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AI
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Pausing content (#3061)
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2021-02-04 00:20:48 +11:00 |
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Atmos
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Atmos Debug Overlay expansion (#2626)
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2020-11-28 14:45:52 +01:00 |
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Body/Surgery
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Fix build
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2020-12-20 04:36:08 +01:00 |
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Click
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A big hecking chemistry-related refactor. (#3055)
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2021-02-04 00:05:31 +11:00 |
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DoAfter
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Pausing content (#3061)
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2021-02-04 00:20:48 +11:00 |
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JobQueues
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Use 'new' expression in places where the type is evident for content (#2590)
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2020-11-27 21:00:49 +11:00 |
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Power
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Pausing content (#3061)
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2021-02-04 00:20:48 +11:00 |
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StationEvents
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Pausing content (#3061)
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2021-02-04 00:20:48 +11:00 |
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AntimatterEngineSystem.cs
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Pausing content (#3061)
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2021-02-04 00:20:48 +11:00 |
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AtmosExposedSystem.cs
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Pausing content (#3061)
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2021-02-04 00:20:48 +11:00 |
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AtmosphereSystem.cs
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Pausing content (#3061)
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2021-02-04 00:20:48 +11:00 |
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BlockGameSystem.cs
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Pausing content (#3061)
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2021-02-04 00:20:48 +11:00 |
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BuckleSystem.cs
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PreventCollision with strap component while buckled to it (#2694)
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2020-12-18 20:12:53 +01:00 |
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CargoConsoleSystem.cs
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Pausing content (#3061)
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2021-02-04 00:20:48 +11:00 |
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ChemicalReactionSystem.cs
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Enable nullable in ReactionPrototype & ReagentPrototype (#3005)
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2021-01-15 16:40:10 +11:00 |
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ClimbSystem.cs
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Pausing content (#3061)
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2021-02-04 00:20:48 +11:00 |
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CloningSystem.cs
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Pausing content (#3061)
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2021-02-04 00:20:48 +11:00 |
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CombatModeSystem.cs
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Fix namespaces and optimize imports (#1651)
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2020-08-13 14:40:27 +02:00 |
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ConstructionSystem.cs
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Add ActionBlockerExtensions
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2020-12-20 04:26:21 +01:00 |
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ConveyorSystem.cs
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Pausing content (#3061)
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2021-02-04 00:20:48 +11:00 |
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DestructibleSystem.cs
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Separate destructible component threshold into behaviors (#2818)
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2020-12-23 13:34:57 +01:00 |
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DeviceNetworkSystem.cs
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Add UsedImplicitly to visualizers and entity systems (#2592)
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2020-12-08 11:56:10 +01:00 |
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DisposableSystem.cs
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Pausing content (#3061)
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2021-02-04 00:20:48 +11:00 |
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DoorSystem.cs
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Use 'new' expression in places where the type is evident for content (#2590)
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2020-11-27 21:00:49 +11:00 |
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EmergencyLightSystem.cs
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Fixes Emergency Lights not charging (#2873)
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2021-01-01 14:26:42 +01:00 |
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ExpendableLightSystem.cs
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Pausing content (#3061)
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2021-02-04 00:20:48 +11:00 |
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GasAnalyzerSystem.cs
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Pausing content (#3061)
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2021-02-04 00:20:48 +11:00 |
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GasCanisterSystem.cs
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Pausing content (#3061)
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2021-02-04 00:20:48 +11:00 |
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GasTankSystem.cs
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Pausing content (#3061)
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2021-02-04 00:20:48 +11:00 |
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GodmodeSystem.cs
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Use 'new' expression in places where the type is evident for content (#2590)
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2020-11-27 21:00:49 +11:00 |
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GravitySystem.cs
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Pausing content (#3061)
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2021-02-04 00:20:48 +11:00 |
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HandHeldLightSystem.cs
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Optimise handheld lights (#2927)
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2021-01-06 12:50:49 +01:00 |
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HandsSystem.cs
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Fix buckle drops. (#3023)
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2021-01-20 00:16:41 +11:00 |
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HungerSystem.cs
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Pausing content (#3061)
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2021-02-04 00:20:48 +11:00 |
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InstrumentSystem.cs
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Pausing content (#3061)
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2021-02-04 00:20:48 +11:00 |
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LatheSystem.cs
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Pausing content (#3061)
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2021-02-04 00:20:48 +11:00 |
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ListeningSystem.cs
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Pausing content (#3061)
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2021-02-04 00:20:48 +11:00 |
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MedicalScannerSystem.cs
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Pausing content (#3061)
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2021-02-04 00:20:48 +11:00 |
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MeleeWeaponSystem.cs
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Adds disarm action (#2950)
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2021-01-09 20:31:34 +01:00 |
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MetabolismSystem.cs
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Pausing content (#3061)
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2021-02-04 00:20:48 +11:00 |
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MicrowaveSystem.cs
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Pausing content (#3061)
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2021-02-04 00:20:48 +11:00 |
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MorgueSystem.cs
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Pausing content (#3061)
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2021-02-04 00:20:48 +11:00 |
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MoverSystem.cs
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You can no longer move a PC entity unless it has a PlayerInputMover (#2987)
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2021-01-14 14:24:43 +11:00 |
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NodeContainerSystem.cs
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Move rotate event subscription from NodeContainerComponent to NodeContainerSystem (#2506)
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2020-11-06 12:52:01 +01:00 |
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NodeGroupSystem.cs
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Add UsedImplicitly to visualizers and entity systems (#2592)
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2020-12-08 11:56:10 +01:00 |
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ParticleAcceleratorPartSystem.cs
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Singularity, Particle Accelerator & Radiation Collectors (#2169)
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2020-10-28 19:19:47 +01:00 |
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PlantSystem.cs
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Pausing content (#3061)
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2021-02-04 00:20:48 +11:00 |
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PointingSystem.cs
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Pausing content (#3061)
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2021-02-04 00:20:48 +11:00 |
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ProjectileSystem.cs
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Pausing content (#3061)
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2021-02-04 00:20:48 +11:00 |
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PuddleSystem.cs
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Pausing content (#3061)
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2021-02-04 00:20:48 +11:00 |
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RadioSystem.cs
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Pausing content (#3061)
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2021-02-04 00:20:48 +11:00 |
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ReagentGrinderSystem.cs
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Pausing content (#3061)
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2021-02-04 00:20:48 +11:00 |
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RecyclerSystem.cs
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Pausing content (#3061)
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2021-02-04 00:20:48 +11:00 |
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ResearchSystem.cs
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Use 'new' expression in places where the type is evident for content (#2590)
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2020-11-27 21:00:49 +11:00 |
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RoguePointingSystem.cs
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Pausing content (#3061)
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2021-02-04 00:20:48 +11:00 |
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RoundEndSystem.cs
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Shuttle called/recalled announcements and sounds.
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2021-01-01 16:34:54 +01:00 |
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SignalLinkerSystem.cs
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Reorganize commands into the Commands folder (#2679)
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2020-12-03 13:40:47 +11:00 |
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SingularitySystem.cs
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Pausing content (#3061)
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2021-02-04 00:20:48 +11:00 |
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SolutionAreaEffectSystem.cs
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Add Smoke and Foam chemical reaction effects. (#2913)
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2021-02-03 15:26:46 +01:00 |
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StandingStateSystem.cs
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Fix mobs playing a falling sound when dying from crit (#2425)
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2020-10-29 20:26:23 +11:00 |
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StorageSystem.cs
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Pausing content (#3061)
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2021-02-04 00:20:48 +11:00 |
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StressTestMovementSystem.cs
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Pausing content (#3061)
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2021-02-04 00:20:48 +11:00 |
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StunSystem.cs
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Pausing content (#3061)
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2021-02-04 00:20:48 +11:00 |
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SuspicionRoleSystem.cs
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Fix traitor identification overlay (#2978)
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2021-01-11 00:50:04 +01:00 |
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ThirstSystem.cs
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Pausing content (#3061)
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2021-02-04 00:20:48 +11:00 |
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TriggerSystem.cs
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Fix namespaces and optimize imports (#1651)
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2020-08-13 14:40:27 +02:00 |
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VaporSystem.cs
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Pausing content (#3061)
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2021-02-04 00:20:48 +11:00 |
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VerbSystem.cs
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Use 'new' expression in places where the type is evident for content (#2590)
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2020-11-27 21:00:49 +11:00 |
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WeightlessSystem.cs
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Use 'new' expression in places where the type is evident for content (#2590)
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2020-11-27 21:00:49 +11:00 |
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WelderSystem.cs
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Use 'new' expression in places where the type is evident for content (#2590)
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2020-11-27 21:00:49 +11:00 |
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WireHackingSystem.cs
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Use 'new' expression in places where the type is evident for content (#2590)
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2020-11-27 21:00:49 +11:00 |