Merge remote-tracking branch 'upstream/stable' into ed-21-07-2025-upstream-sync
# Conflicts: # Content.Client/Overlays/StencilOverlay.Weather.cs # Content.IntegrationTests/Tests/Atmos/AlarmThresholdTest.cs # Content.IntegrationTests/Tests/VendingMachineRestockTest.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/Fluids/EntitySystems/PuddleSystem.cs # Content.Shared/Damage/Systems/SharedStaminaSystem.cs # Content.Shared/Fluids/Components/EvaporationComponent.cs # Content.Shared/GameTicking/SharedGameTicker.cs
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@@ -67,8 +67,7 @@ public sealed partial class ChatUIController : UIController
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[UISystemDependency] private readonly MindSystem? _mindSystem = default!;
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[UISystemDependency] private readonly RoleCodewordSystem? _roleCodewordSystem = default!;
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[ValidatePrototypeId<ColorPalettePrototype>]
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private const string ChatNamePalette = "ChatNames";
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private static readonly ProtoId<ColorPalettePrototype> ChatNamePalette = "ChatNames";
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private string[] _chatNameColors = default!;
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private bool _chatNameColorsEnabled;
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@@ -232,7 +231,7 @@ public sealed partial class ChatUIController : UIController
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gameplayStateLoad.OnScreenLoad += OnScreenLoad;
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gameplayStateLoad.OnScreenUnload += OnScreenUnload;
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var nameColors = _prototypeManager.Index<ColorPalettePrototype>(ChatNamePalette).Colors.Values.ToArray();
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var nameColors = _prototypeManager.Index(ChatNamePalette).Colors.Values.ToArray();
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_chatNameColors = new string[nameColors.Length];
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for (var i = 0; i < nameColors.Length; i++)
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{
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@@ -9,6 +9,8 @@ namespace Content.Client.UserInterface.Systems.DamageOverlays.Overlays;
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public sealed class DamageOverlay : Overlay
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{
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private static readonly ProtoId<ShaderPrototype> CircleMaskShader = "GradientCircleMask";
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IEntityManager _entityManager = default!;
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@@ -49,9 +51,9 @@ public sealed class DamageOverlay : Overlay
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{
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// TODO: Replace
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IoCManager.InjectDependencies(this);
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_oxygenShader = _prototypeManager.Index<ShaderPrototype>("GradientCircleMask").InstanceUnique();
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_critShader = _prototypeManager.Index<ShaderPrototype>("GradientCircleMask").InstanceUnique();
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_bruteShader = _prototypeManager.Index<ShaderPrototype>("GradientCircleMask").InstanceUnique();
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_oxygenShader = _prototypeManager.Index(CircleMaskShader).InstanceUnique();
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_critShader = _prototypeManager.Index(CircleMaskShader).InstanceUnique();
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_bruteShader = _prototypeManager.Index(CircleMaskShader).InstanceUnique();
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}
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protected override void Draw(in OverlayDrawArgs args)
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@@ -19,8 +19,7 @@ public sealed class InfoUIController : UIController, IOnStateExited<GameplayStat
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private RulesPopup? _rulesPopup;
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private RulesAndInfoWindow? _infoWindow;
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[ValidatePrototypeId<GuideEntryPrototype>]
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private const string DefaultRuleset = "DefaultRuleset";
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private static readonly ProtoId<GuideEntryPrototype> DefaultRuleset = "DefaultRuleset";
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public ProtoId<GuideEntryPrototype> RulesEntryId = DefaultRuleset;
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@@ -92,7 +91,7 @@ public sealed class InfoUIController : UIController, IOnStateExited<GameplayStat
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{
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if (!_prototype.TryIndex(RulesEntryId, out var guideEntryPrototype))
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{
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guideEntryPrototype = _prototype.Index<GuideEntryPrototype>(DefaultRuleset);
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guideEntryPrototype = _prototype.Index(DefaultRuleset);
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Log.Error($"Couldn't find the following prototype: {RulesEntryId}. Falling back to {DefaultRuleset}, please check that the server has the rules set up correctly");
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return guideEntryPrototype;
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}
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