* Added Commander Tex's Pistol of doom and despare
* Downgraded damage/dps
freedom made the description alot more light and it now referenced tex barely, so its basically not only his weapon but now just a CC official pistol that anyone can use and the description helps
* Update battery_guns.yml
Change numba 1
Signed-off-by: Apersos-coll <collsherlo@gmail.com>
* Update battery_guns.yml 2
slight change again, and some fixes to the whachamacallit
Signed-off-by: Apersos-coll <collsherlo@gmail.com>
* Removed paralyzer bolt
Signed-off-by: Apersos-coll <collsherlo@gmail.com>
* whoopsies, forgot to fix the copyright to be ME cause I made this, and freedom helped :)
Signed-off-by: Apersos-coll <collsherlo@gmail.com>
* Fixed name on stuffs so it functions
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* Added in -
UCR (unstable core refractor) a hard to obtain crew side maybe heavy laser gun which has very low capacity high dps and slows you down a shit ton along side that it cant aim for shit and only does radiation damage which is countered by rad suit and thermal suit for syndis. its fully sprited even for its back and suitstorage sprites...
Added in -
Specialized weapon parts which holds two new parts to create the UCR being the Unstable reactor core and the Unstable Reactor Housing which will later combine to make the weapon when i figure that out
changed -
loot tables to include in legendary the unstable reactor core
* added everything else
fixed up inhand sprites for the core, and gave it some more omph interms of radiation because i hate salv
now its craftable in the crafting menu when you get the housing and the core and you just have both of em and put it together decently not fast
yeah crafting systems suck i had to make like 3 new stuffs and add to like 2 already existing thingys...
also i forgot to add reactor core to legdary loot table, now its in
also its in the sec fab now and blacklisted from portable recharger not like it would do you any good but it would negate the speed downisde which is a big part of it
* small final fixes
fixed unstable reactor core spawning in sets of 3 to 5 now it only spawns 1 (its still really fuckin rare)
changed unstable core refractor's sprite thingy to fit in with the rest of them in terms of naming convention
changed icon and base sprites so they were more shaded and look less odd
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* hot fix :)
changed graph name to UnstableCoreRefractor
* Fixing single word
added word core in between the UnstableReactor in the Unstable Reactor Housing item thingy
Signed-off-by: Apersos-coll <collsherlo@gmail.com>
* reworks the thingy
reverse bloom on the gun allows it to be both "unstable" and useable
some other stuff which are just fixes
* made core buyable
made core less radioactive
stat changes for gun so it focusses fire faster and has a bit faster generation
* Made Unstable Beam projectiles have unique textures i made :)
buffed projectiles to 6 damage a hit instead of 5 cause radiation damage is so weak, now its more viable in actual combat :)
* recharge buff cause its so slow
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* fixed it, the crate i had to fix while updating it i missplaced the y and the p in type...
* Update Resources/Prototypes/_DV/Entities/Objects/Misc/specialized_weapon_parts.yml
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* Update Resources/Prototypes/Research/arsenal.yml
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* Update Resources/Prototypes/_DV/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml
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* Update Resources/Prototypes/Entities/Markers/Spawners/Random/Salvage/tables_loot.yml
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* Update Resources/Prototypes/_DV/Entities/Objects/Misc/specialized_weapon_parts.yml
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* crate will no longer spill radiation onto the populus of cargonia
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* Re increased radiation due to the crate not leaking it so now its a actual threat and hard to store, instead of lightly tickling you over the course of 9 minutes
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* all requested maintainer changes, and we are donzo!!!!!!
* Update Resources/Prototypes/_DV/Entities/Objects/Misc/specialized_weapon_parts.yml
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* Update Resources/Prototypes/_DV/Entities/Objects/Misc/specialized_weapon_parts.yml
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* switched Silencer parent to BaseDrink to revert to pre-Metabolite behavior (non-alcoholic)
* Bring namespace drinks in line with upstream, using the new(-ish) Metabolites system in place of the AdjustReagent effect
* it begins.
* THEYRE IN THE VENTS
* Update pitbull.yml
* I AM THE ONE WHO COLLECTS THE PITBULLS
* Fuck you
* THAT IS BULLSHIT BLAZING
* Throw a small child into upper orbit
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* 100 pitbull names
* changed one
* sorry one last pitbull name
* Update pitbull_names.yml
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* Added Jackdaw and Kammerer
* ERT hardsuit change
* Jackdaw changes
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* Can't go wrong with Sprites
* .ftl and .yml files
* displacement + parts + organs
* marking and displacement yaml
* does arent real...yet
* Imp dupe nuke
* go my human+
* no shaders :<
* whoopsie
idk how
* i'm going insane from screens
* some wiring
* screemes
* holy shit adhd lock-in
* incomplete
* its FUCKING DONE
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* zeta
* mrrrp
* test fix
* fix arrivals
* fix misnetwork
* Fix iteration outline. Fixed all headers showing if all options where hidden. Added access requirement to keycard auth mechnism. Added countdown. Fixed ninja and fugitive. Fixed AI and aghost.
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* make business cards embed
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* Interdyne locker
* Haibu
* strongbox
* synth
* Census
* hornet
* old evac pod to adming folder
* Add a syndie door and fix census
* Apply requested changes
---------
Signed-off-by: Radezolid <snappednexus@gmail.com>
* Fixed nukie behavior check firing early
* Fixed ZombieOutbreak adding ramping schedulers
* RampingSchedulers now look at when they were added for keypoint times
* Xenoborgs no longer has a RampingScheduler roundstart.
* Added number of cuffed hands check
* Use GameRule activation time.
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* silly compiler flag
* Apply suggestions from code review
Co-authored-by: Vanessa <908648+ShepardToTheStars@users.noreply.github.com>
Signed-off-by: Vanessa <908648+ShepardToTheStars@users.noreply.github.com>
* Fix other locale usages
* silly me
* PR feedback
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* Adjust traitor objectives. More objectives. Increase objective variance a bit. Add new CMO steal target.
* Remove stealcondition blacklist from DAGD so its not just muderboning
* locale
* Fix DAGD steal objective again. Tweak LO steal objectives
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Updated super surplus
* Added migration.
* Locale tweak
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* Harpy Layers Fix
* Remove unused Dependency
* Commented out Visual Subscribes, Add RArmExtension has a hideable layer for hardsuits
* Untouch Harpy Visuals
* add gnomes, gnome hat, gnome gamerule, gnome voice
* inventory and hand fixed, speech half fix, hat embed, gamerule doesn't work
* fix audio, gamerule doesn't spawn correctly, need to fix dead sprite 90 degrees off
* add audio, add custom jaunt + polymorph, "fix" dead sprite
* add storage to hat, gnome fit into duffelbags
* make jaunt 2 seconds, hat store small items
* fix spawn
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* jaunt 20 seconds
* fix stupid web merge, 20 second jaunt cooldown
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* add pitch variation
* audio fixes and guidebook, make pulling need hands
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* fix hands and polymorph inventory, make storage implant unremovable
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* polymorph inventory make linter mad
* Update Resources/Prototypes/_DV/Polymorphs/polymorph.yml
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Signed-off-by: Theo <tad3@illinois.edu>
* Update Resources/Locale/en-US/_DV/abilities/psionic.ftl
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* passive HTN and glimmer event
* fix comment
* random names
* PR Review Suggestions but it works this time
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* Do the thing for everyone. Height is now +/- 20% for everyone.
* Make the height slider show height. Solve for special cases. Solve world hunger.
* Fixed some minor things.
* Adjust some densities
* Smaller character balance
* Comment
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Oops, that was from a failed thing.
* Size calc correction
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* people are tall in the future
* I need to refactor a bit still.
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* Refactor into a system
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* smol
* Fixed remaining scale visual components and species
* Remove MockScale. Just add scale visuals for Allalulo to compensate.
* PR feedback
* Slight refactor. Moved profile/species scale out of the scale system and put it into the HumanoidProfileSystem. Removed some CD logic that is no longer needed.
* how'd this get in there
* Move the other motorkind.yml to AprilFools dir
* NO NO_PENTALTY lol
* Other PR stuff
* Other PR stuff
* Add a dirty
* Add some networking to the comp
* Add small character to cloning
* One more fixX
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* What if Skia were awesome instead of sucking
* Shhh Yaml Linter... Shhh
* Small change to make it feel more consistant
* Reworked shadowwalking to be lazy
Much faster, preserves most of the feel
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* Update Content.Shared/_DV/Overlays/Components/DarkVisionComponent.cs
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* Construction Bag (#1487)
* initial commit
* Un Tag
* fixes
* no tickets
* research thingy
* inflatable walls, shared.comp
---------
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* DeltaV related
Don't kill me for fixing my own grammar mistake with the borg module please
* BorgModuleAdvancedConstruction
- I will fix the spelling in another PR I guess. GUH
- Some fixes to the bag according to linter.
Anything and everything you need for a borg module:
- Lathe recipe.
- Module.
- Icon/action sprite.
* Sprite fixes
* lathe fix I forgor
* nuke BorgModuleAdvancedConstruction
CR request
* why was this not merged uh whoops
* suggestions
* Update Resources/Prototypes/_NF/Recipes/Lathes/misc.yml
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* windoors, airlocks, faxes, dresser, beacon, warppoints
* Lockers and placeholder bedsheets
Most of this done by Rebe
* attorney as a separate role
idk why we decide to just modify upstream lawyer instead of making a separate role from the start sobs
* justice warden, armorer, marshal job roles
* linter fixes
* holy shit theres more
a mixture of everything as I had a list to go down
-JusticeDetective stuff because Det is now under justice
-More Armorer stuff
-Cameras
-Telecoms
-Prosec/Attorney lockers
-Secure windoors
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* brig access as requested + admin config
also dupe beacon fix wop
* Reb
* Bypass ChameleonJobLoadoutTest
dear maint i pinky promise they will get added before rework launches
* suggestions and fixes
They don't need to be on the access config right now but should be fine.
---------
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* Reduced felinid rootable delay to tolerable levels
* Added the unused toggle icon to the alerts on the side when claws are protracted, instead of using the diona one.
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* Change to durathread vest and plate carrier
* Increase heat resistance of the durathread to 20%, plate carrier remains at 20% slash
* Plate Carrier is back at 20% heat
---------
Co-authored-by: john <sadadawd3@gmail.com>
* Port TheDen Shadowkin voice noises for Shadekin
Bring over TheDen's Shadowkin scream, laugh, and talk audio, wire them into Shadekin emote sound collections and speech sounds so Shadekin no longer use generic human laughs/speech.
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Move TheDen Shadowkin voice prototypes to _DEN
Restore Starlight shadekin sound collections and emote sounds to their original state. Keep TheDen scream, laugh, and talk wiring under _DEN and point MobShadekin at those prototypes.
* Clean up comments on Shadekin voice port
Remove unnecessary inline notes from MobShadekin wiring and drop the extra header on sound collections. Keep a single provenance comment on the TheDen emote sound block.
* Cleaned up unneccessary comments
* Added gulps, i guess lol
* Removed custom laugh emotes for shadekin, reverted to normal human laugh.
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* Add medtek+ cart, healthanalyzer+ gui, research target
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* Make new health analyzer default, remove research
* Remove bloodlevel unit count, center damage/reagents
* Accidentally pushed wording change, reverting
* Added unknown reagent category. Fixed some issues with FixedPoint2 showing 100x the damage.
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* One Commit ops
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* Implement requested changes
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* Well Well Well
* Fix Pierce Mechanic
* Include it in comment
* Implement requested changes
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* i cant think of anything funny to say yknow just like yep its like yknow and like yeah
* deletin this, also saw literally nothing attached to this to begin with i guess? gonna double check but yeah
* pitch change ops
adding the params to emoteSounds overrides every individual emote which sucks
* lower gulps and blinking
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* Update speech_emote_sounds.yml
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* Fixed Motorkind
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* Gave the hand sprites human hand sprites
I'm not making motorkind hand sprites. Please god don't make me
* Tiny fixes
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* simple fix for "Approved by: Self" on all cargo invoices
* port of ruddygreat's bounty console improvements to DeltaV
* modified tooltips and fixed a few importing errors
* StatusLabel in BountyEntry.xaml.cs
* final stupid tweak
* removed unrelated bugfix PR that snuck into this branch somehow
* Cargo bounty fix requests
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* Merge pull request #838 from FoxxoTrystan/Shadekin
Shadekin
# Conflicts:
# Resources/Prototypes/Body/species_base.yml
# Resources/Prototypes/Entities/Mobs/Customization/Markings/tattoos.yml
# Resources/Prototypes/Guidebook/species.yml
# Resources/Prototypes/Species/species_weights.yml
* Merge pull request #868 from FoxxoTrystan/Shadekin-Perf
Shadekin Performence
* Merge pull request #883 from FoxxoTrystan/Shadekin-Patch
Shadekin Patch + Markings
* Merge pull request #947 from RHSvenson/Shadekin_SurvivalBox
Added and implemented emergency boxes for nonbreathers
* Merge pull request #1861 from ilovehans10/shadekin-guidebook-typo-fixes
Shadekin guidebook typo fixes
* Mars -> Marrs (#2381)
<!-- IT'S NOT WIZDENS REPO, IF YOU WANT TO ADD YOUR CHANGES ON ALL
SERVERS, CREATE PR TO WIZDENS REPO -->
<!-- What do you propose to change with your PR? -->
Changes `@ mars` to `@ marr`s for Shadekin.
<!-- What is the reason for adding these changes? Please post links to
Discussions as well as Bug Reports here. Please describe how this will
change the game balance. -->
Parity with emote wheel. Also, `<PLAYERNAME> mars` feels weird.
(...probably because Mars as in the planet.)
<!--
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-->
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not change in-game mechanics.
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**Changelog**
🆑 Fractalflower
- tweak: Changed Mar emote text to `@ marrs`.
* Fix shadekin guidebook resistance info (#2881)
The shadekin guidebook currently overstates the cellular resistance by
10% and vastly underestimates the bloodloss damage.
The guidebook being accurate helps guide player understanding.
<img width="563" height="669" alt="image"
src="https://github.com/user-attachments/assets/bece997a-5aa4-46f5-9b9f-2fe41dc98e97"
/>
- [X] I do not require assistance to complete the PR.
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not change in-game mechanics.
- [X] I affirm that my changes are licensed under the [Starlight Fork
License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE-Starlight.TXT)
and grant permission for use in this repository under its conditions.
**Changelog**
🆑 Penguinwizzard
- fix: Turns out that we were issuing wildly incorrect guidebooks on
Shadekin; an updated edition should now be available for crews.
* New Shadekin Disabilities
* Light hurts Shadekin
Shadekin should get more than a mild sunburn in extreme light
* Changes to make it work
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* Foam Immunity Readded
* Flash Modifer works now
* Remove DarkLightComponent
* Add missing Locale for Markings from Den
* Fix Issues, Seperate from _DV namespace
* Yaml Linter Fixes
* ARGH
* ARGHv.2
* ARGHv.3
* Nutribatard instead of Baguette
* Exchange Nutribricks with PSB
* Cotton Baguette
* Changing away from BaseOrganic and Respirator Removal in Code
* Fulfill Content Review Requests
* Remove Eye Coloration - Unused
* Remove ShadekinPhase entirely
* Attribution correctly linked
* Review Changes
* done yml links correctly now
* yml format in shadekin effects
* Remove yml file mention and read Internal
* Readd Internals
* _StarLight -> _Starlight
* Port to Nubody and maybe fixing some fuckups
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* Shadekin Yaml Errors
* Add missing markings name, add missing base_scale
* Remove Internal Removal in base_species. Make it Component based
* Add missing readonly
* Remove Non Breahter emergency boxes, Shadekin normal box
* DV Comment Fixes
* Untouched File?
* Use FlashMultiplierDurationEvent
* Add missing attribution
* Fixed scream attributions
* Shadekins can now properly succumb. Starlight#4746
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* Item offering port (#96)
* Offer item system port
* More fixes
* Make the formatting a bit more readable
* Add a missing keybind
* Add missing alert click handler and make some of the code more readable
* Duplicate offer-item-system.ftl
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* Namespace fix and prediction fixes
* Port various carrying and pseudo-item fixes from floofstation
* Refactor the offer system to hopefully bring more clarity
* Final fixes
* Final final final fixes maybe
* Sike, just do it the proper way
---------
Signed-off-by: Mnemotechnican <69920617+Mnemotechnician@users.noreply.github.com>
* fixes
* empty commit (weird test fail?)
* Moved some stuff to shared. Reorganized a bit. I could be here all day...
---------
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Co-authored-by: Mnemotechnican <69920617+Mnemotechnician@users.noreply.github.com>
Co-authored-by: Vanessa <vanessalouwagie@gmail.com>
* my larp...
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The edible-swallow locale message used by pills was missing the
{$flavors} placeholder that edible-nom, edible-slurp and edible-gulp
all have. IngestionSystem always passes the computed flavor text, so
pills silently dropped it. Eating a pill now shows its taste again,
e.g. "You swallow the pill. Tastes sweet."
* Reworked hitman kits, first draft
* Fixed spacing for the kits
* Update hitman-case.ftl
Rename samurai to ninja kit
* Update hitman_case_catalog.yml
* Update hitman-case.yml
* fixed .ftl error
* Added blue oni mask to ninja kit
* fix hitman_case_catalog.yml, wrong mask ID
* Replaced the high frequency blade with a medium frequency blade - this weapon has a lower reflect chance, and deals heat damage instead of shock.
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* Small tweak
---------
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Co-authored-by: Stxcking <217132821+Stxcking@users.noreply.github.com>
* Added 3 new neck items, 1 new coat, 1 new shoe, and 2 new hats to mime loadout
Also added shoe selection to the mime loadout, new coat to the uniform printer, and new coat + boots to the autodrobe.
* Added missing newlines
* Slime people tweaks and new markings (incl. ports from Impstation)
-Removed eyes, mouth, nose, and torso bitties from base Slime person sprite
-Added them back in as optional markings (excl. mouth as Delta-V has lips already)
-Added the new "OrganSlimeEyes" to Slime people to handle eye markings
-Ported Cyclops and Droopy eyes from Impstation
-Assigned Droopy eyes as "Droopy Eyes (Left)"
-Made corresponding Droopy eyes on the right side
-Added "Four eyes" marking
-Removed eyeshadow tattoo markings from Slime people
-Added a copy into _DV's makeup directory assigned purely to Slime people
-Made new matching eyeshadows for the various new eye types
-Adjusted the marking limits to make sense with the tweaks
-Moved and reorganized the Slime Elf Ears within the _DV directories to make more sense
* Fixed Slime people full.png sprite dimensions
* -Removed "followSkinColor" from Prototypes\_Impstation\Entities\Mobs\Customization\Markings\slime.yml causing an error
* Update Resources/Prototypes/Body/Species/slime.yml
Co-authored-by: Stxcking <217132821+Stxcking@users.noreply.github.com>
Signed-off-by: ollyo <296974732+ollyoaner@users.noreply.github.com>
* Update Resources/Prototypes/Entities/Mobs/Customization/Markings/tattoos.yml
Co-authored-by: Stxcking <217132821+Stxcking@users.noreply.github.com>
Signed-off-by: ollyo <296974732+ollyoaner@users.noreply.github.com>
* Update Resources/Prototypes/Body/Species/slime.yml
Co-authored-by: Stxcking <217132821+Stxcking@users.noreply.github.com>
Signed-off-by: ollyo <296974732+ollyoaner@users.noreply.github.com>
* - Fixed formatting and improved in line comment readability.
- Moved eyeshadow additions from makeup to Slime categories
- Added "matchskin" to relevant body markings that are meant to follow skin color
* -Returned Eyeshadow to eye markings category
-Returned Slime to whitelisted group in tattoos.yml
-Removed Eye markings limit and the requirement to have eyes
-Added two new eyes to complement the r/l eyes for more eye mixing
-Tweaked inline readability and organization
* Removed outdated prototype MatchSkin from slime.yml
---------
Signed-off-by: ollyo <296974732+ollyoaner@users.noreply.github.com>
Co-authored-by: Stxcking <217132821+Stxcking@users.noreply.github.com>
* doors access is now broken.
* Access configs for Engi
* AI can see modified accesses now
* Added ability to see access on Engi borgs
* Fixed comment and namespace
* comment
* Also add to Revenant.
* Update Resources/Prototypes/_Mono/Recipes/Lathes/tools.yml
Signed-off-by: Vanessa <908648+ShepardToTheStars@users.noreply.github.com>
---------
Signed-off-by: Vanessa <908648+ShepardToTheStars@users.noreply.github.com>
* Disallowed crew IDs and talking over binary for xenoborg borgs.
* Added tag
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Add a EMP resistant battery
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* added EMP duration resistance
* Fixed attribution
* Fixed xenoborg magnet bags. Made the core suck up materials.
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Removed Xenoborg ID chips since they should never have more than Xenoborg access
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Apply suggestions from code review
Co-authored-by: Radezolid <snappednexus@gmail.com>
Signed-off-by: Vanessa <908648+ShepardToTheStars@users.noreply.github.com>
* meta.json ordering
---------
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* Added 2 new outfits and a mantle for mime
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Comment Addressed
- Removed changes from \Loadouts\loadout_groups.yml
- Made changes to \_DV\Loudouts\loutout_groups.yml
* Addressed Comment (again)
I missed a spot... oops
- Removed changes from \Loadouts\loadout_groups.yml
- Made changes to \_DV\Loadouts\loadout_groups.yml
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Probably shouldn't have made that second commit
My fault
- Undid the previous commit
* Removed duplicate
- Removed the duplicate loadoutGroup for MimeJumpsuit that I added to \_DV\Loadouts\loadout_groups.yml
- Readded the changes to \Loadouts\loadout_groups.yml
---------
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* Added the small arms mining kit
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* learner pais! (#2269)
* almost published to master holy fuck
* vomits
* grhg
* mqole guiding light
* yupdate!
* escaped the torment nexus of losing my head
---------
Co-authored-by: mousesweater <moondogg228@gmail.com>
* fix where the sprites are
* learner pais! (#2269)
* almost published to master holy fuck
* vomits
* grhg
* mqole guiding light
* yupdate!
* escaped the torment nexus of losing my head
---------
Co-authored-by: mousesweater <moondogg228@gmail.com>
* fix where the sprites are
* Adds a golden personal AI variant as a trinket, requiring 10hrs Silicon playtime
* Revert "Adds a golden personal AI variant as a trinket, requiring 10hrs Silicon playtime"
This reverts commit 4f545547ed.
* remove golden pai fix names
* move the imp item to the deltaV table (?)
* merge conflict ops
---------
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Signed-off-by: Vanessa <908648+ShepardToTheStars@users.noreply.github.com>
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Co-authored-by: mousesweater <moondogg228@gmail.com>
Co-authored-by: AftrLite <61218133+AftrLite@users.noreply.github.com>
Co-authored-by: Vanessa <908648+ShepardToTheStars@users.noreply.github.com>
* comment out borg ion damage
* remove ion damage from disabler
* actually nuke it
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Additional removals.
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Added long ears markings to Slime people.
-Ported and edited human long ear marking sprites to match Slime palette.
-Placed Slime long ears in (HeadSide) marking slot
-Placed a limit marking of 1 on HeadSide for Slime
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Added unrevivable implanter for DAGD
* Verbage
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Choose your own adventure
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* local and admin menu fixes
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* doubled magnum box capacity, whitelist for bandoliers holdin magnum cartridges, and fixed 2 misspellings (cause i mighta caused one of em oops)
* dumbass dog is stupid who woulda thunk it....
* medium overhaul to weapon and sprite
removed taser
added Reflection (base 30% chance)
added speed up while in hand (25% speed up)
changed icon to fit more with artstyle plus bluesec
inhand sprites match new sprite
* OBSENLY SMALL CHANGED (small fixes to icon color and suitStorage being 1 to far up
* added clothing slowdown resist
added passive block modifier (makes it act like a shield)
* added/removed to fit with changes asked.
removed blocking
added prying
added higher damage
* fixing new sprite
* Update Hos-Briefcase.ftl
forgot to update discription
Signed-off-by: Apersos-coll <collsherlo@gmail.com>
* fixing new sprite
* fixing
* more fixing
* attempting to see if that was a false positive (fixing stuff)
i changed a word slightly to see if it was false positive cause i checked the log and there was no such mention of my weapon at all
anyways i just changed a single word so if it works this time i dont have to make a second commit
Signed-off-by: Apersos-coll <collsherlo@gmail.com>
---------
Signed-off-by: Apersos-coll <collsherlo@gmail.com>
Co-authored-by: Vanessa <908648+ShepardToTheStars@users.noreply.github.com>
* messy drinkin back on the menu
* wagging, i gotta mess with how to make it not show up in markings when i wake up
* ok got the wagging ones outta marking selection, and sorted em, and killed the unneeded localization
* make pigs drop spesos
* no testing thats maints problem
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Update animals.yml
* null + coins
---------
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Co-authored-by: Stxcking <217132821+Stxcking@users.noreply.github.com>
* ok cleaned up a little
* ok new phrases + med change stuff
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* ok time to hope git doesnt shoot me now... whoe even is his pre commit ci fella... anywho forgot a space in an ftl comment and added ovinia and allulalo to species... probably wait till the race is in
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* Doctor Stamp (#1782)
* Stamp cleanup, bureaucracy loadouts
* Squiggly pen signatures, more loadouts
* Remove doctor folder from contractor fun loadouts
---------
Co-authored-by: Dvir <39403717+dvir001@users.noreply.github.com>
* Add doctor stamp to locker.
* Added to CMO locker too
* oops
* Added chemist stamp to CMO locker. Added perscriptions to medical lockers.
* Updated space law and SoP for medical to allow for basic prescriptions.
* Psychs matter I guess.
* Medicine capitalization consistency
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* wiki stuff
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Removed mentions of addictine.
* lax it a bit
* Fixed doctor locker fills.
---------
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Co-authored-by: Dvir <39403717+dvir001@users.noreply.github.com>
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* tickets
* fix ticket pad size
* flavoured tickets
* add tag add to secvend
* add to sec locker
* the much anticipated blue
* tickets
* fix ticket pad size
* flavoured tickets
* add tag add to secvend
* the much anticipated blue
* merge conflict thank you rade
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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---------
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Co-authored-by: Kip <tfraser520@gmail.com>
Co-authored-by: Shaman <56280352+Sha-Seng@users.noreply.github.com>
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
Co-authored-by: Vanessa <908648+ShepardToTheStars@users.noreply.github.com>
* Changed up shuttle calls to make the round convert to survival.
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Added CosCult state checking.
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* typo
* Fix nuke ops test
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* Cleaned up old borg spawns since they can choose a chassis now. Moved and/or renamed some nyano assets in the DV namespace
* Neat new MARK feature
* Mapper input
* Applied objectively-bad YAML property ordering
* Welding fuel jerry cans
* Move jerry can inhand-left sprites up a pixel
* increase jerry can drink delays
* Yes
* cove.yml: sub console out until doubloon contrabnd
---------
Co-authored-by: Dvir <39403717+dvir001@users.noreply.github.com>
Co-authored-by: Dvir <dvirf01@gmail.com>
* Allulalo: finally finishing the ancient raptor species project (#3504)
* well, it loads
* sprite's
* names + starting on displacements
* more displacements
* displacements
* left hand only
* displacements
* yup
* ooa
* inhand displacements
* blood
* accent
* iv bags
* placeholder clarification
* Revert "iv bags"
This reverts commit c2aa504eab8d0673604b33e0ccaf79b406979da6.
* whitespace
* adds tooshortforUI and removes the damage modifier set
* speechsounds
* typing indicator
* basic customisation
* guidebook 1
* fixed full
* markings, displacements, speech verb
* displacement fixes
* trailing newlines
* spelling moment
* brute damage sprites and blood fix
* guidebook iteration
* injection melee + ethanotoxin + guidebook rewrite
* guidebook
* guidebook
* nitpicks + roundstart
---------
Co-authored-by: starlighthowls <starlighthowls7@gmail.com>
Co-authored-by: mqole <anactualpanacea@gmail.com>
* Allulalo tooshotforui bugfix (#3598)
* yay
* p[leebnmar
* oops
* Allulalo Markings (#3602)
* eye markings and two tails
* more
* almost got ya
* yup
* wings yay
* thank you landshark for my life btw
* still needs loc files
* Update allulalo.ftl
* I lost so much progress to git bullshit
* and who can forget dear rat boy
* touch up speech indicator at yesters request
---------
Co-authored-by: starlighthowls <starlighthowls7@gmail.com>
* Allulalo Roundstart (#3621)
* yup
* shock blanket + pleebnar fixes
* yuuup (#3655)
* Allulalo fix pass 1 (#3661)
* what if I did it all in one commit like a total moron
* yup
* untuch
* i love you spriting tool
* my birdsty
* Update allulalo.yml
* Update Species.xml
* let allulalo use holopads. (#3669)
* adds a white list for the too small component to add specific allowed entities. e.g holopads
* imp comment
* i love forgetting white space!!!!
---------
Co-authored-by: sev7ves <soapedzone@gmail.com>
Co-authored-by: beck <163376292+widgetbeck@users.noreply.github.com>
* fix (#3693)
* I need to learn to not do everything in one commit (#3750)
* mime on again (#4243)
* Small fix
* Add them to our accentless trait
* Add unable to wield system
* Fix too short for UI using old blacklist methods
* Fix duplicated localization line
* Add heavyweight drunk comp (might merge this with lightweight later)
* Why was this even added
* Revert "Add unable to wield system"
This reverts commit cbe3a10fc7.
* Revert "Fix too short for UI using old blacklist methods"
This reverts commit 833743f029.
* add TooShortForUIComponent (#3495)
* add TooShortForUIComponent
* correct documentation
* incomplete documentation
* add UnableToWieldComponent (#3496)
* Fixing this again I am dumb I cherrypicked things in the wrong order
* WHY WAS THIS EVEN ADDED THERE'S NO SPRITE EVEN ON IMPSTATION???
* Port Allulalos to Nubody
* Fix for Allulalo chems doing nothing
* Add allulalo to the guidebook species list
* Restore some accidentally deleted effects and comments
* Fix typo that made allu blood 10x more alcoholic than normal
* Delete random misplaced sprites from cherrypicking
* More of the random sprites removal (this time from the meta)
* Add missing allulalo flavor
* Removed some nonexistant fields from the species
* Add unisex cough/sneeze, comment out Wuhey and Ungh emotes
* Fix guidebook not using loc string
* I THINK this fixes that test error and it doesn't seem to break anything either so let's try
* Remove unsupported unshaded shader from eyes
* Ok last one didn't work (sorry for trial and error)
* Removed mention of HARMPACKs and Tether Guns from the guidebook.
* Blacklist allulalos from random humanoid spawns
* Add missing allulalo gulp sound
* Carriable in 1 hand allulalos, fix carrying system blocking both hands always
* Remove DV comments
---------
Co-authored-by: Kip <32859367+kipdotnet@users.noreply.github.com>
Co-authored-by: starlighthowls <starlighthowls7@gmail.com>
Co-authored-by: mqole <anactualpanacea@gmail.com>
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Co-authored-by: sev7ves <soapedzone@gmail.com>
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Co-authored-by: Yesteryear <208338078+yesteryuri@users.noreply.github.com>
* add missing event for admin characterspawn
* cahnges
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* Added L93 and SKL93
* Made SKL93 Available via Syndicate Uplink for 8 TC. Comes with 10 Shots of AP and a .45 Magnum ammo box
* Made L93 available through salvage.
* Made L93 available via Logistics crate.
Cowboy crate can be bought for 7600. It contains two L93's and two Inspectors. Along side 4 boxes of .45 Magnum and two hats.
* Update licenses
* Remove AP from Syndie SKL93 Bundle, Buff Firerate
* Update sprites to make lever darker on icon
* Brought back AP SKL93.
Made L93 Shoot at 2.5 ROF
Increased price of SKL93 Bundle
Added cowboy hat for SKL93 bundle
* Clean up changes to fit coding style and convention.
Fixed armory.yml's prototype properties ordering. Other Fills may be affected
* testing
* Actually fix synth emotes.
* Fixed harpies playing the emote sound twice.
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* switched FixedPoint2 * FixedPoint2 to use long
* Revert "switched FixedPoint2 * FixedPoint2 to use long"
This reverts commit b8744f6ac3.
* Reduced blood amount to 400
---------
Signed-off-by: Carol <292806487+CarolCuchara@users.noreply.github.com>
* it breathes
* probably okay
* Create station-report.ftl
thing miwssing
* IAA store update
* guidebook
* update on things
* revert robusttoolbox
* make it fit into folders and clipboards
* update on the styling of paper
* pickable borg subtypes but better (#706)
* borg subtype fixes I Forgot To Push (#790)
* update borg subtypes to an entity prototype based approach from SL (#884)
https: //github.com/cosmatic-drift-14/cosmatic-drift/pull/884
Co-Authored-By: lunarcomets <140772713+lunarcomets@users.noreply.github.com>
* Minor Build Error Tweak
Should be ready to add more chassis now!
* Yippee Yahoo
Handpicked some chassis sprites from AL/SL PR which are from Paradise :D
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Clean up + Comments
* CR made me sprite at gunpoint
Also switched standard and generic files for consistency and such
* the spaces were bothering me + comments
---------
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Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* Allow the smaller variants from drink cartons to be put in the soda and booze dispensers
* Bug: Remove double fail message when trying to put something in a dispenser that doesn't belong there
* Remove uneccesary line
* Fixed crew monitor and gave it buttons instead of trying to figure out which map to display.
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* Fix(Humanoid): Prevent skin color verification failures due to precision loss (#42836)
port over uberrations fixes.
* Fix RCD not being able to place hull tiles in space (#42740)
Fall back on player's grid if RCD is clicked on empty space
* Thermal vision overlay for admins (#42812)
* revert of the revert
* tests
* changes
* more fun
* test
* ccvvvar
* works but bad
* now its better
* more fixes
* more cleanup
* cleaning
* last fixes before move to glasses activ
* x
* glasses only
* working
* fix toolbox
* cleanup
* ThermalByte added
* small fix
* small optimalisations
* float bux fix
* comments add
* more comments
* more comments
* last fix
* revert cvar delete
* wrong blue shades
* cvar refactor
* Update Content.Shared/Atmos/EntitySystems/SharedGasTileOverlaySystem.cs
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Update Content.Client/Atmos/Overlays/GasTileDangerousTemperatureOverlay.cs
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* tweak to TryGetTemperature comment
* Factors are now const
* renames
* Interface for ThermalByte
* admin button
* cleanup
* sandoboxenabled
---------
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* fix: APC sprites stuck in fully drained states on round start (#42852)
* Fix APC incorrect charge state caused by race condition on map startup
* fix: Defer the update from ChargeChangedEvent to next tick
* Minor tweaks to Urist names (#42791)
Tweaks to Urist names
* Vulpkanin Yawns (#42768)
* im eepy too
* softer sound
* Revert "softer sound"
This reverts commit 51b3b7b2d4c741f8abc6d361319a5b44d9593d8d.
* Move vulp yawn mentions to _DV folder
* Split HumanoidProfileEditor.xaml.cs into separate files (#42715)
* separate humanoid profile editor into different files
* move this to the rest of the fields
* Moved DV Traits into the right file
* Ensure profile loading only returns valid species (#42842)
* Ensure profile loading only returns valid species
* punt conversion logic outside of the database
* Add missing Cd mention in Profile
* Slat tiles and decals (#37832)
* Add two varieties of steel vertical slat tiles
* Add dark and white variants of vertical slat tiles
* Add dirt decals
* Add vertical overlay decals
* Add single and double vertical slat decals
* Add steel, dark and white horizontal slat tiles
* Improve single vert slat decals
* Add horizontal slat dirt decals
* Add horizontal slat tile objects
* Add horizontal tile cutter recipe
* Add horizontal slat overlay decals
* Fix inconsistent tile naming
* Add horizontal single and double slat decals
* Fix incorrect slat decal
* Fix two off-color pixels on dark slat tiles
* Change slat tile naming
* Add single-slat overlays
* Smooth tile borders and normalize palette
* Update decals to match tile changes
* Update attributions
* Add missing stack locale lines
* Fix and clean up merged file
* Change slat footstep sounds to be consistent with other steel tiles
As far as I can tell, regular steel tiles use FootstepFloor, (except when
they don't,) and Dark and White variants use FootstepTile.
* Fix confusing merge conflict mismerge
* Remove merge conflict cruft
I have no idea how I missed that.
* Add tile stack prototypes
* Fix slat tile stack localization string refs
* Fix slat tile prototype indentation
* Remove tiles that are identical under rotation
* fix yaml header convention
* Parent slat tiles to common steel tile parent
* Whitespace fix
* Un-de-normalize prototype field ordering
* Fix whitespace
* Re-fix indentation
For some reason, I un-fixed this a little while back. No idea why.
---------
Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com>
* Fix gas filter always outputting 20C filtered gas (#42876)
ingenious!
* Cleanup warnings: CS0114, CS0414, CS9107 (#42859)
* Cleanup warnings: CS0114, CS0414, CS9107
* I shouldn't trust IDE autocorrection
* Regular bots are now repaired gradually, just like borgs (#42878)
Instead of one long doafter, it's a bunch of smaller doafters. See https://discord.com/channels/310555209753690112/1470704102173315143
* Add Missing IntercomAssembly Components (#42821)
* add missing components to assembly
* use inheritance
* (Re)Add sneezing emote. (#41479)
achoo
* fix: cleaning evidence off a person no longer reveals their true identity (#42868)
fix cleaning evidence revealing your true identity
* Fix chameleon controller not updating fake mindshield action icon (#42900)
fix chameleon controller not updating fake mindshield action icon
* Fix Flares dying after 10 seconds. (#42765)
asdas
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Identity Mask now updates equipped Agent ID name (#42772)
* add identity mask updating agent id functionality
* fix indentation
* add check for voice mask item
* use ChangeIDName field instead
* Minor cleanup
* remove trycomp
---------
Co-authored-by: beck-thompson <beck314159@hotmail.com>
* Fix paradox clones having default voice and pronouns (#42923)
fix
* AI can now read papers and envelopes (#42926)
* AI can now read papers and envelopes
* Move whitelist component from BasePaper to Paper
* Change basic viper magazine to high capacity in operative bundle (#42927)
* changed atmos fire suit to engineering contraband
* changed normal pistol mag to extended in basic op bundle
* yes
* yes
* Fix uncooked animal proteins metabolism (#42942)
* Update toxins.yml
* poison!!!!
* I hate solutions sytem I hate solutions sytem I hate solutions system
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Fix Thieving Beacon not detecting HUDs for said objective (#42945)
* Fix jetpacks not turning off when switching to another jetpack (#42689)
Initial commit
* fixed barber scissors misgendering when blocked by a hat (#42948)
* Fix reagent duplication from vomiting (#42954)
no more reagent duplication
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* New moth emote. Flaps wings! (#42912)
* frfrfrfr
* mh-
* brbrbrbrbr
* small cleanup
* third category time
* removing ReptilianBodyEmotes
* Revert "removing ReptilianBodyEmotes"
This reverts commit 10200c4292a79932109ce2df6b642bcd88e863e0.
* Revert "third category time"
This reverts commit cf62c425b5db93ba4108b8283361623f2f4ad345.
---------
Co-authored-by: ScarKy0 <scarky0@onet.eu>
* Added Emp interaction with Bar Sign (#42950)
* Added Emp interaction with Bar Sign
There was already content for emp bar sign but no support for it.
This adds the interaction with emps to make bar signs EmpDisabled.
* Emp BarSigns stylistic change
* Fixed redundant bar signs
Fixes the extra bar sign popups bug introduced in #42364
* Block bar sign UI when emped
* Revert "Fixed redundant bar signs"
This reverts commit 23168bb503bcf267ac553eff9ac9674bf28adb4b.
* Vox, Diona and Vulp Unique Sneezes (#42929)
* *sneezes!
* fix, quieter vulp sneeze, vox sneeze
* even quieter vulp sneeze
* vulp sneeze attribution
* adjust vox sneeze source
* Move Vulp Sneeze into emotes_speech of _DV
* update basic operative bundle contents (#42930)
modify bundle contents
Co-authored-by: robin <robilythefoxxo@gmail.com>
* Show fuckrules usage to admins (#42988)
* fuck rules
* extreme
* update comment
---------
Co-authored-by: ScarKy0 <scarky0@onet.eu>
* Add hand label blacklist (#42986)
* Add blacklist to hand labeler
* Add comments
* Nullable
* More xenoborg names (#42984)
* more names
* update count
* ops
* whitespace
---------
Co-authored-by: beck-thompson <beck314159@hotmail.com>
* Make prescription glasses actually work (#42990)
* Made prescription glasses actually correct your vision
* Makes prescription glasses actually correct your vision
* Bug fix
* Bug fix
---------
Co-authored-by: lyxcaster <mser956@gmail.com>
* Improved camera static shader randomness (#42968)
Improved static shader
* Predicted Networked Metabolism (#42798)
* PredictedRandom Helpers
* predicted networked metabolism
* ssadasfsa
* AAAAAAAAAAAAAAAAAAAAAAAA
* remove debug
* oopsies
* its inclusive of 0 fool
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Add unlockable reporter cosmetics (#41079)
* Initial commit
* Lower the requirements slightly
* Revert vox displacement fix for another PR
* Remake the "Vegan Meatball" salvage wreck (#42994)
* remake vegan meatball, fix lingering plant enemies
* attempt to remove non-salv ruleset enemy spawns
* EMP implant uplink texture (Addresses #42008) (#42998)
set emp implant texture in uplink catalogue to emp_disable particle
Co-authored-by: nomdéraisonnablementlong <you@example.com>
* Non-obsoletion warnings as errors in Release. (#42983)
* Non-obsoletion warnings as errors in Release.
* Add two other obsoletions related to collection expressions.
These are not present in the codebase, but may become so in the future.
* Exempt NU1903 so the project can't mysteriously stop building.
* Fix some FULL_RELEASE mistakes.
* diff fix
* Resharper caught this one. Note to self: Wire up resharper to CI in another PR.
* Lizard rehappy alternative (#42915)
* new lizard laugh
* typo
* replaced sound with alternative lizard_happy.ogg
adjusted attributions.yml
* Update attributions.yml
Since my friend uses Logic Pro X commercially and paid for
the license, he can freely use the provided samples in his own audio
projects. The resulting lizard_happy.ogg is a combination of multiple
samples transformed to achieve the correct sound, using an original
lizard laugh as reference.
* Add source link for lizard_happy.ogg attribution
Added source information for lizard_happy.ogg.
* update sound
* wtf is a laser raptor
---------
Co-authored-by: Velken <8467292+Velken@users.noreply.github.com>
Co-authored-by: ScarKy0 <scarky0@onet.eu>
* Add TriggerOnRot Component (#42667)
* Add TriggerOnRot Component, and related systems and events
* Move around components and events to proper namespaces
* Improve TriggerOnRotComponent Comment
* fix a bunch of imports
* Change BeginRottingEvent to a ByRefEvent record
---------
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Fix repeated Localization warnings when viewing the Power Monitoring Console (#43037)
no double work
* Give borgs default prying (#41812)
* init
* 1.5
* remove powered
* CompBorgModules, prying alert
* give to NT borgs and derelict borgs
* review
* review 2
* comment
* Make HasMind not always false for client. (#43033)
* it hasmind but i don't
* potatoe potato
* reading is hard
* still can't read
---------
Co-authored-by: ScarKy0 <scarky0@onet.eu>
* Add transfer entity to mind events. (#43020)
* init
* stuff
* to
* BeforeEvents
* comment
* docs
* Update Content.Shared/Mind/Components/MindContainerComponent.cs
Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>
---------
Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>
* Fix hypodart uplink description (#43035)
fix
* Stop AI knocking on shutters, blast doors (#42972)
Stop AI interacting with shutters
* StrippableComponent timespan calculation fix (#43022)
* timespan calculation fix
* Update Content.Shared/Strip/Components/StrippableComponent.cs
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
---------
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Fix Holosign Placement (#42909)
* Holosigns now spawn facing player direction
* Holosigns face south
* Snap holosign to grid and attach to clicked entity
* Back to setting local rotation to zero
* No need to snap to grid
* rifts
---------
Co-authored-by: ScarKy0 <scarky0@onet.eu>
* Make DamageSpecifier serializable (#43049)
* pt1 damageable refactor
* fixes
* thusd unused
* sparse damagespecifiers
* fix thongs
* aaaaaa
* fix tests
* de-crash
* Fixed redundant bar sign windows (#42960)
Fixed redundant bar signs
* Fixes the extra bar sign popups bug introduced in #42364
by making BarSignBUI use CreateWindow
* Fixes bar signs placed from Entity Spawn Window
* Make DamageableComponent manually networked again (#43054)
* Make sure vox passively regenerate at the same pace as everyone else (#43055)
* Dynamic feedback popup (#43021)
* add rule filter to feedback popup
* fix the dependency
* simplify
* remove this
* deny popups with rules
* missed here
* new parameter
* the server handles the specific feedback prototypes
* fix logic
* active > added
* minor fixes
* not needed anymore
* now it should be back
* not needed
* cleaning
* create system
* forgot to remove this
* also remove this
* add a I
* remove old feedback popups
* doesn't actually fix it
* maybe this time?
* oh well
* use whitelists
* use gamerule added
* update fix comment
* simplify
* old commentary
* default false
* add blacklist option
* fix helper functions
* remove commentary
* who needs those
* orks hates linq
* not needed
* Change linq into foreach
* remove unwanted popups for next rounds
---------
Co-authored-by: beck-thompson <beck314159@hotmail.com>
* Raise SolutionChangedEvent and SolutionContainerChangedEvent when handling SolutionComponent states (#42814)
raise event on client + comp access
* Xenoborg extractor (#42796)
* verb category
* voltage toggle comp
* move stuff
* add simple prototype
* implement verb action
* switch expression
* fixed the node not updating
* charge the battery
* fixed battery not charging
* spawn on battery level system
* finally works
* swap commentary position
* can only anchor the extractor on the station
* popup message for trying to anchor outside of station
* default placement for unanchored version
* ops
* fix body type
* commentary
* update visuals of power consumer
* add custom sprite
* fix light layer not changing
* xenoborg circuit
* fix xenoborg circuit
* add tag
* add hand to hold xenoborg circuits
* move to material
* add xenoborg circuit material
* add recipe to mothership core
* add a hand to hold circuits to the mothership core
* to not confuse
* update
* ops
* another ops
* update mothership
* update guidebook
* update values
* more info
* fix stack
* can store xenoborg circuits
* description
* also update description
* circuit -> crytal
* not modified from anything
* update description
* Revert "update mothership"
This reverts commit 84974c56afadac2a99ed2a166244a668d83fff48.
* update empty label
* small update to sprite
* not necessary code
* remove empty line
* color
* make it explode when destroyed
* change values
* update sprite
* update sprite
* make it eletrified
* flavor text
* simplify to only use charge
* subscribe to event
* new line
* remove popup
* no need for the setter
* no longer networked
* feedback popups
* Minor tweaks
* better to understand
* better now?
---------
Co-authored-by: beck-thompson <beck314159@hotmail.com>
* Change Bad Chembottle Suffixes (#43064)
Change Suffixes
* Reparent White Gilgamesh (#43065)
* Throwing Croissant Incorrect Inhand Removed (#43066)
* Remove inhand sprite
* Add comment
* Fix Makeshift Juicer Crafting (#43075)
i hate it her
* Add xenoborg gun sprites (#43013)
xenoborg gun sprites
* Remove unused noise texture (#42970)
Remove unused asset
* [Fix] Door remote fixes (#43063)
* fix door remotes
* admeme
* typo
* review
* revert door changes
* tag
* Revenants cannot be stuck with plastic explosives (#42889)
* no touchy!
* Apply suggestion from @slarticodefast
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Removed rollerskates & clown-outfit cargo bounties; reduce pancakes needed for pancake cargo bounty (#42899)
* Removed rolerskate & clown-outfit cargo bounties; reduce pancakes needed for pancake cargo bounty
* adjusted tag comments
* forgot to temove rollerscates bounty item locale
* Fix damagable mispredicts (#43080)
fix
* use proxy methods in EntitySystems (#43083)
use proxy methods
* fix topicals (#43087)
* APC building doAfter fix (#43089)
Add doAfter to APC construction
* [STAGING] Innate prying tooltip (#43081)
Update alerts.ftl
* Fixed Mining Hardsuit Helmet Name + Added Internals to Crates (#43072)
* One commit ops
* Removed extra line
* Fix "Unknown messageId" warnings from ID cards (#42886)
* Empty string bad
* Preserve existing behavior
* yaml format nitpick (#43074)
* minor nitpick
* fix mistake
* clean up
* Fix AtmosDebugOverlay being always active (#43073)
* Fix AtmosDebugOverlay being always active
* review
* Only one puddle sparkle please (#43086)
* only one sparkle please :3
* address review
* Add borg construction interaction test (#42359)
* Add test of borg construction.
* Return Validated when in validation mode.
* Update Content.IntegrationTests/Tests/Construction/Interaction/BorgConstruction.cs
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Fix door remotes 2 (#43094)
* fix door remotes
* admeme
* typo
* review
* revert door changes
* tag
* fix highsec and windoors
* Support for melee weapon user overrides (#39633)
* redefining-using-melee-weapons
* animation bug fix
* review
* fix merge
* add nested entity effects+conditions (#42341)
* add nested effect
* add nested condition
* move api to the main systems and improve effect guidebook text gen
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
* Inventory + Storage toolshed query commands (#40813)
* Add inventory and storage query toolshed commands
* Forgot FTL
* Fix stuff!
* Make requested changes and stop STACK MAX SIZE ERROR
* cleaning
---------
Co-authored-by: ScarKy0 <scarky0@onet.eu>
* Hyper autolathe now requires the same ammount of manipulators as autolathe (#43109)
hyper lathe now requires the same ammount of manipulators as base lathe
* Remove salv stuff from mothership (#43007)
* verb category
* voltage toggle comp
* move stuff
* add simple prototype
* implement verb action
* switch expression
* fixed the node not updating
* charge the battery
* fixed battery not charging
* spawn on battery level system
* finally works
* swap commentary position
* can only anchor the extractor on the station
* popup message for trying to anchor outside of station
* default placement for unanchored version
* ops
* fix body type
* commentary
* update visuals of power consumer
* add custom sprite
* fix light layer not changing
* xenoborg circuit
* fix xenoborg circuit
* add tag
* add hand to hold xenoborg circuits
* move to material
* add xenoborg circuit material
* add recipe to mothership core
* add a hand to hold circuits to the mothership core
* to not confuse
* update
* ops
* another ops
* update mothership
* update guidebook
* update values
* more info
* fix stack
* can store xenoborg circuits
* description
* also update description
* circuit -> crytal
* not modified from anything
* update description
* Revert "update mothership"
This reverts commit 84974c56afadac2a99ed2a166244a668d83fff48.
* update empty label
* small update to sprite
* not necessary code
* remove empty line
* color
* make it explode when destroyed
* change values
* update sprite
* update sprite
* make it eletrified
* flavor text
* simplify to only use charge
* subscribe to event
* new line
* remove popup
* no need for the setter
* no longer networked
* update mothership
* HTNComponent from SharedNPCSystem (#42750)
* init
* move system
* doc
* Small tippy fix + msg toolshed additions (#43082)
* why is this not how it worked already fml
* better tippy checking
* Brings Estoc DMR accuracy to standard rifle accuracy, removes movement speed debuff (#43038)
* Removed accuracy and move speed debuffs for estoc
* introduced slight speed reduction
* typo
---------
Co-authored-by: august-sun <45527070+august.sun@users.noreply.github.com>
* Initial decoupling pass on Damageable (#43103)
* Initial decoupling pass on Damageable
* ope
* e
* mroaw
* ok sure on the medibot thing
* no medibot bounds
* okidooks
* arcryox era
* cryox moment
* PinpointerSystem&Component cleanup (#42463)
* cleanup
* make some stuff nullable again
* Apply suggestions from code review
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* fix and remove a dependency
---------
Co-authored-by: seanpimble <149889301+seanpimble@users.noreply.github.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Mix xenoborg_scream.ogg to mono (#43132)
* Fixing issue 42759, air grenades cannot be re-triggered. (#42866)
Fixed#42759 - air grenades cannot be re-triggered
* Nukie guidebook improvements (#43131)
* improve nukie guidebook (getting to the station, arming procedure)
* removed show vessel from IFF Computer guidebook text
* Make map tests more fine-grained. (#42977)
* Make map tests more fine-grained.
* ..typo.
* fix example
* exclude Empty.
* Adjust a scrounger test & fix it.
* It does respect ignored prototypes, after I realized making it do so was really easy.
* Fix it for real this time.
* General scrounger enhancements for a GameRules test set.
* Fix linter for real.
* Address reviews.
* Weather entities (#41427)
* weather status effect entities
* proto port + fixes
* Update weather.yml
* fix visuals
* Update SharedWeatherSystem.cs
* Update SharedWeatherSystem.cs
* Update WeatherSystem.cs
* Thanks Slarti, thats a much better
* Update WeatherSystem.cs
* Update StencilOverlay.Weather.cs
* Update Content.Client/Overlays/StencilOverlay.Weather.cs
Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
* Update Content.Shared/StatusEffectNew/Components/StatusEffectComponent.cs
Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
* Update Content.Client/Overlays/StencilOverlay.Weather.cs
Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
* Revise weather command help descriptions
Updated weather command help texts for clarity.
* Merge branch 'master' into ed-14-11-2025-weather-entities
* Tayrtahn review apply
* fixes and cleanup
---------
Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Patch for engine ComponentFilter (#43168)
* Patch for engine ComponentFilter
* Poke
* Refactor guide entry tests. (#43159)
* Add 204 more tests.
* better plan.
* Refactor explosion prototype tests. (#43158)
Add 9 more tests.
* Refactor Device Linking tests. (#43157)
* Add 416 more tests.
* fixes.
* Refactor construction tests (#43155)
Introduce 2681 more tests.
* Add exception tolerance to SharedDoAfterSystem. (#43088)
* Reactions test cleanup. (#42979)
* Make TryAllReactionsTest use a scrounged reagent list.
* naming
* Poke
* Refactor MobThresholds and Stamina tests. (#43156)
Add 561 more tests.
* Update `NodeHelpers` and `Node.GetReachableNodes` to use `Entity<TransformComponent>` and `Entity<MapGridComponent>` (#37734)
* Add overloads for NodeHelpers methods, obsolete old ones
* Pass in SharedMapSystem instead of IEntityManager
* Change GetReachableNodes signature, deal with aftermath
* Allow non-grid nodes
* Change GetReachableNodes to also take Entity<TransformComponent>
* Remove vestigial ReSharper hint
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Formatting
---------
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* Add a basic API to `JukeboxSystem` (#42896)
* Add a basic API to JukeboxSystem
* Update Content.Shared/Audio/Jukebox/SharedJukeboxSystem.cs
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Remove pointless Dirty
* Move SetSelectedTrack Dirty inside if block
* logMissing: false
* Remove pointless Audio.Stop call
* Poke tests
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Atmos YAML-defined gas flammability, flammability API (#43165)
* atmos masked flammability/API
* on that oomba pac
* yuuup
* resolve todo and review
* rename
* Vent Hordes (#43047)
* init
* port hostiles to hordes, fakeout horde
* cleaning, docs
* i may be blind sometimes
* i may be even blinder
* remove friendly announcements
* fuck it
* i love microbalancing
* review
* review
* review p2
* Update Resources/Prototypes/GameRules/pests.yml
Co-authored-by: SnappingOpossum <snappingopossum@outlook.com>
* review + powercreep
* lower the times to account for the gamerule delay
* review
* review
* fuck this return actually
* fial
---------
Co-authored-by: SnappingOpossum <snappingopossum@outlook.com>
# Conflicts:
# Resources/Prototypes/GameRules/pests.yml
* Add DB Config to development.toml (#43036)
add db config development.toml
* Add banning to server api (#43205)
add banning to server api
* Revert "Support for melee weapon user overrides" (#43106)
Revert "Support for melee weapon user overrides (#39633)"
This reverts commit 18149dbb3b.
* Update RT to 273.0.0 (#43130)
* Wrapped parcels can go into mail carts (#43226)
wrapped parcels can go into mail carts
yeah, it technically allows wrapped humanoids to get in there too, but how're you gonna get something you can't pick up into inventory storage?
Also YEAH technically this allows arbitrage of carrying a ton of stuff in the mail cart, but that's no so different from just carrying a ton of stuff around in a trash cart and this at least has the cost of a bit of parcel wrap. I will tolerate no dissent
* Make test runnable on windows in debug config again (#43227)
tfw ur fs isn't posix compliant
* Removes a test that handles engine behavior in content. (#43228)
* [Fix] Silicon Ion Law Scramble Text (#43229)
scramble noises
* Move a metric fuckton of AtmosphereSystem to Shared. (#42989)
* AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
* fix the tests I broke
* Remove methods that the client shouldn't be calling. Hamburger.
* light cleanup for now
* review
* whoop
* docs updates and misc changes
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* fix bottle reagent localization (#43208)
* Fix missing word from emitter alerts (#43225)
* fix emitter yapping
* use actual locid objects
* Make EntityTableSpawner spawn relative to grid instead of map (#43234)
* Add a holy light effect to bible healing (#43189)
* save
* remove unneeded event
* Revert "remove unneeded event"
This reverts commit 779ec783094144ca978a5e9d111235e29539e8a3.
Revert "save"
This reverts commit f88e0ab18b253915f5efde5886a4701a73ffa35a.
* Use simple light effect entities with TimedDespawn
* Content-side IRobustRandom cleanup. (#43231)
* Content-side fixes for engine IRobustRandom rejig.
* Define for ensuring SetSeed works.
* Poke.
* Poke
* Poke.
* Cleanup warnings: CS0168, CS0414 (#43198)
* Cleanup warnings: CS0168, CS0414
* That was the right thing to do
* Please tell me that this is a random fail
* ...
* last try
* revert
* CachedResources for GasTileDangerousTemperatureOverlay (#43032)
* init
* minifix
* that is nullable
---------
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Refactor: Gas tile overlay split (#42881)
* yeah
* split2
* well
* cleanup
* docs fix
* Dependency cleanup
* Update Content.Client/Atmos/EntitySystems/GasTileFireOverlaySystem.cs
Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
* Update Content.Client/Atmos/Overlays/GasTileVisibleGasOverlay.cs
Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
* Update Content.Client/Atmos/Overlays/GasTileVisibleGasOverlay.cs
Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
* yup
* modifying a lot anyways
* other cleanup
---------
Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Move ID card name/title length limit to server (#43237)
* Validate string lengths serverside
* Organize usings
* Remove clientside check
* Also remove the cvar caching in the UI
It's one dictionary call, Michael. What could it cost?
* Update ruined_prison_ship.yml (#43242)
Fixed the ruined prison ship yml 2779 line Destryoed thruster to Destroyed thruster
* Single item cargo orders are delivered in Parcel Wrap instead of crates (#40834)
* - rework a bunch of cargo orders to not send a crate with just one thing
- instead sends the item, wrapped
- add ability for cargo orders to wrap the item ordered in parcel wrap
- cargo order name and descriptions are now localization strings, but still 99.99% of the time just get that info from the entity they're spawning
- small refactor to how cargo orders move around in cargo code so that the actual order proto is kept around longer
- small rework to certain restock cargo orders to halve the cost and number of items received in one order
* oop
* Suffering
* Arbitrary containers for cargo products
* I ran the tests locally and they passed, github please rerun :)
* massage Slarti's work into this.
Mainly by taking the API wrapping ability out back with the rifle q-q
* testfail fake
* wow `_applyingState` is useful, I wonder where I should've been using that in other PRs before :^)
* pr comments
* tfw the hook doesn't update the submodule
* Update Content.Client/Cargo/UI/CargoConsoleMenu.xaml.cs
Co-authored-by: āda <ss.adasts@gmail.com>
* PR comments
* fixies
* Update Content.Client/Cargo/UI/CargoConsoleMenu.xaml.cs
* Update Content.Shared/ParcelWrap/Systems/ParcelWrappingSystem.WrappedParcel.cs
* fix wrapped parcel entity name + audio
* Actually read PR comments
* Apply suggestions from code review
Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
---------
Co-authored-by: āda <ss.adasts@gmail.com>
Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
* Refactor Ion Law string generation (#42629)
* YAMLs your ion laws
* forgot some weights
* this should be it
* comments and DAGD
* improved testing
* addressing review (part 1 out of 2)
* still part 1 :gosomnia:
* part 2
* refactor the refactor
* loc error fluffs
* address review
* weh
* cleanup
* oops
* fix
* more cleaning
* forgot to remove old thing
* prediction
* fix
# Conflicts:
# Content.Server/Silicons/Laws/IonStormSystem.cs
* Fix bug blocking character saves for species without hair. (#43170)
* Update ServerDbBase.cs
* Update ServerDbBase.cs
* Update ServerDbSqliteTests.cs
* :grumble grumble grumble:
* tests
* Update ServerDbSqliteTests.cs
* commit
* forgot this.
* relocation.
* nope, not doing that lmao
* Update ServerDbSqliteTests.cs
* test rerun
* GAAAAAA
* Update ServerDbSqliteTests.cs
* Update ServerDbSqliteTests.cs
* Update ServerDbSqliteTests.cs
* GAAAAAA
* go fish
* Port Species
* Fix files for upmerge changes. Notably Nubnody and Damagaeable
* Remove DV FeedbackPopup, due to the upstream one
* Move TotalDamageCondition into _DV along with some other fixes
* Scaling works, some errors killed.
* More progress against the linter
* Make more Yaml Changes to appease the Linter
* Fix Locale issues. Some yml issues I have no idea how to fix
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* Fix WeatheR Scheduler
Weather still needs work
* Fix Build Errors
* Fix mroe Build Errors and move Weather Damage into _DV
* Additional migration mention and briefcase item removal
* Fix some Build Warnings
* Fix weather scheduler attempt
* Restore rebased removed actions
* More Migration
* This oughta fix it
* Change some of hte old values back
* Revert this back to Component Registry
* Removing last yml errors
* Change PostMapInit Path to our actual maps
* Revert "Remove loadout time towels (#42536)"
This reverts commit b3ddf57affd43fa952dbae6b7439a881026191bb.
* Change Metabolism of newly reagents
* Rename some Shadow to Soul
Meh
Ok... :/
Test attempt fix
Another Attempt to fix, the null ref
Another Attempt to fix :/
argh
I would really hatre if this is the solution
Try to find null ref
Searching for the fix
* Readd old StatusEffect
* Revert "Remove salv stuff from mothership (#43007)"
This reverts commit eea773ffee.
* Predict reagent grinder (#42815)
* prediction!!!
* fixes
* fixes and add debug logs
* fix prediction and cleanup
* raise event on client + comp access
* reapply power state changes
* Update Content.Client/Kitchen/EntitySystems/ReagentGrinderSystem.cs
Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
* Update Content.Shared/Kitchen/Components/ReagentGrinderComponent.cs
Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
* comments and prefilled grinder protos
* t
---------
Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
Co-authored-by: ScarKy0 <scarky0@onet.eu>
* Fix reagent grinders on dev map (#43253)
fix grinders on dev map
* Removed MovementBodyPartComponent (#43257)
* Revert "Xenoborg extractor (#42796)"
This reverts commit 7f15e77954.
* Fix floating point tilefire nonsense (#43263)
* Change method call and epsilon
* holy guacamole
* Add test result archiving to our test actions + Test fixes (#43175)
* Add test result archiving to our test actions.
* heck.
* Don't waste tremendous amounts of storage.
* Fix ReagentDataTest.
* Reduce retention and increase compression on integration output.
* Back to 7 days, depend on RT instead.
* Poke.
* Fix linter.
* til.
* Actually send YAMLLinter's pair messages into the void.
* Update RT to 274.0.0 (#43261)
* Make the chem guidebook show when chemicals adjust body temperature (again) (#42394)
Make chem guidebook show adjusttemperature effects
* Tech disk resprite and pricing changes (#37719)
* init
new disks are in. can be spawned or printed. no weights or correctly bound techs yet.
* tweak textures and naming
* make tech disks respect their tier and discipline
* make tech console respect tier weight
* yml fixes (forgo a million things)
* meow :3 reworked to use GenericVisualizer
* moved staticPrice comp to shared to support different pricing per tier
* unhardcoded prices; tweaked log messages
* cleanup
* a few fixes
* updated pricing to match weights
* lowering prices I forgor how many of them science can print
* what
* t3 texture, logger, factory
* move PriceCalculationEvent & EstimatedPriceCalculationEvent to shared
* remove static price comp; use EntProtoId for disk proto
* moved staticPrice comp back to server
* cleanup: price event, visualizer enums & yml
* ummove PriceCalculationEvent
* ummove PriceCalculationEvent attempt #2
* more unmoving
* fixes
* predict onExamine
* review changes
* small cleanup
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Fix Airtight Explosion Cache (#43276)
fix explosions
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Fix thermomachine guidebook typo (#43285)
Fix typo
* DeleteComponentCommand minor cleanup/rename. (#43289)
commit
* Cleaning Blood Footstep Sounds (#43266)
The noises have stopped
* Move salvage RandomSpawners to EntityTableSpawners (#43233)
* Move salvage RandomSpawners to EntityTableSpawners
* Spellcheck
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Apply requested changes for spawner
* Move another prob to parent selector
* Why wasn't it that before
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Borg charger hitbox changes (#43300)
* Borg chargers no longer rotate
* Orbing your charger NOW
* Move some simple random spawners to entity table spawners (#43305)
Simple random spawners to entity tables
* Fix melee attack sprite rotations (#43307)
fix melee rotation
* removed PhysicalConstants.ZERO_CELCIUS (#43316)
* Fix welders running an additional time when no damage remains. (#43321)
Update RepairableSystem.cs
* Correct attribution for /Textures/Objects/mre.rsi (#43328)
Update meta.json
* Flatpack opening uses collision of flatpacked entity (#41849)
* flatpacks openable on tables, ignore ghosts
* suggested changes
* if i stash this im going to forget that a stash exists.
* FINAL final (1)
* FINAL final (2)
* i now understand networking
* Move remaining random spawners to entity table spawners (#43324)
Move remaining random spawners to tables
* Update RT to 274.0.1 (#43337)
update RT to 274.0.1
* remove all use cases of TimerComponent (#43320)
cleanup TimerComponent
* trico no longer heals when mob is crit, and no longer heals rad (#43293)
* trico no longer heals when mob is crit, and no longer heals rad
Tricordrazine no longer heals when mob is crit and no longer heals radiation damage.
* Inverted crit mobstate -> alive mobstate
* Fixes ambuzol pills. (#43331)
Fixes ambuzol pills. pp doo kaka
* Fix `SharedCrayonSystem` being both `[Virtual]` and `abstract` (#43339)
Remove [Virtual] from SharedCrayonSystem
* Painting and poster random spawners to entity table spawners (#43270)
Painting and poster random spawners to tables
* Update RT to 275.0.0 (#43357)
* Change chat straight quotes to curly quotes (#43350)
* GameTest part 1 (#43182)
* Ports much of GameTest, minus all the WIP stuff.
* remark.
* EnsureCVar now adds test properties.
* Some cleanup and functionality.
* Ignore broken test. Needs fixed eventually. Also explicit context config.
* TrackingIssue attribute.
* oops
* Pair config attribute.
* Remove SystemAttribute in favor of using the EntitySystemManager dependency collection.
* Ensure idleness.
* More tests for tests.
* More specific failure catching tests.
* Reverse attribute resolution order so suite-wide attributes happen first.
* Get rid of AffectedProperties again because I need to refactor PoolSettings for that.
* Poke
* Final cleanup pass.
* Update Content.IntegrationTests/Fixtures/Attributes/RunOnSideAttribute.cs
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Update Content.IntegrationTests/Fixtures/Attributes/Side.cs
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Update Content.IntegrationTests/NUnit/Utilities/ITestExtensions.cs
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Fixes.
* shut up nunit.
* Make TrackingIssue a bit strict on purpose, so people don't put junk here.
* Update Content.IntegrationTests/Tests/GameTestTests/DisconnectedDependencyTest.cs
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Address.
---------
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Minor fixes to server api ban endpoint (#43355)
minor fixes to server api ban endpoint
* [FIX] Moved random manifest back server (#43361)
* moved random manifest back server
* fix ordering
* Remove `[Virtual]` from some classes that shouldn't have it (#43347)
* Remove [Virtual] from some classes that shouldn't have it
* Back to virtual with you
* Update RT to 275.1.0 (#43368)
* cleanup GasPrototype and some other atmos code (#43318)
* cleanup
* fix some localizations
* fix typo
* review and test fix
* rename
* minus one
---------
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Fix `TrackingIssueAttribute` blocking orgs/repos containing numbers (#43369)
Fix TrackingIssueAttribute blocking orgs/repos containing numbers
* Fix: Make clockwork glass grindable (#43371)
make cGlass grindable
* "Reduce motion of visual effects" now works for blood loss effect (#41878)
* "Reduce motion of visual effects" now works for blood loss effect
* Improve strenght
* Make motion less strong
* Stop motion effect
* cleanup and rebalancing
* fix warning
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Heat distortion shader (#42973)
* revert of the revert
* tests
* changes
* more fun
* test
* ccvvvar
* works but bad
* now its better
* more fixes
* more cleanup
* cleaning
* last fixes before move to glasses activ
* x
* glasses only
* working
* fix toolbox
* cleanup
* ThermalByte added
* small fix
* small optimalisations
* float bux fix
* comments add
* more comments
* more comments
* last fix
* revert cvar delete
* wrong blue shades
* cvar refactor
* Update Content.Shared/Atmos/EntitySystems/SharedGasTileOverlaySystem.cs
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Update Content.Client/Atmos/Overlays/GasTileDangerousTemperatureOverlay.cs
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* tweak to TryGetTemperature comment
* Factors are now const
* renames
* Interface for ThermalByte
* tile color vaccum and more comments
* saving yeeted
* integration test
* rename and cleanup
* fix
* cleanup
* switch
* UT fix (hopefully)
* small bug+ rename
* vaccum limit + space is now invalid
* typo
* typo
* fix
* init, works
* move method around
* renames and split
* renames
* heatblur
* cleanup
* more docs
* resource cache
* No dynamic perlin noise generation [no fun allowed] and new blur softening method
* magic numbers and rename
* misc cleanup
* removed init values because display compat mode broken
* misc cleanup
---------
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Update RT to 275.2.0 (#43378)
* Fix changeling transform ability (#42107)
* fix changeling transform
* Add store UI on MapInit instead
* Apply suggestion from @slarticodefast
* Apply suggestion from @slarticodefast
---------
Co-authored-by: Jessica M <jessica@maybe.sh>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Remove PDA equip sprites (#40498)
* we have never had pda equip sprites.
* I didn't know the rsi validator would complain about that one tbh
---------
Co-authored-by: ruddygreat <ruddygreat1@gmail.com>
* Lathe Menu Title Enhancement (#43392)
* DefaultWindow -> FancyWindow, use SetInfoFromEntity
* code smell fix
* Reduce speso value of tech disks (#43395)
commit
Co-authored-by: iaada <iaada@users.noreply.github.com>
* Bugfix of Heat distortion shader (#43397)
* revert of the revert
* tests
* changes
* more fun
* test
* ccvvvar
* works but bad
* now its better
* more fixes
* more cleanup
* cleaning
* last fixes before move to glasses activ
* x
* glasses only
* working
* fix toolbox
* cleanup
* ThermalByte added
* small fix
* small optimalisations
* float bux fix
* comments add
* more comments
* more comments
* last fix
* revert cvar delete
* wrong blue shades
* cvar refactor
* Update Content.Shared/Atmos/EntitySystems/SharedGasTileOverlaySystem.cs
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Update Content.Client/Atmos/Overlays/GasTileDangerousTemperatureOverlay.cs
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* tweak to TryGetTemperature comment
* Factors are now const
* renames
* Interface for ThermalByte
* tile color vaccum and more comments
* saving yeeted
* integration test
* rename and cleanup
* fix
* cleanup
* switch
* UT fix (hopefully)
* small bug+ rename
* vaccum limit + space is now invalid
* typo
* typo
* fix
* init, works
* move method around
* renames and split
* renames
* heatblur
* cleanup
* more docs
* resource cache
* No dynamic perlin noise generation [no fun allowed] and new blur softening method
* magic numbers and rename
* misc cleanup
* removed init values because display compat mode broken
* misc cleanup
* bugfix
* fix
---------
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Greatly reduce spawn rate of salt ore (#43012)
* Disintegrate salt
* Salt is forever
* Forgot to exclude this file
* Fix ghost time of death (#43411)
* Use RealTime when setting ghost TimeOfDeath
* Don't pause with RealTime
* Oops. Also get rid of AutoGenerateComponentPause
* Gametest Part 2: Preliminary refactor every test to use GameTest as the framework. (#43207)
* Pass 1.
* i'm FREE
* Prevent hangups.
* okay fine here's an attribute for settings, will polish later and prolly remove the overridable thing.
* sigh.
* fix singular trigger bug so LatheTest doesn't flake.
* Remove SystemAttribute usage.
* Poke
* I used the shotgun. You know why? Cause the shot gun doesn’t miss, and unlike the shitty hybrid taser it stops a criminal in their tracks in two hits. Bang, bang, and they’re fucking done. I use four shots just to make damn sure. Because, once again, I’m not there to coddle a buncha criminal scum sucking f------, I’m there to 1) Survive the fucking round. 2) Guard the armory. So you can absolutely get fucked. If I get unbanned, which I won’t, you can guarantee I will continue to use the shotgun to apprehend criminals. Because it’s quick, clean and effective as fuck. Why in the seven hells would I fuck around with the disabler shots, which take half a clip just to bring someone down, or with the tazer bolts which are slow as balls, impossible to aim and do about next to jack shit, fuck all. The shotgun is the superior law enforcement weapon. Because it stops crime. And it stops crime by reducing the number of criminals roaming the fucking halls.
* Change the faulty store test into two tests, one of which is ignored for failing.
* Reagentgrinder Fix
* Test missing new
* Revert "Removed MovementBodyPartComponent (#43257)"
This reverts commit 07a757eea3d71ea5133440aae9928e49f189a2e8.
* Forgot one Sharp
* Remove Far Horizon XML Comments... parser hates it
* Comment out Holo Test, needs one written by us
* Guide Entry Test skip
* Christmas Kobols comment out for now
* Moved MovementBodyPartComponent into _DV space
* Change HumanoidLayer Test to our Markings
* Weather: Make Damage Work
* Fix Test Errors realted to wrongly set PowerState variables
* Stopping ArenaMobs from trying to open People
* Attempt to workaround the Dummysession
* Dumb Attempt to workaround the Dummysession
* remove unused MovementBodyPart
* tidy
* Fix Planet Weather crashing, by shoving new grids 150 tiles away.
* PR Review Changes
* Fix Devil being immune to Holy
* Some other Review Things
* Change _DV Tests to new ones
* Yaml Lint Errors
* Fix Build Errors and Test Build Errors mentioned in Review
* Remove unused Dependency
* Attempt to make the Test work
* PR Review fulfillments
* Spider Leg to Arachnid Leg
* Add Nullptr check
* Readding the no send condition
* Kitsune colors, Glimmer Style Popups, and some Comments
* Changed comment for ScaleVisual
* Changed Mindbreak Resolve to not log missing
* Add one more log Misisng
* Update RobustToolbox to v275.2.3, remove manual CI Lidgren patch
Includes a fix for 2 DOS attacks. No other changes.
* Removing this again...
* Glimmer Restyle works
* Glimmer Restyle baldness check
* Glimmer Restyle fix as intended
* Humanoid Appearance mention removal and Restyle early cancel removal
* Quickfix
* gated
---------
Co-authored-by: Kyle Tyo <36606155+VerinSenpai@users.noreply.github.com>
Co-authored-by: TriviaSolari <154280615+TriviaSolari@users.noreply.github.com>
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Co-authored-by: Prole <172158352+Prole0@users.noreply.github.com>
Co-authored-by: MendaxxDev <153332064+MendaxxDev@users.noreply.github.com>
Co-authored-by: mq <113324899+mqole@users.noreply.github.com>
Co-authored-by: Not-A-Chair <106408238+Not-A-Chair@users.noreply.github.com>
Co-authored-by: Arcane <234029700+ArcaneValiance@users.noreply.github.com>
Co-authored-by: salarua <salarua@protonmail.com>
Co-authored-by: Gentleman-Bird <dcgreen406@gmail.com>
Co-authored-by: Marchy <89603088+M4rchy-S@users.noreply.github.com>
Co-authored-by: Jessica M <jessica@maybe.sh>
Co-authored-by: ruddygreat <53099277+ruddygreat@users.noreply.github.com>
Co-authored-by: ruddygreat <ruddygreat1@gmail.com>
Co-authored-by: Chris V. <HoofedEar@users.noreply.github.com>
Co-authored-by: iaada <iaada@users.noreply.github.com>
Co-authored-by: MissKay1994 <15877268+MissKay1994@users.noreply.github.com>
Co-authored-by: TNE <tne@garudalinux.org>
Co-authored-by: Tobias Berger <toby@tobot.dev>
* Fixes messageId console errors
Replaced paper.yml HydroCo's notices in the paper-misc.ftl file and moved the [bold] to the last line to prevent error messages in the console
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* Pool-Themed Decorations: Lounge Chairs, Umbrellas, Tiles, Swim Rings, and Pool Water (#2071)
<!-- Guidelines:
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<!-- NOTE: All code submitted to this repository is ALWAYS licensed
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remains the primary and binding license.
Uncomment and modify the following line if you wish to change the
license from the default of AGPL.-->
<!--- LICENSE: AGPL -->
<!-- What did you change? -->
This PR adds a bunch of, well, mapper toys basically, but normal players
can obtain them too. They are:
- Pool tile and dark pool tile; obtainable via the cutter machine.
- Pool water; unobtainable without mapping/admin tools, but it's 1%
chlorine.
- Lounge chairs, constructed with steel and cloth. Deconstructible with
a screwdriver.
- Beach umbrellas, constructed with rods and cloth. Deconstructible with
a screwdriver.
- Swim rings, which can be ordered from Logistics. They're sort of like
the emergency comfort units (pillows), but they're inflatable rings and
you can pick them up.
<!-- Discuss how this would affect game balance or explain why it was
changed. Link any relevant discussions or issues. -->
These assets are needed for an upcoming map I'm making and I'm giving
them to the community early out of the kindness of my heart
<!-- Summary of code changes for easier review. -->
All YML and sprites babyyy
- Entity prototypes for chairs, umbrellas, pool water, swim rings, and
the pool tile stack items
- Some construction graphs
- A cargo product
- A floor definition
- Recipes for the tile cutter
Pool water IS drinkable because it's extremely funny. Keep in mind that
50u of pool water will only give you like 2 poison damage
<!-- Attach media if the PR makes ingame changes (clothing, items,
features, etc).
Small fixes/refactors are exempt. Media may be used in SS14 progress
reports with credit. -->
Preview of the stuff:
<img width="713" height="541" alt="image"
src="https://github.com/user-attachments/assets/42f1acc8-cc83-4356-a8e0-3c715245d120"
/>
<img width="697" height="666" alt="image"
src="https://github.com/user-attachments/assets/8597017a-9d03-4419-80c5-cf475f3206d1"
/>
sorry i forgot the pink ring
<img width="253" height="179" alt="image"
src="https://github.com/user-attachments/assets/7f738f8e-42b4-4ee4-aa75-9f08b67ded0c"
/>
sorry i forgot the white chair
<img width="206" height="140" alt="image"
src="https://github.com/user-attachments/assets/6fabe541-4821-4e88-8d64-a99f463c5253"
/>
Cargo:
<img width="633" height="461" alt="image"
src="https://github.com/user-attachments/assets/b8ae9b89-4d2f-4326-9814-d000d5e88809"
/>
Crafting menu:
<img width="266" height="454" alt="image"
src="https://github.com/user-attachments/assets/cc480ee6-0e0d-4055-93c3-e5a1c4e0687c"
/>
<img width="409" height="211" alt="image"
src="https://github.com/user-attachments/assets/41970a43-1ba8-4898-a96c-deb87a05a409"
/>
<img width="409" height="211" alt="image"
src="https://github.com/user-attachments/assets/ffc00874-e330-49eb-8aba-972c6d223a3a"
/>
Pool water:
<img width="680" height="463" alt="image"
src="https://github.com/user-attachments/assets/9abc48b0-8358-46de-89ef-41fc64989787"
/>
<!-- Confirm the following by placing an X in the brackets [X]: -->
- [x] I have read and am following the [Pull Request and Changelog
Guidelines](https://docs.spacestation14.com/en/general-development/codebase-info/pull-request-guidelines.html).
- [x] I have added media to this PR or it does not require an ingame
showcase.
- [x] I have tested any changes or additions.
- [x] I can confirm this PR contains no AI-generated content, and did
not use any AI-generated content.
<!-- You should understand that not following the above may get your PR
closed at maintainer’s discretion -->
<!-- List any breaking changes, including namespaces, public
class/method/field changes, prototype renames; and provide instructions
for fixing them.
This will be posted in #codebase-changes. -->
Nope
**Changelog**
<!-- Add a Changelog entry to make players aware of new features or
changes that could affect gameplay.
Make sure to read the guidelines and take this Changelog template out of
the comment block in order for it to show up.
Changelog must have a 🆑 symbol, so the bot recognizes the changes and
adds them to the game's changelog. -->
🆑
- add: 13 colors of lounge chairs can be constructed out of steel and
cloth.
- add: 8 colors of beach umbrellas can be constructed out of rods and
cloth.
- add: Pool tile (and dark pool tile) can be produced at the cutter
machine.
- add: Logistics can now order a crate of bulk swim rings, in 11
possible colors!
- add: For mappers (and admins): there is a new "pool water" entity that
is a nice green-cyan color and contains about 1% chlorine.
---------
Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
* Remove Umbrella + Fixes from Port
* Pool Ring Additions
* Buff Fishing Vendor
* grr
* its no longer 2am
---------
Co-authored-by: portfiend <109661617+portfiend@users.noreply.github.com>
Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
* Pass 1.
* i'm FREE
* Prevent hangups.
* okay fine here's an attribute for settings, will polish later and prolly remove the overridable thing.
* sigh.
* fix singular trigger bug so LatheTest doesn't flake.
* Remove SystemAttribute usage.
* Poke
* I used the shotgun. You know why? Cause the shot gun doesn’t miss, and unlike the shitty hybrid taser it stops a criminal in their tracks in two hits. Bang, bang, and they’re fucking done. I use four shots just to make damn sure. Because, once again, I’m not there to coddle a buncha criminal scum sucking f------, I’m there to 1) Survive the fucking round. 2) Guard the armory. So you can absolutely get fucked. If I get unbanned, which I won’t, you can guarantee I will continue to use the shotgun to apprehend criminals. Because it’s quick, clean and effective as fuck. Why in the seven hells would I fuck around with the disabler shots, which take half a clip just to bring someone down, or with the tazer bolts which are slow as balls, impossible to aim and do about next to jack shit, fuck all. The shotgun is the superior law enforcement weapon. Because it stops crime. And it stops crime by reducing the number of criminals roaming the fucking halls.
* Change the faulty store test into two tests, one of which is ignored for failing.
* revert of the revert
* tests
* changes
* more fun
* test
* ccvvvar
* works but bad
* now its better
* more fixes
* more cleanup
* cleaning
* last fixes before move to glasses activ
* x
* glasses only
* working
* fix toolbox
* cleanup
* ThermalByte added
* small fix
* small optimalisations
* float bux fix
* comments add
* more comments
* more comments
* last fix
* revert cvar delete
* wrong blue shades
* cvar refactor
* Update Content.Shared/Atmos/EntitySystems/SharedGasTileOverlaySystem.cs
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Update Content.Client/Atmos/Overlays/GasTileDangerousTemperatureOverlay.cs
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* tweak to TryGetTemperature comment
* Factors are now const
* renames
* Interface for ThermalByte
* tile color vaccum and more comments
* saving yeeted
* integration test
* rename and cleanup
* fix
* cleanup
* switch
* UT fix (hopefully)
* small bug+ rename
* vaccum limit + space is now invalid
* typo
* typo
* fix
* init, works
* move method around
* renames and split
* renames
* heatblur
* cleanup
* more docs
* resource cache
* No dynamic perlin noise generation [no fun allowed] and new blur softening method
* magic numbers and rename
* misc cleanup
* removed init values because display compat mode broken
* misc cleanup
* bugfix
* fix
---------
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* we have never had pda equip sprites.
* I didn't know the rsi validator would complain about that one tbh
---------
Co-authored-by: ruddygreat <ruddygreat1@gmail.com>
* revert of the revert
* tests
* changes
* more fun
* test
* ccvvvar
* works but bad
* now its better
* more fixes
* more cleanup
* cleaning
* last fixes before move to glasses activ
* x
* glasses only
* working
* fix toolbox
* cleanup
* ThermalByte added
* small fix
* small optimalisations
* float bux fix
* comments add
* more comments
* more comments
* last fix
* revert cvar delete
* wrong blue shades
* cvar refactor
* Update Content.Shared/Atmos/EntitySystems/SharedGasTileOverlaySystem.cs
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Update Content.Client/Atmos/Overlays/GasTileDangerousTemperatureOverlay.cs
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* tweak to TryGetTemperature comment
* Factors are now const
* renames
* Interface for ThermalByte
* tile color vaccum and more comments
* saving yeeted
* integration test
* rename and cleanup
* fix
* cleanup
* switch
* UT fix (hopefully)
* small bug+ rename
* vaccum limit + space is now invalid
* typo
* typo
* fix
* init, works
* move method around
* renames and split
* renames
* heatblur
* cleanup
* more docs
* resource cache
* No dynamic perlin noise generation [no fun allowed] and new blur softening method
* magic numbers and rename
* misc cleanup
* removed init values because display compat mode broken
* misc cleanup
---------
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* "Reduce motion of visual effects" now works for blood loss effect
* Improve strenght
* Make motion less strong
* Stop motion effect
* cleanup and rebalancing
* fix warning
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Ports much of GameTest, minus all the WIP stuff.
* remark.
* EnsureCVar now adds test properties.
* Some cleanup and functionality.
* Ignore broken test. Needs fixed eventually. Also explicit context config.
* TrackingIssue attribute.
* oops
* Pair config attribute.
* Remove SystemAttribute in favor of using the EntitySystemManager dependency collection.
* Ensure idleness.
* More tests for tests.
* More specific failure catching tests.
* Reverse attribute resolution order so suite-wide attributes happen first.
* Get rid of AffectedProperties again because I need to refactor PoolSettings for that.
* Poke
* Final cleanup pass.
* Update Content.IntegrationTests/Fixtures/Attributes/RunOnSideAttribute.cs
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Update Content.IntegrationTests/Fixtures/Attributes/Side.cs
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Update Content.IntegrationTests/NUnit/Utilities/ITestExtensions.cs
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Fixes.
* shut up nunit.
* Make TrackingIssue a bit strict on purpose, so people don't put junk here.
* Update Content.IntegrationTests/Tests/GameTestTests/DisconnectedDependencyTest.cs
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Address.
---------
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* trico no longer heals when mob is crit, and no longer heals rad
Tricordrazine no longer heals when mob is crit and no longer heals radiation damage.
* Inverted crit mobstate -> alive mobstate
* flatpacks openable on tables, ignore ghosts
* suggested changes
* if i stash this im going to forget that a stash exists.
* FINAL final (1)
* FINAL final (2)
* i now understand networking
* init
new disks are in. can be spawned or printed. no weights or correctly bound techs yet.
* tweak textures and naming
* make tech disks respect their tier and discipline
* make tech console respect tier weight
* yml fixes (forgo a million things)
* meow :3 reworked to use GenericVisualizer
* moved staticPrice comp to shared to support different pricing per tier
* unhardcoded prices; tweaked log messages
* cleanup
* a few fixes
* updated pricing to match weights
* lowering prices I forgor how many of them science can print
* what
* t3 texture, logger, factory
* move PriceCalculationEvent & EstimatedPriceCalculationEvent to shared
* remove static price comp; use EntProtoId for disk proto
* moved staticPrice comp back to server
* cleanup: price event, visualizer enums & yml
* ummove PriceCalculationEvent
* ummove PriceCalculationEvent attempt #2
* more unmoving
* fixes
* predict onExamine
* review changes
* small cleanup
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Add test result archiving to our test actions.
* heck.
* Don't waste tremendous amounts of storage.
* Fix ReagentDataTest.
* Reduce retention and increase compression on integration output.
* Back to 7 days, depend on RT instead.
* Poke.
* Fix linter.
* til.
* Actually send YAMLLinter's pair messages into the void.
Meh
Ok... :/
Test attempt fix
Another Attempt to fix, the null ref
Another Attempt to fix :/
argh
I would really hatre if this is the solution
Try to find null ref
Searching for the fix
* YAMLs your ion laws
* forgot some weights
* this should be it
* comments and DAGD
* improved testing
* addressing review (part 1 out of 2)
* still part 1 :gosomnia:
* part 2
* refactor the refactor
* loc error fluffs
* address review
* weh
* cleanup
* oops
* fix
* more cleaning
* forgot to remove old thing
* prediction
* fix
# Conflicts:
# Content.Server/Silicons/Laws/IonStormSystem.cs
* - rework a bunch of cargo orders to not send a crate with just one thing
- instead sends the item, wrapped
- add ability for cargo orders to wrap the item ordered in parcel wrap
- cargo order name and descriptions are now localization strings, but still 99.99% of the time just get that info from the entity they're spawning
- small refactor to how cargo orders move around in cargo code so that the actual order proto is kept around longer
- small rework to certain restock cargo orders to halve the cost and number of items received in one order
* oop
* Suffering
* Arbitrary containers for cargo products
* I ran the tests locally and they passed, github please rerun :)
* massage Slarti's work into this.
Mainly by taking the API wrapping ability out back with the rifle q-q
* testfail fake
* wow `_applyingState` is useful, I wonder where I should've been using that in other PRs before :^)
* pr comments
* tfw the hook doesn't update the submodule
* Update Content.Client/Cargo/UI/CargoConsoleMenu.xaml.cs
Co-authored-by: āda <ss.adasts@gmail.com>
* PR comments
* fixies
* Update Content.Client/Cargo/UI/CargoConsoleMenu.xaml.cs
* Update Content.Shared/ParcelWrap/Systems/ParcelWrappingSystem.WrappedParcel.cs
* fix wrapped parcel entity name + audio
* Actually read PR comments
* Apply suggestions from code review
Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
---------
Co-authored-by: āda <ss.adasts@gmail.com>
Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
* Validate string lengths serverside
* Organize usings
* Remove clientside check
* Also remove the cvar caching in the UI
It's one dictionary call, Michael. What could it cost?
wrapped parcels can go into mail carts
yeah, it technically allows wrapped humanoids to get in there too, but how're you gonna get something you can't pick up into inventory storage?
Also YEAH technically this allows arbitrage of carrying a ton of stuff in the mail cart, but that's no so different from just carrying a ton of stuff around in a trash cart and this at least has the cost of a bit of parcel wrap. I will tolerate no dissent
* init
* port hostiles to hordes, fakeout horde
* cleaning, docs
* i may be blind sometimes
* i may be even blinder
* remove friendly announcements
* fuck it
* i love microbalancing
* review
* review
* review p2
* Update Resources/Prototypes/GameRules/pests.yml
Co-authored-by: SnappingOpossum <snappingopossum@outlook.com>
* review + powercreep
* lower the times to account for the gamerule delay
* review
* review
* fuck this return actually
* fial
---------
Co-authored-by: SnappingOpossum <snappingopossum@outlook.com>
# Conflicts:
# Resources/Prototypes/GameRules/pests.yml
* Make map tests more fine-grained.
* ..typo.
* fix example
* exclude Empty.
* Adjust a scrounger test & fix it.
* It does respect ignored prototypes, after I realized making it do so was really easy.
* Fix it for real this time.
* General scrounger enhancements for a GameRules test set.
* Fix linter for real.
* Address reviews.
* verb category
* voltage toggle comp
* move stuff
* add simple prototype
* implement verb action
* switch expression
* fixed the node not updating
* charge the battery
* fixed battery not charging
* spawn on battery level system
* finally works
* swap commentary position
* can only anchor the extractor on the station
* popup message for trying to anchor outside of station
* default placement for unanchored version
* ops
* fix body type
* commentary
* update visuals of power consumer
* add custom sprite
* fix light layer not changing
* xenoborg circuit
* fix xenoborg circuit
* add tag
* add hand to hold xenoborg circuits
* move to material
* add xenoborg circuit material
* add recipe to mothership core
* add a hand to hold circuits to the mothership core
* to not confuse
* update
* ops
* another ops
* update mothership
* update guidebook
* update values
* more info
* fix stack
* can store xenoborg circuits
* description
* also update description
* circuit -> crytal
* not modified from anything
* update description
* Revert "update mothership"
This reverts commit 84974c56afadac2a99ed2a166244a668d83fff48.
* update empty label
* small update to sprite
* not necessary code
* remove empty line
* color
* make it explode when destroyed
* change values
* update sprite
* update sprite
* make it eletrified
* flavor text
* simplify to only use charge
* subscribe to event
* new line
* remove popup
* no need for the setter
* no longer networked
* update mothership
* add nested effect
* add nested condition
* move api to the main systems and improve effect guidebook text gen
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
* Add test of borg construction.
* Return Validated when in validation mode.
* Update Content.IntegrationTests/Tests/Construction/Interaction/BorgConstruction.cs
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* verb category
* voltage toggle comp
* move stuff
* add simple prototype
* implement verb action
* switch expression
* fixed the node not updating
* charge the battery
* fixed battery not charging
* spawn on battery level system
* finally works
* swap commentary position
* can only anchor the extractor on the station
* popup message for trying to anchor outside of station
* default placement for unanchored version
* ops
* fix body type
* commentary
* update visuals of power consumer
* add custom sprite
* fix light layer not changing
* xenoborg circuit
* fix xenoborg circuit
* add tag
* add hand to hold xenoborg circuits
* move to material
* add xenoborg circuit material
* add recipe to mothership core
* add a hand to hold circuits to the mothership core
* to not confuse
* update
* ops
* another ops
* update mothership
* update guidebook
* update values
* more info
* fix stack
* can store xenoborg circuits
* description
* also update description
* circuit -> crytal
* not modified from anything
* update description
* Revert "update mothership"
This reverts commit 84974c56afadac2a99ed2a166244a668d83fff48.
* update empty label
* small update to sprite
* not necessary code
* remove empty line
* color
* make it explode when destroyed
* change values
* update sprite
* update sprite
* make it eletrified
* flavor text
* simplify to only use charge
* subscribe to event
* new line
* remove popup
* no need for the setter
* no longer networked
* feedback popups
* Minor tweaks
* better to understand
* better now?
---------
Co-authored-by: beck-thompson <beck314159@hotmail.com>
* add rule filter to feedback popup
* fix the dependency
* simplify
* remove this
* deny popups with rules
* missed here
* new parameter
* the server handles the specific feedback prototypes
* fix logic
* active > added
* minor fixes
* not needed anymore
* now it should be back
* not needed
* cleaning
* create system
* forgot to remove this
* also remove this
* add a I
* remove old feedback popups
* doesn't actually fix it
* maybe this time?
* oh well
* use whitelists
* use gamerule added
* update fix comment
* simplify
* old commentary
* default false
* add blacklist option
* fix helper functions
* remove commentary
* who needs those
* orks hates linq
* not needed
* Change linq into foreach
* remove unwanted popups for next rounds
---------
Co-authored-by: beck-thompson <beck314159@hotmail.com>
Fixed redundant bar signs
* Fixes the extra bar sign popups bug introduced in #42364
by making BarSignBUI use CreateWindow
* Fixes bar signs placed from Entity Spawn Window
* Holosigns now spawn facing player direction
* Holosigns face south
* Snap holosign to grid and attach to clicked entity
* Back to setting local rotation to zero
* No need to snap to grid
* rifts
---------
Co-authored-by: ScarKy0 <scarky0@onet.eu>
* Add TriggerOnRot Component, and related systems and events
* Move around components and events to proper namespaces
* Improve TriggerOnRotComponent Comment
* fix a bunch of imports
* Change BeginRottingEvent to a ByRefEvent record
---------
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* new lizard laugh
* typo
* replaced sound with alternative lizard_happy.ogg
adjusted attributions.yml
* Update attributions.yml
Since my friend uses Logic Pro X commercially and paid for
the license, he can freely use the provided samples in his own audio
projects. The resulting lizard_happy.ogg is a combination of multiple
samples transformed to achieve the correct sound, using an original
lizard laugh as reference.
* Add source link for lizard_happy.ogg attribution
Added source information for lizard_happy.ogg.
* update sound
* wtf is a laser raptor
---------
Co-authored-by: Velken <8467292+Velken@users.noreply.github.com>
Co-authored-by: ScarKy0 <scarky0@onet.eu>
* Non-obsoletion warnings as errors in Release.
* Add two other obsoletions related to collection expressions.
These are not present in the codebase, but may become so in the future.
* Exempt NU1903 so the project can't mysteriously stop building.
* Fix some FULL_RELEASE mistakes.
* diff fix
* Resharper caught this one. Note to self: Wire up resharper to CI in another PR.
* Added Emp interaction with Bar Sign
There was already content for emp bar sign but no support for it.
This adds the interaction with emps to make bar signs EmpDisabled.
* Emp BarSigns stylistic change
* Fixed redundant bar signs
Fixes the extra bar sign popups bug introduced in #42364
* Block bar sign UI when emped
* Revert "Fixed redundant bar signs"
This reverts commit 23168bb503bcf267ac553eff9ac9674bf28adb4b.
* Update toxins.yml
* poison!!!!
* I hate solutions sytem I hate solutions sytem I hate solutions system
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Add two varieties of steel vertical slat tiles
* Add dark and white variants of vertical slat tiles
* Add dirt decals
* Add vertical overlay decals
* Add single and double vertical slat decals
* Add steel, dark and white horizontal slat tiles
* Improve single vert slat decals
* Add horizontal slat dirt decals
* Add horizontal slat tile objects
* Add horizontal tile cutter recipe
* Add horizontal slat overlay decals
* Fix inconsistent tile naming
* Add horizontal single and double slat decals
* Fix incorrect slat decal
* Fix two off-color pixels on dark slat tiles
* Change slat tile naming
* Add single-slat overlays
* Smooth tile borders and normalize palette
* Update decals to match tile changes
* Update attributions
* Add missing stack locale lines
* Fix and clean up merged file
* Change slat footstep sounds to be consistent with other steel tiles
As far as I can tell, regular steel tiles use FootstepFloor, (except when
they don't,) and Dark and White variants use FootstepTile.
* Fix confusing merge conflict mismerge
* Remove merge conflict cruft
I have no idea how I missed that.
* Add tile stack prototypes
* Fix slat tile stack localization string refs
* Fix slat tile prototype indentation
* Remove tiles that are identical under rotation
* fix yaml header convention
* Parent slat tiles to common steel tile parent
* Whitespace fix
* Un-de-normalize prototype field ordering
* Fix whitespace
* Re-fix indentation
For some reason, I un-fixed this a little while back. No idea why.
---------
Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com>
* revert of the revert
* tests
* changes
* more fun
* test
* ccvvvar
* works but bad
* now its better
* more fixes
* more cleanup
* cleaning
* last fixes before move to glasses activ
* x
* glasses only
* working
* fix toolbox
* cleanup
* ThermalByte added
* small fix
* small optimalisations
* float bux fix
* comments add
* more comments
* more comments
* last fix
* revert cvar delete
* wrong blue shades
* cvar refactor
* Update Content.Shared/Atmos/EntitySystems/SharedGasTileOverlaySystem.cs
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Update Content.Client/Atmos/Overlays/GasTileDangerousTemperatureOverlay.cs
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* tweak to TryGetTemperature comment
* Factors are now const
* renames
* Interface for ThermalByte
* admin button
* cleanup
* sandoboxenabled
---------
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Containment fields only die if both sides lose power
Currently, if either side of a containment field loses power,
the field dies, even if the other side is still powered. This commit
changes the behavior to only destroy the field if neither side
of the field has enough power.
* discard
---------
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* tesloose alert
* forgot to remove this when I removed naming the unlocker
* and these too...
* migrate to Entity<T> and clarify emitter lines
---------
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* fixed vox tail marking and suitslot layer order
* explained marking
* now it's hideable
* Revert "now it's hideable"
This reverts commit ab799b088739b3d986a5158f51b44f9c770e6e3e.
* re-order one more time for correct parity with the previous system
* revert of the revert
* tests
* changes
* more fun
* test
* ccvvvar
* works but bad
* now its better
* more fixes
* more cleanup
* cleaning
* last fixes before move to glasses activ
* x
* glasses only
* working
* fix toolbox
* cleanup
* ThermalByte added
* small fix
* small optimalisations
* float bux fix
* comments add
* more comments
* more comments
* last fix
* revert cvar delete
* wrong blue shades
* cvar refactor
* Update Content.Shared/Atmos/EntitySystems/SharedGasTileOverlaySystem.cs
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Update Content.Client/Atmos/Overlays/GasTileDangerousTemperatureOverlay.cs
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* tweak to TryGetTemperature comment
* Factors are now const
* renames
* Interface for ThermalByte
* tile color vaccum and more comments
* saving yeeted
* integration test
* rename and cleanup
* fix
* cleanup
* switch
* UT fix (hopefully)
* small bug+ rename
* vaccum limit + space is now invalid
* typo
* typo
* fix
* cleanup
---------
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Fix the ability to hit overlapping walls.
* Revert "Fix the ability to hit overlapping walls."
This reverts commit f6866b6af43ef3a0939147673f2303c7e90d9bca.
* Ensure that anomalies do not spawn multiple entities in the same tile when `CanSpawnOnEntities` is false.
* Switch button for gas filter power
* Switch button for gas mixer power
* Switch button for gas pump power
* Switch button for thermomachine power
* Switch button for space heater power
* Remove redundant switch labels
* Make fax tell where the fax is from
* make the line shorter
* localization
* fix fax machine not knowing where the fax is from
* fix popup saying PeerSelector
* name is now get from the known fax list
* shorter to fit in more papers
* send the sender not the destination
* add time to info displayed
* nuke [ViewVariables(VVAccess.ReadWrite)]
* update submodule
* use RoundDuration() instead
* ops, this was needed
* push
* fix
* push
* abstract and more accurate
* new abstract method I guess
* that table does not explode
* webedit major
* Update Content.Shared/EntityTable/ValueSelector/BinomialNumberSelector.cs
Co-authored-by: SnappingOpossum <snappingopossum@outlook.com>
* big ass merge conflicts
* sadas
* review
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
Co-authored-by: SnappingOpossum <snappingopossum@outlook.com>
* Initial commit
* Include uncertain crew and make it work for AI
* Add new definition to Silicon Rules 8
* Update based on review
* Remove Cluwne from job list
* ProtoIdify
* Update and also make monkey/corgi show IDs
* Remove unnecessary property
* Remove redundant code
* Carrrrd
* cleanup
* Nicer code
* Update to fix the spawn bug + agent ID
* Fix new icons
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* shelve
* halfway there
* borgar
* just pass TimeSpan.Zero????
* better API
* no more TODO
* comment
* some fixes
* Gonna make a new PR for this I guess shrug
* add quark back, cleanup some stuff
* add syndie pod back
* one final change
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Content.Packaging can now emit binlogs for the build
I was checking why packaging is so much slower and it *seems* to be entirely the actual build being twice as slow as before .NET 10. Strange.
Content.Packaging can now emit MSBuild binlogs that we can analyze to see why that's the case.
* Enable --log-build on Test Packaging workflow, produce artifact with binlogs
* Disable setup-dotnet in packaging workflow
I have a suspicion...
Removes a vestigial shutdown handler
When opporozidone removes the RottingComponent, the PerishableComponent's
RotNextUpdate is set to 0 - and then it undergoes a period of catch-up to
the current time. If the entity is susceptible to rot in that interval, it'll
accumulate 2 minutes 30 seconds worth of rot, per second.
This gets worse the longer the server has been running, as there's a greater value
in _timing.CurTime to catch up to. This handler seems to be vestigial from the
MiasmaSystem and does not seem to be necessary for anything anymore.
* jaws of death
* I hate YAML
* open the gate
* I forgot about this one
* I forgor
* Fix croissant
* this didn't work actually rip
* made lights look better and undo on the boxing gloves
* small change
* Update Resources/Prototypes/Entities/Clothing/Hands/gloves.yml
Co-authored-by: IProduceWidgets <107586145+IProduceWidgets@users.noreply.github.com>
* baguette contraband, eat your evidence.
* suffix
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
Co-authored-by: IProduceWidgets <107586145+IProduceWidgets@users.noreply.github.com>
# Conflicts:
# Resources/Prototypes/Catalog/uplink_catalog.yml
* Ban DB refactor seems to work at a basic level for PostgreSQL
* New ban creation API
Supports all the new functionality (multiple players/addresses/hwids/roles/rounds per ban).
* Make the migration irreversible
* Re-implement ban notifications
The server ID check is no longer done as admins may want to place bans spanning multiple rounds irrelevant of the source server.
* Fix some split query warnings
* Implement migration on SQLite
* More comments
* Remove required from ban reason
SS14.Admin changes would like this
* More missing AsSplitQuery() calls
* Fix missing ban type filter
* Fix old CreateServerBan API with permanent time
* Fix department and role ban commands with permanent time
* Re-add banhits navigation property
Dropped this on accident, SS14.Admin needs it.
* More ban API fixes.
* Don't fetch ban exemption info for role bans
Not relevant, reduces query performance
* Regenerate migrations
* Fix adminnotes command for players that never connected
Would blow up handling null player records. Not a new bug introduced by the refactor, but I ran into it.
* Great shame... I accidentally committed submodule update...
* Update GDPR scripts
* Fix sandbox violation
* Fix bans with duplicate info causing DB exceptions
Most notably happened with role bans, as multiple departments may include the same role.
* Commit
* add the form post
* dv
* fixes
* Change wording
* Address review
* wording change
* Added some stuff
* New format
* bruh
* thanks perry!
* yes
* More fixes!
* typo
* Add a command to show the list, improve the UI slightly, split up command names
* Fix UI controller
* Add better comment
* Get rid of weird recursive thing
* Cleanup
* Work on moving feedback popups out of simulation
* Move round end screen subscription to feedback ui controller
* Finish moving feedback popups out of simulation
* Fix _ as parameter
* Clean up FeedbackPopupUIController
* Clean up commands
* Fix prototype yaml
* Fix openfeedbackpopup command description
* Update Resources/Locale/en-US/feedbackpopup/feedbackpopup.ftl
Co-authored-by: Simon <63975668+Simyon264@users.noreply.github.com>
* Apply suggestions from code review
Co-authored-by: Simon <63975668+Simyon264@users.noreply.github.com>
* Address reviews
* Address reviews
* Fix FeedbackPopupPrototype.cs using empty string instead of string.empty
* Address some more of the reviews, style nano is still trolling sadly
* Fix feedback popup styling
* Fix PopupPrototype ID field not having a setter
* Address reviews
* Add label when no feedback entries are present
Change link button to not show when no link is set
* Fix typo in feedback prototype
---------
Co-authored-by: beck-thompson <beck314159@hotmail.com>
Co-authored-by: SlamBamActionman <slambamactionman@gmail.com>
Co-authored-by: Simon <63975668+Simyon264@users.noreply.github.com>
* Commit
* add the form post
* dv
* fixes
* Change wording
* Address review
* wording change
* Added some stuff
* New format
* bruh
* thanks perry!
* yes
* More fixes!
* typo
* Add a command to show the list, improve the UI slightly, split up command names
* Fix UI controller
* Add better comment
* Get rid of weird recursive thing
* Cleanup
* Work on moving feedback popups out of simulation
* Move round end screen subscription to feedback ui controller
* Finish moving feedback popups out of simulation
* Fix _ as parameter
* Clean up FeedbackPopupUIController
* Clean up commands
* Fix prototype yaml
* Fix openfeedbackpopup command description
* Update Resources/Locale/en-US/feedbackpopup/feedbackpopup.ftl
Co-authored-by: Simon <63975668+Simyon264@users.noreply.github.com>
* Apply suggestions from code review
Co-authored-by: Simon <63975668+Simyon264@users.noreply.github.com>
* Address reviews
* Address reviews
* Fix FeedbackPopupPrototype.cs using empty string instead of string.empty
* Address some more of the reviews, style nano is still trolling sadly
* Fix feedback popup styling
* Fix PopupPrototype ID field not having a setter
* Address reviews
* Add label when no feedback entries are present
Change link button to not show when no link is set
---------
Co-authored-by: beck-thompson <beck314159@hotmail.com>
Co-authored-by: SlamBamActionman <slambamactionman@gmail.com>
Co-authored-by: Simon <63975668+Simyon264@users.noreply.github.com>
# Conflicts:
# Content.Client/Stylesheets/StyleNano.cs
* Grappling rework - Grappling hooks are now physics-based
* still have no idea wtf is going on with portals but fixed a few bugs + cleanup
* bonus fixes + prep for optional-but-recommended engine PR
* dropkicking a stray comment outta here
* makes the impulses actually take into account the fucking relays, makes reeling cancel if the rope's already too short, and tweaks values
* reviews + cleanup + makes ungrapple behavior a bit more consistent
joint removal was removed from ungrapple because it mispredicts either way, and breaks grappling hooks attached to the grappling gun (always good to leave possibilities like that open)
* adds a hack to work around grids not caring about waking cross-grid joints
* makes use of dirtyfield(), defenestrates magic number
* y'know it'd probably be better if we were like actually awake before we made commits
* null-coalesce instead of if statement
* two changes
* dont datafield and fix up for sound overrides
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Simplify hands UI code
* i remembered about SortedHands in the component
* minor cleanup
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* The stuff
* Valid check
* Spraypaintable decals don't actually seem to use `ZIndex`
* Don't need this
* datafield fix and button swap
---------
Co-authored-by: Janet Blackquill <uhhadd@gmail.com>
* Initial toggle switch styling
* tweak toggle switch textures
* Simplify toggle SVG images a bit
* Better name for switch button
* Update CheckButtons that were already just regular buttons
* Match checkbox/text field outline colour instead of slider outline colour
* Use switch button for APC power
* Update switch button styling; add separate style for power buttons
* Use new switch button in midi channels menu
* Add spacer
* adjust switch button icon proportions, position
* Add disabled toggle switch styles, use improved pressed style setup, make APC breaker state visible to all
* Use Janet Blackquill's icon design; remove StyleClassPowerSwitchButton. Co-authored-by: Janet Blackquill <uhhadd@gmail.com>
* Style switch children directly instead of with propagated styles
* Add attributions file
* Turns out source is a required field
* Move SwitchButton out of engine
* Move styles to sheetlet
* Make workaround for child controls not updating work in content
* Icon layers
* Set up ISwitchButtonConfig
* Fix disabled switch label font color
* Don't redefine base pseudostyles
* Use pseudoclass helpers for better readability
* Use margin instead of padding element
* Remove unused using statements
* Remove extra image file
* Update attributions for changed files
* Cargo console upgraded
* add comment of hardcode
* Update Resources/Locale/en-US/cargo/cargo-console-component.ftl
Co-authored-by: Thomas <87614336+Aeshus@users.noreply.github.com>
* Update Content.Client/Cargo/UI/CargoConsoleMenu.xaml.cs
Co-authored-by: Thomas <87614336+Aeshus@users.noreply.github.com>
* Update Content.Client/Cargo/UI/CargoConsoleOrderMenu.xaml
Co-authored-by: Thomas <87614336+Aeshus@users.noreply.github.com>
* Some small technical improvements
* More indent
* Fix unknown requester name
* whitespace cleanup
* Small improvement
* Add order price to the title
* Fix build errors
* Port new slip system
* Remove unused loc
* Some required changes
* Add stride
* minor code style + update to sheetlets
---------
Co-authored-by: VideoKompany <135313844+VlaDOS1408@users.noreply.github.com>
Co-authored-by: Thomas <87614336+Aeshus@users.noreply.github.com>
Co-authored-by: Janet Blackquill <uhhadd@gmail.com>
* initial commit
* misc additions and fixes
* final tests and additions
* cleanup 1
* fix tests and add a test
* fix tests AGAIN
* abject horror and misery
* cleanup
* cleanup 2
* address some issues
* WORK IN PROGRESS 1
* ITS ALIVE, ALIVE!!!!
* clean up
* WIP 1
* fix small oversight
* big diff of doom
* added CVAR to tile history stack size
* component time
* filescoped namespaces + remove redundant nametag
* fix silly little mistakes
* typo
* TileStacksTest
* bweeeeeeh :P
* nuke cvar
* :3
* WIP2025
* Fix submodule
* It's beginning to look a lot like Christmas
* It's the Most Wonderful Time of the Year
* tiny fix
* fixed extra spacing on yaml
* slightly improve tilestacking test
* Part 1 out of 2 (part 2 tomorrow)
* Part 2
* add a simple tile construction test for tilestacking
* guh
* address reviews (no documentation yet)
* documentation be upon ye
* remove extra spaces
* prediction fix
* dirt
* oops :p
* attempt to make this suck less
* am never doing a PR that touches explosion system ever again
* small fix
* maybe a bit better now?
* more cleanup
* one last cleanup for me
---------
Co-authored-by: Killerqu00 <killerqueen1777@gmail.com>
Co-authored-by: Killerqu00 <47712032+Killerqu00@users.noreply.github.com>
Co-authored-by: ScarKy0 <scarky0@onet.eu>
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* initial visual nubody
* oops overlay
* im so pheeming rn
* conversion...
* tests
* comeback of the underwear
* oops eyes
* blabbl
* zeds
* yaml linted
* search and visible count constraints
* reordering
* preserve previously selected markings colors
* fix test
* some ui niceties
* ordering
* make DB changes backwards-compatible/downgrade-friendly
* fix things again
* fix migration
* vulpkanin markings limit increase
* wrapping
* code cleanup and more code cleanup and more code cleanup and more code cleanup and
* fix slop ports
* better sampling API
* make filter work + use the method i made for its intended purpose
* fix test fails real quick
* magic mirror cleanup, remove TODO
* don't 0-init the organ profile data
* remove deltastates
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
# Conflicts:
# Content.Server/Humanoid/Components/RandomHumanoidAppearanceComponent.cs
# Content.Server/Humanoid/Systems/RandomHumanoidAppearanceSystem.cs
# Conflicts:
# Resources/Prototypes/Species/diona.yml
# Conflicts:
# Content.Server/Zombies/ZombieSystem.Transform.cs
* hoping i didnt forget anythin
* thingiess i forgor
* fixies
* first half of fixies
* other half
* sprite changes
* more proper outline on the sprites
* making the outline a tad more visible again
* making it tiny
* readding the yaml for the magic 9 ball
* sprite update so its less flat and more shapey
This reverts commit 418b2b70b0.
Maintainer vote decided to vote this out due to code quality issues. The original contributor is aware and will get help from a maintainer to reintroduce it
* Make pigs drop bacon and adjust a few recipes to do with bacon/pork
* Only one piece of bacon for rice and pork!
Signed-off-by: Manoob <manu.demoen@gmail.com>
* Make pigs drop bacon AND meat
* Add 3 bacon to the chef-vend inventories
---------
Signed-off-by: Manoob <manu.demoen@gmail.com>
* node crawling movement
* more node crawling
* quality assurance
* do-after it
* i'm ratted king
* we don't need to serialize node stuff
* rename and ser/de fix
* review fixes
* Rewrite ion laws
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* edits
* get gooned
* jumpsuit clarity
* review and tests
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* separate synthetic emote
* fix duplicate IDs (server error)
* Update speech_emotes.yml
* maybe this
* maybe keep the removed things from upstream lol
* imagine yamlops-ing when the problem was your trash code all along
* Nuked StyleNano + Added colors to sheetlet
SubjectButtonColors table to define colors (same hex as the ones in StyleNano)
SubjectColorRules to loop rules for applying colors
* Capitalize every single phrase
CONSISTENCY RAHH
* Removed some jobs from station specific jobs because they are on all stations.
* Department Prototype Cleanup
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* Actually fix brigmedic on the crew monitor
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* Fixed emergency access locale string
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* Initial commit.
* Minor tweaks to names, added caramel bottle.
* Fixing open state of caramel bottle.
* JSON cleanup.
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* Minor tweak to cookie dough ice cream recipe. Removed unused sprites.
* Swapping out updated sprites for rainbow sherbet, tropical sundae, neapolitan.
* Removing plushies.zip.
* Moved frozen treats to their own guidebook section under drinks to reduce clutter.
* Fixing flavor references, adding icecreamflavors.yml to contain definitions, corrected loadout ID references in loadoutgroups.
* Committing loadout changes that slipped through the cracks.
* Corrected casing in reference to RSI.
* Changed recipe for caramel to be just sugar to prevent conflict with Sigynate's recipe.
* So I'm kinda dumb and somehow it didn't occur to me that making sugar alone yield caramel would actually not only not fix the issue with Syginate but also wreck it for so many other chems, oopsie daisy, we're swapping it for Saline for a more shelf-stable salted caramel sauce.
* Tweaking ratio for Caramel, also, what are the odds that the tempermental build just works after this?
* At this point I'm just curious if a different build will fail this time.
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* Update Resources/Prototypes/Catalog/VendingMachines/Inventories/bardrobe.yml
Co-authored-by: Radezolid <snappednexus@gmail.com>
Signed-off-by: robobozu <240598948+robobozu@users.noreply.github.com>
* Update Resources/Prototypes/Catalog/VendingMachines/Inventories/bardrobe.yml
Co-authored-by: Radezolid <snappednexus@gmail.com>
Signed-off-by: robobozu <240598948+robobozu@users.noreply.github.com>
* Update Resources/Prototypes/Catalog/VendingMachines/Inventories/boozeomat.yml
Co-authored-by: Radezolid <snappednexus@gmail.com>
Signed-off-by: robobozu <240598948+robobozu@users.noreply.github.com>
* Update Resources/Prototypes/Catalog/VendingMachines/Inventories/boozeomat.yml
Co-authored-by: Radezolid <snappednexus@gmail.com>
Signed-off-by: robobozu <240598948+robobozu@users.noreply.github.com>
* Update Resources/Prototypes/_DV/Entities/Clothing/Uniforms/jumpsuits.yml
Co-authored-by: Radezolid <snappednexus@gmail.com>
Signed-off-by: robobozu <240598948+robobozu@users.noreply.github.com>
* Update Resources/Prototypes/_DV/Entities/Objects/Consumable/Drinks/frozen_treats.yml
Co-authored-by: Radezolid <snappednexus@gmail.com>
Signed-off-by: robobozu <240598948+robobozu@users.noreply.github.com>
* Update Resources/Prototypes/Guidebook/references.yml
Co-authored-by: Radezolid <snappednexus@gmail.com>
Signed-off-by: robobozu <240598948+robobozu@users.noreply.github.com>
* Review changes
* Pascal-ify-ing flavor IDs.
* Update Resources/Prototypes/_DV/Entities/Objects/Consumable/Drinks/frozen_treats.yml
Co-authored-by: Vanessa <908648+ShepardToTheStars@users.noreply.github.com>
Signed-off-by: robobozu <240598948+robobozu@users.noreply.github.com>
---------
Signed-off-by: robobozu <240598948+robobozu@users.noreply.github.com>
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
Co-authored-by: Radezolid <snappednexus@gmail.com>
Co-authored-by: Vanessa <908648+ShepardToTheStars@users.noreply.github.com>
* Added CentComm Turrets
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* Various syndicate hardsuit sprite upgrades for overlay.
* Added (missing) overlays for Feroxi and Reptiles.
* added base bluekie light
* Added stealthsuit variant.
* Fixed duplicate yaml entry
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* Fix missing entry in meta.json for syndie medic
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* Moved DeltaV modifications of ZombieSystem to a partial class. Fixed factions and pacifist trait on zombie cloning. Added survival objective to cloned II.
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* tweak: explosion shake directional, distance fall-off
partial port of ss14Starlight/space-station-14#3707 by neomoth:
0b6282eb267ef1efc0b2bcd78a39e53a776f1c79
Co-authored-by: neomoth <69372252+neomoth@users.noreply.github.com>
* tweak: melee shake depends on damage/wielding
partial port of ss14Starlight/space-station-14#3707 by neomoth:
0b6282eb267ef1efc0b2bcd78a39e53a776f1c79
Co-authored-by: neomoth <69372252+neomoth@users.noreply.github.com>
* tweak: explosion kick falloff
* chore: remove debug log
* feat: melee shake has heavy/light variants instead of only showing for high blunt/wielded
* refactor: use MathF instead of Math
* tweak: more noticeable camera kick falloff
* tweak: generally dampen explosion kick a little more, fall off slower
* docs: explain camera kick falloff
* docs: remove commented upstream code per review
* docs: document screenshake falloff too, clarify distance
---------
Co-authored-by: neomoth <69372252+neomoth@users.noreply.github.com>
Prevent zombies from using jetpacks
Introduces CanComplexInteract check from ActionBlockerSystem alongside a translation string
When Zombifying: Removes AutomaticJetpackUserComponent, calls SharedJetpackSystem.SetEnable(..., false, ...)
* Updated to ghost bar syndicate prison
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* feat: effigy-driven colossus
* feat: impl final stage, tweaks, randomization, fixes
* fix: actually broadcast first effigy audio
* style: add some newlines
* feat: notify player about updated target location in chat
* tweak: effigy always grows
* feat: make alwaysGrow show on anom scanner
* tweak: raise minimumPlayers to 35
* refactor: move FTL additions to _DV
* refactor: break out buffs into comps, add event
also added missing docs and made effigies heal colossi fully, as
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* docs: add effigy comp docs
* kill... slaughter...
* ok why not im gonna clear chambers too
* ok maybe thats all the chambers clear
* time to find out i screwed up everythin xd
* whoops i killed the chambers....
---------
Signed-off-by: freezer dog <iamabanana372456@gmail.com>
* DIRECTION KNOWS BEST
DIRECTION KNOWS BEST GLORY TO DELTA-V
* MORE
More names
* It begins
Im not sorry
* Pitbull changes
They fear me because of what I can do.
* They will fuck you up if you Hit them
* Update pitbull.yml
* The infamous pitbull faction
* Update ai_factions.yml
* Update ai_factions.yml
Staff Requested changes
* Update pitbull.yml
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* event addition part 1
* Pitbull Crate
* Event work part 2
* obvious
* bullshit fix part 1
* Bullshit fix part 2
* bullshit fixes part 3
* i hate it here
* removes bullshit 5137268
* shortened timer to catch crew off guard
* crash fix 1 i think
* Update cargo_livestock.yml
* They no longer maul II
* they are angry.
* they cant maul you now.
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* Update pitbull.yml
* Update events.yml
* Update interaction-popup-component.ftl
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* Update events.yml
* Update pests.yml
* Update pitbull.yml
* Update events.yml
* Update pitbull.yml
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* Update pitbull.yml
* 1984 pitbull faction
* Inshallah this will work
* More names
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* Update pitbull_names.yml
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* Increased amount of mice and hopefully enables higher chance of ventbulls to spawn
* DIRECTION KNOWS BEST
DIRECTION KNOWS BEST
DIRECTION KNOWS BEST
DIRECTION KNOWS BEST
DIRECTION KNOWS BEST
DIRECTION KNOWS BEST
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* DIRECTION KNOWS BEST
DIRECTION KNOWS BEST
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* forgot a file
* Makes it so the crate spawns the named versions
* Ensures they have random names.
* Update pitbull.yml
* Prep for mapped pitbull
* Adds Pibble
* Returns id to previous version
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---------
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* Created Hitman_Case_catalog.yml
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* for hitman
credit:stormyatt. thanks for the help those on discord and the host briefcase
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* for hitman
credit: stormyatt with help from the discord sever and the hos briefcase pr
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* 16/24 items filled
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* for hitman
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* 27/30
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* 28/30
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* found the doorjack!
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* spyCrewMonitor is cool
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* found you!
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* fixing it all
* I dont get it either but last of the changes which our just righting things
* Hitman_Case_catalog.yml be like that
* goodbye dupe
* renaming a file and removing a duplicate
* attributions changed to repect the caps
* as requested, name changes and useless line removal
* forgot to control S here
* names changed to try and be both simple and actualy describe the goal
* doing review changes and a small change to prototype order to make sense
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* how did i get where i moved this wrong?
* recharging radio jammer to radio jammer.
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* enter at the ends of these files
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* updated the professional to professional
* decal adds
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* fixes and stuff
* gave hitmans headset traffic and freelance comms
* all review changes made
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caps my foe
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* nevermind i distrust this
* Update Resources/Prototypes/_DV/Catalog/Fills/Lockers/hitman_locker.yml
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* Added Chameleon Armor
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* nerfvest
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* Changed Jackdaw and Atrides fire rates
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* Added SRT Hardsuit
* Added Antelope
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* Removed Edge from Mateba
* whoops, forgot comment
* Removed DS mention + Added NV to ERT + Added Thermal Vision to DS
* removed deathsquad mentions on the jumpsuit
* removed deathsquafd mentions on the backpack
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* Unfucked my parenting
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* non-localisation maintainer requests
* Added FTLs
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* AHHHH
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---------
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* * Added Poppy to Eng break room.
* Replaced all faxes with department variants. Note Justice was used over Lawyer; faxes added to Dorms, Chem, Botany, Chef, Bar. MimeLaw.
* Replaced Emergency EVAs with Epistemics EVAs in Artefact.
* Replaced RED-Sec with BLU-Sec; Sec, Brig, and Evac.
* Added Anti-Anom to solars.
* * replaced RED with BLU sec in viro security
* removed condenser in chem
* added condenser in atmos front
* added APC to atmos burn chambers
* feat: Recent SSD indicator, SSD time in admin overlay
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* tweak: remove colon from ssd time loc string
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* apply suggestion: more compact switch, throw instead of logging if invalid stage
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* fix: add missing import
* refactor: remove unnecessary state-keeping
i don't remember why i did it like that
* chore: remove unused import
* refactor: don't separate comp from ent
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* added secure windoors to sec disposal chutes
* added secure windoors to epi-brig disposal chute, sec and epi locked.
* tweak medical escape pods for DV 5x7 variant
* tweak justice escape pods for DV 5x7 variant
* replaced all solar grill with random grill spawner
* tweak moved disposal light so it doesn't break from trash
* Medical Borg Good Again :D
* Indents buh
* im blind
or dumb, theres errors that seem unrelated to the bodybags after this
* IM SORRY I FORGOT ABOUT THIS
* Anchoring it
* Changed up how emoting works
This was a long 10 hours just to get the chat to behave slightly different.
At least we can now scream over radio!
Will most definitely need some more work to get bugs out since this is the first implementation.
* Not ok
This was unmarked for some reason... I don't remember unmarking this.
* DeltaV comments
Added comments to explain changes.
Moved localization files to the _DV folder.
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* Moved code
Moved code to more suitable files and added some comments.
* Rights for robots
Now those with intrinsic radios can also emote!
* Fixes up some small stuff
Changes to fix some small issues with the code to align it more with modern standards.
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Fix by-ref event
Never worked with this event type before so gonna hope this works.
* Update Content.Shared/Chat/SharedChatSystem.Emote.cs
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* Update Content.Server/Chat/Systems/ChatSystem.cs
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* fix style nits
* remove conflicting chatsan
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* Day 0 fixes
Fixes cyborgs, cadet beret, adds grey beret, fixes descriptions, fixes spriting errors in jumpsuits/skirts, makes airlocks slightly brighter (same brightness as the non-glass ones)
* thecoat
total red coat death
* update longcoat descriptions
2 word fix
* 2 pixel sprite updates
* the barriering
barriers, but blue
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* update security radio color
brightens the security radio channel in hopes of making it more readable
* small revert
* Update Resources/Textures/_DV/Objects/Specific/Security/barrier.rsi/meta.json
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* this works suspiciously well but also it's not actually that much
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* conflict stuff
* and put the tags back in
* halve glimmer created by psionics and alter the knife a bit
* finally add the guidebook. hopefully this passes tests when I take it off a draft
* fix yaml stuff hopefully
* fix merge conflict stuff
* and put my stuff back
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* dying
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* fix some stuff and add mindbreaker to the guidebook
* make audio stuff mono
* aaaaaaaa
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* Basic improvements to sparks
* Pull spark configuration out of SparkOnHit component
* Add various sparks to tasers, batons, RCD
* Add sparks back to electrocution
* Adjust new projectiles
* Tile fires on cable cuts
* That's a terrible idea, actually
* Add a custom PreventCollide system
* Make the new prevent collide component prevent collisions
* Add pointlight despawning visuals for sparks
* Add sprite fade out
* Add spark prototypes
* Add sparking behavior to lights
* Integrate sparks with some different stuff
* Remove invalid field
* Add dataset for Secdog names
* Split secdog into a base + other dogs so laika keeps her name
* Add new system for enabling subdermal ID cards
* Check for subdermal ID cards for access and sensor information
* Add MindOnlyAccess marker component
* Add new generic K9 officer role for secdogs
* Add Laika/K9 officers to security
* Update Laika's role to match K9 officer
* Add subdermal implants and mind only access for K9 officers
* Set MobSecDogBase to abstract
* Set K9Officer card to sec colours
* Update comments for Subdermal IDCard
* Move mind check for access above log for access
* Re-use ImplanterComponent's slot name
* Move idcard container const into component as well
* Add missing setPreference and requirements to k9 officer
* Ensure admin tricks work on subdermal ID cards
* Remove subdermal ID cards from showing in nanochat
* Move secdogs.yml to _DV namespace
* Fix typo
* Unduplicate container id name
* Made all 3 immune to melee (modify corporealspirit and spirit damageModifierSet), moved skia and wisp to bulletproof layer, removed rev ability to emag borgs
* add jaunt to skia
* give reveneant melee 4 damage every 3 seconds in very close range
* make salt packets spillable, make silver sword reveal for 5 seconds, make radiant sword reveal for 10, make bible reveal for 30
* wisp will escape being grabbed
* formatting, typo
* skia slight slight invis for flavor
* unable to emag open lockers, generally tweaked actions to be cheaper. Increased radius and chance of defile, made animate last only 10 seconds
* change action text to be accurate to costs
* add reveal component to baseorganic species, change to resistances and skia layer
* video immediately out of date
* Update Resources/Prototypes/_DV/Entities/Objects/Weapons/Melee/swords.yml
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* unmangle
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* Port
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* Update portable_chem_master.yml
* Update portable_chem_master.yml
* new sprites
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* Trying to put the new sprites
* New sprites work now yippe
* Changed crafting recipe
* FIxed recipe
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* Update portable_chem_master.yml
* Rename equipped-suitStorage.png to equipped-SUITSTORAGE.png
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* Update Resources/Prototypes/Entities/Objects/Specific/chemical-containers.yml
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* Update tags.ftl
* Update tags.ftl
* Update tags.ftl
* Update RobustToolbox
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* Update RobustToolbox
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* Fix RobustToolbox version
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* Removed fill sprites and ability in the yaml file
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* Buff Masssleep
* Increase Glimmer Creation
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* Removed Stupidness
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* Fix
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* Send PDA ringer sound to the StationAI player directly
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* Actor
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* Restore the PKA projectile despawn timer to 0.22
* Lower fire rate, make the PKA bigger
* Revert range change
* Made PKA upgrades unobtainable
* Revert firerate change
* Up PKA damage
* feat: LOOC/OOC/Deadchat muting
* refactor: split OocMuteCommands.cs into 3 files
* tweak: use proper admin logging
* refactor: remove unused loc args
* feat: one mute command, channel as argument
- properly marked target player in admin log so it actually alerts.
* refactor: completion options made named constant, used in error message
* tweak: display supported channels in help too
* fix: pass command to help string again
* style: add whitespace
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* first stuff
* add flippos
* fix Job stuff
* wrong assistant role job
* fixes
* Removed some redundant lines
upstream had a solution refactor and cleaned up their lighter.yml, this is probably the best we can do without conflicts with those changes while staying faithful to the PR
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* my beautiful wallpapers (#2901)
* my beautiful wallpapers
* test commit
* i understand how construction graphs work now and im very unhappy about it
* GOD DAMN IT
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* Tweaks and stuff !
* Deconstruction :D
Thought it was nice to do
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* Initial checkin.
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* Fixing a little oopsie daisy with the mouse names.
* Poke.
* Fixed PointLight so it properly displays given spider's larger sprite.
* Changing armor and cost per CR feedback. Also to kick the can so the builds run again.
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* Revert "add lone digger by caravan palace to the jukebox (#1998)"
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* deleted: lone digger
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* commit
* updates
* Capitalization and Spacing error
* Review Changeth
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* Holoflare Gun
-Created a bunch of file in _NF namespace
-Added flare ammo to energy gun systems
-Basically anything relating the holoflare from the NF repo :>
* DV related
-Added the holoflare gun to any place that made sense to have it
* Engi Borg + Fix
* yaml liner fixes
* voucher is true
* Added FlareGunPellet deletion to Skia Scream
Other CR requests
* Update Content.Shared/_DV/Psionics/Systems/PsionicPowers/PsychokineticScreamPowerSystem.cs
Signed-off-by: pathetic meowmeow <uhhadd@gmail.com>
---------
Signed-off-by: pathetic meowmeow <uhhadd@gmail.com>
Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>
* Reapply "Nubody Merge" (#5807)
This reverts commit d62f7cef10.
* Revert "Nubody Merge (#5670)"
This reverts commit b465cfb3fd.
* Revert "IPC fibers (#4968)"
This reverts commit c2b42211f0.
* Revert "IPC Polymorph fix (#4545)"
This reverts commit fa03d8c655.
* Revert "fix IPC not having humanoid emotes (#4445)"
This reverts commit 216fdf999f.
* Revert "ipc heat/cold (#4306)"
This reverts commit fafd5cf816.
* Revert "ipc cables (#4283)"
This reverts commit 54958039a1.
* Revert "feat: ipcs now have dynamic power draw based off movement speed (#3917)"
This reverts commit 71e8b7e64b.
* Revert "fix ipcs not being able to disarm (#3374)"
This reverts commit 764c4dcf54.
* Revert "make steel heal caustic for ipcs (#3206)"
This reverts commit 450ac82550.
* Revert "add missing ipc survival boxes (#3065)"
This reverts commit 888c9cdb00.
* Revert "make borgs use ipc repairing (#3064)"
This reverts commit f77a49dd0b.
* Revert "Update hud.yml to add ipcs to diagnostic hud (#3019)"
This reverts commit 7220643531.
* Revert "Tweak IPCs (#2979)"
This reverts commit 98b47476de.
* Revert "fix nukies ipc test fail (#2957)"
This reverts commit 4a1acbf863.
* Revert "fix ipc nukies not getting comms (#2884)"
This reverts commit 8a2254770e.
* Revert "fix ipc encryption key mispredict (#2879)"
This reverts commit f08726efc1.
* Revert "Merge pull request #2800 from Spielern/port-ipc"
This reverts commit 822fa4312c, reversing
changes made to fe4c23c702.
* Remove and Fix rest of IPC Hangons causing crashes
* Integration test Errors
* Expand migration file with removed IPC stuff
* IPC Leg was found and migrated to naught
* Revert "Merge pull request #2542 from deltanedas/shitmed-ops"
This reverts commit 83a8002922, reversing
changes made to baa89b0052.
* Revert "Set up surgical augments infrastructure & add tool panel augments (#3059)"
This reverts commit a40f0be6fd.
* Revert "Psionic Prosthetics (#4689)"
This reverts commit 2679bb238a.
* Revert "Add surgical cleanliness and sanitation (#2847)"
This reverts commit 64565ba4f7.
* Remove unremoved mentions
* Revert "Add autoclave to easily sanitize large amounts of items and faster (#2933)"
This reverts commit d0da90fa2e.
* Shit Med Removed
* Remove _ShitMed Folders and fix Errors in Console
* Add OrganAnimalBrain into the mirgraiton file
* Heads no Input Mover
* Monke
* Full migration file I guess
* oops
* shiv state fix
* Restore accidental deleted recipe
* Forgot one flt mention
* Fix more issues
* Comment out Damage Visual for motorkind for now
* Motorkind...
* Commenting stuff out for now
* thought there'd be more of this to gut
---------
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* first and hopefully last
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* fix hand issue sprite
* sign fix, locker addition
* merge fix, increase crafting time because i'm so evil
---------
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* fix: lslaws should only list when lawbound, no law boards!
* tweak: avoid spamming ssd/cadet search strip alerts
* docs: add missing import comments
* fix: also don't alert when finishing to butcher a monkey
* refactor: rename added function
* refactor: break out target/user values for stripping alerts too
* tweak: a newline less
* fix: use continue instead of return when encountering offline watchlisted player
Signed-off-by: DisposableCrewmember42 <disposablecrewmember42@proton.me>
* tweak: the hands alert doesn't need to always alert on living ssd
Signed-off-by: DisposableCrewmember42 <disposablecrewmember42@proton.me>
* tweak: add ghost check to stripping alerts, different values for hand strip
* fix: check for ghost, not mindshield, oops
* tweak: lower alert on pocket ssd strip, rename vars for clarity
Signed-off-by: DisposableCrewmember42 <disposablecrewmember42@proton.me>
* tweak: hold off hand strip alerts until #5699
Signed-off-by: DisposableCrewmember42 <disposablecrewmember42@proton.me>
---------
Signed-off-by: DisposableCrewmember42 <disposablecrewmember42@proton.me>
* C_GAUNTLET.yml is kinda goated bro
* taser
* thanks Keke :)
* guh
* yes
* SOUNDS AMAZING
* cause i can
* name change
* name changes n stuff
* single word decription change for gun
* added to HoS sidearm Briefcase
* range nerf
slight attack rate nerf
* range buff :/
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Update Resources/Prototypes/_DV/Entities/Objects/Weapons/Melee/C_Gauntlet.yml
Co-authored-by: Tobias Berger <toby@tobot.dev>
Signed-off-by: Apersos-coll <collsherlo@gmail.com>
* Update Resources/Prototypes/_DV/Entities/Objects/Weapons/Melee/C_Gauntlet.yml
Co-authored-by: Tobias Berger <toby@tobot.dev>
Signed-off-by: Apersos-coll <collsherlo@gmail.com>
* text fixes
CGauntlet renamed GravGauntlet
Singularity toy replaced with Guitar in Grav Gauntlet bundle
Icon swap
* new icon (whoopsies)
* also this i forgot to do
get rid of old C_Gauntlet one which was replaced by the correctly named Grav gauntlet one
* thanks woljif for this new description, its like way better :)
* Update grav_gauntlet.yml
Single word change to item description
Signed-off-by: Apersos-coll <collsherlo@gmail.com>
* Update Resources/Prototypes/_DV/Catalog/HoS_Briefcase_catalog.yml
Signed-off-by: Tobias Berger <toby@tobot.dev>
* Update Resources/Locale/en-US/_DV/tools/Hos-Briefcase.ftl
Signed-off-by: Tobias Berger <toby@tobot.dev>
* Apply suggestion from @Toby222
Signed-off-by: Tobias Berger <toby@tobot.dev>
* Update Hos-Briefcase.ftl
description change to fit in better
Signed-off-by: Apersos-coll <collsherlo@gmail.com>
* HoS Briefcase description change to make it fit in better
* base damage reduction
wielding increases damage
powercell needed for taser
fixed taser
no more left mouse button hits (weird side effect of hybrid weapons like crusher)
fixed spellings
added my friend to credits who helped make the original concept
* quick fix
* changed power cell to a internal battery, as via request. this also fixed the tasers cooldown, back to 55 seconds due to the switch.
* changed parents back to normal, i accidently forgot to change them after adding a new one
* Update Resources/Locale/en-US/_DV/tools/Hos-Briefcase.ftl
Co-authored-by: Tobias Berger <toby@tobot.dev>
Signed-off-by: Apersos-coll <collsherlo@gmail.com>
* added missing word to description
Signed-off-by: Apersos-coll <collsherlo@gmail.com>
---------
Signed-off-by: Apersos-coll <collsherlo@gmail.com>
Signed-off-by: Tobias Berger <toby@tobot.dev>
Co-authored-by: apersos <piggyweweroblox@gmail.com>
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
Co-authored-by: Tobias Berger <toby@tobot.dev>
* rof -> 2 price -> 12.5k
* ik-30 fireable 1 handed, rof -> 2
* ik-30 semi only
* moved laser mags to adv energy gun research
* ok ik-30 killed, replaced by battery ik-60, ert ik-60 -> ik-60-m, no more magfed ik for sec i gotta redo some sprites
* worlds most basic sprite edits
* ok we go back to the magfed
* minor attribution nickpick
tiny cleaning
---------
Co-authored-by: Stxcking <217132821+Stxcking@users.noreply.github.com>
* added tools and doodads to science locker fill
* add nestedselector and table
* Change the order to match other Fills
Signed-off-by: Radezolid <snappednexus@gmail.com>
---------
Signed-off-by: Radezolid <snappednexus@gmail.com>
Co-authored-by: Radezolid <snappednexus@gmail.com>
* adds nocaf reagent, nocaf item, and nocaf item to hot drinks vending machine
* Update Resources/Prototypes/Catalog/VendingMachines/Inventories/coffee.yml
Co-authored-by: Radezolid <snappednexus@gmail.com>
Signed-off-by: mazie <dboozlebeep@gmail.com>
* moved drinks.ftl to _DV namespace
* moved drinks.yml to _DV namespace and reordered YAML block to match ss14 conventions
* added drinks_cups.yml to _DV\entites\objects\consumable\drinks and removed references from upstream file
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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---------
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Co-authored-by: Radezolid <snappednexus@gmail.com>
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* I don't care how big the room is…
* oopsy
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* oopsy part 2
* i should probably fix that
* rsi meta fix
* oh oops
---------
Co-authored-by: hypabeast_ <43hyperbeast@gmail.com>
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* doored bell
* doored bell
* rezept
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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---------
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* cherry-pick: Screenshake (EphemeralSpace/ephemeral-space#627)
* commit your shit at some point maybe
* y
* who knows
* rename?
* debugging + shit api
* i hope no one fucks my ass
* erm
* p
* replace with shit that makes way more sense
* stuff
* pretty sure this is just fine
* actual fix noise shit
* uhhh hmaybe if i feel like it wrong then later
* explosion shake
* grav shake
* gun shake
* idk
* projectile melee
Co-authored-by: DisposableCrewmember42 <disposablecrewmember42@proton.me>
* tweak: tune recoil on weapons
* docs: add _ES license info to LEGAL.md
* fix: screenshake on spawn fix from ss14Starlight/space-station-14#3664
Co-authored-by: neomoth <69372252+neomoth@users.noreply.github.com>
* feat: add client cvar to disable screenshake
* feat: add screenshake toggle to accessibility settings
* fix: upmerge compatibility
* docs: properly document cvar
* docs: add missing import comments
---------
Co-authored-by: mirrorcult <mirrorcult@pm.me>
Co-authored-by: neomoth <69372252+neomoth@users.noreply.github.com>
* Allows the AAC to send messages over the radio
* Allows AAC names to be highlighted in chat
* Restores VoiceOverrideComponent to the AAC
* refactor: separate confluent code into new files
Signed-off-by: little-meow-meow <204685920+little-meow-meow@users.noreply.github.com>
* style fix
Signed-off-by: little-meow-meow <204685920+little-meow-meow@users.noreply.github.com>
* Ugh this took me too long to figure out
-Made so many changes to AACTabletBuiState, moved it under _DV: Made it compatible with Wizden #40293 which moved all radio comps and system to shared
-Had issues with having two AAC UI open so made it so one closes before another opens
-Trial and error with the UI window lol
* Reverted Refactor + Comment Clean up
Reverted 0873b66449 which split code between starcup namespace and removed starcup comments because it's editing _DV files.
Fix namespace error due to radio moving the share, seem to work just fine!
---------
Signed-off-by: little-meow-meow <204685920+little-meow-meow@users.noreply.github.com>
Co-authored-by: Oxdeception <9624-oxdeception@users.noreply.gitgud.io>
Co-authored-by: little-meow-meow <204685920+little-meow-meow@users.noreply.github.com>
Co-authored-by: Janet Blackquill <uhhadd@gmail.com>
* BorgModuleBureaucracy
* BorgModuleBoxing
* BorgModuleGardeningDV + BorgModuleAdvancedBotany
* BorgModuleChef + BorgAdvancedModuleChef
* BorgModuleBartender + BorgModuleAdvancedBartender
* BorgModuleReporter + BorgModuleFishing
Also tweak the fishing basket and fishing vendor inventory. Why did no one tell me the beer bottles were empty.
* BorgModuleDJ + Portable DAW
Yeah why not add a whole new instrument
* BorgModuleClowningDV
It's almost over
* Clean up
Finally
* More clean up...
I'm tired boss
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* guh
theres probably stuff I missed
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* anchor that up
* unmerge because yaml linter moment
* Kill stamp tag + fix dj set visuals
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
Co-authored-by: Janet Blackquill <uhhadd@gmail.com>
* Add tranq and poison ammo mags for cobra for 4 and 5tc
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* numbers tweaking to make both 4 shots, changed from toxin to heartbreaker toxin
---------
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
* Created Hitman_Case_catalog.yml
Signed-off-by: stormyatt <dratticuscrabs@gmail.com>
* for hitman
credit:stormyatt. thanks for the help those on discord and the host briefcase
Signed-off-by: stormyatt <dratticuscrabs@gmail.com>
* for hitman
credit: stormyatt with help from the discord sever and the hos briefcase pr
Signed-off-by: stormyatt <dratticuscrabs@gmail.com>
* 16/24 items filled
Signed-off-by: stormyatt <dratticuscrabs@gmail.com>
* for hitman
Signed-off-by: stormyatt <dratticuscrabs@gmail.com>
* more added
Signed-off-by: stormyatt <dratticuscrabs@gmail.com>
* top three filled
Signed-off-by: stormyatt <dratticuscrabs@gmail.com>
* for hitman, full disguise kit
Signed-off-by: stormyatt <dratticuscrabs@gmail.com>
* 27/30
Signed-off-by: stormyatt <dratticuscrabs@gmail.com>
* 28/30
Signed-off-by: stormyatt <dratticuscrabs@gmail.com>
* found the doorjack!
Signed-off-by: stormyatt <dratticuscrabs@gmail.com>
* spyCrewMonitor is cool
Signed-off-by: stormyatt <dratticuscrabs@gmail.com>
* found you!
Signed-off-by: stormyatt <dratticuscrabs@gmail.com>
* for hitman
Signed-off-by: stormyatt <dratticuscrabs@gmail.com>
* hitman: icons
Signed-off-by: stormyatt <dratticuscrabs@gmail.com>
* Created Hitman_Case.yml
Signed-off-by: stormyatt <dratticuscrabs@gmail.com>
* Create Hitman_Briefcase.rsi
Signed-off-by: stormyatt <dratticuscrabs@gmail.com>
* Delete Resources/Textures/_DV/Objects/Tools/Hitman_Briefcase.rsi
Signed-off-by: stormyatt <dratticuscrabs@gmail.com>
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* fixing it all
* I dont get it either but last of the changes which our just righting things
* Hitman_Case_catalog.yml be like that
* goodbye dupe
* renaming a file and removing a duplicate
* attributions changed to repect the caps
* as requested, name changes and useless line removal
* forgot to control S here
* names changed to try and be both simple and actualy describe the goal
* doing review changes and a small change to prototype order to make sense
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* how did i get where i moved this wrong?
* recharging radio jammer to radio jammer.
---------
Signed-off-by: stormyatt <dratticuscrabs@gmail.com>
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
Co-authored-by: stormyatt <stormyatt@users.noreply.github.com>
* no more tiders spamming the magnet
* added a little Delta-V thing to it
* Tweak comments
---------
Co-authored-by: AirlineFood <pickeldabfrug@gmail.com>
Co-authored-by: Tobias Berger <toby@tobot.dev>
* Nubody (#42419)
* Nubody
* fix test fails
* gibbing
* lung test returns
* doc comment
* hand organ test
* giblet test
* yaml formatting
* returning
* relocate
* trimming
* re-smite
* oops thusd tweak
* arachnids have slower metabolism i guess
* never mind the old behaviour is bad actually
* rider whyyy
* style changes and allat
* fix collision
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* C# files done
* Visual nubody (humanoid appearance refactor) (#42476)
* initial visual nubody
* oops overlay
* im so pheeming rn
* conversion...
* tests
* comeback of the underwear
* oops eyes
* blabbl
* zeds
* yaml linted
* search and visible count constraints
* reordering
* preserve previously selected markings colors
* fix test
* some ui niceties
* ordering
* make DB changes backwards-compatible/downgrade-friendly
* fix things again
* fix migration
* vulpkanin markings limit increase
* wrapping
* code cleanup and more code cleanup and more code cleanup and more code cleanup and
* fix slop ports
* better sampling API
* make filter work + use the method i made for its intended purpose
* fix test fails real quick
* magic mirror cleanup, remove TODO
* don't 0-init the organ profile data
* remove deltastates
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Let vox eat trash again (#42503)
* C# complete port
* Getting closer
* Harpy Nubody Port
* Port Feroxi, Kitsune. Fix some yml typos and remove ipcs stuff
* Port Oni
* Port Rest, except Motorkind
* Port Motorkind
* Remove more surgery, restore too much deleted stuff
* Fix Typos and change some organ names. Need to split eyes next
* Harpy HAve Wings again
* Some fixes, More Surgeyr Removal, Copying of eye organs
* [pre-commit.ci] auto fixes from pre-commit.com hooks
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* Use correct Body imports
* Markings Refactoring, Harpy Layering
* Motorkind doesn't crash anymore. Some layer remappings.
* Allow Organs to have Markings Displacements again. (#43604)
* first shtep
* readd markings support
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Fix STalk eyes and several layerings
* Fix sexed organs (#42554)
* Fix markings for several species, fit them for sexed organs and rename some files to fit them for it
* Additional IPC-related removals
* Vulpkanin eyes are now correct again
* Fix Subtle Cultist Marks on species
* Fix Asakim Sprites (sexed) and make CD imports work
* Migration, error fixes, and Height
* Fix humanoid profile voice being broken (#42550)
Fix humanoid appearance voice being broken
* Change Kitsune SexChanged Event to with ref
* Fix asakim issue, Respirator fix
* Simplify hands UI code (#42534)
* Simplify hands UI code
* i remembered about SortedHands in the component
* minor cleanup
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Set size of Analyzer back to 350, Kitsune can't gib themselves no more. Migration
* yml linter errors and an rudimentary onAdd Organ Functionality
* Fixing it trying to remove nothing
* midpoint migration
* Why do you put so many organs everywhere
* More missing prototypes
* Migration of more organs
* Forgot lungs
* Move character preview handling into a specialized control (#41252)
* Move character preview handling into a specialized control
Co-authored-by: Quantum-cross <7065792+Quantum-cross@users.noreply.github.com>
* Restore job name that I accidentally removed from character picker buttons
* Just resolve dependencies the standard way
---------
Co-authored-by: Quantum-cross <7065792+Quantum-cross@users.noreply.github.com>
Co-authored-by: Janet Blackquill <uhhadd@gmail.com>
* Drop ICharacterProfile/ICharacterAppearance interfaces (#42661)
* Ensure profile loading only returns valid species (#42842) (Stable merge) (#42865)
Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>
* Changes to make it work for us.
* No more bald Harpy
* OperatingTables instead of null
* Adding Delta V Comments, commenting out instead of deleting
* Fix broken Height Scale.
* Remove HumanoidSilicon Mention
* Did an error. Readded, uncommented.
* Clean up Marking data structure, add tests for Zombie transformation (#42756)
* Clean up Marking data structure, add tests for Zombie transformation
* empty
* AAAAAAAAAAAAAAAA
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Fix markings colour setting (#42771)
* Fix: Markings Color For Downstream
* Comment out A Leg. Remove Todo
* Revert to original hidden species code
---------
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Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
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* add steal eshotgun, ce suit, and hos folder objectives to traitors
* moved namespace
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# See https://docs.github.com/en/repositories/managing-your-repositorys-settings-and-features/customizing-your-repository/about-code-owners#example-of-a-codeowners-file
@@ -26,7 +26,7 @@ This just saves them the trouble. Note that AGPL or MIT licensing is only applic
- [ ] I confirm that I am the creator of the code in this PR, and allow licensing it under the following license(s), or that the original author(s) has given me permission to do so:
- [X] AGPL (https://github.com/DeltaV-Station/Delta-v/blob/master/LICENSE-AGPLv3.txt) <!-- This one is required to contribute to DeltaV -->
- [X] MIT (https://github.com/DeltaV-Station/Delta-v/blob/master/LICENSE-MIT.txt) <!-- Optional - A lot of other SS14 forks use MIT -->
<!-- Feel free to add more licenses as you see fit -->
<!-- Feel free to add more licenses as you see fit -->
**Changelog**
<!-- Add a Changelog entry to make players aware of new features or changes that could affect gameplay.
@@ -289,4 +289,33 @@ Emergency alert status. ''Central Command has ordered the Epsilon security level
| style="border: 1px solid #000000;" | Martial Law is in effect. Do not engage with Central Command Personnel. Await orders from Central Command Personnel.
Emergency alert status. ''There is a critical station-wide structural or atmospheric threat and recovery is unlikely. Engineering staff are advised to minimize hazards and secure the Evacuation Dock. Crewmembers are advised to stay away from hazardous areas, and prepare for Evacuation.''
| style="border: 1px solid #000000;" | Issuing of lethal weapons disadvised. EVA protection heavily advised for all personnel.
|-
| style="border: 1px solid #000000;" | Discipline
| style="border: 1px solid #000000;" | Report to supervisor for orders. Non-engineering personnel advised to evacuate affected areas. Security should seek to aid engineering staff where possible.
|-
| style="border: 1px solid #000000;" | Secure Areas
| style="border: 1px solid #000000;" | Secure areas unbolted. [[Standard_Operating_Procedure#High_Security_Areas|HSAs]] and areas with an expectation of privacy, such as bedrooms, dorms, or medical treatment facilities, may be bolted as needed.
|-
| style="border: 1px solid #000000;" | Medical
| style="border: 1px solid #000000;" | Full suit sensors heavily advised. EVA suits and functioning internals recommended for emergency responders.
| style="border: 1px solid #000000;" | EVA suits heavily advised for engineers. Distribute emergency internals to crew. Ensure evacuation as soon as possible.
|-
| style="border: 1px solid #000000;" | Rules of Engagement
| style="border: 1px solid #000000;" | Engage with minimal force required; prioritize de-escalation whenever possible.
! style="border: 1px solid black;" | {{anchor|Breaking and Entering}}Breaking and Entering
| style="border: 1px solid black;" | 5 minutes
| style="border: 1px solid black;" | To break and enter into a high security area where one is not authorised nor invited, with intent to commit a crime within.
| style="border: 1px solid black;" | To break and enter into an area where one is not authorised nor invited.
@@ -31,7 +31,7 @@ Examples of Pets include, but are not limited to:
:* hand-held "personal AI" devices
== Synthetic ==
Any Entity consisting primarily of non-organic matter, designed and/or constructed by NanoTrasen or its Employees for the purpose of performing tasks aboard a Space Station. Synthetics are bound by software limitations, typically referred to as Synthetic or Silicon Laws, and physically incorporated into their chassis. Any damage to a Synthetic- including un-authorized modification of their Laws- may leave the offender liable to charges of Sabotage. Irrevocable destruction of a Synthetic may leave the offender liable to the crime of Grand Sabotage.
Any Entity consisting primarily of non-organic matter, designed and/or constructed by NanoTrasen or its Employees for the purpose of performing tasks aboard a Space Station. Synthetics are bound by software limitations, typically referred to as Synthetic or Silicon Laws, and physically incorporated into their chassis. Any damage to a Synthetic- including un-authorized modification of their Laws- may leave the offender liable to charges of Sabotage.
Examples of Synthetics include, but are not limited to:
:* Crew-constructed Cyborgs
:* The Station AI
@@ -86,7 +86,7 @@ Any individual requiring any above item in the course of their job, or for regul
Should the holder commit crimes through the use of such authorized items, the authorizing party may be found guilty of Accessory to said crimes, in addition to Endangerment and Abuse of Power where applicable. The Commanding Officer is also authorized to supervise the approval and revocation of documentation as they see fit.
== Controlled Substances ==
Any individual requiring a Controlled Substance in the course of their job, or for regular function, must request access to a perscription or special dispensation from the Chief Medical Officer. The Psychologist is also permitted to grant prescriptions for psychoactive drugs. Any such document must state the substance(s) being prescribed, the amount(s) where applicable, and the stamp and signature of the authorizing party.
Any individual requiring a Controlled Substance in the course of their job, or for regular function, must request access to a prescription or special dispensation from the Chief Medical Officer. Medical personnel are also permitted to [[Standard Operating Procedure#Prescribing Medication|prescribe medication]] for chronic illnesses or mental health. Any such document must state the substance(s) being prescribed, the amount(s) where applicable, and the stamp and signature of the authorizing party.
A list of such Substances follow:
@@ -269,7 +269,6 @@ Prisoners have certain rights that must be upheld by law enforcement and Station
* Standard prisoner clothing must always be available for prisoners.
* Confiscated clothing should be returned upon request, except in the case of Extended Confinement or if the clothing in question poses a clear risk to prisoner or crew safety.
* Food and water for organic prisoners must be available and given on request.
* Power for silicon prisoners such as IPCs and cyborgs, at minimum a cyborg recharging station must be provided.
* Should the holding cells or Permabrig become uninhabitable, prisoners must be securely and safely relocated to another area for confinement, until the holding cells or Permabrig are returned to a serviceable state.
* Prisoners should be granted freedom of movement within their holding area unless there is an undue risk to life and limb.
@@ -371,6 +370,38 @@ Given good medical reason and with documentation, the Chief Medical Officer of a
In order for a medical evaluation to be considered lawfully applicable, the CMO and relevant head of department must both agree that the specified crewmate is unfit for duty in order to proceed with the demotion. In the case of the Commanding Officer, Central Command should be contacted as soon as possible.
==Prescribing Medication==
In the event that a patient requires stronger medication outside of medbay, Medical personnel have the ability to prescribe medicine to a patient. Prescriptions must be written on valid prescription paper, as well as signed and stamped with a valid medical personnel's stamp and signature. Any such document must state the substance(s) being prescribed as well as the amount(s) where applicable. The chief medical officer also has the right to revoke any prescription with valid medical reasoning. Prescriptions are not valid if they are both intended for and signed and stamped by the same person (e.g. You cannot prescribe something to yourself as a doctor).
=== Prescription Medicine ===
Prescriptions that are valid with any medical personnel's stamp and signature are as follows:
* diphenylmethylamine
* equilibrazine
* tranquinase
* neurozenium
* serenitol
* soretizone
Highly-addictive mental health prescriptions that are only valid with the chief medical officer's or psychologist's stamp and signature are as follows:
* blissifylovene
* happiness
Highly-addictive or potentially-harmful prescriptions that are only valid with the chief medical officer's stamp and signature are as follows:
* agonolexyne
* desoxyephedrine
* nocturine
=== Dangerous Chemical Authorizations ===
Other dangerous chemicals that may be authorized and given out ONLY with valid written permission with the chief medical officer's stamp are as follows:
* mindbreaker, heartbreaker, and mute toxins
* amatoxin and other dangerous poisons
* phlogiston, napalm, and chlorine trifluoride
* vestine and romerol
* Any other [[Standard Operating Procedure#Controlled Substances|controlled substances]] not listed here
The chief medical officer is also required to inform and/or forward authorization of any dangerous chemical to Security.
==Quarantine==
Medical staff are afforded the right to quarantine individuals that currently suffer from infectious or contagious diseases, and may confine them within pre-designated quarantine areas in the course of treatment, until the point that they are no longer infectious or harmful to the rest of the crew.
/* "Deleting" - Don't actually delete, just comment out and say why. This only applies to upstream code. */
// args.StatusIcons.Add(_prototype.Index(component.Icon)); // DeltaV - commented out. status icon now added above
```
A pair of comments enclosing a block of added code:
> * Its pretty obvious in the example above that importing `Content.Server._DV.Psionics.Glimmer` means we'll be interacting with glimmer so putting `// DeltaV - Add Glimmer` is needlessly redundant.
> * It's not as obvious what the `Content.Shared.Damage.Systems` namespace is used for, since its so broad, so adding a comment what feature is using it helps.
> * Actual code changes should almost always include the comment after ``// DeltaV`.
### Multi-Line Changes
Depending on how much you are editing, putting a comment on EACH line may be excessive, so if you have a larger block of code you are changing, denote it like so:
```cs
privateEntityUidSlice(...)
// BEGIN DeltaV - Remove innate radio and radios from pockets
RemComp<ActiveRadioComponent>(target);// If the zombie has an innate radio, get rid of it.
// END DeltaV
```
> * Denoting these with a BEGIN and END clearly shows they are block of code without having to read the entire comment. This makes it easier to tell when you're dealing with single-line comments versus a block with merging in conflicts.
> * Case and order of the first two words is less of a concern. `// DeltaV Begin` or `// Begin DeltaV` will work fine too.
> * Try to make your blocks as small as possible, but use your discretion.
> * If you deleting multiple lines, use line comments (``//``) if its a few lines but if its a larger block (like commenting out an entire function), it is preferable to use block comments (`/* */`).
#### Soft Exceptions to the Multi-Line "Rules"
Some multi-line changes can use a single-line comment in certain scenarios. But if you are UNSURE, just use `// BEGIN DeltaV` and `// END DeltaV` comments like the previous section does and it'll be fine.
I'll give some examples.
```cs
/* This change comments out 3 lines but only needs a single line comment because commenting out the if statement implies that its logic will be commented out too. */
// if (obj.WasModified<TraitPrototype>()) // DeltaV - Refreshed in TraitsTab
// {
// _profileEditor.RefreshTraits();
// }
/* Same principle here. This adds two lines but the if statement implies the next line so commenting both lines isn't really needed. */
if(_flight.IsFlying(entity.Owner))// DeltaV - Harpy Flight
returntrue;
```
### New Methods or Component Variables
Sometimes, you'll need to implement a whole new method or component variable and instead of wrapping it in `// BEGIN DeltaV` and `// END DeltaV`, you can just denote that it's a DeltaV function in the summary block before the function. This denotes the WHOLE function as a DeltaV addition.
```cs
/* New Method Example */
/// <summary>
/// DeltaV - Handle revealing ninja if cloaked when attacked by a hitscan attack.
**Move all changed locale strings to a new DeltaV file** - use a `.ftl` file in the `_DV` folder. Comment out the old strings in the upstream file, and explain that they were moved.
@@ -104,10 +164,10 @@ Example:
Commented out old string in `Resources\Locale\en-US\xenoarchaeology\artifact-analyzer.ftl`
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