* vampire returns + transformstions redo
* carcat fangs fix + greetings music update
* vampire skill trees
* Blood essence gathering
Introduces the vampire blood essence mechanic, including the CP14SpellVampireGatherEssence spell, new skill point consumable component, and related UI/localization updates. Adds clientside effects for spell casting, new vampire skill and action, and refines skill point gain/loss popups. Also restructures vampire components, updates spell logic for client/server prediction, and removes unused parallax files.
* perma damage
* Add skill point cost to magic system and vampire essence spell
Introduced CP14MagicEffectSkillPointCostComponent to allow magic effects to consume skill points. Updated the shared magic system to handle skill point checks and consumption. Added a new vampire spell for creating blood essence, including new icons and localization. Adjusted vampire component to grant and remove skill points, and updated related skill tree and spell prototypes. Minor fixes and refactoring in spell logic and descriptions.
* blood step + blood vision skills
* vampire clans icons
* 50 players limit + vampire objectives
* fixes
* devourers altar transmutation
* Remove StealTarget component from animal, dino, and mole NPCs
The StealTarget component and associated stealGroup were removed from boar, dinosaur, and mole NPC definitions. This likely disables these entities from being targeted for stealing, possibly to adjust gameplay balance or fix unintended behavior.
* fix
* essence creation improve
* altars
* voice masks
* transmutation fix
* teleportation glyph
* crimson candles
* candle crafting
* fix pointer predictions
* Add Vampire Clan Battle gamemode and update vampire roles
Introduces the 'Vampire Clan Battle' gamemode with new localization in English and Russian, updated game preset definitions, and secret weights. Refactors vampire antagonist briefings and objectives for multiple clans, adjusts vampire role preferences and team settings, and reduces the damage of the Vampire Gather Essence spell. Also includes minor improvements to spell and game mode descriptions, and corrects file naming for game preset locales.
* powerful kicks in
* time gates + vampire tree
* vampire proto faction
* fix
* fixes
* tree progression
* search enemy
* Update CP14SharedVampireSystem.cs
* blood essence gathering redo
* essence gathering refactor 2
* blood healing
* Update secret_weights.yml
* tree planting
* boodgrass
* tree upgrade announcement
* construction graph integration
* delete transmutation system
* workbench crafting returns
* cloaks crafting + cloak invisibility
* make vampire tree is generic red tree (sad)
* clan heart sprite
* Refactor vampire tree to clan heart system
Replaces the CP14VampireTreeComponent with CP14VampireClanHeartComponent, updating all related logic, appearance, and localization. Adjusts skill requirements, examination, and level progression to use the new clan heart system. Updates entity prototypes, visuals, and adds new orb sprites for clan heart levels. Localization strings and logic are updated to reflect the new terminology and mechanics.
* Update SpeciesBlacklist.cs
* Refactor vampire clan heart and remove tree spell
Refactored the vampire clan heart to support essence regeneration over time and adjusted level thresholds. Removed the vampire tree planting spell and related prototype fields, as well as unused tree system code. Updated localization, entity prototypes, and faction definitions to reflect these changes.
* Add clan heart construction for vampire clans
Introduces construction graphs, entities, and conditions for building unique clan hearts for each vampire clan (Unnameable, Devourers, NightChildrens). Adds new construction conditions (all clan vampires required, singleton enforcement), updates skill tree to unlock constructions, and removes the now-obsolete CP14MagicEffectAllVampireClanRequiredComponent. Also adds new frame sprites and updates localization and prototype files accordingly.
* level up vfx
* VFX + lobby track
* orb resprite
* sprites
* Add vampire altar mechanics and improve clan heart behavior
Introduces the CP14VampireAltarComponent and altar entity, which doubles blood essence extraction when victims are strapped to the altar. Adds a custom explosion behavior for vampire clan hearts upon destruction, updates construction graphs and recipes for altars, and improves localization. Also refines skill description handling and adjusts vampire bite action text.
* essence get when heart destruction
* Add clan heart damage and destruction announcements
Introduces announcements for when a vampire clan heart is damaged or destroyed, with cooldown to prevent spam. Refactors examination logic and updates localization files for both English and Russian to support new messages and sender formatting.
* glyph adaptation
* resurrection
* Add round end summary for Vampire Clan Battles
Implemented detailed round end text for the Vampire Clan Battles game mode, displaying victory, defeat, or draw outcomes based on surviving factions and population percentage. Refactored alive player percentage logic into a shared method and updated localization files with new outcome messages in English and Russian. Also removed an unused field from the defence condition component.
* Update vampire_cloak.yml
* fix
* fix
* Update portal_glyph.yml
* Init Commit
* Typos
* Commit 2
* Save Interaction Test Mob from failing
* ssss
* Confident I've gotten all the correct prototypes
* Whoops forgot to edit those
* aaaaa
* Better solution
* Test fail fixes
* Yaml fix
* THE FINAL TEST FIX
* Final fix(?)
* whoops
* Added a WeightlessnessChangedEvent
* Check out this diff
* Wait I'm dumb
* Final optimization and don't duplicate code
* Death to IsWeightless
* File scoped namespaces
* REVIEW
* Fix test fails
* FIX TEST FAILS REAL
* A
* Commit of doom
* borgar
* We don't need to specify on map init apparently
* Fuck it
* LOAD BEARING COMMENT
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Initial:
Create Devour componentry, preliminary identity storage and the systems
for Devouring
* I have genuinely no idea what i'm doing
- added the radial menu, it has nothing in it.
- trying to get it to populate. the event under the event is broken,
i don't know why, but apparently it's not typed right
- Added a placeholder transform
- oh also fixed up some devour stuff and moved some things around.
* Holey moley, Transform, better devour, oh my!
- Move DnaComponent into Shared because we need it for the DNA cloning
- Make Transform MOSTLY work on the LAST identity devoured.
- Fix some issues on devour that involved prediction, canceling and
Damage exeucting (Thanks Plykiya for pointing out AttemptFrequency!)
* Proper tail stealing and Damage modifier attempt
Add check to add a wagging component on the Changeling if the victim's
species Prototype had one.
attempt to add the Damage mitigation check
* MAJOR CLEANUP AND FIXES AUGH 3 DAYS!!!
- Nullspaced a clone of a victim
- fix audio using server virtualized Pvs (i hate this)
- fix the mispredicted doafters
- Clean up a wholelotta code
- utilize clone systems to clone appearances
- Move CloneAppearance from server to shared So we can actually access
it
* Examine stuff, more cleanup, Jumpsuit ripping
- make rotting prevent the action
- Add ripping of clothing (guh why is it also server)
- add some System stuff for pushing husked corpse inspection
- clean up more badcode
* Doing things properly, UI sorta kinda works.
- Utilize Relayed events for Devour checking
- Get a UI that partially works, Says the name of identities, doesn't
show their looks
- Make use of the New Dynamic BUI assignment
- commit the sin of no client prediction cause nullspace entities aren't
networked
* Got an entity for the Frontend transform
Issue with the looks
* Stick a camera into a fake mobs forehead
- Get the UI to see the net entity in pause space by using a
ViewSubscriber to get the Pvs from the initially stored identity entity
- Remove all the other parts used to try to get this to work before hand
* Raaaaadiallllllls also fix protection coefficents
- Change FancyWindow to Radial
- Fix Issue where coeffeient checking was the wrong way round
* absolutely massive cleanup, no more camera in mobs
- cleaned up event variables that are not needed
- Removed the use of a Pause space and go back to Nullspace usage
- use a PvsOverride rather than ViewSharing
- Remove old commented out code and Lots of unused code
* Fix "Ui elements" dying on the screen
- some minor cleanup
- don't start the entities that get cloned
* ftl, cleanup, and fixing missing transform details
- add replace functionality to TypingIndicatorSystem and
BodyEmotesSystem
- add placeholder sounds and functions to TransformBodyEmotes
- add extra Pvs handling for later use
- attributions for the funny straw sound
- Sound collections for all of the sounds
- various cleanups
* Some extra cleanup
* Fix some false assumptions about TypingIndicator
- Bubbles now transfer on spawned humans rather than used humans
- Clean up YET MORE CODE
- make it so you can't eat yourself
* Oooprs, forgot to add a Husked Corpse Loc
* Missing period in the husked corpse loc
* bad devour windup placeholder
* Husking and WIP Lungs
- Husking now will be prevented from Revival fully and will change
the appearance of players
* Add finalized Sprites for actions and final meta
- add devour on and off sprites
- add transform action sprite
- Add Armblade sprite for future use
- Credit obscenelytinyshark for the sprites <3
* Remove ling lungs, Entity<> everything
- Remove the ling lungs stuff for now... body system is overly
complicated, makes my head hurt
- Switch every method to use Entity<> from Uid, Comp format
* cleanup, admin logging, WIP Roles
* Admin verb, Roundstart, gamerule stuff
- add a Admin verb to make Changelingification easy!
- Add game rule stuff for admin verb and to tell the hapless
goober how to be a changeling... sorta
- clean up parts to make VV easy... USE THE VERB!!
* Armor Coefficent Check
- Remove bespoke changeling armor check and replace it
with a generic armor coefficient query.
* move to UnrevivableComponent instead of husked
- Move UnrevivableComponent to shared
- add Analyzable and ReasonMessage to UnrevivableComponent
to give granular control of the message and whether or not it shows up
in the analyzer
- remove the check for HuskedComponent in DefibrillatorSystem
* aaaaaaa CopyComp
- Some cleanup
- make Vocal system shared
- make VocalSystem Not make more Actions than it needs
- Use some code from ChameleonProjector so we can copy components
- partially ungod method the Transform system
* Cleanup, Moving more things to CopyComp
- TransformBodyEmotes now uses CopyComp (it's a server component so i
need to tell the server to deal with it
- TypingIndicatorComponent also now uses CopyComp
- cleaned up old, now unused "replace" methods in favor of CopyComp
- BodyEmotesSystem now has a publically accessable LoadSounds to deal
with the same problem Screaming had
* WIP
* Devour Windup noise, ForensicsSystem cleanup
* Revert VocalSystem Changes
- Reverted Moving VocalSystem to shared, copy comp acomplishes it
- added component.ScreamActionEntity = null; for copy comp
* cleanup unneeded comments
* revert an accidental line removal
* Remove duplicate SharedHumanoidAppearanceSystem
* Cleanup Typo's and import Forensics components for Dna
* Some more forensics calls
* cleanup use CopyComp for now until CopyComps
* CR cleanup
* Undo some SharedHumanoidAppearanceSystem changes
* Confound these spaces
* Some Copycomp stuff and fixing some PVS override
* use the proper TryCopyComps that are merged
* Change TransformMenu with RadialWithSector
* All sounds done, Fix lack of typing indicator issue
* Updated attributions to include used sound authors
* some ftl typos and mind_role text issue
* DNA, Screaming, appearance, grammar, wagging
- reduced all of the above using ApplyComponentChanges
- Issue still remains with bodyEmotes sticking around in the UI
* Fix UI stuff, partials, entprotoid, good practices
- bunch of partials added
- UI now has a predicted message
- EntProtoID in the admin verb
- RipClothing now uses Entity<ButcherableComponent>
- husking is now optional (off by default) for testing/till we have
hivemind/when we figure out what were doing with devour
- remove TransformGrammarSet
* More CR stuff and documentation
- Make TargetIsProtected less of a meme, with a prototype
set of DamageTypes to check
- Documenation everywhere
- Move DevourEvents into its own file
* Predicted sounds and fix the comp clone list
- Made all start and stop sounds shared
- Split out the rest of the events and UI stuff into subfiles
- Fixed some Clone comp list issues where comments had -'s causing them
to be read incorrectly
* Damage cap check, Identity Shutdown cleanup, cleanup
* Sound stuff (but actually this time)
* Missed documentation
* Missed Documentation and a EntProtoId
* Remove unused dependency
* Remove a nullcheck
* Some dummy minplayers
* CR - Husked now uses a rem/ensure
* Update Actions in the Prototype
* Fixup mindswap handover
- cleanup and handover PVS on mindswap
* Fixup Missing meta from accidental "Take-theirs"
* Add the Armblade to the roundstart-role
* Cleanup, CR (everything but the UI and renames)
* missed a spot
* missed some more whitespace
* Renames
* Primary constructor and a space in these trying times
* User interface stuff for Slime transformation
* popup prediction
* Ling devour no longer makes duplicate identities
- added a key to identities to the original victim
- Add some extra clone settings
* add guard statements to OnClones
* SentOnlyToOwner additions
* fix for sound stoppage error
* Move Organ deleter into soon to be atomized husk
* clone event inventory
* mono sounds
* lower sound volume
* Fix networked sound warning
* Clone comps thing
* review
* attributions
* Fix clobbered changes
* I'm gonna weh out
- whole bunch of CR changes
* fix some very buggy git
* okay its fixed
* address most review points
* fix inventory
* we hate entityuids
* fix test and more cleanup
* move this
* fix more stuff
* fix validation and rootable
* Remove Quickswitch due to some UI quirks
* oops left out some better explanation
* remove dangling LastConsumed component fields
* fix test fail
* try this
* cleanup cloning subscriptions, add movement speed modifier
* fix slime storage
* fix cloning setting inheritance
* Add session information to transform admin logs
* slay the integration test hydra
* dwarf size
* more volume tweaks
* comments
* improve comments and unpredict deletion due to errors when shutting down the server
* fix displancement cloning
---------
Co-authored-by: ScarKy0 <scarky0@onet.eu>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Adjust uplink buy button to be under item icon (#38596)
* Adjusted uplink buy button to be under item icon
* Put the discount subtext under the icon
* Indent fixes, added margin
---------
Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>
* Automatic changelog update
* More guidebook fixes (#38699)
* First commit
- Resolving a few different pages, fixing typos and updating spellings and phrasing to be more coherent.
* More slight changes
* Reverting slightly the salvage page change
* Fixing Science wording inconsistency
* Few other small guidebook fixes
- Updating NukeOps page to properly refer to "Corpsman" rather than "Agent".
- Typo and slight wording change in Traitors.xml.
- Updating small typos in Antagonists.xml and Zombies.xml pages.
* Automatic changelog update
* Fixes missing underwear FTLs (#38720)
* Validate `ShaderPrototype` IDs (#38728)
* Convert all shader prototype string literals to protoids in overlays
* Convert more shader prototype literal strings to protoids
* Convert ValidatePrototypeId to ProtoId
* Later
* Janitor Tool: Wire Brush (#38667)
* Wow! It's -brush-
* spacing.
* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* fixed changes
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Automatic changelog update
* [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664)
* fixed
* clean up
* orks fix smart
* review fix 1
* more requested changes
* less cursed
* more descriptive description
* better wording
* Automatic changelog update
* Tiny Tiny Cleanup of the EyeClosingSystem. (#38734)
Update EyeClosingSystem.cs
* Typofixes for figurine dialogue (#38737)
* Typofixes for figurine dialogue
* Forgot two
* fix: Use PredictedQueueDel for gib spell (#38729)
* Fix human skin tone distribution (#38701)
* fix: don't default to uncharged sprite state for cells (#38730)
* Fix Hristov description - remove inaccurate technical specs (#38746)
- Removes inaccurate 'armor piercing 14.5mm shells' reference
- Replaces it with a more funny description, matching the style of the other snipers and guns
- Keeps ammunition type '.60 anti-materiel ammo' specification
- Fixes issue #38590
Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br>
* Validate `ProtoId`s in tests (#38745)
* Convert string literals to protoids in Content.Tests
* Convert string literals to protoids or consts in Content.IntegrationTests
* Fix linter failures
Tricksy static using misled me
* Validate remaining `ProtoId` strings (#38747)
Validate remaining ProtoId strings
* feat: allow mopping evaporating puddles (#38743)
* Automatic changelog update
* Cleanup warning in StomachSystem (#38748)
you did not see this
* Vox scars (#38592)
* Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl
* Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl"
This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15.
* locale key fix
* Changed top surgery scar names to be more generalized
* Adjusted face scars
* Formatting fixes
---------
Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>
* Automatic changelog update
* UnlockNode command to LEC. (#38751)
* commit
* Update UnlockNodeCommand.cs
* commit
* move command locale to its own file.
* Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* fix: spellbooks can have infinite charges (#38376)
* fix: spellbooks can have infinite charges
* refactor: indicate infinite spellbook charges with null
Not sure if I like this much better...
* Automatic changelog update
* Minor escape menu UX improvements (#38650)
* Automatic changelog update
* Meta.json cleanup - pins.rsi (#38781)
cleanup
* Log an error when adding an admin log containing a null char (#38782)
* Log an error when adding an admin log containing a null char
* Also log LogType and LogImpact
* Remove them
* Fix incorrect conditions on black pepper's forced cough (#38783)
no one to blame but myself
Co-authored-by: iaada <iaada@users.noreply.github.com>
* Update Credits (#38786)
Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com>
* Fixing incorrect headset being given to QM visitor (#38785)
* Stasis bed cleanup and bugfixes. (#38762)
* Stasis bed sent to shed
* Code Review
* Code Review 2
* Automatic changelog update
* Cleanup warnings: CS0414 (#38793)
Cleanup
* Move moth movement modifiers to the Base (#38795)
* fix centcom pda (#38796)
* Catchable items, playable basketball (#37702)
* catching
* fix
* improve
* fix linter
* cleanup
* fix prediction
* do the same here
* fix comment
* Automatic changelog update
* Fix storage voice control bug after handssystem refactor (#38810)
* Automatic changelog update
* Reducing the amount of space in the gogo hat (#38808)
Reducing the amount of space in the hat from 7*4 to 4*3 to make a bit more sense with the fact it is only a hat.
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Automatic changelog update
* Golden pai (#38549)
* Golden pai
* Make golden PAI public and rare
* Golden PAI = legendary salvage
* Automatic changelog update
* Cleanup: Remove ``TelephoneComponent.RequiresPower`` (#38823)
* Cleanup
* Forgot about yml
* Branded lighters addition (#35514)
* newlighters
* port complete
* donk pocket box addition
* should fix test fail, proper credit
* captalisation issue
* fixed
* typo corrected
* removed accidental change to combat bakery
* fixed lock message, made NT flippo start fueled.
* Requested changes
* fixed discount dan
* moved matchbox
* requested changes, discount dan more broken than ever (somehow)
* unbungle
* uhhhhh
* maybe fixes?
* changed inheritance
* fixed enum?
* nevermind
* finally fixed
* breaking changes
* inheritance unbungled
* Automatic changelog update
* Cleanup: Remove ``TryInsert`` method from the ``DisposableSystem`` and use event subscriptions instead (#38819)
Cleanup
* JumpBoots Attempt №2 (#36862)
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
Co-authored-by: unknown <wainzor1337@gmail.com>
Co-authored-by: ScarKy0 <scarky0@onet.eu>
* Automatic changelog update
* Replace `ValidatePrototypeId` uses with `ProtoId` or `EntProtoId` (#38814)
* The easy ones
* For certain values of easy
* Easy test
* Hair
* Fix sandbox violations
* Sort usings
* Fix SSD sleep misprediction (#38831)
init
* New science unlock: the H.A.R.M.P.A.C.K (#38824)
* Automatic changelog update
* Fix: Add cluwne translation in ftl (#38835)
Fix
* Artifact glue reagent (#38670)
* a
* Revert "a"
This reverts commit 2b9ba4ea67a9395d30b7ab37c8065f627f1a961a.
* f
* dev it
* a?
* ad
* forgor
* Revert "f"
This reverts commit 39228c7cbe4d28ba43b73580b55e01c3979eb869.
* derandomisation!
* reviv
* flavor
* fixe
* dwwasdwasdwa
* dwasdwasdwas
* fuck you
* Automatic changelog update
* Contraband category fixes (#38698)
* Adding contraband to some items missing it
- This includes updating contraband to follow more consistently where items are expected to be used
- Fixing the spacing in arrays to be more consistent with other files
* Updating PPD to be Eng contra
* Automatic changelog update
* Added Vox Heterochromia (#38595)
* Added Vox Heterochromia
* Forgot to change moth to vox
* minor formatting fix
---------
Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>
* Automatic changelog update
* Make mopping predicted (and some other stuff) (#38749)
* refactor: move puddle evaporation + absorbents to shared
* refactor: move SolutionRegeneration to shared
* refactor: make AbsorbentSystem visuals clientside
* style: general formatting/cleanup on touched files
- Few logical simplifications
- Add field for hard-coded sparkle effect ent
- Switch stuff to Entity<T>
No actual prediction fixes in this commit (though in
retrospect I should've done this commit last).
* fix: use predicted variants for predicted code
* fix: average out evaporation rates in mixtures
* refactor: move SolutionPurge to shared
* style: Basic SolutionPurgeComponent field cleanup
* fix: general prediction + timing + networking fixes
- Moves client side visuals back to shared because other
players exist
- Don't accumulate CurTime in Purge/RegenerationSystem
- Network the next update field in Purge/RegenerationSystem to
deal with UI mispredictions???
* fix: add udder bug workaround
Not needed for SolutionPurgeSystem which doesn't resolve
solutions (probably fine that SolutionPurgeSystem doesn't
cache since it's much rarer, though it probably should), and
likely not needed for AbsorbentSystem since it only resolves
against puddles which, I don't think can be in containers.
* fix: don't divide by zero for evaporation speed = 0.
* refactor: revert evaporation changes
Will cherry-pick these out in another PR.
Also reverting the evaporation speed bugfix since it's easier
to revert all at once. :)
* fix: component cleanup; autopause fields, use ProtoID
* fix: remove unused AbsorbentComponentState
* fix: ProtoId is not string
* refactor: move PuddleSystem.UpdateAppearance to shared
* style: general PuddleSystem.UpdateAppearance tweaks
- Switch to Entity<T>
- Use ProtoIds
- Minor simplifications
* fix: add udderly silly PVS workaround
* cleanup
* fix
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* fix: Register OnRequestMovePulledObject under the right system (#38484)
* fix: Register OnRequestMovePulledObject under the right system
* nukeops test flake
* fix: correct ToggleableVisuals for toy sword and pirate helm (#38867)
* Fix lingering ghost roles (and expand tests to catch it) (#38788)
* Improve and expand `TakeRoleAndReturn` to fail on bug #38292
* fix#38292 and expanded test cases
* use validated EntProtoIds for tests
remove unusued using declarations
* use const strings that match the TestPrototypes
* Automatic changelog update
* Fix non-humanoid mobs being destroyed on devour (#38087)
* Allow non-preference living things to be added to a devourer's stomach
* Fix ordering of devour logic
* Minor refactor for whitelist on storage and food preference
* Fix linter issue
* Coerce workflow to run again; also fix bad indenting error
* Code review changes
* Automatic changelog update
* Prefer file-scoped namespaces in `.editorconfig` (#38879)
Prefer file-scoped namespaces in .editorconfig
* Parroting Parrots part 1: Help maints! SQUAWK! Maints! (#38243)
* parrots have ears. add poly
* high tech parrot functionality
* adjust times
* add accent to radio message
* don't spam everything all at once probably
* learn about the existence of prob(float)
* actually use Prob(float) correctly
* newline
* add pet spawner for poly
* move chance to talk on radio to component
* missing comment
* minor edits and doc additions
* the reviewerrrrrrr
* parrot can't learn when crit or dead
* increase default memory
* rename poly to polly
* crude way to ignore whispers. chatcode please
* This is Polly. It is set to broadcast over the engineering frequency
* add missing initialize
* add displacement map for parrot ears
* review comments - Errant
* minor things
* large rework
* fix attempting to talk when entity has no channels
* use list of active radios again to track channels
* fix bad return, some comments
* fix long learn cooldown
* minor adjustments
* use FromMinutes
* the voices told me to make these changes
* remove default reassignment
* Review changes
* remove polly's accent
* decouple radio stuff from parrotsystem
* minor stuff
* split vocalization and parroting
* minor review work
* re-add missing check
* add admin verb for clearing parrot messages
* minor action icon update
* oops
* increase icon number text size
* Admin erase parrot messages associated with players
* part 1 beck review
* add whitelist and blacklist for parrots
* Downgrade missing component error to warning
* Add comment
* add some missing comments
* Remove active radio entity tracking, use all inventory slots
* Minor changes
* small review stuff
* review radio stuff
* swap ears displacement to invisible death displacement
* remove syncsprite
* vscode why do yo have to hurt my feelings
* review changes
* use checkboth
* Automatic changelog update
* Predict RepairableSystem (#38886)
* commit
* Update SharedRepairableSystem.cs
* compo
* final touches.
* Update RepairableComponent.cs
* Update RepairableSystem.cs
* Update Content.Shared/Repairable/RepairableSystem.cs
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Replace usages of customTypeSerializer PrototypeIdListSerializer with something that doesn't take 20 separate words to type out (#37959)
* Replace usages of customTypeSerializer PrototypeIdListSerializer with something that doesn't take 20 separate words to type out
* Missed one
* Missed another
* Fix data field ids
* Fix yaml linter and misc errors (#37444)
* Fix yaml linter
* Revert "fix cluwne pda pen slot (#35611)"
This reverts commit 66e926843f.
* More fixes
* Try again with the engine requirement removed
* Decrease number of brass sheets dropped by clockwork windoors
---------
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Add VV button to the solution editor (#38889)
add vv button to solution editor
* Automatic changelog update
* fix: wide swings with resistanceBypass now bypass resists (#38496)
* Allow pAIs to emote like a borg (#38425)
* Automatic changelog update
* reduced motion flash effect version 3 (#37824)
* V3
* Apply suggestions from code review
* Automatic changelog update
* feat: allow admins to interact under subfloors (#38813)
* feat: allow admins to interact under subfloors
* feat: use BypassInteractionChecks instead
* Automatic changelog update
* Operation Remove Gun Bloat (#38104)
* Remove long-unused magazines
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Not sure why that failed, going to rerun tests real quick
* Testing if this resolves the tests. Anyone know how to run tests locally, without waiting for github?
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Fully removed boxes of vector ammo and the vector ammo tag
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* This might fix the tests
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Nulled more =
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Nulled more migrations
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
---------
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Minigun inhands + HMG multihand and slow move speed (#35344)
* hmg move speed
* minigun inhands
* even better inhands
* touch-up
* Automatic changelog update
* Add Bolas to SecTech vendor (#38902)
* Automatic changelog update
* Kobold/monkey AI holograms (#38888)
* Added kobold/monkey AI holograms
* Updated meta.json
* Automatic changelog update
* Fix localization error when trying to change hair on someone with a hat (#38907)
* change Identity.Name to Identity.Entity for delivery popups (#38909)
* Replace `AdvertiseComponent` with `DatasetVocalizerComponent` (#38887)
* Replace AdvertiseComponent with DatasetVocalizerComponent
* No vocalizing while broken or without power
* Kill AdvertiseComponent/System
* This really shouldn't be here
* xmldoc for VocalizerRequiresPowerComponent
* TryIndex -> Index
* Bagel genpop (#38829)
* skelaton (skeleton)
* basic genpop
* genpop mostly done
* general layout
* all details
* maints firelocks, tweaks
* invalids bye, remove residual air and fire alarm
* uhh tweaked something dont remember
* remove actions
* armory: truncheon and riot crate
* remove more invalid devices
* armory holopad, graffiti tweak
* no windoor into sec substation, add flasher
* Revert "no windoor into sec substation, add flasher"
This reverts commit a7b919fb74433b82f48f92f98d5521ecb1f3eae4.
* no sub windoor, flasher
* fix camera blocking turret
* move warden and armory, restyle decals
* maints flashlights :D
* fix locker room dark tile placement
* Automatic changelog update
* fix clones not getting the thieving skill (#38914)
* Automatic changelog update
* Make more objects spray paintable (Reviving #31328) (#37341)
* PaintableAirlockComponent and AirlockGroupPrototype have been replaced
* Slightly redesigned SprayPainterSystem for greater versatility
* Added handling of changes to the appearance of doors and storages
* PaintableGroup prototypes have been created
* Generating tabs with styles in the UI
* Fix error with undiscovered layer
* Slight improvement
* Removed unnecessary property
* The category for `PaintableGroup` was allocated to a separate prototype so that the engine itself would check if the category existed
* Added canisters, but repainting doesn't work
* Added localization to styles
* Fix sprite changing
* Added the ability to paint canisters
* slight ui improvement
* Fix yamllinter errors
* Fix test
* The UI now remembers which tab was open
* Fix build (?)
* Rename
* Charges have been added to the spray painter
* Added a charge texture for the spray painter
* Now spray painter can paint decals
* Increased number of charges
* Spawning dummy objects has been replaced by PrototypeManager
* added a signature about the painting of the object
* fix
* Code commenting
* Fix upstream
* Update Content.Shared/SprayPainter/Components/SprayPainterAmmo.cs
Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>
* review
* Now decals can only be painted if the corresponding tab in the menu is open.
* Fixed a bug with pipe and decal tabs not being remembered
* Update EntityStorageVisualizerSystem.cs
* record
* loc
* Cleanup
* Revert electrified visuals
* more cleanup, fix charges, del ammo4
* no empty file, remove meta component
* closet exceptions, storage visualizer fixes
* enable/disable decal through alt-verb
* Fix missed merge conflicts
* fix snap offset, button event handlers
* simpler order, fix snap loc string
* Remove PaintableViz.BaseRSI, no decal item, A-Z
* State-respecting UI, BUI updates, FTL fixes
* revert DecalPlacerWindow changes
* revert unwanted changes, cleanup function order
* Limit SprayPainterAmmo write access to AmmoSystem
* Remove PaintedSystem
* spray paint ammo lathe recipe, youtool listing
* category as a list, groups as subtabs
* Restore inhand copyright in meta.json
* empty spray painter, recipe produces an empty one
* allow alpha on spray painter decals
* add comments
* paintable wall lockers
* Restrict painting more objects
* Suggested event changes, event cleanup
* component comments, fix ammo inhands
* uncleanable decals, dirty styles on mapinit
* organize paintables, separate emergency/closet grp
* fix categories newline at EOF
* airlock group whitespace cleanup
* realphabetize
* Clean up EntityStorageViz merge conflict markers
* Apply requested changes
* Apply suggestions from sowelipililimute's review
Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>
* betrayal most foul
* Remove members from EntityPaintedEvent
* No emerg. group, steelsec to secure, locker/closet
* Enable repainting the medical wall locker
* comments, no flags on PaintableVisuals
* Remove locked variants from closets/wall closets
* removable decals
* off value consistency
* can't paint away those bones
* fix precedence
* Remove AirlockDepartment, AirlockGroup protos
Both unused.
* whitelist consistency re: ammo component
* add standing emergency closet styles
* alphabetize the spray painter listings
---------
Co-authored-by: Ertanic <black.ikra.14@gmail.com>
Co-authored-by: Эдуард <36124833+Ertanic@users.noreply.github.com>
Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>
* Automatic changelog update
* Add Serializable, NetSerializable attributes to DecalPaintMode (#38921)
Serializable, Net" on DecalPaintMode
* Rotated turret wall panel sprites (#38464)
rotated sprites
* Stun and Stamina Visuals (#37196)
* Stun animation
* Commit 2
* Almost working commit
* Best commit
* Minor cleanup and value adjustments
* Fix animation data getting wasted and cleaned up some stuff
* Don't animate if dead
* AppearanceSystem is for chumps
* Cleanup
* More cleanup
* More cleanup
* Half working commit
* Documentation
* Works
* ComponentHandleState my beloved
* AppearanceComp compatibility
* Address review
* Borgar
* AND NOW THE END IS NEAR
* AppearanceSystem compliance (Real)
* Don't need to log missing there
* I actually hate mob prototypes so much you don't even know
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Automatic changelog update
* Fix AddHandCommand not working on aghosts (#38866)
* Component for clothes to suppress emotes and scream action in general, and the muzzle to suppress vocal emotes in particular (#32588)
* Component for clothes to suppress scream noise
GaggedComponent + AddGaggedClothingComponent and relevant systems to make them work.
Currently only stifles the scream _action_, not all emotes
because if a mime can silently emote, so can gagged you!
* fix comments
* swap to inventory relay
and make it more general such that specific emotes or emotes of a given category can be blocked
* power gloves shouldn't block snapping
* easy fixes
* blockable emote event
* pr comments, switch to using emote event mostly
* pr comments
add beforeEmoteEvent
add emote blocker name to popup
maybe some other stuff, I forget
* get rid of emoteevent's source because I don't need it anymore
* smol clean
* formatting, style, and one minor thing where having a muzzle in your pocket would gag you
* Automatic changelog update
* Tweaks to ShowRulesCommand structure, localization, and autocomplete. (#38855)
commit
* Automatic changelog update
* Convert Locker/Closet fills to Entity Tables: Part 2 (#38254)
Co-authored-by: Velcroboy <velcroboy333@hotmail.com>
* Fixing a singular pixel on the frame of the AI (#38936)
* Singular pixel ops
* Third commit - upholding CC-BY-SA by indicating changes made
* Bottle Drink Inhands (#38937)
* there is now bottles of booze in your hands
* Messed up the vermouth inhand fills slightly.
* oh whoops that's redundant
* Automatic changelog update
* refactor: rework the new status effect system to use containers (#38915)
* refactor: rework the new status effect system to use containers (#38915) (#38943)
Co-authored-by: Perry Fraser <perryprog@users.noreply.github.com>
* fix: don't divide by zero in FragmentIntoProjectiles (#38946)
* Accents Event to Shared (#38948)
* 27 file diff
* 27 file diff 2
* Apply suggestions from code review
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Update Credits (#38955)
Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com>
* SharedGunSystem spread bugfix (#38960)
two bytes
* Fixed error thrown when examining indestructible plastitanium windows (#38950)
* Fixed error thrown when examining indestructible plastitanium windows
* Fixed indentation to match yaml standards
* Fix extra dollar sign in admin log for machine toggle (#38961)
* Don't compile EF Core designer files on release builds (#38927)
* Hats (and glasses) for pets - Part 1 - Ian and McGriff (#38634)
* new branch new me
* cursed displacement
* 2 pixels of death
* forgot a line
* fixed some edge cases on corgis with the displacement
* fix conflict
* fix indentations
* a bit more displacement fixes
* Automatic changelog update
* [BUGFIX] Stops scurrets from suffocating in crates (#38951)
Prevent scurrets from dying!
* Automatic changelog update
* Cleanup warnings: CS0649 (#38797)
* make ocarina small (#38971)
Update instruments_wind.yml
* Automatic changelog update
* Add contraband parent to war declarator (#38972)
* Automatic changelog update
* Remove prototype caching from `ZombieComponent` (#38979)
Remove prototype caching from ZombieComponent
* Vox customization additions (+eyeshadows) (#38906)
vox customization stuff
* Automatic changelog update
* Refactor ExaminableDamage (#38978)
* Remove prototype caching in ExaminableDamageComponent
* Replace ExaminableDamagePrototype with LocalizedDatasetPrototype
* Allow null
* Voltage enum to shared (#38964)
* fix: ghosts shouldn't see whisper obfuscation (#38202)
* Fix devices in terminal mispredicting power state (#38647)
* The simple solution
* The better solution
* Revert "The better solution"
This reverts commit 611e56e031636734abab1ad3e77bf88b69a4de13.
* make biogenerator not accept low-nutrient plants (#38427)
* anti-noob
* dsaswa
* Minor grammar change
---------
Co-authored-by: beck-thompson <beck314159@hotmail.com>
* Make RunVerbAs take and return EntityUids (#38155)
fix: make RunVerbAs take and return EntityUids
* Automatic changelog update
* Buff parrot learn rates and radio chatter (#38984)
* buff parrots
* ok but not that smart
* oop
* Remove prototype caching from `TransformableContainerComponent` (#38988)
Remove prototype caching from TransformableContainer
* New holy books (#38986)
* Adds a few new holy books, implements one existing, and makes them pickable from loadout
* Almost forgot the yaml
* Forgot to change fork-specific paths
* Modified copyright to be less specific as requested by maintainer
* Newlines
* Replaced scroll torah with a book-bound tanakh, as recommended by dvir001
* Changed all mentions to use tanakh instead of torah
* Made the Mosin bayonet usable. (#38295)
* Made mosin an alt-melee weapon, added reagent fill for the weapon.
* fixes
---------
Co-authored-by: RedBookcase <Usualmoves@gmail.com>
Co-authored-by: beck-thompson <beck314159@hotmail.com>
* Automatic changelog update
* Adjust throwables hitboxes to match sprites (#38985)
Initial commit
* Automatic changelog update
* Moproaches (#38700)
* MOPROACHES
* rerun test - random test fail of doom
* added to random pest event, with same prob as cancer mouse
* rerun test - random test fail of doom 2 electric boogaloo
* changed moproach obtain methods
* no crafting of moproaches allowed :(
* Reverted content of file.
* requested changes
* requested changes
* requested changes
* Increase moproach health by 5 - requested by Emo on discord
* spaaaaaaaaaaaaaaaaaaaaaaaaace
* microwave recipe added
* no surgery this week
* spaaaaaaaaaaaaaaaaaaace 2 more space for your space
* space
* new mopshoes sprite
* in-hands
* inhands v2
---------
Co-authored-by: ScarKy0 <scarky0@onet.eu>
* Automatic changelog update
* Remove the Qur'an (#39000)
* Mostly fix reaction sound effect stacking :( (#38999)
* fix: band-aid the reaction sound effect stacking
It's so funny I'm so sad I'm writing this commit :(
* fix: remove unused hashset
Drive by fix. 'Tis never read from.
* fix: switch to just making it server only
* fix: uncomment the if lol
Commented it out for recording video oopsie
* Convert some voice samples to mono (#39002)
* Convert Xenoborg voice sounds to mono
* Convert female human cough sounds to mono
* PressureEvent removed (dead code) (#39004)
yep
* Predict DevourSystem. (#38970)
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Whitelist extension for tool belt (#35212)
* sd
* xd
* im so dumb
* revert to just remote signaller
* forgot
* add code comment
---------
Co-authored-by: shampunj <140359015+shampunj@users.noreply.github.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Automatic changelog update
* Fix firelocks failing to drop fast enough (#38918)
* Automatic changelog update
* Fix Mjollnir throw while on delay (#39018)
* init
* fuck dirty
* yippee
* Automatic changelog update
* Give admin bags explosion resistance (#38384)
Co-authored-by: youtissoum <51883137+youtissoum@users.noreply.github.com>
* Automatic changelog update
* Inconsistent Produce Inhands Fix (#38860)
* V1 Sprites
* Adding heldPrefix
* Updated Sprites
* 4 New Inhands & Sprite Tweak
* WaterMelon/HolyMelon Front Change
* Meta Guh
* Sugarcane Updated Inhands
* Re-id 'Medical Doctor' guide entry to 'MedicalDoctor' (#39029)
chore: re-id 'Medical Doctor' guide entry
* Make diagonal windows prevent electrocution (#39032)
Add the window tag
* Automatic changelog update
* Carps Can No Longer Suicide (#39033)
Update carp.yml
* Wearable banana peels (#38868)
* Add wearable helmet sprites for banana and mimana peels
Made it so banana peels and their variants can be worn as head gear. The sprites were done by myself, so feel free to change or update them! Includes hamster compatibility.
* fixed a minor state bug
* Review fixes
- Removed blank space
- Added "FlipBrooke" to all modified meta.jsons, with the added note of which sprites I got the colors from/referenced.
* I forgot a comma
adds a comma and some periods
* NPC spiders sometimes spin webs 🕷️🕸️ (#38319)
* NPC spiders now spin webs
* oops
* move logic to always update next spawn, to prevent rare web spam
* WebSpawnCooldown is timespan
* remove vv
* add web spawn method, no sus action event method call
* dont spin web immediately at spawn
* move NextWebSpawn value init to update
* oop
* remove unused game timing
* web spawn cooldown to 45
* Automatic changelog update
* Fix Respirator Asserts (#38911)
* Fix errors
* Cleanup CanMetabolizeInhaledAir
* Wait no don't do that
* Revert changes for real
* Fix
* Code cleanup and some safety rails
* Better tests and also comments
* Better comments
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Add supercritical sounds for ALL anomalies (#36425)
* add supercritical sounds for flesh anomaly and shadow anomaly
* fix attribution yml
* use sound collections, add TWO -- count em TWO tech anomaly supercrit sounds.
* add sound for present anomaly
* wrong soundcollection for flesh
* actually add the present anomaly sound...
* add fire anom sound
* add gravity anomaly supercritical sound
* add electric anomaly supercritical sound
* add bluespace anomaly supercritical and explosion sound
* add ice anomaly supercritical sound
* add fluid anomaly supercritical sound
* fix busted link
* typo
* add floral supercritical sound, fix typos
* Add supercritical sounds to injected anomalies
* add rock anomaly supercritical sound
* supercritical sound follows the entity, important for injected anomalies
* make the rock crit rumble a little less subtle at the start
* use CC0 freesound alternatives where available
* New pyro anomaly sound by GonTar
* New sounds by GonTar. Change AnomalyComponent so that you can change the length of supercritical properly in the prototype.
* oopsie, forgot the traps
* use TimeSpan for duration
* Automatic changelog update
* Metashield Rules Update (Removal) (#38953)
* Revert "Don't compile EF Core designer files on release builds" (#39057)
* Revert "Kobold/monkey AI holograms (#38888)"
This reverts commit 97fcebb92b.
Please check the maintainer meeting and the recording at time 41:58 for further information
https://docs.spacestation14.com/en/maintainer-meetings/maintainer-meeting-2025-07-19.html
* Replace SharedStatusEffectsSystem with StatusEffectsSystem
Updated references from SharedStatusEffectsSystem to StatusEffectsSystem in spell and magic weakness systems to use the correct status effects system implementation.
* Update examine_messages.yml
* fix
* Update round_end.yml
---------
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
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* camera
* add console command
* change verb name to camera
* placeholder text
* add button to player panel
* orks are indeed the best
* visibility flag fix
* not a datafield
* more follower fixes
* more cleanup
* add zooming
* resizing real
* remove commented out code
* remove AddForceSend
* comment
* Use OS window and add some comments
* fix comments and variable name
* Needs RT update
* Minor grammarchange
* Fix warning
* Cleanup
* almost working...
* fix bug
* oswindow update
* Remove need for RequestClosed.
---------
Co-authored-by: beck-thompson <beck314159@hotmail.com>
Co-authored-by: PJB3005 <pieterjan.briers+git@gmail.com>
* parrots have ears. add poly
* high tech parrot functionality
* adjust times
* add accent to radio message
* don't spam everything all at once probably
* learn about the existence of prob(float)
* actually use Prob(float) correctly
* newline
* add pet spawner for poly
* move chance to talk on radio to component
* missing comment
* minor edits and doc additions
* the reviewerrrrrrr
* parrot can't learn when crit or dead
* increase default memory
* rename poly to polly
* crude way to ignore whispers. chatcode please
* This is Polly. It is set to broadcast over the engineering frequency
* add missing initialize
* add displacement map for parrot ears
* review comments - Errant
* minor things
* large rework
* fix attempting to talk when entity has no channels
* use list of active radios again to track channels
* fix bad return, some comments
* fix long learn cooldown
* minor adjustments
* use FromMinutes
* the voices told me to make these changes
* remove default reassignment
* Review changes
* remove polly's accent
* decouple radio stuff from parrotsystem
* minor stuff
* split vocalization and parroting
* minor review work
* re-add missing check
* add admin verb for clearing parrot messages
* minor action icon update
* oops
* increase icon number text size
* Admin erase parrot messages associated with players
* part 1 beck review
* add whitelist and blacklist for parrots
* Downgrade missing component error to warning
* Add comment
* add some missing comments
* Remove active radio entity tracking, use all inventory slots
* Minor changes
* small review stuff
* review radio stuff
* swap ears displacement to invisible death displacement
* remove syncsprite
* vscode why do yo have to hurt my feelings
* review changes
* use checkboth
* checkpoint
* pt 2
* pt... i forgot
* pt 4
* patch
* More test fixes
* optimization!!!
* the REAL hand system
* fix RetractableItemActionSystem.cs oversight
* the review
* test
* remove test usage of body prototype
* Update Content.IntegrationTests/Tests/Interaction/InteractionTest.cs
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* hellcode
* hellcode 2
* Minor cleanup
* test
* Chasing the last of the bugs
* changes
---------
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Predicted gas pumps
I wanted to try out atmos and first thing I found.
* a
* Atmos device prediction
- Canisters
- Tanks
- Internals
AirMixes aren't predicted so nothing on that front but all the UIs should be a lot closer.
* Remove details range
* Gas tank prediction
* Even more sweeping changes
* Alerts
* rehg
* Popup fix
* Fix merge conflicts
* Fix
* Review
* Init Commit
* windows yelling at me to update commit
* working commit, need prediciton and more dehardcoding
* Project 0 warnings
* Working Commit (Near Final)
* ryder got confused commit
* I love Merge Conflicts :)
* Working commit, no prediction
* Forgot the yaml changes
* Comments and typos
* Apparently while the reduced launch mult of lube was initialized it was never used so I revered back to default
* Fixed an incorrect divisor
* bit of cleanup
* Prediciton fixed, and puddles now affect all entities
* FORGOT TO RENAME A VERY IMPORTANT VARIABLE OOPS
* Really big I forgor moment
* Even bigger I forgor moment
* four more merge conflicts to fix four more oopsies
* fixed actual divide by zero moment and also im very dumb
* Even bigger I forgor moment
* four more merge conflicts to fix four more oopsies
* fixed actual divide by zero moment and also im very dumb
* Fix all test fails
* code cleanup
* Webedit whitespace
* Code cleaup
* whitespace webedit
* whitespace webedit
* whitespace webedit
* whitespace removal
* Comments and cleanup
* Re-Added 20 warnings as per Ork's request
* Cleanups
* Spacing fix
* bugfixes and cleanup
* Small bugfix
* Actually dirty the slipComp for real
* Added Friction field to Reagent Prototype per design discussion
* Sliding system is kill
* Predict dumping
- This got soaped really fucking hard.
- Dumping is predicted, this required disposals to be predicte.d
- Disposals required mailing (because it's tightly coupled), and a smidge of other content systems.
- I also had to fix a compnetworkgenerator issue at the same time so it wouldn't mispredict.
* Fix a bunch of stuff
* nasty merge
* Some reviews
* Some more reviews while I stash
* Fix merge
* Fix merge
* Half of review
* Review
* re(h)f
* lizards
* feexes
* feex
* DAG Adjacency Matrix & Tests
* Fix sandbox type errors
* First pass on procgen
* Procgen adjustments
* Networking
* Cruft and god and beauty and analysis console
* convert to data types that dont make me want to kill myself
* starting work on console UI
* drawing nodes n shit
* damn that ui FUCKS
* XAT
* Add a bunch of basic triggers
* Fix trigger gen
* Add node info into the analysis console UI
* Add node unlocking
* more trigger cuz thats pretty cool
* final triggers + incorporate gnostic faith
* some ui changes, mostly
* Fix orphaned procgen segments
* its not random dipshit
* yeah... this one will make pjb happy....
* we call it a day for the UI
* imagine... shared power code...
* extraction WIP but we gotta sidequest momentarily
* oh hey would you look at that its the actual functionality
* distrotrased
* Small departure for randomness.
* ok yep yep indeed that is an effect very cool.
* thanos snap oldcode
* fuck it we ball
* feat: node scanner now displays triggered nodes. Removed unused old artifact systems and related code (most of it). xml-doc and minor fixups.
* refactor: most of preparations, cleanup and groundwork. also segment-related tests
* feature: all basic effects returning
* feat: finished effects lits, created weight lists for struct and handheld artifacts, fixed throw trigger and music ApplyComponent artifact effects not working
* feat: prevent non-first-time-predicted calls in shared artifact effect systems
* fix: remove gun effect from artifact effects - as it interferes with 'activate artefact' action
* fix: foam reagent selection, neat ApplyComponents art effect scenarios, handheld art is RadiationReceiver again
* fix: moved spawn/ pry&throw effect systems back to server part of code - entity duplication bugs were not quite fun
* refactor: fix protos
* refactor: fix linter
* fix: fix old artifact component names in yml
* fix: no more throwing error on artifact spawn with empty XAEFoamComponent.Reagents
* fix: removed old component usage in maps
* fix: remove more deleted components from map
* fix: ContainerContainer is now part of initial artifact entity, it won't be affecting UninitializedSaveTest
* refactor: fix tests, add loc description to toolshed commands
* Changed node scanner to tell the whole story about current artifact state
* refactor: remove excessive get of EntityCoordinates in XAE systems, removed Value access in NodeScannerDisplay
* fix: turned off TriggerInteraction, removed XAESpawn usage and system, EmpSystem now can use EntityCoordinates,
* fix: moved SharedXenoArtifactSystem.CancelUnlockingOnGraphStructureChange into RebuildXenoArtifactMetaData to lessen code coupling
* fix: XenoArtifactEffectJunkSpawn moved invalid rolls declaration
* refactor: set default value for XenoArtifactComponent.EffectsTable for tests
* fix: now explosions XAE can be activated for effect
* refactor: added some usedelay so artifactuse would'nt be spammed
* refactor: artifact-related hints improvements
* fix: artifact no longer spawns fauna into itself
* refactor: xml-doc and minor refactoring
* refactor: xml-doc for Xeno Artifact systems, renaming of questionable XAT systems
* map for playtest, TODO REVERT THIS
* fix: magboots trigger art from a mile
* refactor: bind artifact animation to unlocking state
* feat: radiation dmg now have reference to source (and artifacts won't irradiate themselves)
* fix: random artifact node durability now is rolled for max and not current value
* refactor: gas effects are more rare, hand-held artifact effects are filtered properly now, rad dmg trigger now requires only 20 dmg for activation
* feat: animations and sound effects for artifact force-use and failed finish of unlocking phase
* use only 1 file with art use animation
* refactor: minor artifact dmg triggers tuning
* feat: now nodes that CAN be unlocked are displayed with specific color in console.
* feat: now unlocking stage time is dynamic and it depends on amount of triggers player activated correctly. Failed one stops incrementing
* feat: now non-active unlocked nodes return more points if durability was not wasted
* feat: now puddle/foam effects change description of node
* fix: fix test failure
* refactor: renamed phasing effect, fixed failing test for elkridge
* minor balance changes
* refactor: split rare materials into separate effects
* feat: unlocked nodes without successor wont listen to unlocks, node unlock is not activating node
* fix: removed OnIrradiatedEvent duplicate c-tor
* revert changes of reach for playtest
* revert last row empty line removal on reach.yml
* fix: fix PVS bug, born from attempt to relay event to art nodes that were not synced yet to the client
* fix: fix elkridge for tests (again)
* refactor: xml-doc, more stuff predicted, allocation optimization in XAE/XAT systems
* refactor: naming
* refactor: extract variable refactor for XAEApplyComponentsSystem.OnActivated insides
* fix: duplicate xeno artifact unlocking sound fixed
* feat: CreatePuddle xeno artifact effect now can have min and max borders for chamicals to be drafted, minor XAECreatePuddleSystem refactor
* feat: networking for shared XAE components + xml-doc leftovers
* refactor: more xml-doc, fix XAEApplyComponentsComponent.Components not being serializable but trying to be
* refactor: xml-docs and XAEThrowThingsAroundSystem now uses circle and not box for prying tiles
* refactor: xml-docs, minor refactors
* revert XenoArtifactCommand.ArtifactPrototype being PrototId
* refactor: simplify the way ExtractionResearchLabel works
---------
Co-authored-by: EmoGarbage404 <retron404@gmail.com>
Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
* refactor(src): Minor refactor of Draw in "AdminNameOverlay. And new info about playtime player
* fix(src): Add configure classic admin owerlay
* fix
* antag status indication rework
* the cvars are free, you can just take them
* update playerlist on cvar change
* more overlay options
* tweak(src): Use _antagLabelClassic and tweak style
* tweak(src): Add config display overlay for startingJob and playTime
* tweak(src): Vector2 is replaced by var
* tweak(src): return to the end of the list
* add new option checkboxes
* passing ConfigurationManager through constructor, some format changes
* made sorting values more futureproof
* comments
* labels
* no point commenting this out when the overlay stack PR will uncomment it again anyway
* sorting prototype
* localize symbols because why not
* symmetry
* Revert "localize symbols because why not"
This reverts commit 922d4030300285a45777d62fcfd9c74b25fe7a60.
* layout and formatting stuff
* fix errant space
---------
Co-authored-by: Schrödinger <132720404+Schrodinger71@users.noreply.github.com>