* 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),
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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
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- [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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🆑
- 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)
<!-- Guidelines:
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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
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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.
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- add: Gave ovinia a little bit more horn, and a secret snout.
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- add: Added fun!
- remove: Removed 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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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"
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- [X] I have read and am following the [Pull Request and Changelog
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- [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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<!-- 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
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🆑
- 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
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* 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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## 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
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<!-- Confirm the following by placing an X in the brackets [X]: -->
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- [x] I have tested any changes or additions.
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## Breaking changes
<!-- List any breaking changes, including namespaces, public
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**Changelog**
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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
---------
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Co-authored-by: John Willis <143434770+CerberusWolfie@users.noreply.github.com>
Co-authored-by: MajorMoth <61519600+MajorMoth@users.noreply.github.com>
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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
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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
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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!!
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* 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?
---------
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* 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
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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
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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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- 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>
---------
Signed-off-by: Sir Warock <67167466+SirWarock@users.noreply.github.com>
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
for more information, see https://pre-commit.ci
* 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
---------
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>
* 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
* [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>
* Adds destructible variant of reinforced hull for mapping
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* ...
* ->parent
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
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
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Double cone, strategic untouches
* Additional strategic untouch
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* Using NVGs now make you VERY flash vulnerable
* Removed redundant After
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---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* 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
for more information, see https://pre-commit.ci
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* Fix EvenHealing on bodyParts (#1469)
<!-- Guidelines:
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<!-- NOTE: All code submitted to this repository is ALWAYS licensed
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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
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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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<!-- 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.
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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
for more information, see https://pre-commit.ci
* There is no god. We suffer.
* Add Anesthesia Component to Optable
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* Less shitified code
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* 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
* [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>
* 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
6799 changed files with 681923 additions and 320321 deletions
@@ -260,4 +260,33 @@ 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.
@@ -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.
@@ -4,13 +4,14 @@ 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#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#Detainment and Arrest|Detainment & Arrest]]:''' Members of law enforcement may detain entities 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 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|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 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#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 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.
@@ -25,7 +26,7 @@ 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 +120,27 @@ 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.
@@ -157,7 +158,7 @@ Sentencing modifiers are to be applied by the sentencing officer, judge, or arbi
| 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;" | 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.
@@ -3,21 +3,64 @@ 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.
:* Detainee: Any Employee 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 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.
==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 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. Irrevocable destruction of a Synthetic may leave the offender liable to the crime of Grand 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 ==
@@ -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".
@@ -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]].
@@ -250,7 +284,7 @@ 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 +298,7 @@ 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 +324,7 @@ 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.
@@ -339,3 +373,6 @@ In order for a medical evaluation to be considered lawfully applicable, the CMO
==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.
// 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.
if(sprite.LayerMapTryGet(ent.Comp.LayerMap,outvarindex))// imp. added this check to prevent errors on anomalites - not having it was bad code on upstream's part
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