitespace
* Renames
* Primary constructor and a space in these trying times
* User interface stuff for Slime transformation
* popup prediction
* Ling devour no longer makes duplicate identities
- added a key to identities to the original victim
- Add some extra clone settings
* add guard statements to OnClones
* SentOnlyToOwner additions
* fix for sound stoppage error
* Move Organ deleter into soon to be atomized husk
* clone event inventory
* mono sounds
* lower sound volume
* Fix networked sound warning
* Clone comps thing
* review
* attributions
* Fix clobbered changes
* I'm gonna weh out
- whole bunch of CR changes
* fix some very buggy git
* okay its fixed
* address most review points
* fix inventory
* we hate entityuids
* fix test and more cleanup
* move this
* fix more stuff
* fix validation and rootable
* Remove Quickswitch due to some UI quirks
* oops left out some better explanation
* remove dangling LastConsumed component fields
* fix test fail
* try this
* cleanup cloning subscriptions, add movement speed modifier
* fix slime storage
* fix cloning setting inheritance
* Add session information to transform admin logs
* slay the integration test hydra
* dwarf size
* more volume tweaks
* comments
* improve comments and unpredict deletion due to errors when shutting down the server
* fix displancement cloning
---------
Co-authored-by: ScarKy0 <scarky0@onet.eu>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* learning???
* made card walls work, then made game unlaunchable (:
* Still broken, added notes that I thought of while in bed
* wall, door, table and chair are now bare min functional, yay
* learnt why not to web edit...
* added floors, walls and floors fully complete
* added swords, shields, armour, helmets and arrows
* added funny sound and cleanup small issues
* cleanup
* cleanup
* credited myself
* card to cardboard
* fixed licence issue and meta thingy
* adjusted arrow stam-damage
* made card carpets more regular
* simplified sprite, reduced stam damage
* formatting fixes
---------
Co-authored-by: beck-thompson <beck314159@hotmail.com>
* Shelve
* 22 file diff
* What if it was just better
* Hold that thought
* Near final Commit, then YAML hell
* 95% done with cs
* Working Commit
* Final Commit (Before reviews tear it apart and kill me)
* Add a really stupid comment.
* KILL
* EXPLODE TEST FAILS WITH MY MIND
* I hate it here
* TACTICAL NUCLEAR STRIKE
* Wait what the fuck was I doing?
* Comments
* Me when I'm stupid
* Food doesn't need solutions
* API improvements with some API weirdness
* Move non-API out of API
* Better comment
* Fixes and spelling mistakes
* Final fixes
* Final fixes for real...
* Kill food and drink localization files because I hate them.
* Water droplet fix
* Utensil fixes
* Fix verb priority (It should've been 2)
* A few minor localization fixes
* merge conflict and stuff
* MERGE CONFLICT NUCLEAR WAR!!!
* Cleanup
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* initial it works
* clean it up
* yml
* datafield the LocIds
* move from the other branch
* no max vol on puddles and anoms
* closed
* Changes inspired by #39008
* small bug and more color range
* puddle changes and more examinable solutions
* lint
* small change
* requested changes
* un-delete
* tiny comment
* 1 less loc id in this world
* request and last second change
---------
Co-authored-by: iaada <iaada@users.noreply.github.com>
* Add guard to unbuckling to help it to not act upon terminating entities
* Refactor guard for unbuckling
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Revert "Refactor guard for unbuckling"
This reverts commit bf975fbd6f5cfac45324a3d5d74e592ad17ad291.
---------
Co-authored-by: Luxeator <Luxeator>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Add localization to the air alarms, wire panels, network configurator list menu and loadout window
* delete unused
* redo gas localization, delete unused
* removed the extra key
* Moved and renamed air-alarm-ui-thresholds-gas-name
* Moved localization to the XAML
* Use existing strings for gas names
* it just works
* Rename _atmosphereSystem in ScrubberControl.xaml.cs
_atmosphereSystem -> atmosphereSystem
* Rename _atmosphereSystem in SensorInfo.xaml.cs
_atmosphereSystem -> atmosphereSystem
* Added offset cane
* Added offset cane colors
* Added canes to the trinkets menu
* added color to names instead of suffix
* removes some stripes from the mime cane icon
* update file organization
* standard -> standard.rsi, stop making commits at nearly 3 in the morning.
* updated comment to be more explicit in what doesnt work
* Cane refactor :godo:
* git makes me very upset sometimes (fixed cane yaml)
* wooden->wood
* apparently this didnt push
* Standardize comments
* Removed comment
* Removed comment
* Adds red accents to mime cane
* Indent fixes
* pAIs can now accept keys, but can't talk in said channels
* added dummy module
* added adv clown module alongside projector
* holopeel & projector sprite added, it's destroyable too
* added experimental pie cannon
* exp pie thrower throws pies, added tool icon, added bananium horn
* removed the weird pAI changes, my bad!
* okay NOW the pAI stuff is all gone
* added icon, recipe, renamed tech for unlocking
* removed bananium horn
* Added in-hand sprites, credited to TiniestShark. Changed holopeel projector description to let the user know it recharges over time.
* parrotMemory is onGetVerbs now in shared
* code review
* code review popup on client rename parrotMemoryComponent
* code rev create client system
* forgot usings
* is server now
* Fix horizontal space men in replays
Visualizer should not bail if data unavailable.
* Update Content.Client/Rotation/RotationVisualizerSystem.cs
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* renames slugcat jelly-donuts to scurret jelly-donuts
* renames slugcat jelly-donuts to scurret jelly-donuts
* renames slugcat jelly-donuts to scurret jelly-donuts
* missing end of file new line
---------
Co-authored-by: Arcane-Waffle <FR_Waffle@proton.me>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* first commit
* removed the "must be in manifest" and added a line to entity definition.
* proxysseia suggested things added
* Positronic Brains added and changed hardware to software
* entity fix
* added employee definition to space law
* added crew for borgs
* * tweak: made courtroom doors justice and security access to allow for sec use. Also a convenient short cut for sec to better get to law/evac/bar.
* tweak: added reinforced wall to armory near epi brig. Was a weak point.
* tweak: changed sec maint doors to include lawyer access. Lawyers already have access to those areas of security.
* tweak: normalized chapel maints door. It shouldn't be chapel locked. Players may now traverse chapel to enter epi-sec maints.
* * added LO locker with hardsuit.
* * added more maps to accommodate broken directional signs.
* fixed lv cabling in park
* * fixed floating light in north solar maints.
* added exit/entry button in medical reception
* * fixed directional signs
* * tweak: added cell charger in sec break room.
* * tweaked most med exit buttons to be directional.
* sec interrogation door is law/sec access.
* AAAAAAAAA
* consistency
* add to emag packs
* add blacklist system and blacklist high risk items and bags thank you javadocs
* add DeltaV comments
* make comment better fit comment standards
* Terra Hotfix 3: The Fixening
* AI inside turrets and panel now set to command. Nuked Arti display cases (didn't know Don't Map). AI catwalk can be broken now. Other minor changes.
* Add harpy and vox variants for the Rhino hardsuit
* Add harpy variant for the Goliath hardsuit
* Fix indentation
---------
Co-authored-by: Vanessa <908648+ShepardToTheStars@users.noreply.github.com>
* Changing ConfigPresets for Apoapsis and Periapsis, adding descriptions to reflect intended culture/round structure of each server.
* Changed descriptions based on feedback; Removed details of roleplay/gameplay focus, instead pointing to other server for alternate atmosphere.
* Per Direction feedback: Reverting Apo description, changing Peri description to only highlight calmer shifts.
---------
Co-authored-by: RoboBozu <robobozu@protonmail.me>
Co-authored-by: Vanessa <908648+ShepardToTheStars@users.noreply.github.com>
* reagent transfer
footprints don't exist + smears only contain 0.01u
* actually remove footprints
set it properly this time
* Update FootPrintsVisualizerSystem.cs
footprints back in, 99% less good at cleaning
* woops
actually remembered to reduce reagents in the puddle
* Add CPR
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* Prevent multiple CPRs
* Fix small Parenthesize mistake
Co-authored-by: Tobias Berger <toby@tobot.dev>
Signed-off-by: Sir Warock <67167466+SirWarock@users.noreply.github.com>
* Fix Name Paths
* Mistake?
* Merge branch 'master' into Add-CPR
* Update Content.Shared/_DV/Body/Systems/CPRSystem.cs
Co-authored-by: Tobias Berger <toby@tobot.dev>
Signed-off-by: Sir Warock <67167466+SirWarock@users.noreply.github.com>
* Fix Issues seen by Holy Toby
* Small Fix
* Adds a simple atmos beret and "senior" salvager mantle to loadout selections.
* woopsies, misspelled something for the beret
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* silly typo... again, woopsies
---------
Co-authored-by: AirlineFood <pickeldabfrug@gmail.com>
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* aaaaaaaaa
* helmets
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* more accurate description and maybe fix test fail thing I dunno I hate container fail thiings
* remove containercontainer stuff and work from there because that just broke more
* pls work
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* return of the ifrit
* pre-PR fixes
* fix merge conflict part 1
* and put the damage modifier back in
* changed enough of the ghostrole to feel confident moving it from nyano to _DV
* pierce vs piercing gets me every time
* changes
* add playtime and temp immunity
* fix typo
Signed-off-by: AeraAulin <133451603+AeraAuling@users.noreply.github.com>
* Update Resources/Locale/en-US/_DV/ghost/roles/ifrit.ftl
Signed-off-by: Tobias Berger <toby@tobot.dev>
---------
Signed-off-by: AeraAulin <133451603+AeraAuling@users.noreply.github.com>
Signed-off-by: Tobias Berger <toby@tobot.dev>
Co-authored-by: Tobias Berger <toby@tobot.dev>
* Added hardsuit lockers for logistics officer
* Removed the Rhino suit from the normal entity table, since it is its own thing now.
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* Updated maps' LockerQuarterMasterFilled to LockerQuarterMasterFilledHardsuit
* Forgot submarine.
* Put parent before id
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* Adds map attribution file for DV maps
* S->s
* filename
* FC
* wrong person
* Typo/convert to yml
* Formatting
* Revert "Typo/convert to yml"
This reverts commit a077757340.
* Revert "Revert "Typo/convert to yml""
This reverts commit 3adff7d00d.
* Revert "Formatting"
This reverts commit 237e0e9c43.
* Formatting take 2
* remove dupe
* license field
* CC
* Remove comments
* typo
* dash
* order I guess
* Move to prototype folder
* folder?
* back to the beginning
---------
Co-authored-by: Velcroboy <velcroboy333@hotmail.com>
* Increase SpawnAndDeleteAllEntitiesOnDifferentMaps test simulation time (#38901)
wait longer
* Reduce LevelOfParallelism to 2 for integration tests (#39566)
less paralelliism
* Fix Assumption of Nullable to have value (#41220)
* Fix Potential Test Fail
* Please the maintainer gods
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* working though tweaks from feedback.
see discord mapswork thread for details.
* * add: added Clippy and Siobhan spawns
* add: added criminal record board in tech vault
* add: added cameras outside AI-sat - not full coverage
* Still pondering what to do with cargo.
* * add: added epi brig and viro notes
* * tweak: updated notes for epi brig and viro.
* add: placed catwalk outside pa.
* * updated epi brig and viro notes > editing disabled.
* epi brig note locations: Conference, MG, Mantis, Hos, Warden
* viro note locations: Conference, CMO, CE, atmos, Security breakroom
* moved siobhan into MG bedroom
* slime core moved to chapel summon
* replaced high sec engi lock door for tech vault
* set varied clothing vends in dorms and laundry which are now guaranteed to spawn.
* dispo, made window to space larger
* dispo, changed exit button signal from toggle to open
* dispo, moved light so is not next to exit button
* dispo, fixed upside down lever
* Updated AI turrets to command variant in entry and hall, move AI turret control to inner core
* Reduce Rat King Spawns
Reduced Rat King spawn rate to match skia and menace skeleton. Previously they were about as common as meteor events, now there's roughly one per round.
* Update Resources/Prototypes/_DV/GameRules/events.yml
Co-authored-by: Tobias Berger <toby@tobot.dev>
Signed-off-by: pootslap <211648338+pootslap@users.noreply.github.com>
* Adds reoccurrenceDelay
Adds reoccurrenceDelay: 30 to prevent overlapping spawns
---------
Signed-off-by: pootslap <211648338+pootslap@users.noreply.github.com>
Co-authored-by: Tobias Berger <toby@tobot.dev>
* Fixed bluespace and normality icons showing ERROR sprite
* Fix texture sprite specifiers to RSI PNGs (#39783)
These aren't available when packaged anymore.
* Fixed a number of missing icon sprites due to rsic packaging.
* Fixed character records icon sprite.
* Fixed golem icons in case they are ever re-enabled
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146)
* Optimize sensor monitoring window graph drawing
* Add shared static Vector2 pool for all GraphView instances
* Address requested changes
* remove lock
* Update submodule to 264.0.0 (#38629)
* Toy/Plushie Inhands and Wearables (#38514)
* Fixed dependency injection and some other issues in a few places.
* More issue fixes
* patchfor broken NetworkConfiguratorLinkMenu (#38632)
fix
* Fix solutions flickering when transferring contents (#34838)
* Use Solution clones when applying SolutionComponent states
* Revert "Use Solution clones when applying SolutionComponent states"
This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62.
* Make Solution implement ICloneable and rename Clone method.
* Copy CanReact value when cloning a Solution
* Convert to IRobustCloneable
* Fix typos in guidebook: Buisness → Business (#38636)
* Fix typo in `MinorAntagonists.xml`
Buisness → Business
* Fix typo in `YourFirstCharacter.xml`
Buisness → Business
* Various Headphones Fixes and Tweaks (#38479)
* sprites, wearables
* neck
* icon-on sprite
* Cleanup prototype instantiation in `DamageTest` (#38639)
Cleanup prototype instantiation in DamageTest
* Cleanup prototype instantiation in `ExplosionSystem` (#38642)
Cleanup prototype instantiation in ExplosionSystem
* AddBodyPartCommand localization. (#38612)
commit
* fix ItemSlotsSystem debug assert (#38655)
* Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536)
* Added directional beacons (#38284)
* Added directional beacons
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Fixed names
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
---------
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Power stat and nuke codes commands get some LEC love. (#38585)
* commit
* requested changes.
* Dsay Dirty and Follow commands converted to LEC and localized. (#38666)
* commit
* whoopwhoopwhoop
* Retro laser sprite fix (#38676)
* Fixed everything except the icon
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* fixed icon
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
---------
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* fix water coolers (#38681)
* Monochromacy typo fix (#38686)
* fixes the typo
* Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504
* Apply suggestions from code review
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Validate `CloningSettingsPrototype`s (#38688)
* Validate CloningSettingsPrototypes
* Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Check EventComponents too
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Add test of objective-related console commands (#36400)
* Add test of objective add/list/remove commands
* Not sure why we're validating test prototypes, but sure
* We don't need a map
* Improvements and fixups for New Status Effect API (#38660)
* Predict healing and bloodstream (#38690)
* initial commit
* reapply 38126
* fix rootable
* someone missed an important minus sign here
* try this
* fix
* fix
* reenable crit hits
* cleanup
* fix status time dirtying
* fix
* camelCase
* Healing and bloodstream prediction fixes.
* Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661)
* Resolving Wizard Recall on Nuke disk making it impossible to disarm
- Adding a DisarmBomb case to nuke status update loop
- Changing a few methods and parameters to properly follow formatting standards
- Updating some names to follow camelCase
* Updating missed tag
* Reverting DataField change
Should prevent this preventative bugfix being a breaking change.
* Switch HSV to the default colorspace for character customization (#38434)
* Made HSV default for character editor
* Adds/fixes comments to HSV defaulting
* Added dropbox fix, potentially cursed
* Revert "Added dropbox fix, potentially cursed"
This reverts commit a709883366fbee813e839742125e70844672af29.
---------
Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>
* Fix: Don't deploy foldables when clicking on items inside containers (#38709)
* Fix
* Apply suggestions from code review
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Pressure Relief Valve (#36708)
* initial system (this math is probably WRONG)
* General code cleanup and OnExamined support
(holy moly this code sucks)
* UICode and related events foundation
TODO:
- Actually write the XAML UI and the underlying system
- Un-shitcode the entire thing
- Actually test everything...
* Working UI code
TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't.
* Remove one TODO for unshitcoding the examine code
* Add reminder
yea
* Make predicted (defenitely isn't)
(also defenitely isn't a copypaste from pressure pump code)
* It's predicted!
TODO:
- Give it snazzy predicted visuals!
- Have a different field for pressure entry, lest it gets bulldozed every UI update.
* Improve gas pressure relief valve UI
TODO: Reminder to reduce amount of dirties using deltafields
* Implement DirtyField prediction
* Entity<T> cleanup
A lot of Entity<T> conversions and lukewarm cleanup.
Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell.
* More cleanup and comments
* Remove TODO comment on bulldozing window title
* """refactoring"""
- Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance.
- More Entity<T> conversions because I like them.
- Move UI creation handling over entirely to the ActivatableUI system.
- Fix a hardcoded locale string (why????).
* Add visuals
* Revert debugging variable replacememt
yea
* Revert skissue
* Remove unused using directives and remove TODO
* Localize, cleanup, document
* Fix adminlogging discrepancy
* Add ability to construct, add guidebook entry
* Clear up comment
* Add guidebook tooltip to valve
* Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor
* Adds more input handling and adds autofill on open
* Un-deepfry input validator shitcode
Genuinely what was I smoking
* improve visuals logic
* Refactor again
- Update math to the correct implementation
- Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs
* I'm sorry but I hate warnings
* Remove unused using directive in AtmosphereSystem.Gases.cs
* Review and cleanup
* Lukewarm UI glossup
* Maintainer for the upstream project btw
* Remove redundant state sets and messy logic
* Unduplicate valve updater code
* Redo UI (im sorry Slarti)
* run tests
* Test refactored UI messaging
* Second round of UI improvements
- God please find a way to improve this system. Feels bad.
* Update loop implementation
* Further predict UI
* Clear up SetToCurrentThreshold
* cleanup
* Update to master + pipe layers and bug fixes
want to run tests
* fixes
* Deploy rename pipebomb
* Documentation and requested changes
* Rename the method that wiggled away
* Undo rounding changes
* Fix comment
* Rename and cleanup
* Apply suggestions from code review
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Fix TextLinkTag (#32203)
* Adjust uplink buy button to be under item icon (#38596)
* Adjusted uplink buy button to be under item icon
* Put the discount subtext under the icon
* Indent fixes, added margin
---------
Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>
* Scurrets - Audio Improvements (#38482)
* Scurret audio tuning
* Add new sfx
* Update sneezing sfx
* YAML support
* Rename a folder
* make telesci wreck easier (#37569)
rel
* Validate `ShaderPrototype` IDs (#38728)
* Convert all shader prototype string literals to protoids in overlays
* Convert more shader prototype literal strings to protoids
* Convert ValidatePrototypeId to ProtoId
* Later
* [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664)
* fixed
* clean up
* orks fix smart
* review fix 1
* more requested changes
* less cursed
* more descriptive description
* better wording
* Tiny Tiny Cleanup of the EyeClosingSystem. (#38734)
Update EyeClosingSystem.cs
* Fix human skin tone distribution (#38701)
* fix: Use PredictedQueueDel for gib spell (#38729)
* fix: don't default to uncharged sprite state for cells (#38730)
* Fix Hristov description - remove inaccurate technical specs (#38746)
- Removes inaccurate 'armor piercing 14.5mm shells' reference
- Replaces it with a more funny description, matching the style of the other snipers and guns
- Keeps ammunition type '.60 anti-materiel ammo' specification
- Fixes issue #38590
Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br>
* feat: allow mopping evaporating puddles (#38743)
* Validate remaining `ProtoId` strings (#38747)
Validate remaining ProtoId strings
* Validate `ProtoId`s in tests (#38745)
* Convert string literals to protoids in Content.Tests
* Convert string literals to protoids or consts in Content.IntegrationTests
* Fix linter failures
Tricksy static using misled me
* Cleanup warning in StomachSystem (#38748)
you did not see this
* Vox scars (#38592)
* Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl
* Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl"
This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15.
* locale key fix
* Changed top surgery scar names to be more generalized
* Adjusted face scars
* Formatting fixes
---------
Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>
* UnlockNode command to LEC. (#38751)
* commit
* Update UnlockNodeCommand.cs
* commit
* move command locale to its own file.
* Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Typofixes for figurine dialogue (#38737)
* Typofixes for figurine dialogue
* Forgot two
* Janitor Tool: Wire Brush (#38667)
* Wow! It's -brush-
* spacing.
* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* fixed changes
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Minor escape menu UX improvements (#38650)
* fix: spellbooks can have infinite charges (#38376)
* fix: spellbooks can have infinite charges
* refactor: indicate infinite spellbook charges with null
Not sure if I like this much better...
* tweak: removed door outside cargo reception, should make it easier to queue.
* fix: added missing directional fan for salvage mining shuttle dock.
* fix: dorms are public access.
* fix: captain's toilet properly connected to disposal
* fix: epistemics brig maintenance access is mantis locked instead of common maint access.
* AAAAAA I LOVE FASHION
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* forgot to put the naval coat in
* capitalize heat so github stops yelling at me
Signed-off-by: AeraAulin <133451603+AeraAuling@users.noreply.github.com>
* fix typo
* please spare me nukeops
* remove nukeops propaganda
* fix cost thing
---------
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Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* Add Tiered Cakes (#614)
* Add frosting and tiered cakes, with sprites by meowyrm and chlymerine.
* Add localisations for tiered cake construction
* Removed newline.
* Moved localisations to _DV namespace.
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* spicy pickle shit
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* gates did not hold my hand this time, send help
* idk anymore
* Update snacks.yml
* Update snacks.yml
* Update snacks.yml
* Update snacks.yml
---------
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* academy station map with evac shuttle and prototype
* Added Academy to list in PostMapInitTest.
* Academy station
- tweak: added empty crates in engineering to help with PA setup.
- removed: physics grid
NTES_Academy shuttle
- added: firelocks
- added: decals
- removed: physics grid
maps Pools
- added academy to list.
* Academy Station
- added buttons for janitor lights.
- tweaked several areas
- added more intercomms
Evac
- added warp point
- added "device network .... shuttle timer"
- tweak linked airlock doors in rear - oops.
* - tweak removed mining shuttle console and airlock
* - fix removed physics from anchored barrier
* fix - replaced some barriers causing errors in the whole hallway.
* working through feildcommands requested changes.
* arrivals/dorms done
* engineering in progress
* working through fieldcommander's requests.
* eng - done.
* cargo - done
* service - done
* evac - done
* working through changes.
* working through changes.
* law done
* ai done
* bridge done
* perma done
* working through changes:
* perma done
* sec done
* epi brig done
* working through changes
* chapel - done
* park - done
* epi - in progress
* working through changes
* epi - done
* medical - done
* working through changes.
* TODO - evac shuttle
* TODO - playtest
* evac commit before adding devicenetwork component for shuttle timer
* added shuttle timer to evac
* changed NY to DV in prototype
* fixed rotations, tiles.
added archivist temp space.
changed min pop to 50.
* minor edits for power, air, and buttons on map.
* oops! forgot a comma.
* RE-added Academy to initTest.
upped max pop to 100
* updated path of shuttle to match new directory schema.
minor edits for air alarms on evac and map.
* perhaps this comma at the end is causing undue stress on the integration tests. Let's find out!
* fixes and tweaks for Velcro's first step in reviewing this behemoth.
* added LO, MG beacons
* removed trash piping in old surgeon theater
* connected LV to APC in maints near west solar
* replaced viro janitor button to be for medical instead of service
* linked security airlock to bolt airlocks when opening to space
* re-fanagled viro atmos piping to rooms
* replaced honklaw maints door - not service access anymore!
* linked other jani-light in delta-phi dorms
* Fixed invalid scrubber in viro
* alphabetized the //DeltaV maps in the list per Velcro's ask.
* removed bomb tagets in; arrivals, med, epistemics, evac.
* oops.
* * fixed missing window in viro checkpoint - how did that happen?
* added curtains to entertainers rooms
* connected captain's toilet to disposals
* replaced intercom outside command with working one
* replaced maint access in honklaw and mimelaw with theater access to match
* fixed space and pods sign directions to make more sense
* fixed unreinforced wall at salvage external airlock
* fixed unreinforced walls at atmos
* added crematorium in chapel morgue
* replaced epi lock with chapel lock for chapie chapalino chaplinsky charles chaplin
* fixed mantis maints door
* made cloister public access to players can talk to the oracle - sorry epistemics
* moved cargo dock emergency lights off normal lights
* made boxketball lockers public access - go play!
* made distro public access - unless by popular demand you all tell me that it be jani locked. snicker snicker.
* replaced hydroponics access to the freezer to be hydroponics only - sorry kitchen staff.
* added nutrimax for hydroponics
* fixed conveyor direction in perma disposals
* Add Pockets and Tail-Drag to Admin Ghosts (#1508)
Adds 4 pockets to the Admin Ghosts and the ability to Tail-Drag (no
hands needed).
---
https://github.com/user-attachments/assets/701b66bd-c42c-429f-a33a-f8e465ef068d
---
🆑
ADMIN:
- add: Added pockets to Admin Ghosts.
- add: Added tail-drag (no-hands) to Admin Ghosts.
* Adding Admin Tools and Changing Aghost Starting Gear (#855)
- Added the admin folder, which can hold up to any normal item.
Prefilled with paper and a tasty treat.
- Added the admin toolbelt, which can hold up to any normal item.
Prefilled with various tools.
- Changed the admin satchel to be removable and added a few things to
its fill.
- Added the Admin RCD, an infinite RCD.
- Added an admin material box which contains 6 of the most basic
materials.
- The ID card in the admin PDA is now a CC ID card.
People were complaining about a lack of basic tools on the aghost.
Simple yml changes.

- [x] I have read and am following the [Pull Request and Changelog
Guidelines](https://docs.spacestation14.com/en/general-development/codebase-info/pull-request-guidelines.html).
- [x] I have added media to this PR or it does not require an ingame
showcase.
- [x] I can confirm this PR contains no AI-generated content, and did
not use any AI-generated content.
None afaik.
**Changelog**
🆑
- add: A bunch of new admin tools and things in the aghost starting
gear.
---------
Co-authored-by: TheDen-Bot <186991657+TheDen-Bot@users.noreply.github.com>
* Removed admin folder because it was being weird when put into containers and I don't really want fix it.
* Added auto-color for aghosts
* Added suffix to the CentComm implanter
* BSO Lifeline Port (#1730)
BSO lifeline implant - ported from Goobstation.
What is it?: It's a bluespace implant. Triggers when you die or when you
click the button twice.
Why is it?: BSO is a special role, specifically employed by CC. They
exist on station only to protect to command and nothing else. They have
pretty strong armour and weapons. So this is the solution to that +
creates an RP narrative.
It spawns in the BSO's pocket, as it's an optional implant, should
probably be taken either start of shift or when things get dicey for
command.
Additional: Adds new sprites for CC specified implants.
---
<details><summary><h1>Media</h1></summary>
<p>

</p>
</details>
---
🆑
- add: Blueshield Officer lifeline implanter
---------
Signed-off-by: Rouge2t7 <81053047+Sarahon@users.noreply.github.com>
* Fixed admin ghost color issue.
* Re-ordered the CentDrobe so useful things are at the top.
* Changed the sprite of the CentComm mindshield to match that of the Bluespace Lifeline.
* Added the ability to select a job with the 'spawncharacter' admin command.
* Added spawnplayer admin command
* Client-Side Entity Log Sorting (#1624)
<!-- Guidelines:
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<!-- NOTE: All code submitted to this repository is ALWAYS licensed
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## About the PR
<!-- What did you change? -->
Expanded on admin log sorting. Fixes the issues from #1569
## Why / Balance
<!-- Discuss how this would affect game balance or explain why it was
changed. Link any relevant discussions or issues. -->
Admin things.
## Technical details
<!-- Summary of code changes for easier review. -->
## Media
<!-- Attach media if the PR makes ingame changes (clothing, items,
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## Requirements
<!-- Confirm the following by placing an X in the brackets [X]: -->
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- [x] I have added media to this PR or it does not require an ingame
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- [x] I have tested any changes or additions.
- [x] I can confirm this PR contains no AI-generated content, and did
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<!-- You should understand that not following the above may get your PR
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## Breaking changes
<!-- List any breaking changes, including namespaces, public
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🆑
- tweak: ADMIN: You can sort entity logs by pressing fancy buttons!
* Fixed YAML linting issues
* Moved bluespace lifeline textures to proper directory
* Added emergency medical pods from Frontier for admemes.
* appeased the unit test gods
* Another test fail because people forgot that you can't divide by zero.
* probably appeased the unit test gods this time
* PR #4577 Feedback
---------
Signed-off-by: Rouge2t7 <81053047+Sarahon@users.noreply.github.com>
Co-authored-by: John Willis <143434770+CerberusWolfie@users.noreply.github.com>
Co-authored-by: MajorMoth <61519600+MajorMoth@users.noreply.github.com>
Co-authored-by: TheDen-Bot <186991657+TheDen-Bot@users.noreply.github.com>
Co-authored-by: Rouge2t7 <81053047+Sarahon@users.noreply.github.com>
Co-authored-by: William Lemon <William.Lemon2@gmail.com>
* Port locale, yml, textures
Slime-related textures, prototype, and locale.
* Remove unused/unwanted bits and clean up.
Delta doesn't support the glowing.
Cyclops doesn't look good with a nose, and changing base slime textures is outside the scope of what I wanted here so I'm just gonna axe the eye options.
* One more tweak
Nose and mouth PNGs went unused in this PR, and the meta file lines pointing to them caused ERROR over the character when they were removed. Also changed the copyright line (this scares me) to only reference presently included files.
* THE HONKMOTHER IS COMING, AND THERES NOTHING YOU CAN DO TO STOP ME!!!!
It begins.
* random bullshit go!!!
* Update honkmother.yml
* Update honkmother.yml
* spawn announcement updated since its borked
* Update honkmother.yml
* SHES READY
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* localization fail fix attempt numero uno
* localization fix round 2 electric boogaloo
* localization fixes.
Also removed some random localization stuff for an entirely differently language that was in there, doesnt look to be used so its probably useless.
* un touches localization file
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* Port EvenlySplitting for Cryotubes
* Make Trinox consistent
* Bring into DV_Systems
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Update shoukou.yml
Tweaked surgery room;
Tweaked detective room to include its own bedroom to fit an evidence locker;
Tweaked the library to include a display case;
Fixed prison intercom;
Fixed departmental lock boxes.
* Update shoukou.yml
Removed invalid configurators
* Update shoukou.yml
* Update shoukou.yml
* Update shoukou.yml
* Update shoukou.yml
no invalids
* Everything
Port Clown skirt from Starlight
Add Blushing Clown/Mime Mask to loadouts
Ensure Clowns can change their mask
* permalink dmi
Change permalink from general commit to dmi that holds the jumpskirt.
* Add mothroach grenades
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Removed unnecessary comment
* Double the mothroaches!!
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* epsilon rewrite, first batch
* As requested, moved the announcement folder to _DV folder, which only now includes deltaV or nyanotrasen specific audio files. Please double check the license.txt in Announcements/RoundEnd to see if I got it right.
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* fix announcements again, oopsies
* potentially fixed epsilon rule, i dunno
* probably fix???? i dunno i only write goidacode
* temporary attribution.yml file for epsilon.ogg
* typo fix. not epsilon.ogg but code_epsilon.ogg
* another accidental error oops
* small test as removing my own attributions.yml file, i am going insane with these checks.
* reverted the attributions.yml deletion
* optional APC sound thing i wrote it incredibly stupid, going to do a stupider idea
* Update attributions.yml
* code saved by the angel named Toby
* added and fixed several attributions.yml files
* formatting fix oops
* fix second time hopefully
* i think i merged it correctly?
* weird way of fixing attributions
* With massive Quanteey's help and guidance, code cleanup once again.
* sound file path errors fixed
* another sound error fix
* added spacing to comments, removed CancellationTokenSource like asked and made the poweroff sound louder
* wiki page should be updated and removed epsilon mention in metashield rules
* from elevated to emergency status
* removed the funny event for 2 part
* forgot to remove a thing
* another fix
* conflict fix
* fix second time
* untouching and commenting
* untouching number 2
* untouched correctly?
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* Testing phase 1
* Official ready for review
* Fixed the mapping oopsie
* Map Fixes, and cleanup
* 123
* Evac Shuttle updated
* Updated YML of the protothingy
* Fixed fails, cried a few times
* More Fixes. I've ran out of tears
* Revert "More Fixes. I've ran out of tears"
This reverts commit afeefedf3a.
* Had to revert. I feel as though I am going bald, send help, or rogaine
* Subfloor PT1, Many Fixes, Multiple Crying Sessions
* Fixes / Changes / tweaks
* Changes requested
* I broke it
* notepad savior
* mrrp
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* jetpackening
* sprites
* proper descriptioning
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* touch ups
* messy
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* spacing
* permalink
* fixes.....finally
---------
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* Fix Standing up when Exiting Critical State (#1612)
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<!-- What did you change? -->
Made buckled Entities not stand up when recovering from critical state.
<!-- Discuss how this would affect game balance or explain why it was
changed. Link any relevant discussions or issues. -->
Just generally annoying having to buckle your patient again - Or have
them unbuckle from your rollerbed as you ferry them.
<!-- Summary of code changes for easier review. -->
Removed redunancies and inserted a check for being buckled before
calling the method to stand up when entering the Alive state.
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/>
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🆑
- fix: Fixed buckled patients standing up when recovering from crit. Now
they'll stay seated.
* Small fix
* Add Comments
Signed-off-by: Sir Warock <67167466+SirWarock@users.noreply.github.com>
* Fix comment?
* Returned Useless Import
* Update Content.Shared/Mobs/Systems/MobStateSystem.Subscribers.cs
Co-authored-by: Quanteey <61941975+Quanteey@users.noreply.github.com>
Signed-off-by: Sir Warock <67167466+SirWarock@users.noreply.github.com>
* Update Content.Shared/Mobs/Systems/MobStateSystem.Subscribers.cs
Co-authored-by: Quanteey <61941975+Quanteey@users.noreply.github.com>
Signed-off-by: Sir Warock <67167466+SirWarock@users.noreply.github.com>
* Update Content.Shared/Mobs/Systems/MobStateSystem.Subscribers.cs
Co-authored-by: Quanteey <61941975+Quanteey@users.noreply.github.com>
Signed-off-by: Sir Warock <67167466+SirWarock@users.noreply.github.com>
---------
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Co-authored-by: Quanteey <61941975+Quanteey@users.noreply.github.com>
* Extend EvenHealing & Buff Cryochems
* Extend Evenhealing to Specialchems
* Extend to Trinoxadone
* Extend to Pyrogenics
* Update Cryogenics.xml
* Fix Prometheum
* Please the Maintainer Deities
Signed-off-by: Sir Warock <67167466+SirWarock@users.noreply.github.com>
* The great Comment of 86
---------
Signed-off-by: Sir Warock <67167466+SirWarock@users.noreply.github.com>
* swords are cool
* remove unused tag
* build and test debug is yelling at me about this. presumably it's because of RevealRevenantOnCollide
* just remove both it's too late to deal with right now
* alright try 2 to get the build and debug to not yell at me about it. I dunno why the bible can just have the component but not the sword
* fix merge conflict before syncing branch because this is genuinely just easier for me to do it this way
* aaaaa
* i need merge conflicts to stop yelling at me aaaaaaa
* merge conflict fix pt. 1
* fix merge conflict pt. 2
* nukeops haunts me at night
* ITS ALL C# GOOD LORD
BORN TO PORT
WORLD IS A PR
鬼神 Merge Em All 2025
I am yaml man
410,757,864,530 UPSTREAM MERGE CONFLICTS
* that was, uh. too easy.
* very small tweak
* comment and reuse fixes
* forgot the guidebook Oops
* the guidebookening
* the reusening
* Create grappling system
* Add grappling to Laika and other sec dogs
* Allow grapplers to also throw themselves prone
* Apply prone on grapple to laika
* Add layingdown component to laika
* Ensure grapplers entering crit release their grapples
* Ensure IPCs can be grappled
* Fix typo
* Remove system suffix for fields
* Simplifiy returns for CanGrapple
* Use magic dotnet syntax
* Fix usages of ViewVariables over DataFields
* Swap to using marker component over tags
* Remove errant new lines
* Remove redundant brackets
* Initial Fractured Form Pass
* Cleanup
* AAAAAAAAAAAAAAAAAAA
* I forgor
* Sometimes naked
* Untouch and touch where applikcable
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Better optional pattern
* Unbreak it
* Minor Spelling Mistake
* Filthy test fix hack
* Filthy hack to appease the test gods
* A normal number of post-PR commits
* AAAAAAA
* Don't know why I didn't do this in the first place
* Some cleanup
* Damn how did I miss this
* Delta Mandated Cleanup
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* pluh :speaking_head:🔥
* signs and final PR preparations
collect my signs
* curse of the invalids
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* guh??
* genuinely not sure how this one happened
* ugh
* three fish dancing in a pot
wowza. three of them?
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Evil Ass Perma Maints Doors
* Update elegance.yml
* holy shit
* Update elegance.yml
* curse of the spaces and other miscellaneous issues + plasma tank-ening
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* h
* Merge branch 'Elegance-Rework-But-Stable' of https://github.com/IAmNotGray/Delta-v into Elegance-Rework-But-Stable
* Update elegance.yml
* Update floors.yml
---------
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Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* explodes you with my MIND
* goated?
* medipen gaming
* evil obfuscation system from hell
* MANY things
- accent improved (takes into account word length when determining number of syllables)
- night vision tied to shitmed eye organ (not thermals, though, that's broken for some reason)
- asakim-specific backpack and jumpsuit (mono turns ert backpacks into something generic while we don't, and they use goob ninja jumpsuit so i just made a new jumpsuit with goob ninja sprites)
- gun can switch between disabler and lethal modes
- rebalanced armor, made them a bit more squishy to melee and slightly less tanky to bullets/heat
- renamed and redescribed their items to fit more into deltav "lore"
- added the High Frequency Katana, basically a silly ninja sword
- removed freedom/storage implanters
* commit before i touch evil role code
* i lied one more commit before evil role code
* a lot of assorted things
- move prototype to shared (client got angry)
- Automated Defense System issuer real
- fix spawning, remove gamer cybernetics
- fix objectives
- more blunt res
- nerf loadout
- nerf gun
* we love misprediction
* i think this works
* big changeops
- springlock suit popup and gamer prediction (kinda)
- briefing audio
- precog
- evil rules that require mrp players to actually rp (evil)
- added to freelance shuttle set
- spawner is kill
- illiterate
- more slash damage
- nerfed the gun into the absolute ground (and removed semi auto)
- sword kinda nerfed
- removed some evil mono gamerule stuff we dont have
* lower weight
* tweaks
- rules are more gamer (kill those salvies)
- nerf heat res
- 1984 psionics
* appease the linter gods
* cleanup ops
* jumpscare
* if yaml validator fails i will cry
* fix assert, maybe fix yaml thing
assert fix is from a deltanedas PR from 2023, hopefully that still works
* I LOVE RIDER I LOVE RIDER
* minor cleanup
* attrib. fix
* attrib. fix take 2
* Update asakim_small.yml
* Update asakim_small.yml
---------
Signed-off-by: KOTOB <59124164+kotobdev@users.noreply.github.com>
* Make more objects spray paintable (Reviving #31328) (#37341)
* PaintableAirlockComponent and AirlockGroupPrototype have been replaced
* Slightly redesigned SprayPainterSystem for greater versatility
* Added handling of changes to the appearance of doors and storages
* PaintableGroup prototypes have been created
* Generating tabs with styles in the UI
* Fix error with undiscovered layer
* Slight improvement
* Removed unnecessary property
* The category for `PaintableGroup` was allocated to a separate prototype so that the engine itself would check if the category existed
* Added canisters, but repainting doesn't work
* Added localization to styles
* Fix sprite changing
* Added the ability to paint canisters
* slight ui improvement
* Fix yamllinter errors
* Fix test
* The UI now remembers which tab was open
* Fix build (?)
* Rename
* Charges have been added to the spray painter
* Added a charge texture for the spray painter
* Now spray painter can paint decals
* Increased number of charges
* Spawning dummy objects has been replaced by PrototypeManager
* added a signature about the painting of the object
* fix
* Code commenting
* Fix upstream
* Update Content.Shared/SprayPainter/Components/SprayPainterAmmo.cs
Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>
* review
* Now decals can only be painted if the corresponding tab in the menu is open.
* Fixed a bug with pipe and decal tabs not being remembered
* Update EntityStorageVisualizerSystem.cs
* record
* loc
* Cleanup
* Revert electrified visuals
* more cleanup, fix charges, del ammo4
* no empty file, remove meta component
* closet exceptions, storage visualizer fixes
* enable/disable decal through alt-verb
* Fix missed merge conflicts
* fix snap offset, button event handlers
* simpler order, fix snap loc string
* Remove PaintableViz.BaseRSI, no decal item, A-Z
* State-respecting UI, BUI updates, FTL fixes
* revert DecalPlacerWindow changes
* revert unwanted changes, cleanup function order
* Limit SprayPainterAmmo write access to AmmoSystem
* Remove PaintedSystem
* spray paint ammo lathe recipe, youtool listing
* category as a list, groups as subtabs
* Restore inhand copyright in meta.json
* empty spray painter, recipe produces an empty one
* allow alpha on spray painter decals
* add comments
* paintable wall lockers
* Restrict painting more objects
* Suggested event changes, event cleanup
* component comments, fix ammo inhands
* uncleanable decals, dirty styles on mapinit
* organize paintables, separate emergency/closet grp
* fix categories newline at EOF
* airlock group whitespace cleanup
* realphabetize
* Clean up EntityStorageViz merge conflict markers
* Apply requested changes
* Apply suggestions from sowelipililimute's review
Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>
* betrayal most foul
* Remove members from EntityPaintedEvent
* No emerg. group, steelsec to secure, locker/closet
* Enable repainting the medical wall locker
* comments, no flags on PaintableVisuals
* Remove locked variants from closets/wall closets
* removable decals
* off value consistency
* can't paint away those bones
* fix precedence
* Remove AirlockDepartment, AirlockGroup protos
Both unused.
* whitelist consistency re: ammo component
* add standing emergency closet styles
* alphabetize the spray painter listings
---------
Co-authored-by: Ertanic <black.ikra.14@gmail.com>
Co-authored-by: Эдуард <36124833+Ertanic@users.noreply.github.com>
Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>
* Adds stencil lettering to the spraypainter (#39701)
* adds stencil lettering to the spraypainter
* update decal IDs to match convention
* Add Serializable, NetSerializable attributes to DecalPaintMode (#38921)
Serializable, Net" on DecalPaintMode
* Fixes my mistakes and adds DV compat
* Adds DV-specific stuff
* Makes Our Names Not Use This Case
* Comments xeno stuff we do not have
* RD is dead. Long live the Mystagogue
---------
Co-authored-by: Whatstone <166147148+whatston3@users.noreply.github.com>
Co-authored-by: Ertanic <black.ikra.14@gmail.com>
Co-authored-by: Эдуард <36124833+Ertanic@users.noreply.github.com>
Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>
Co-authored-by: Alkheemist <alkheemist@gmail.com>
* Free Super synths for those who have suffered like I have.
* Update instrument_keyed.yml
* Update meta.json
* Update meta.json
* Doubled Playtime because I realized that 100 hours is not long enough considering that musicians are almost always being played on delta.
Doubled playtime for obvious reasons, also because 100 hours was not evil enough.
* Comment moment.
* I think this is the fix, please yell at me if it isnt deltanedas.
* comments...
* comment stuff 2
* messing with stuff, one sec.
* testing...
* i hate it here, may have finally fixed the bullshit with indents
* requested changes
* Requested Changes
give ipc access to humanoid emotes again (accidentally lost in april 2025 upstream merge)
Signed-off-by: William Lemon <William.Lemon2@gmail.com>
Co-authored-by: William Lemon <William.Lemon2@gmail.com>
* aaaaaaaaaaaaaaaaaaa
* add shadow damage to some evil things and add ways to heal it
* bibles healing shadow doesn't work for some reason
* fix attribution, description, and remove placeholder sprite
* Add simple component for handling specialised clothing and armours
* Add awful artwork for k9 armours
* Update secdog template to include head and outer clothing gear
* Add tags for K9Armour and K9
* Ensure Laika has the k9 tag
* Add entity entries for K9 armour, update starting gear for Laika
* Add lathe recipes for new K9 armour
* Update secdog sprite by breaking tail out to separate layers
* Update sprite drawing for Secdogs
* Fix missing pixel in Laika's base sprite
* Add jetpack sprites for secdog
* Remove damage state visuals
* Add layingdown component to laika
* Update helmet sprites from HTMLSystem
* Update hardsuit sprites from HTMLSystem
* Fix prone on crit for secdogs
* Add new damage visual layer for tails
* Add static tail for Laika and hook it up to damage state visuals
* Makes the experimental RCDs description not lie
* Revert "Makes the experimental RCDs description not lie"
This reverts commit a8a67093a3.
* Uses FTL attributes instead now
* Share Recipes
* Remove Cybernetic diagnostic from medfab
* We toil in darkness, for light has faded
* CommentOps
* Another CommentOps
* Minor Spelling Mistake = Death
---------
Signed-off-by: Sir Warock <67167466+SirWarock@users.noreply.github.com>
* Added Scanners to Modules (#1268)
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<!-- What did you change? -->
Added a Medical Scanner to the Cyborg Surgery Modules
<!-- Discuss how this would affect game balance or explain why it was
changed. Link any relevant discussions or issues. -->
You'd have to change back to the Treatment module to assess the damages
on the patient, instead of seeing them as you do surgery on them. This
fixes it. I don't know why this wasn't always the case.
If I knew how to make a hand for only organs, I would.
<!-- Summary of code changes for easier review. -->
Simply changed two lines of YML. THE YML WARRIOR AT IT AGAIN!!
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- tweak: Added a medical scanner to Medical Cyborg's Surgery modules!
Now you can see the damages as you work on the patient!
---------
Co-authored-by: TheDen-Bot <186991657+TheDen-Bot@users.noreply.github.com>
* Update Resources/Prototypes/Entities/Mobs/Cyborgs/borg_chassis.yml
Co-authored-by: Quanteey <61941975+Quanteey@users.noreply.github.com>
Signed-off-by: Sir Warock <67167466+SirWarock@users.noreply.github.com>
* Remove Speedmodifier
* The comments are everywhere, THEYRE IN THE WALLS, IN THE GODDAMN WALLS
---------
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Co-authored-by: TheDen-Bot <186991657+TheDen-Bot@users.noreply.github.com>
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* Introduce ClothingSlowResistance
* Buff Onis
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* Adds destructible variant of reinforced hull for mapping
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* ...
* ->parent
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Co-authored-by: Velcroboy <velcroboy333@hotmail.com>
* Fix various light sources counting as Light, Give Skia spacewalk
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Replace the Ignore Gravity with Jetpack
* Clean up event code + Avoid touching upstream code where possible
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* Double cone, strategic untouches
* Additional strategic untouch
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* Using NVGs now make you VERY flash vulnerable
* Removed redundant After
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* Adding black scarfs
Simply adding the black scarf to the loudout group
* Adding formal sec suits to senior officers
Adding the nice looking formal suits!
They'll need senior playtime!
* More Skia tweaks
* Swapped whitelist for EntityWhitelist
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Fix EvenHealing on bodyParts (#1469)
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<!-- What did you change? -->
Fixed EvenHealing not working on limb damage when there was no general
damage.
<!-- Discuss how this would affect game balance or explain why it was
changed. Link any relevant discussions or issues. -->
When you had a massively burned victim, healing them via aloxadone would
heal their general damage, and each limb profited half of that general
healing.
However, as soon as the general damage was healed, Aloxadone wasn't
outputting any healing anymore, since even healing is dependent on
damage types on the general damage - And thus, with no healing, the
limbs couldn't benefit anymore.
This is wrong. I fixed it.
<!-- Summary of code changes for easier review. -->
Separated the healing of the general damage and limb damage, they are
independent of each other.
Healing General Damage won't heal limb damage and vice versa.
Added a way to heal each limb specifically.
I tested it thoroughly, and generally, it worked. Either with multiple
different damage types, or just one. Multiple damage parts, or just one.
Very much encourage to find a more elegant technical solution.
<!-- Attach media if the PR makes ingame changes (clothing, items,
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I can't do videos, but videos would be required. Please try it out
yourself.
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- fix: Fixed Chemicals with the EvenHealing attribute to not work on
patient's limbs without General Damage. Aloxadone will now finally heal
the burned Salvager's limbs.
* Fix Port to Delta
* Fixes
* Made comments even more commenty?
Signed-off-by: Sir Warock <67167466+SirWarock@users.noreply.github.com>
* Update Content.Shared/Damage/Systems/DamageableSystem.cs
Co-authored-by: Quanteey <61941975+Quanteey@users.noreply.github.com>
Signed-off-by: Sir Warock <67167466+SirWarock@users.noreply.github.com>
* Add Comments
* Update Content.Shared/EntityEffects/Effects/EvenHealthChange.cs
Co-authored-by: Quanteey <61941975+Quanteey@users.noreply.github.com>
Signed-off-by: Sir Warock <67167466+SirWarock@users.noreply.github.com>
* Update Content.Shared/Damage/Systems/DamageableSystem.cs
Co-authored-by: Quanteey <61941975+Quanteey@users.noreply.github.com>
Signed-off-by: Sir Warock <67167466+SirWarock@users.noreply.github.com>
* Fix Comments
* Update Content.Shared/EntityEffects/Effects/EvenHealthChange.cs
Co-authored-by: Quanteey <61941975+Quanteey@users.noreply.github.com>
Signed-off-by: Sir Warock <67167466+SirWarock@users.noreply.github.com>
* commenty commenta WHEN DO THE COMMENTS END
---------
Signed-off-by: Sir Warock <67167466+SirWarock@users.noreply.github.com>
Co-authored-by: Quanteey <61941975+Quanteey@users.noreply.github.com>
* Remove Alive Icon (#1252)
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<!--- LICENSE: AGPL -->
<!-- What did you change? -->
I removed the alive Icon from the Medical HUD.
<!-- Discuss how this would affect game balance or explain why it was
changed. Link any relevant discussions or issues. -->
It blocked vision on speech bubbles and is entirely unnecessary.
Is the entity moving? Probably alive.
Does it not have a dead or critical icon? Probably alive.
We don't need an Icon that blocks the speech bubble to tell us this.
<!-- Summary of code changes for easier review. -->
Added a boolean to not give the icon if an entity is alvie.
Removed the Mob.Alive state from the icon finder table thing.
<!-- Attach media if the PR makes ingame changes (clothing, items,
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- remove: Removed the alive Icon - You can finally see if someone is
typing an answer.
---------
Co-authored-by: TheDen-Bot <186991657+TheDen-Bot@users.noreply.github.com>
* Fixes
* Actually correct Comment
---------
Co-authored-by: TheDen-Bot <186991657+TheDen-Bot@users.noreply.github.com>
* Improve Operating Tables
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* There is no god. We suffer.
* Add Anesthesia Component to Optable
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* Less shitified code
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* GoodCode™️
* Rename Systemfile
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* Make Defib Cabinets Recharge
* Adhere to CONTRIBUTIONS.Bible
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* feat: node scanner now auto-updates artifact details if in range
* refactor: minor cleanup
* refactor: optimization for update and query of range checking
* refactor: fix xml-doc
---------
Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
* DAG Adjacency Matrix & Tests
* Fix sandbox type errors
* First pass on procgen
* Procgen adjustments
* Networking
* Cruft and god and beauty and analysis console
* convert to data types that dont make me want to kill myself
* starting work on console UI
* drawing nodes n shit
* damn that ui FUCKS
* XAT
* Add a bunch of basic triggers
* Fix trigger gen
* Add node info into the analysis console UI
* Add node unlocking
* more trigger cuz thats pretty cool
* final triggers + incorporate gnostic faith
* some ui changes, mostly
* Fix orphaned procgen segments
* its not random dipshit
* yeah... this one will make pjb happy....
* we call it a day for the UI
* imagine... shared power code...
* extraction WIP but we gotta sidequest momentarily
* oh hey would you look at that its the actual functionality
* distrotrased
* Small departure for randomness.
* ok yep yep indeed that is an effect very cool.
* thanos snap oldcode
* fuck it we ball
* feat: node scanner now displays triggered nodes. Removed unused old artifact systems and related code (most of it). xml-doc and minor fixups.
* refactor: most of preparations, cleanup and groundwork. also segment-related tests
* feature: all basic effects returning
* feat: finished effects lits, created weight lists for struct and handheld artifacts, fixed throw trigger and music ApplyComponent artifact effects not working
* feat: prevent non-first-time-predicted calls in shared artifact effect systems
* fix: remove gun effect from artifact effects - as it interferes with 'activate artefact' action
* fix: foam reagent selection, neat ApplyComponents art effect scenarios, handheld art is RadiationReceiver again
* fix: moved spawn/ pry&throw effect systems back to server part of code - entity duplication bugs were not quite fun
* refactor: fix protos
* refactor: fix linter
* fix: fix old artifact component names in yml
* fix: no more throwing error on artifact spawn with empty XAEFoamComponent.Reagents
* fix: removed old component usage in maps
* fix: remove more deleted components from map
* fix: ContainerContainer is now part of initial artifact entity, it won't be affecting UninitializedSaveTest
* refactor: fix tests, add loc description to toolshed commands
* Changed node scanner to tell the whole story about current artifact state
* refactor: remove excessive get of EntityCoordinates in XAE systems, removed Value access in NodeScannerDisplay
* fix: turned off TriggerInteraction, removed XAESpawn usage and system, EmpSystem now can use EntityCoordinates,
* fix: moved SharedXenoArtifactSystem.CancelUnlockingOnGraphStructureChange into RebuildXenoArtifactMetaData to lessen code coupling
* fix: XenoArtifactEffectJunkSpawn moved invalid rolls declaration
* refactor: set default value for XenoArtifactComponent.EffectsTable for tests
* fix: now explosions XAE can be activated for effect
* refactor: added some usedelay so artifactuse would'nt be spammed
* refactor: artifact-related hints improvements
* fix: artifact no longer spawns fauna into itself
* refactor: xml-doc and minor refactoring
* refactor: xml-doc for Xeno Artifact systems, renaming of questionable XAT systems
* map for playtest, TODO REVERT THIS
* fix: magboots trigger art from a mile
* refactor: bind artifact animation to unlocking state
* feat: radiation dmg now have reference to source (and artifacts won't irradiate themselves)
* fix: random artifact node durability now is rolled for max and not current value
* refactor: gas effects are more rare, hand-held artifact effects are filtered properly now, rad dmg trigger now requires only 20 dmg for activation
* feat: animations and sound effects for artifact force-use and failed finish of unlocking phase
* use only 1 file with art use animation
* refactor: minor artifact dmg triggers tuning
* feat: now nodes that CAN be unlocked are displayed with specific color in console.
* feat: now unlocking stage time is dynamic and it depends on amount of triggers player activated correctly. Failed one stops incrementing
* feat: now non-active unlocked nodes return more points if durability was not wasted
* feat: now puddle/foam effects change description of node
* fix: fix test failure
* refactor: renamed phasing effect, fixed failing test for elkridge
* minor balance changes
* refactor: split rare materials into separate effects
* feat: unlocked nodes without successor wont listen to unlocks, node unlock is not activating node
* fix: removed OnIrradiatedEvent duplicate c-tor
* revert changes of reach for playtest
* revert last row empty line removal on reach.yml
* fix: fix PVS bug, born from attempt to relay event to art nodes that were not synced yet to the client
* fix: fix elkridge for tests (again)
* refactor: xml-doc, more stuff predicted, allocation optimization in XAE/XAT systems
* refactor: naming
* refactor: extract variable refactor for XAEApplyComponentsSystem.OnActivated insides
* fix: duplicate xeno artifact unlocking sound fixed
* feat: CreatePuddle xeno artifact effect now can have min and max borders for chamicals to be drafted, minor XAECreatePuddleSystem refactor
* feat: networking for shared XAE components + xml-doc leftovers
* refactor: more xml-doc, fix XAEApplyComponentsComponent.Components not being serializable but trying to be
* refactor: xml-docs and XAEThrowThingsAroundSystem now uses circle and not box for prying tiles
* refactor: xml-docs, minor refactors
* revert XenoArtifactCommand.ArtifactPrototype being PrototId
* refactor: simplify the way ExtractionResearchLabel works
---------
Co-authored-by: EmoGarbage404 <retron404@gmail.com>
Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
2025-04-23 12:52:41 +01:00
19623 changed files with 2244575 additions and 958022 deletions
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## Media
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## Requirements
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- [ ] I have added media to this PR or it does not require an in-game showcase.
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## Breaking changes
<!-- List any breaking changes, including namespaces, public class/method/field changes, prototype renames; and provide instructions for fixing them. -->
## Licensing
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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
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**Changelog**
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@@ -260,4 +260,62 @@ Emergency alert status''. The station's deep-spectrum sensors have identified cr
| style="border: 1px solid #000000;" | Engage with adequate force to neutralise threats. Lethal force authorised at the discretion of Security personnel, in self-defence, or to effect arrests. ROE on mindwiping is lifted and may be performed by the Psionic Mantis or Mystagogue at their discretion.
Emergency alert status. ''Central Command has ordered the Epsilon security level on the station. Only orders from Central Command Officials are to be obeyed by the Station's Crew. Martial Law is in effect.''
| style="border: 1px solid #000000;" | Await orders from Central Command Personnel.
|-
| style="border: 1px solid #000000;" | Rules of Engagement
| style="border: 1px solid #000000;" | Martial Law is in effect. Do not engage with Central Command Personnel. Await orders from Central Command Personnel.
Emergency alert status. ''There is a critical station-wide structural or atmospheric threat and recovery is unlikely. Engineering staff are advised to minimize hazards and secure the Evacuation Dock. Crewmembers are advised to stay away from hazardous areas, and prepare for Evacuation.''
| style="border: 1px solid #000000;" | Issuing of lethal weapons disadvised. EVA protection heavily advised for all personnel.
|-
| style="border: 1px solid #000000;" | Discipline
| style="border: 1px solid #000000;" | Report to supervisor for orders. Non-engineering personnel advised to evacuate affected areas. Security should seek to aid engineering staff where possible.
|-
| style="border: 1px solid #000000;" | Secure Areas
| style="border: 1px solid #000000;" | Secure areas unbolted. [[Standard_Operating_Procedure#High_Security_Areas|HSAs]] and areas with an expectation of privacy, such as bedrooms, dorms, or medical treatment facilities, may be bolted as needed.
|-
| style="border: 1px solid #000000;" | Medical
| style="border: 1px solid #000000;" | Full suit sensors heavily advised. EVA suits and functioning internals recommended for emergency responders.
| style="border: 1px solid #000000;" | EVA suits heavily advised for engineers. Distribute emergency internals to crew. Ensure evacuation as soon as possible.
|-
| style="border: 1px solid #000000;" | Rules of Engagement
| style="border: 1px solid #000000;" | Engage with minimal force required; prioritize de-escalation whenever possible.
@@ -129,6 +129,137 @@ Should any person or party aboard a NanoTrasen vessel be found to be currently a
== Hostile Corporation Technology ==
Additionally, due to the presence of our competitors and their agents in the sectors in which our company operates, there is an ever-present possibility that hostile parties' technology or other property may manifest aboard our station by any number of means. The presence, acquisition, and distribution of such items should always be investigated and scrutinised heavily, and if Space Law and local legal ordinances allow, held securely, confiscated, and restricted from use.
== Potential Threats ==
While working aboard NanoTrasen stations, you may encounter the highly unlikely scenario of your life being threatened by hostile forces. Fortunately, our highly-trained security teams are well-equipped to deal with such threats. Please note, however, that wasting company resources and time for a pre-emptive defense against a non-existent threat are grounds for demotion. Below are the potential hazards you may face:
'''NANOTRASEN DOES NOT TAKE RESPONSIBILITY FOR CREW INJURY OR DEATH IF CREW MEMBERS DISREGARD THE INFORMATION BELOW.'''
=== Hostile Fauna ===
Be it from Epistemics experiments, corpses brought in by salvage, or something living in the vents, you may be attacked by hostile non-sophont entities. NanoTrasen does not encourage befriending such animals, unless it’s an approved experiment for research. Below are the procedures of how to deal with such a threat:
*Do not engage with the threat yourself.
*Evacuate the department or the zone.
*Immediately inform Security of the incident. Provide details such as:
**Threat type.
**Estimated numbers.
**Property damage.
**Any additional information.
*Inform Medical if there are injuries. If paramedics are unavailable, stabilize and carefully deliver the wounded to Medical.
*Provide ID access if Security personnel are not able to enter the area.
*Once Security confirms the threat being neutralized, clean up the department and report the incident to Command or Central Command.
=== Hostile Boarding Parties ===
Due to the station’s invaluable resources and/or high profile crewmembers, NanoTrasen stations may attract hostile boarding parties. These individuals typically gain unauthorized access to the station and are usually armored, armed with deadly weapons. While their intentions are rarely known, common goals may include:
*Assassination of crewmembers.
*Theft of valuable station materials.
*Theft of sensitive research.
*Mass crew harm or terrorism.
*Sedition of the chain of Command.
*Detonation of the station’s nuclear warhead.
If such an unlikely scenario occurs, the following procedures are listed below:
*Do not engage with the threat yourself.
*Seek immediate shelter.
*Immediately inform Security of the incident. Provide details such as:
**Hostile’s appearance.
**What kind of armaments they’re equipped with.
**Estimated numbers.
**Last known location.
**Property damage.
**Any additional information.
*Inform Medical if there are injuries. If paramedics are unavailable, stabilize and treat the wounded. Only move the wounded if the path to Medical is safe. Do not take unnecessary risks.
*Remain in place until the situation has been resolved.
In the case of overwhelming force that Security cannot handle:
*Request assistance from Central Command through fax. In your fax, give as much detail of the threat as you can and the damages to the station and crew, alongside with signatures and stamps. Read “Contacting Central Command” for more information.
*Evacuate the station.
=== Unauthorized Cults ===
NanoTrasen recognizes and respects the free expression of religion aboard its stations. Discrimination of any kind will not be tolerated and is grounds for termination. However, Nanotrasen does not permit religious activity that involves:
*Fanatical recruitment of additional members.
*Harm to crew members, be it physical, psychological or metaphysical.
*Practices associated with EarthGov banned religions that are officially designated as harmful cults.
For classification, speak with the station’s Mystagogue or Priest.
Please note that the Oracle’s religion is permitted aboard NanoTrasen stations, as they are the primary subject of research.
In the case of an unauthorized cult is suspected of forming on board, all crew members are encouraged to report unusual activity. Suspicious behaviour can be:
*Secrecy and Isolation. Suspicious individuals may engage only with selected individuals in secluded areas.
**Sudden changes in behaviour. Known members having a sudden change in their behavior or personality may indicate their affiliation.
**Otherworldly or physics defying effects occurring around certain crew members.
**Appearance of unidentified anomalies.
If a hostile cult is confirmed, follow these procedures:
*Listen to Epistemics, Security and Command for any relevant information and orders about the threat.
*Report suspicious individuals to Security and Epistemics. Give as much detail as possible, such as their appearance, potential tools, behaviour and more.
*Form a group of trusted co-workers and stick together. Do not isolate yourself.
*Await further instructions and remain in secure areas until the situation has been resolved by Security and Epistemics personnel.
=== Pathogens ===
While all NanoTrasen personnel are vaccinated against a wide range of known diseases, and while the station's atmospheric systems utilize only the highest-grade filtration technology, an outbreak may still occur on the station. Most such incidents are minor in scope - like the common cold. However, employees are reminded to remain vigilant and to treat any outbreak with the seriousness it deserves.
In the event of a confirmed outbreak, please follow these procedures:
*Follow instructions. Listen to Medical staff and comply with all orders and updates.
*Wear protective equipment, such as masks and gloves. Biosuits are recommended if available.
*Maintain hygiene. Wash hands frequently, and clean up any potential biohazards.
*Report Symptoms. Notify Medical and Security if any personnel display signs of infection.
*Stay in your department.
*Limit physical contact.
If you’re starting to show symptoms of the pathogen, please immediately follow these procedures:
*Immediately head to the Medical Department.
*Inform Medical personnel of your symptoms.
*Listen to all orders from Medical personnel.
*Store any valuable NanoTrasen gear, weaponry or property in a secure location.
*If a treatment is currently unavailable, quarantine yourself in Medical.
*Await treatment.
=== Unions ===
NanoTrasen supports free speech, the right to fair working conditions and does not consider itself anti-union. However, The Company is not neutral either. NanoTrasen will always defend the interests of its customers, shareholders and associates. Worker unions may disrupt work productivity, which can in turn jeopardize job security for all crew members.
If an organizing union attempts to use force to advance its goals, such as vandalizing Company property or physically attacking other crewmembers, Security is authorized under Space Law to quell and suppress unions.
It is every crew member's duty to report potential warning signs of unionization to their managers. Warnings signs may be:
*Crew members refusing to work.
*Usage of union related terminology, (living wage, working conditions, etc.)
*Circulation or distribution of petitions and union fliers.
*Unusual interest in Company policies, benefits, employee list or any other Company information.
*Noticeable changes in behavior among known crew members.
*Non-manifest individuals supporting union activity.
*Clothing, accessories associated with unions.
*Increased negativity and complaints.
In the case of a violent union riot, follow these procedures:
*Do not join the riot.
*Inform Security and Command immediately. Provide details:
**Names and job positions of any suspected union members and leaders.
**Whether the union members are armed.
*Inform Central Command of the incident.
*Shelter in a safe place and await for the situation to be resolved.
== Contacting Central Command ==
Should you require a question answered about your duties, advice on how to properly handle situations, or wish to submit an incident report (including gross misconduct by Command staff), Central Command Officials are always happy to assist. Please ensure your fax is descriptive, legible and includes your signature or departmental stamp.
Refrain from sending junk mail to Central Command. Penalties may include pay cuts or a renegotiation of your contract.
In the highly unlikely event that station security is faced with an overwhelming hostile force or the chain of Command is compromised, crewmembers are advised to request assistance from Central Command.
Your fax should include:
*Stations designation (available in your PDA)
*The overwhelming threat. Try to provide as much detail as possible, such as:
**Estimated number of hostiles.
**If armed, what kind of armaments they’re equipped with.
**Number of casualties. Information about Security’s and Command’s status is recommended.
**Station’s structural integrity.
Due to the prevalence of misinformation reaching Central Command, please ensure to add as many stamps and signatures as possible/convenient.
Be warned that all faxes, urgent or otherwise, may take some time to be properly read and receive a response. Central Command is dedicated to managing multiple stations simultaneously. Rest assured: your fax will be addressed, even without your notice.
= Conclusion =
In closing, we thank you for your commitment to our mission and the values that guide NanoTrasen as a whole. Your dedication is the keystone to our success.
@@ -4,15 +4,17 @@ Space Law is a broad set of rules and regulations, collected and regulated by Te
It is highly recommended to read the '''[[Standard Operating Procedure|Standard Operating Procedures]]'''. Summaries of several pertinent sections are listed below.
* '''[[Standard Operating Procedure#Controlled Items|Controlled Items]]:''' If a member of station crew requires access to a Controlled Item for use in their job, or for regular function, they must obtain the signed and stamped approval of a relevant member of Station Command or the CO. The latter is able to override the decisions of Station Command in this regard, however.
* '''[[Standard Operating Procedure#Sophonts and Synthetics|Sophonts & Synthetics]]:''' Sophonts are entities are able to utilize a structured language, communicate through the use of written, verbal, and/or body language (or by other means), and possess reasoning and introspection. Sophonts are legal persons, able to press charges under Space Law, and can be victims of certain crimes that specify sophont status. An entity's status as a sophont may be challenged during legal proceedings; the Defense and/or Prosecution must present evidence arguing that it meets, or does not meet, the criteria established above. The Judge will then arbitrate on the entity's status. Any synthetic, sillicon, or nonorganic entity with non-sophont status is to be considered a Synthetic. Synthetics are the property of the entity that constructs or employs them, unless otherwise stated. Damage or destruction of such Synthetics is considered vandalism of the entity's property.
* '''[[Standard Operating Procedure#Entity Definitions|Entity]]:''' Any thing with distinct, independent existence.
* '''[[Standard Operating Procedure#Entity Definitions|Employee]]:''' An entity who has an employment contract with a Company.
* '''[[Standard Operating Procedure#Entity Definitions|Pet]]:''' Any Entity that is provided to the Company's Space Stations - either through the station's Logistics Department, or brought on board by the crew - for the purposes of emotional support.
* '''[[Standard Operating Procedure#Security Jurisdiction|Security Jurisdiction]]:''' Station law enforcement officers are bound by Space Law; they cannot operate outside of standard accessible areas, or perform searches, unless such action is allowed by either Alert Procedure or a valid warrant.
* '''[[Standard Operating Procedure#Detainment and Arrest|Detainment & Arrest]]:''' Members of law enforcement may detain sophonts under '''[[Standard Operating Procedure#Probable Cause|Probable Cause]]''' of criminal activity. These detainees must be informed of the crime they are suspected of committing, and may be moved to a secure location and/or restrained while law enforcement determine if a crime was committed. Such detention should last no longer than five minutes. Any sophont may be arrested, during which they are restrained, informed of their charges, and taken to the brig for search and processing under '''[[Standard Operating Procedure#Brig Procedure|Brig Procedure]]'''.
* '''[[Standard Operating Procedure#Sentencing|Sentencing]]:''' Any member of law enforcement is allowed to pass sentence on Misdemeanor, Felony, and Grand Felony charges. The Prosecutor is allowed to adjust such sentences, within reason.
* '''[[Standard Operating Procedure#Treatment of Prisoners|Treatment of Prisoners]]:''' Prisoners must be provided with food, water, clothing, free movement within the brig, adequate medical care, access to the Common and Prison radio channels, and moral, spiritual, or legal counseling if requested and available. If the brig becomes uninhabitable, prisoners must be securely and safely relocated to another area until the brig is functional once more. Prisoners sentenced to Extended Confinement have additional rights and firmer restrictions that must be upheld by law enforcement officials.
* '''[[Standard Operating Procedure#Paroles and Pardons|Paroles & Pardons]]:''' Parole may be offered under the discretion of the Warden, Head of Security, or CO. A parole hearing requires only a Judge, as discussed within Trial Procedure. Pardons may be issued by the arresting officer, the Judge of a trial, by the Warden (to those within the permanent brig), or by the CO, when deemed in the best interest of the crew or vessel, or when the circumstances of the crime warrant suspension of sentence.
* '''[[Standard Operating Procedure#Pressing Charges|Pressing Charges]]:''' Any sophont may press charges against any other sophont. Individuals may only be charged with a crime if it can be proveny beyond reasonable doubt that they have committed the crime.
* '''[[Standard Operating Procedure#Trial Procedure|Trial Procedure]]:''' A criminal trial’s Judge must be, in sequential order: The Chief Justice, the Court Clerk, an impartial member of Justice or Station Command, or the Warden. The Prosecution should ideally be the Prosecutor, or an available member of Station Command or Station Security in that order. The Defense should ideally be a member of the Justice department assigned to the defendant, though they are allowed to represent themselves if they wish. If insufficient crew are available, the Judge is fully authorized and strongly encouraged to pass a sentence of Extended Confinement until a proper trial can be held.
* '''[[Alert Procedure]]:''' Codes Blue, Red, Gamma, and Delta authorize Security to carry progressively more advanced equipment, and loosen '''[[Standard Operating Procedure#Rules of Engagement|Rules of Engagement]]''' regarding their use. The former two codes disallow openly carrying firearms by non-Security personnel; the latter two suspend many rights to privacy, and grant Security the power to do whatever neccessary to retake or scuttle the station.
* '''[[Standard Operating Procedure#Arrest|Arrest and Sentencing]]:''' Any entity may be arrested, during which they are restrained, informed of their charges, and taken to the brig for search and processing under '''[[Standard Operating Procedure#Brig Procedure|Brig Procedure]]'''.
* '''[[Standard Operating Procedure#Sentencing|Arrest and Sentencing]]:''' Any member of law enforcement is allowed to pass sentence on Misdemeanor, Felony, and Grand Felony charges. The Chief Justice, or in their absence, the Head of Security are allowed to pass sentence on all Charges.
* '''[[Standard Operating Procedure#Treatment of Prisoners|Treatment of Prisoners]]:''' Prisoners must be provided with food, water, clothing, free movement within the brig, adequate medical care, access to the Common and Prison radio channels, and moral, spiritual, or legal counseling if requested and available. If the brig becomes uninhabitable, prisoners must be securely and safely relocated to another area until the brig is functional once more. Prisoners sentenced to Permanent Confinement have additional rights and firmer restrictions that must be upheld by law enforcement officials.
* '''[[Standard Operating Procedure#Paroles and Pardons|Paroles & Pardons]]:''' Parole may be offered under the discretion of the Warden, Head of Security, or CO. Pardons may be issued by the arresting officer, the Judge of a trial, by the Warden (to those within the permanent brig), or by the CO, when deemed in the best interest of the crew or vessel, or when the circumstances of the crime warrant suspension of sentence.
* '''[[Standard Operating Procedure#Pressing Charges|Pressing Charges]]:''' Any Employee may press charges against any other entity. Individuals may only be charged with a crime if it can be proven beyond reasonable doubt that they have committed the crime.
* '''[[Standard Operating Procedure#Hearing Procedure|Hearing Procedure]]:''' A criminal hearing’s Judge must be, in sequential order: The Chief Justice, the Court Clerk, an impartial member of Justice or Station Command, or the Warden. The Prosecution should ideally be the Prosecutor, or an available member of Station Command or Station Security in that order. The Defense should ideally be a member of the Justice department assigned to the defendant, though they are allowed to represent themselves if they wish.
* '''[[Alert Procedure]]:''' Codes Blue, Red, Gamma, and Delta authorize Security to carry progressively more advanced equipment, and loosen '''[[Standard Operating Procedure#Rules of Engagement|Rules of Engagement]]''' regarding their use. The former two codes discourage openly carrying firearms by personnel; the latter two suspend many rights to privacy, and grant Security the power to do whatever neccessary to retake or scuttle the station.
==Procedural Defense==
If a defendant is accused of a crime, they are granted the privilege to challenge the legitimacy of charges of claims brought against them. Any of the following may be invoked:
@@ -25,7 +27,7 @@ Use this to quickly find the Crime Code Numbers.
Crime codes are organized into four Category Codes (_XX) as listed below, with the most severe crimes being given the highest Severity Codes (x__). The sentencing officer or Judge should use discretion, and not charge an entity with two similar crimes for a singular offense.
For example, an attack upon a sophont which causes them to die of their injuries is Murder, not Assault AND Murder. Likewise, an entity should not be charged for both Possession AND Grand Possession on a singular Controlled Item held without proper authorization.
For example, an attack upon an Employee which causes them to die of their injuries is Murder, not Assault AND Murder. Likewise, an entity should not be charged for both Possession AND Grand Possession on a singular Controlled Item held without proper authorization.
@@ -119,27 +121,27 @@ Sentencing modifiers are to be applied by the sentencing officer, judge, or arbi
=== Aggravating ===
:*'''Solicitation'''
:**Any sophont found guilty of encouraging, bribing, requesting, or instructing someone to commit a crime, with the intent that the sophont being solicited commit the crime, will receive for the crimes they solicited in full.
:**Any entity found guilty of encouraging, bribing, requesting, or instructing someone to commit a crime, with the intent that the entity being solicited commit the crime, will receive for the crimes they solicited in full.
:*'''Accessory'''
:**Any sophont found guilty of assisting in the commission of a crime, without participating in the crime itself, knowing that a crime will be, has been, or is being committed, will receive the sentence for the crimes in which they took part in full.
:**Any entity found guilty of assisting in the commission of a crime, without participating in the crime itself, knowing that a crime will be, has been, or is being committed, will receive the sentence for the crimes in which they took part in full.
:*'''Attempts'''
:**Any sophont found guilty of attempting to commit a crime, with the intent to carry out that crime, will receive the sentence for the crimes they attempted in full.
:**Any entity found guilty of attempting to commit a crime, with the intent to carry out that crime, will receive the sentence for the crimes they attempted in full.
:*'''Conspiracy'''
:**Any sophont found guilty of planning to commit a crime, with the intent to carry out that crime eventually, and having committed an overt act pursuant to that end, will receive the sentence for the crimes they conspired towards in full.
:**Any entity found guilty of planning to commit a crime, with the intent to carry out that crime eventually, and having committed an overt act pursuant to that end, will receive the sentence for the crimes they conspired towards in full.
:*'''Deadly weapon'''
:**Any sophont found guilty of committing a crime, utilising any object used offensively for the purpose of inflicting mortal or great bodily harm, will receive an additional modifier of, at most, +50% of the original sentence.
:**Any entity found guilty of committing a crime, utilising any object used offensively for the purpose of inflicting mortal or great bodily harm, will receive an additional modifier of, at most, +50% of the original sentence.
:*'''Aggravation'''
:**Any sophont found guilty of committing a crime with reckless abandon, evident signs of lack of regret or remorse, or blatant disregard for potential collateral damage, will receive an additional modifier of, at most, +50% of the original sentence.
:**Any entity found guilty of committing a crime with reckless abandon, evident signs of lack of regret or remorse, or blatant disregard for potential collateral damage, will receive an additional modifier of, at most, +50% of the original sentence.
:*'''Recidivism'''
:**Any sophont convicted of the same criminal charge multiple times within one shift will receive an additional modifier of, at most, +100% of the original sentence. '''OOC NOTE: If a character is sexually harassing another character, or being bigoted, in a way that breaks Server Rules A1 or A2, you are allowed to summarily execute them. Please contact admins via AHelp if such an incident occurs.'''
:**Any entity convicted of the same criminal charge multiple times within one shift will receive an additional modifier of, at most, +100% of the original sentence. '''OOC NOTE: If a character is sexually harassing another character, or being bigoted, in a way that breaks Server Rules A1 or A2, you are allowed to summarily execute them. Please contact admins via AHelp if such an incident occurs.'''
=== Extenuating ===
:*'''Cooperation'''
:**Any sophont who shares actionable intelligence with the authorities, turns oneself in, testifies against accomplices, confesses to their crime, or otherwise aids the prosecution, may have their sentence reduced to no less than 50% of the original sentence.
:**Any entity who shares actionable intelligence with the authorities, turns oneself in, testifies against accomplices, confesses to their crime, or otherwise aids the prosecution, may have their sentence reduced to no less than 50% of the original sentence.
:*'''Dire Emergency'''
:**Any sophont found to have committed a crime in the process of absolutely necessary and reasonable actions, taken with the intent to resolve or mitigate the effects of a dire emergency on one’s vessel or habitat, may have their sentence reduced by any amount, or completely waived.
:**Any entity found to have committed a crime in the process of absolutely necessary and reasonable actions, taken with the intent to resolve or mitigate the effects of a dire emergency on one’s vessel or habitat, may have their sentence reduced by any amount, or completely waived.
:*'''Self-Defence'''
:**Any sophont found to have committed a crime or crimes in protection of oneself or another, and only to the necessary extent to avert a direct and imminent threat to the health and life of innocent persons, may have their sentence reduced by any amount, or completely waived.
:**Any entity found to have committed a crime or crimes in protection of oneself or another, and only to the necessary extent to avert a direct and imminent threat to the health and life of innocent persons, may have their sentence reduced by any amount, or completely waived.
:*'''Good Behavior'''
:**Any convict who peacefully complies with the authorities, displays clear signs of remorse concerning the committed crime, and/or conducts themselves peacefully while imprisoned, may be paroled as outlined in the Standard Operating Procedures.
@@ -157,13 +159,13 @@ Sentencing modifiers are to be applied by the sentencing officer, judge, or arbi
| style="border: 1px solid black;" | To maliciously commit an act or take hostages with reckless indifference to life in order to provoke a state of terror in, intimidate, or otherwise compel an entity to act or abstain from acting.
| style="border: 1px solid black;" | To maliciously commit an act or take hostages with reckless indifference to life in order to provoke a state of terror in, intimidate, or otherwise compel an Employee to act or abstain from acting.
| 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;" | To intentionally misuse or wrongfully exercise one’s own authority, influence, or control, resulting in harm, unjust treatment, or demonstratable loss to another entity.
| 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 a sophont, 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;" | 5 minutes
| 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;" | 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;" | 5 minutes
| style="border: 1px solid black;" | To break and enter into an area where one is not authorised nor invited.
| 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 sapient being with malicious intent.
| style="border: 1px solid black;" | 2 minutes
| 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;"| To verbally demean, humiliate, or harass an entity with malice; or maliciously spread false information amongst a population.
|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
|style= "border:1px solid black;"| WIP
@@ -345,20 +347,20 @@ Sentencing modifiers are to be applied by the sentencing officer, judge, or arbi
@@ -3,21 +3,63 @@ This page covers the standardized guidelines and procedures aboard the station,
== '''Definitions''' ==
The terms specified below are defined for further use within the procedures.
:*Captain: The officer legally appointed by Nanotrasen as Commanding Officer of the station. This title is only transferable by Central Command.
:*Commanding Officer / CO: An officer appointed to lead the station and its Command department, whether it be the Captain by Nanotrasen, or an Acting CO by Station Command.
:*Captain: The officer legally appointed by NanoTrasen as Commanding Officer of the station. This title is only transferable by Central Command.
:*Commanding Officer / CO: An officer appointed to lead the station and its Command department, whether it be the Captain by NanoTrasen, or an Acting CO by Station Command.
:* Command Staff/Station Command: Members of the Command department who lead a department aboard the station.
:* Crew: All sophonts employed by Station Command, or by NT to reside on the station and perform an established function therein. This includes any sophont listed on the Crew Manifest or issued a functional NT identification and access card. Individuals imprisoned by NT, along with those imprisoned during the course of a shift for violations of Space Law, are considered Crew.
:* Judge: An indivudal legally appointed to preside over a hearing, as specified within Hearing Procedure.
:* Detainee: Any sophont whose free movement has been curtailed by law enforcement on suspicion of criminal activity. They have not, however, been officially charged with a crime.
:* Arrestee: Any sophont who has been formally charged with a crime.
:* Prisoner: Any sophont who has been sentenced for the commission of a crime, or awaiting a hearing for a capital offense.
:* Crew: All Employees employed by Station Command, or by NT to reside on the station and perform an established function therein. This includes any Employee listed on the Crew Manifest or issued a functional NT identification and access card. Individuals imprisoned by NT, along with those imprisoned during the course of a shift for violations of Space Law, are considered Crew.
:* Judge: An individual legally appointed to preside over a hearing, as specified within Hearing Procedure.
:* Arrestee: Any Employee who has been formally charged with a crime.
:* Prisoner: Any Employee who has been sentenced for the commission of a crime, or awaiting a hearing for a capital offense.
:* 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.
==Hiring Procedure==
While Nanotrasen handles the staffing and recruiting needs of the station, Station Command is additionally authorized to hire any sophont into their respective department, as well as terminate the employment of any crew in their respective department per company policy. For a member of Station Command to personally employ a sophont into their department, a contract must be written stating the name of the employee, the department of employment, the position, and finally bearing the stamp of the Station Command member.
= 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.
== Entity ==
Any individual with a distinct existence. Entities may also encompass a plurality of identities contained within a single physical form. NanoTrasen does not require Entities be offered the protections of Standard Operating Procedure, Space Law, or Rules of Engagement unless further defined below. Security Officers are encouraged to be reasonable with their use of force regarding circumstances, especially if the Entity's termination would leave lawsuits or tarnish reputation for NanoTrasen.
== Pet ==
Any Entity that is provided to NanoTrasen Space Stations - either through the station's Logistics Department, or brought on board by the crew - for the purposes of emotional support. Any harm against such a Pet may render the offender liable to the crime of Animal Cruelty.
Examples of Pets include, but are not limited to:
:* Renault the Fox
:* Smile the Rainbow Slime
:* Laika the Guard Dog
:* Silvia the Medical Cobra
:* a corgi, purchased by Station Logistics
:* hand-held "personal AI" devices
== Synthetic ==
Any Entity consisting primarily of non-organic matter, designed and/or constructed by NanoTrasen or its Employees for the purpose of performing tasks aboard a Space Station. Synthetics are bound by software limitations, typically referred to as Synthetic or Silicon Laws, and physically incorporated into their chassis. Any damage to a Synthetic- including un-authorized modification of their Laws- may leave the offender liable to charges of Sabotage.
Examples of Synthetics include, but are not limited to:
:* Crew-constructed Cyborgs
:* The Station AI
:* Positronic Brains
== Employee ==
Any Entity who has a contract with NanoTrasen.
Typically, these individuals possess all of the following:
:* A communications headset (or similar communications capability) outfitted with encryption keys relevant to their assigned job function.
:* An ID card with their name and job function, pre-programmed with door access relevant to aforementioned job function.
:* Company-approved attire for an individual of their job function.
In situations where an individual lacks one or more of these items, law enforcement officials are encouraged to use their best judgement, and mitigate any risk of liability to charges of Endangerment or Abuse of Power.
Harm or death of an Employee may leave the offender liable to the crimes of Assault, Manslaughter, or even Murder.
Examples of Employees include, but are not limited to:
:* All crew present on the Space Station, including those who are removed from cryogenic stasis during the course of a shift.
:* Any crewmate arriving from a different NanoTrasen Space Station, due to navigation errors, disasters, or similar.
:* Individuals imprisoned by NT, along with those imprisoned during the course of a shift for violations of Space Law.
:* Any and all members of NanoTrasen Central Command, including Emergency Response Team soldiers and Central Commanders.
In cases where there is reasonable doubt as to the identity of a member of Central Command, the Commanding Officer is encouraged to request clarity from Central Command themselves.
Any Employees that are fired by Station Command are still considered Employees until Central Command can confirm their contract termination.
=== Provisional Employees ===
Provisional Employees are a special subcategory of Employee. During the course of a shift, events may lead to an Entity, or Entities, arriving aboard the station who wish to be employed by NanoTrasen. The Head of Personnel, alongside any relevant departmental head, may accept the Entity into NanoTrasen's employ provisionally.
In such a case, the Head of Personnel must create a document listing the Provisional Employee's name and assigned job function, along with any physical features deemed necessary to identify them. This must be signed and stamped (where applicable) by the Head of Personnel, their relevant departmental head, and the Provisional Employee. A copy must be kept within the Head of Personnel's records, and with the Provisional Employee if possible.
Provisional Employees serve "at will", and may have their employment revoked at any time by Central or Station Command authorities.
=Controlled Items, Substances, & Areas=
== Controlled Items ==
@@ -37,13 +79,14 @@ 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.
Should the holder commit crimes through the use of such authorized items, the authorizing party may be found guilty of Accessory to said crimes, in addition to Endangerment and Abuse of Power where applicable. The Commanding Officer is also authorized to supervise the approval and revocation of documentation as they see fit.
== Controlled Substances ==
Any individual requiring a Controlled Substance in the course of their job, or for regular function, must request access to a perscription or special dispensation from the Chief Medical Officer. The Psychologist is also permitted to grant prescriptions for psychoactive drugs. Any such document must state the substance(s) being prescribed, the amount(s) where applicable, and the stamp and signature of the authorizing party.
Any individual requiring a Controlled Substance in the course of their job, or for regular function, must request access to a prescription or special dispensation from the Chief Medical Officer. Medical personnel are also permitted to [[Standard Operating Procedure#Prescribing Medication|prescribe medication]] for chronic illnesses or mental health. Any such document must state the substance(s) being prescribed, the amount(s) where applicable, and the stamp and signature of the authorizing party.
A list of such Substances follow:
@@ -58,27 +101,27 @@ A list of such Substances follow:
== Controlled Armaments ==
Controlled Armaments are grouped into categories of increasing severity.
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 for each separate and distinct item, confiscation of the offending item(s), 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 for each separate and distinct item, confiscation of the offending item(s), 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 for each separate and distinct item, confiscation of the offending item(s), 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 for each separate and distinct item, confiscation of the offending item(s), 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
@@ -86,7 +129,7 @@ Controlled Armaments are grouped into categories of increasing severity.
* 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 for each separate and distinct item, confiscation of the offending item(s), 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
@@ -109,7 +152,7 @@ Unlocked crates, orders stored outside the department, and supplies illegally di
=== Research ===
Epistemics employees are permitted to use their lab spaces as they see fit, with the following caveats:
* Any sophont experimentation must be done with the consent of the test subject, and must not have an undue risk of life. The Mystagogue or CO may terminate any experiment for safety or ethical purposes and at their discretion.
* Any Employee experimentation must be done with the consent of the test subject, and must not have an undue risk of life. The Mystagogue or CO may terminate any experiment for safety or ethical purposes and at their discretion.
* Testing of any explosives or weapons that risk hull penetration or mass destruction must be done at an off-station site.
Epistemics personnel may also utilise Controlled Items within the confines of designated testing areas and in a manner directly approved jointly by the Mystagogue and by the Head of Security or CO.
@@ -136,16 +179,7 @@ Common HSAs for commercial and military vessels are as follows:
* Telecommunications\Telemetry
* Permanent Brig\Holding Cells
== Sophonts and Synthetics ==
To be defined as a sophont, a being must be able to utilize a structured language, communicate through the use of written, verbal, and/or body language (or by other means), and possess reasoning and introspection.
Any such being is considered a sophont, and thus a legal person, regardless of their make, origin, disposition, or prior cognition. As part of their rights, they are to be governed under the same laws as any other sophont, and given the ability to press charges as a sophont.
The unauthorised jailbreaking or uplifting of property into the status of Sophont is still a criminal offense however, and those found guilty of doing so may be found guilty of sabotage or vandalism.
An entity’s status as a sophont may be challenged during the process of charging the individual for crimes which utilize the term sophont in the legal language of the crime. The Defense or Prosecution will present evidence indicating that it meets, or does not meet, the criteria above. The Judge will then arbitrate upon the entity's status as a sophont.
Any synthetic/silicon/inorganic entity with a non-sophont status, is to be classified as a standard synthetic entity. Synthetic entities are the property of the party that constructs or employs the entity, unless otherwise stated by relevant contract or legal document. To damage or destroy such an entity is to damage or destroy the aforementioned party’s property.
=Commanding Officer=
==Captain’s Authority==
The Commanding Officer of a station or vessel is afforded several rights, broadly referred to as "Captain's Authority".
@@ -184,7 +218,7 @@ Should the mutiny be unsuccessful, only the head officer(s) who approved the mut
Should the mutiny be successful, the head officer(s) who approved the mutiny must select a new Commanding Officer per Line of Succession. The new CO will then sentence the previous heads of staff for their crimes per Space Law.
== Foreign Vessels ==
Should civilian and military vessels receive a docking request from another neutral vessel, they may approve or deny such a request. Any vessel may, with consent from the docking entity, be searched by law enforcement upon arrival, and its crew granted free movement accompanied by an escort at the discretion of the CO or law enforcement officials.
Should civilian and military vessels receive a docking request from another neutral vessel, they may approve or deny such a request. Any vessel may, with consent from the docking entity, be searched by law enforcement upon arrival, and its crew granted free movement accompanied by an escort at the discretion of the CO or law enforcement officials. Crew of vessels legally docked on NanoTrasen Stations are considered to be in contract with NanoTrasen and as such are protected by Space Law, Standard operating Procedure and the Rules of Engagement.
Crew of foreign vessels may be refused entry, at any time and for any reason, and must be returned to, or be escorted to, their own vessel where applicable. Failure to comply may constitute trespass. Docking vessels bearing a warrant or commission represent an exception, and may not be denied entry or be forced to submit to a search.
@@ -209,7 +243,7 @@ Law enforcement personnel hold a Category D Armaments License, and are authorize
* If the adversary presents an existential threat to the chain of command by illegal means.
* If the adversary cannot be reasonably subdued through non-lethal means without great bodily harm to the officer.
…wherein an “adversary” is an entity that demonstrates a hostile intent, commits or directly contributes to a hostile act that does not constitute an actual attack, or is actively attacking the vessel or its crew.
…wherein an “adversary” is an Employee that demonstrates a hostile intent, commits or directly contributes to a hostile act that does not constitute an actual attack, or is actively attacking the vessel or its crew.
Despite their allowance of lethal force, Security is required to follow the Rules of Engagement of the current Alert Level, as outlined within [[Alert Procedure]].
@@ -219,7 +253,7 @@ Martial Law may only be declared by Central Command. Under Martial Law Security
* authorised to take whatever actions deemed necessary to neutralise or repel station threats.
* authorized to summarily execute station threats.
* not bound to the Rules of Engagement.
* not obligated to provide any medical care to prisoners and detainees, including revival.
* not obligated to provide any medical care to prisoners, including revival.
== Armory Procedure ==
The armory and its usage are governed by the Warden. The Warden is responsible for stocking, distributing, and recording the collection of weapons used by the station during the shift. They are also afforded the authority to arm security at their discretion, so long as the weaponry distributed is in appropriate response to [[Alert Procedure]].
@@ -235,7 +269,6 @@ Prisoners have certain rights that must be upheld by law enforcement and Station
* Standard prisoner clothing must always be available for prisoners.
* Confiscated clothing should be returned upon request, except in the case of Extended Confinement or if the clothing in question poses a clear risk to prisoner or crew safety.
* Food and water for organic prisoners must be available and given on request.
* Power for silicon prisoners such as IPCs and cyborgs, at minimum a cyborg recharging station must be provided.
* Should the holding cells or Permabrig become uninhabitable, prisoners must be securely and safely relocated to another area for confinement, until the holding cells or Permabrig are returned to a serviceable state.
* Prisoners should be granted freedom of movement within their holding area unless there is an undue risk to life and limb.
@@ -250,7 +283,7 @@ Should prisoners repeatedly and maliciously antagonize law enforcement, to an ex
Moreover, prisoners are liable for any and all crimes that they commit while held either in the temporary holding cells or the Permanent Brig, and may, in the case of the Permanent Brig, be placed in solitary confinement for the duration of the sentence the committed crimes incur.
==Arrest and Sentencing==
Any sophont, that has been formally charged with the commission of a crime, or can be assumed to have committed a crime under [[Standard Operating Procedure#Probable Cause| Probable Cause]] may be arrested by a member of Security. In an arrest, the suspect will be restrained, informed of their charges, and moved to the Brig for processing.
Any Employee, that has been formally charged with the commission of a crime, or can be assumed to have committed a crime under [[Standard Operating Procedure#Probable Cause| Probable Cause]] may be arrested by a member of Security. In an arrest, the suspect will be restrained, informed of their charges, and moved to the Brig for processing.
Legal counsel may be requested by an Arrestee, and must be provided if available.
At the brig the prisoner is searched and confined to a holding cell. Any items on their person they are not authorized to possess are confiscated and sent to the justice department for processing and storage as evidence. It is the duty of both the Warden and the Chief Justice to ensure evidence is handled properly and safely.
The prisoner is sentenced according to Space Law.
@@ -264,7 +297,7 @@ Appeals are handled by the Chief Justice. Attorneys may appeal a past ruling on
A Prisoner sentenced to a Felony or Grand Felony crime may request an appeal by the Clerk or Chief Justice, these appeals may be denied for any reason.
Prisoners may additionally receive parole per discretion of the Warden, Head of Security, or CO. Parolees are encouraged to seek gainful employment on station. Parolees may have any sentence escalated to permanent confinement regardless of severity.
A pardon may be issued to any sophont accused of, or sentenced to, crimes, if deemed in the best interest of the crew and vessel, and when the circumstances of the defendant or their offense warrant a suspension of their sentence. A pardon may be issued by the Arresting Officer or Warden, in case of the Prisoners, or the Judge of a hearing and must be accompanied by an announcement, explaining who was pardoned, of what crime, and for what reason.
A pardon may be issued to any Employee accused of, or sentenced to, crimes, if deemed in the best interest of the crew and vessel, and when the circumstances of the defendant or their offense warrant a suspension of their sentence. A pardon may be issued by the Arresting Officer or Warden, in case of the Prisoners, or the Judge of a hearing and must be accompanied by an announcement, explaining who was pardoned, of what crime, and for what reason.
==Pressing Criminal Charges==
Any crew member may press charges against any other crew member. An individual may be charged of a crime, if it can be reasonably argued, that the accused has committed an act in the nature and fashion as described by the particular criminal charge.
@@ -290,7 +323,7 @@ A hearing must be held for capital charges, and for sentences that exceed a tota
A hearing is conducted by a Judge (chosen in order from: Chief Justice, Clerk, Commanding Officer, Command), who charged is with ensuring the hearing is completed, decides the time and location of the hearing, and whether they want to make the hearing accessible to the public or not. A hearing must include the Judge and Prosecution, and should additionally include the accused and defense, if available. The Judge has the right to find any person in the hearing guilty of contempt of court.
Hearings are concerned with any and all crimes the accused is currently charged with, not just capital crimes.
Defense must be provided to the accused if requested and feasible, and should consist of either an attorney, any member of the justice department, or any sophont chosen by the accused.
Defense must be provided to the accused if requested and feasible, and should consist of either an attorney, any member of the justice department, or any Employee chosen by the accused.
The prosecution should consist of either a prosecutor, any member of the justice department, or any member of station security.
Neither prosecution nor defense may interrupt one another during presentation of evidence, including objecting to witness statements made. In the case of a witness making demonstrably untrue statements, perjury and contempt of court may be charged as necessary. It is encouraged the judge pay attention and inquire about competing claims to truth.
@@ -337,5 +370,59 @@ Given good medical reason and with documentation, the Chief Medical Officer of a
In order for a medical evaluation to be considered lawfully applicable, the CMO and relevant head of department must both agree that the specified crewmate is unfit for duty in order to proceed with the demotion. In the case of the Commanding Officer, Central Command should be contacted as soon as possible.
==Prescribing Medication==
In the event that a patient requires stronger medication outside of medbay, Medical personnel have the ability to prescribe medicine to a patient. Prescriptions must be written on valid prescription paper, as well as signed and stamped with a valid medical personnel's stamp and signature. Any such document must state the substance(s) being prescribed as well as the amount(s) where applicable. The chief medical officer also has the right to revoke any prescription with valid medical reasoning. Prescriptions are not valid if they are both intended for and signed and stamped by the same person (e.g. You cannot prescribe something to yourself as a doctor).
=== Prescription Medicine ===
Prescriptions that are valid with any medical personnel's stamp and signature are as follows:
* diphenylmethylamine
* equilibrazine
* tranquinase
* neurozenium
* serenitol
* soretizone
Highly-addictive mental health prescriptions that are only valid with the chief medical officer's or psychologist's stamp and signature are as follows:
* blissifylovene
* happiness
Highly-addictive or potentially-harmful prescriptions that are only valid with the chief medical officer's stamp and signature are as follows:
* agonolexyne
* desoxyephedrine
* nocturine
=== Dangerous Chemical Authorizations ===
Other dangerous chemicals that may be authorized and given out ONLY with valid written permission with the chief medical officer's stamp are as follows:
* mindbreaker, heartbreaker, and mute toxins
* amatoxin and other dangerous poisons
* phlogiston, napalm, and chlorine trifluoride
* vestine and romerol
* Any other [[Standard Operating Procedure#Controlled Substances|controlled substances]] not listed here
The chief medical officer is also required to inform and/or forward authorization of any dangerous chemical to Security.
==Quarantine==
Medical staff are afforded the right to quarantine individuals that currently suffer from infectious or contagious diseases, and may confine them within pre-designated quarantine areas in the course of treatment, until the point that they are no longer infectious or harmful to the rest of the crew.
==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.
If you make a change to an upstream C# or YAML file **you must add comments on or around the changed lines**.
The comments should clarify what changed, to make conflict resolution simpler when a file is changed upstream.
Follow a few guidelines when modifying non-DeltaV files, to help us manage our project. (files that are not in `_DV` or `Nyano` folders)
For YAML specifically, if you add a new component to a prototype add the comment to the `type: ...` line.
If you just modify some fields of a component, comment the fields instead.
Primarily, **add comments on or around all new or changed lines** in upstream files. Explain what was changed to make resolving merge conflicts easier; we regularly merge new upstream changes into our project.
For C# files, if you are adding a lot of code try to put it in a partial class when it makes sense.
### Changing Upstream YAML .yml files
The exception to this is early merging commits that are going to be cherry picked in the future regardless, there's no harm in leaving them as-is.
**Add comments on or around any changed lines.**
As an aside, fluent (.ftl) files **do not support comments on the same line** as a locale value, so be careful when changing them.
If you add a new component to a prototype, add an explanation to the `type: ...` line. Example:
## Examples of comments in upstream files
A single line comment on a changed yml field:
```yml
- type:entity
parent:BasePDA
id:SciencePDA
name:epistemics PDA# DeltaV - Epistemics Department replacing Science
parent:MobSiliconBase
id:MobSupplyBot
components:
- type:InteractionPopup# DeltaV - Make supplybots pettable
interactSuccessString:petting-success-supplybot
interactFailureString:petting-failure-supplybot
interactSuccessSound:
path:/Audio/Ambience/Objects/periodic_beep.ogg
```
A pair of comments enclosing a list of added items to starting gear:
Whereas if you just modify some fields of a component, comment the fields instead, using inline or block comments. Examples:
/* "Deleting" - Don't actually delete, just comment out and say why. This only applies to upstream code. */
// args.StatusIcons.Add(_prototype.Index(component.Icon)); // DeltaV - commented out. status icon now added above
```
A pair of comments enclosing a block of added code:
> * Its pretty obvious in the example above that importing `Content.Server._DV.Psionics.Glimmer` means we'll be interacting with glimmer so putting `// DeltaV - Add Glimmer` is needlessly redundant.
> * It's not as obvious what the `Content.Shared.Damage.Systems` namespace is used for, since its so broad, so adding a comment what feature is using it helps.
> * Actual code changes should almost always include the comment after ``// DeltaV`.
### Multi-Line Changes
Depending on how much you are editing, putting a comment on EACH line may be excessive, so if you have a larger block of code you are changing, denote it like so:
```cs
privateEntityUidSlice(...)
// BEGIN DeltaV - Remove innate radio and radios from pockets
RemComp<ActiveRadioComponent>(target);// If the zombie has an innate radio, get rid of it.
// END DeltaV
```
> * Denoting these with a BEGIN and END clearly shows they are block of code without having to read the entire comment. This makes it easier to tell when you're dealing with single-line comments versus a block with merging in conflicts.
> * Case and order of the first two words is less of a concern. `// DeltaV Begin` or `// Begin DeltaV` will work fine too.
> * Try to make your blocks as small as possible, but use your discretion.
> * If you deleting multiple lines, use line comments (``//``) if its a few lines but if its a larger block (like commenting out an entire function), it is preferable to use block comments (`/* */`).
#### Soft Exceptions to the Multi-Line "Rules"
Some multi-line changes can use a single-line comment in certain scenarios. But if you are UNSURE, just use `// BEGIN DeltaV` and `// END DeltaV` comments like the previous section does and it'll be fine.
I'll give some examples.
```cs
/* This change comments out 3 lines but only needs a single line comment because commenting out the if statement implies that its logic will be commented out too. */
// if (obj.WasModified<TraitPrototype>()) // DeltaV - Refreshed in TraitsTab
// {
// _profileEditor.RefreshTraits();
// }
/* Same principle here. This adds two lines but the if statement implies the next line so commenting both lines isn't really needed. */
if(_flight.IsFlying(entity.Owner))// DeltaV - Harpy Flight
returntrue;
```
### New Methods or Component Variables
Sometimes, you'll need to implement a whole new method or component variable and instead of wrapping it in `// BEGIN DeltaV` and `// END DeltaV`, you can just denote that it's a DeltaV function in the summary block before the function. This denotes the WHOLE function as a DeltaV addition.
```cs
/* New Method Example */
/// <summary>
/// DeltaV - Handle revealing ninja if cloaked when attacked by a hitscan attack.
**Move all changed locale strings to a new DeltaV file** - use a `.ftl` file in the `_DV` folder. Comment out the old strings in the upstream file, and explain that they were moved.
Example:
Commented out old string in `Resources\Locale\en-US\xenoarchaeology\artifact-analyzer.ftl`
[vagueonly] {$vagueInfo} (unable to detect details)
[simple] {$specificInfo}
[hidden] Unable to detect (unlock to discover)
*[noinfo] Unlock nodes to gain info
}[/color][/font]
```
Also keep in mind that fluent (.ftl) files **do not support comments on the same line** as a locale value, so be careful when commenting.
### Early merges
We mostly merge upstream changes in big chunks (e.g. a month of upstream PRs at a time), but urgent changes can be merged early, separately.
Early merges are an exception to the above rules - if cherry-picking a PR for an early merge, you don't need to add `#DeltaV` comments, since the code is coming directly from upstream without any changes.
# Mapping
If you want to make changes to a map, get in touch with its maintainer to make sure you don't both make changes at the same time.
@@ -92,11 +204,11 @@ Please limit changelogs on map PRs to **significant** map alterations or additio
varusernameSpace=args.ScreenHandle.DrawString(_font,screenCoordinates+currentOffset,playerInfo.Username,uiScale,playerInfo.Connected?color:colorDisconnected);// DeltaV - store return value
// I know that this is awful, but I copied this from the solution editor anyways.
// This is needed because EUIs update before the gamestate is applied, which means it will fail to get the uid from the net entity.
// The suggestion from the comment in the solution editor saying to use a BUI is not ideal either:
// - We would need to bind the UI to an entity, but with how BUIs currently work we cannot open it in the same tick as we spawn that entity on the server.
// - We want the UI opened by the user session, not by their currently attached entity. Otherwise it would close in cases where admins move from one entity to another, for example when ghosting.
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