master
226 Commits
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3409e0f752 |
Merge remote-tracking branch 'upstream/stable' into ed-15-09-2025-upstream-sync
# Conflicts: # .github/CODEOWNERS # Content.Client/Overlays/StencilOverlay.cs # Content.Server/Chemistry/EntitySystems/InjectorSystem.cs # Content.Server/GameTicking/Commands/SetGamePresetCommand.cs # Content.Server/Players/PlayTimeTracking/PlayTimeTrackingSystem.cs # Content.Shared/Chemistry/EntitySystems/SharedInjectorSystem.cs # Content.Shared/Clothing/Components/ClothingComponent.cs # Content.Shared/Humanoid/HumanoidCharacterAppearance.cs # Content.Shared/Humanoid/SkinColor.cs # Resources/Prototypes/Entities/Objects/Consumable/Food/Containers/bowl.yml |
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0c97520276 |
Fix usages of TryIndex() (#39124)
* Fix usages of TryIndex()
Most usages of TryIndex() were using it incorrectly. Checking whether prototype IDs specified in prototypes actually existed before using them. This is not appropriate as it's just hiding bugs that should be getting caught by the YAML linter and other tools. (#39115)
This then resulted in TryIndex() getting modified to log errors (
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d488ca96b2 |
Alerts Cleanup and API (#39544)
* alert cleanup and API * I expect update loops to be at the top. * Address review * Address review x 2 * Merg my PR * Fix * Update Content.Shared/Alert/AlertsSystem.cs webedit Co-authored-by: Perry Fraser <perryprog@users.noreply.github.com> * FIX THAT TEST FAIL!!!! * Me when I forget to actually give you alerts * Hammedborgar --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com> Co-authored-by: Perry Fraser <perryprog@users.noreply.github.com> |
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b8b17f7b8a |
Merge remote-tracking branch 'upstream/stable' into ed-25-08-2025-upstream-sync
# Conflicts: # .github/CODEOWNERS # Content.Client/UserInterface/Systems/Actions/Controls/ActionButton.cs # Content.Server/Administration/Systems/AdminVerbSystem.Antags.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/Explosion/EntitySystems/TriggerSystem.cs # Content.Server/Nutrition/EntitySystems/SliceableFoodSystem.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/Nutrition/Components/FoodComponent.cs # Content.Shared/Speech/ListenEvent.cs # Resources/Prototypes/Entities/Effects/admin_triggers.yml |
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91854e0776 |
Debody Food and Drink Systems, Combine Food and Drink into One System. (#39031)
* Shelve * 22 file diff * What if it was just better * Hold that thought * Near final Commit, then YAML hell * 95% done with cs * Working Commit * Final Commit (Before reviews tear it apart and kill me) * Add a really stupid comment. * KILL * EXPLODE TEST FAILS WITH MY MIND * I hate it here * TACTICAL NUCLEAR STRIKE * Wait what the fuck was I doing? * Comments * Me when I'm stupid * Food doesn't need solutions * API improvements with some API weirdness * Move non-API out of API * Better comment * Fixes and spelling mistakes * Final fixes * Final fixes for real... * Kill food and drink localization files because I hate them. * Water droplet fix * Utensil fixes * Fix verb priority (It should've been 2) * A few minor localization fixes * merge conflict and stuff * MERGE CONFLICT NUCLEAR WAR!!! * Cleanup --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com> |
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f2d9608a62 |
Merge remote-tracking branch 'upstream/stable' into ed-04-08-2025-upstream-sync
# Conflicts: # Content.Server/Chat/Managers/ChatSanitizationManager.cs # Content.Shared/Damage/Systems/SharedStaminaSystem.cs # Content.Shared/Eye/VisibilityFlags.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/StatusEffectNew/StatusEffectSystem.Relay.cs # Resources/Prototypes/Recipes/Reactions/chemicals.yml # Tools/actions_changelogs_since_last_run.py |
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2c40a950f7 | Trigger Refactor (#39034) | ||
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b0e1ce7c0c |
feat: add a component for rejuvenateable status effects (#39025)
* feat: add a component for rejuvenateable effects * feat: let god mode'd entities get buffs * fix: handle old status effect system Didn't realize BeforeStatusEffectAddedEvent was called by both systems, oops. * refactor: rename to RejuvenateRemovedStatusEffect * fix: make forced sleeping a debuff again Missed in rebase. * refactor: make BeforeStatusEffectAdded two events |
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e85bc1bb8c |
Stunnable New Status and Cleanup (#38618)
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com> Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru> |
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f59de85047 |
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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dec2d42a1d |
Crawling Part 1: The Knockdownening (#36881)
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com> Co-authored-by: ScarKy0 <scarky0@onet.eu> |
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4f766f199c |
Refactor ExaminableDamage (#38978)
* Remove prototype caching in ExaminableDamageComponent * Replace ExaminableDamagePrototype with LocalizedDatasetPrototype * Allow null |
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ac895a0db4 |
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> |
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00826aaad6 |
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 |
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7a8326d41e |
Merge remote-tracking branch 'upstream/stable' into ed-08-07-2025-upstream
# Conflicts: # Content.Server/Audio/ContentAudioSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/Shuttles/Systems/ShuttleSystem.cs # Resources/Locale/en-US/navmap-beacons/station-beacons.ftl |
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38232d2255 |
Predict healing and bloodstream (#38690)
* initial commit * reapply 38126 * fix rootable * someone missed an important minus sign here * try this * fix * fix * reenable crit hits * cleanup * fix status time dirtying * fix * camelCase |
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a06144b083 | fix second wind alert | ||
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75db49f9c0 |
Clean up all missing EntitySystem proxy method uses (#38353)
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73df3b1593 |
Stop network serializing prototypes (#38602)
* Stop network serializing prototypes Send the damn proto ID instead. * Fix sandbox violation |
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78a94730be |
New status effect system (#37238)
* spectra * documentation * added into liquid anomaly * Update TemporaryStealthComponent.cs * Update TemporaryStealthComponent.cs * integrated * new system * mark old status effect system as obsolete * ForcedSleeping new status effect * work with reagents * networking??? * Revert "integrated" This reverts commit bca02b82bae18ae131af593d7eb86e6de2745157. * Revert "Update TemporaryStealthComponent.cs" This reverts commit 4a5be8c4b704a0d1ff9544b2e245d8b2701ec580. * Revert "Update TemporaryStealthComponent.cs" This reverts commit a4875bcb41347638854bd723d96a51c3e6d38034. * Revert "added into liquid anomaly" This reverts commit df5086b14bb35f1467158a36807c0f2163a16d99. * Revert "documentation" This reverts commit 3629b9466758cbdfa4dd5e67ece122fa2f181138. * Revert "spectra" This reverts commit 2d03d88c16d16ad6831c19a7921b84600daeb284. * drowsiness status effect remove * reagents work * polish, remove test changes * first Fildrance review part * Update misc.yml * more fildrance review * final part * fix trailing spaces * sleeping status effect * drowsiness status effect * Create ModifyStatusEffect.cs * some tweak * Yay!!! Manual networking * minor nitpick * oopsie * refactor: xml-docs, notnullwhen attributes, whitespaces * fildrance and emo review * refactor: simplify check in SharedStatusEffectsSystem by using pattern matching, TryEffectsWithComp now returns set of Entity<T, StatusEffectComponent> --------- Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru> |
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b581f5d132 |
Merge remote-tracking branch 'upstream/stable' into ed-23-06-2025-upstream-sync
# Conflicts: # .github/workflows/check-trailing-whitespace.yml # Content.IntegrationTests/Tests/Access/AccessReaderTest.cs # Content.IntegrationTests/Tests/Chameleon/ChameleonJobLoadoutTest.cs # Content.IntegrationTests/Tests/GameRules/NukeOpsTest.cs # Content.IntegrationTests/Tests/PostMapInitTest.cs # Content.Server/Administration/Systems/AdminVerbSystem.Antags.cs # Content.Shared/Light/Components/SunShadowCycleComponent.cs # Resources/Prototypes/Damage/modifier_sets.yml # Resources/Prototypes/Maps/Pools/default.yml |
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ae8fdbfa51 |
Fix puncturase cauterizing bleeding (#38289)
fix puncturase cauterizing bleeding |
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42d39a7c67 |
Merge remote-tracking branch 'upstream/stable' into ed-10-06-2025-upstream-sync
# Conflicts: # .github/CODEOWNERS # Content.IntegrationTests/Tests/Atmos/ConstantsTest.cs # Content.Server/Chat/Managers/ChatManager.cs # Content.Server/Connection/ConnectionManager.cs # Content.Shared/Actions/SharedActionsSystem.cs # Content.Shared/Lock/LockSystem.cs |
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d81e82cef7 |
Add Diona rooting (#32782)
* Initial commit * Add sound * Review commets * addressing review * I think this is what Slart meant? * Review fixes * More fixes * tiny formatting * Review fixes * Review fixes * Fix small timing error * Follow new action system * review --------- Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com> Co-authored-by: ScarKy0 <scarky0@onet.eu> |
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d5fbdbdec0 |
Merge remote-tracking branch 'upstream/stable' into ed-27-05-2025-upstream-sync
# Conflicts: # .github/CODEOWNERS # Content.Client/Guidebook/Controls/GuideReagentReaction.xaml.cs # Content.IntegrationTests/Tests/Chemistry/TryAllReactionsTest.cs # Content.Server/Procedural/DungeonJob/DungeonJob.OreDunGen.cs # Resources/Prototypes/Entities/Effects/chemistry_effects.yml # Resources/Prototypes/Entities/Mobs/Customization/Markings/human_hair.yml # Resources/Prototypes/GameRules/meteorswarms.yml # Resources/Prototypes/Procedural/dungeon_configs.yml |
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59e6435fe2 |
Merge remote-tracking branch 'upstream/stable' into ed-12-05-2025-upstream
# Conflicts: # .github/CODEOWNERS # Content.Client/Construction/UI/ConstructionMenuPresenter.cs # Content.Shared/Construction/Prototypes/ConstructionPrototype.cs # Content.Shared/Damage/Systems/SharedStaminaSystem.cs # Content.Shared/Lock/LockSystem.cs # Resources/Prototypes/Entities/Mobs/Customization/Markings/human_hair.yml # Resources/Prototypes/Entities/Objects/Specific/chemistry.yml # Resources/Prototypes/Procedural/vgroid.yml |
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62c380fc53 |
Better Godmode (#37020)
* Commit * Oversights oops * breaking changes * unbreaking changes * Compatibility with AfterFullyEaten * Fixed * Update Content.Server/Kitchen/EntitySystems/ReagentGrinderSystem.cs --------- Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> |
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9c165cb5a0 |
StaminaSystem to SharedStaminaSystem (#37199)
* Init Commit * Partial class * Hands system slipped through |
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36030ef154 |
Mob Movement Major Refactor (#36847)
* Conveyor optimisations - Optimise movement for moving stuff. Better flags + less resolves + slapped parallelrobustjob on it. - Sleeping for entities getting conveyed into walls. * Blocker version * Finish * Final * Fix conveyor power mispredict * Bagel save * Revert "Bagel save" This reverts commit 1b93fda81fb852d89b89b0beae0b80f8a61165f2. * Conveyor resave * 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 * Fix prediction * Mob movement rewrite * Bandaid * Working version * Tentatively working * Friction to fix cornering * More fixes * Refactor mob movement Trying to cleanup relay ordering / tryupdaterelative being cooked, purge ToParent, and fix all the eye rotation shenanigans. * Building * Re-implement jetpacks * Reorganise weightless movement * More work * Fix camera * reh * Revert bagel * Revert this * Revert held move buttons * Puddles work but are unpredicted and unoptimized * Fixes * Puddle code... * Actually dirty the slipComp for real * Sliding component done plus an extra suggestion from ArtisticRoomba * Atomized Commit * Added Friction field to Reagent Prototype per design discussion * Cleaned up Working Commit * a * Delete stinkers * Fix this code smell * Reviewed * Funky re-save * Our conveyance * Better conveyor sleeping * Remove this * Revert "Better conveyor sleeping" This reverts commit f5281f64bbae95b7b9feb56295c5cf931f9fb2e1. * Revert that Way too janky * Also this * a * Working Commit - Still a lot to do * Acceleration refactor * Minor jetpack cleanup * frictionnomovement no longer nullable * Shared Mover Feels 99% done * OffGrid/Weightless/Throwing Friction saved * Fix merge conflicts * Fix a debug assert * Final Commit for today * Some fixes * Actually use those CCVars Properly * Need to fix throwing * Second to last Commit for real * Jetpack bug fixed * Jetpack bug fixed * Test fail patch * Small patch * Skates Component cleanup + Bring Accel back to 5 (oops) * Fix test fail oops * yaml cleanup make dragons not fat --------- Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> |
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72d2d8ab0f | Overhauled stamina slowdown behavior (#36336) | ||
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ef6d973301 |
Merge remote-tracking branch 'upstream/stable' into ed-30-04-2025-upstream-sync
# Conflicts: # Content.Client/Parallax/ParallaxControl.cs # Content.Client/UserInterface/Systems/Storage/Controls/ItemGridPiece.cs # Content.IntegrationTests/Tests/PostMapInitTest.cs # Content.Server/Chat/Managers/ChatManager.cs # Content.Server/Fluids/EntitySystems/PuddleSystem.Evaporation.cs # Content.Server/Labels/Label/LabelSystem.cs # Content.Shared/Actions/SharedActionsSystem.cs # Content.Shared/Fluids/Components/EvaporationComponent.cs # Content.Shared/Labels/EntitySystems/SharedLabelSystem.cs # README.md # Resources/Prototypes/Entities/Mobs/Player/admin_ghost.yml # Resources/Prototypes/Maps/Pools/deathmatch.yml # Resources/Prototypes/Maps/arenas.yml |
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8ab0e59db6 |
Refactor disarms (#36546)
* Refactor disarms - Move client stuff to shared - Cleanup a bunch of stuff - Ref events - Fix the swing sound mispredict (I noticed it on target dummies). * Revert this change * minor review * Rebiew --------- Co-authored-by: Milon <milonpl.git@proton.me> |
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d38042a0c0 |
3mo xeno archeology (first phase) (#33370)
* 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> |
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5420469d62 |
Merge remote-tracking branch 'upstream/stable' into ed-upstream-sync
# Conflicts: # Content.Shared/Weapons/Melee/MeleeWeaponComponent.cs |
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9d03081fda |
Predict DamagePopup (#36547)
* Predict DamagePopup Pretty easy one. * cleanup and localize * oops --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> |
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cf14cb3eb5 |
The long overdue downfall of stun meta - Stamina resists on Nukie & ERT Suits. (#35580)
* Add stamina damage resistance * Probably starting a civil war within the community. * Tweak some values, my chart was outdated. * Tone down the values * Allow a way to bypass the resistances, which forks downstream can use. * Apply suggestions from code review Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Comment out the changes to non-deathsquad suits. * minor text fix e * review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> Co-authored-by: SlamBamActionman <slambamactionman@gmail.com> Co-authored-by: Milon <milonpl.git@proton.me> |
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9d6e023bd0 |
Merge remote-tracking branch 'upstream/stable' into ed-311-03-2025-upstream-2
# Conflicts: # Content.Client/Administration/AdminNameOverlay.cs # Content.Client/Administration/UI/Bwoink/BwoinkControl.xaml # Content.Client/Guidebook/Controls/GuideReagentReaction.xaml # Content.Client/Options/UI/Tabs/KeyRebindTab.xaml.cs # Content.Client/SubFloor/SubFloorHideSystem.cs # Content.Server/Administration/Systems/AdminVerbSystem.Antags.cs # Content.Server/Antag/AntagSelectionSystem.cs # Content.Server/Cloning/CloningSystem.cs # Content.Server/GameTicking/Rules/Components/ParadoxCloneRuleComponent.cs # Content.Server/GameTicking/Rules/ParadoxCloneRuleSystem.cs # Content.Server/Roles/ParadoxCloneRoleComponent.cs # Content.Shared.Database/LogType.cs # Content.Shared/CCVar/CCVars.Interface.cs # Content.Shared/Cloning/CloningEvents.cs # Content.Shared/Cloning/CloningSettingsPrototype.cs # Content.Shared/Humanoid/NamingSystem.cs # Content.Shared/Humanoid/Prototypes/SpeciesPrototype.cs # Content.Shared/Light/Components/SunShadowCycleComponent.cs # Content.Shared/Storage/StorageComponent.cs # Resources/Changelog/Admin.yml # Resources/Changelog/Changelog.yml # Resources/Credits/GitHub.txt # Resources/Locale/en-US/paradox-clone/role.ftl # Resources/Maps/bagel.yml # Resources/Maps/loop.yml # Resources/Prototypes/Chemistry/mixing_types.yml # Resources/Prototypes/Datasets/Names/last.yml # Resources/Prototypes/Entities/Effects/puddle.yml # Resources/Prototypes/Entities/Mobs/Player/clone.yml # Resources/Prototypes/Entities/Mobs/Species/base.yml # Resources/Prototypes/Entities/Objects/Deliveries/deliveries_tables.yml # Resources/Prototypes/Entities/Objects/Devices/pda.yml # Resources/Prototypes/Entities/Objects/Tools/handheld_mass_scanner.yml # Resources/Prototypes/GameRules/events.yml # Resources/Prototypes/Maps/Pools/default.yml # Resources/Prototypes/Objectives/paradoxClone.yml # Resources/Prototypes/Reagents/Consumable/Drink/alcohol.yml # Resources/Textures/Clothing/Eyes/Glasses/jensen.rsi/equipped-EYES-arachnid.png |
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dfd3e36a0a |
Sentry turrets - Part 4: The sentry turret and its primary systems (#35123)
* Initial commit * Removed mention of StationAiTurretComponent (for now) * Prep for moving out of draft * Fixing merge conflict * Re-added new net frequencies to AI turrets * Removed turret control content * Removed unintended change * Final tweaks * Fixed incorrect file name * Improvement to fire mode handling * Addressed review comments * Updated how turret wire panel auto-closing is handled * Ranged NPCs no longer waste shots on stunned targets * Fixed bug in tracking broken state * Addressed review comments * Bug fix * Removed unnecessary event call |
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a8e99ff65c |
Death Nettle changes (#25253)
* Added ThornyComponent, ThornyImmuneComponent, and ThornySystem, as well as changed Botanists glove's to have the ThornyImmuneComponent, and for Death Nettle to have the ThornyComponent. * Added heat damage to the player if they pickup nettle without gloves. Also displays a popup message . * Revised OnHandPickUp method and reduced whitespace * Touching death nettle without gloves now does damage split between heat and caustic, and does more damage. * File-scoped namespace adherence * Code revisions, and removal of old file. * Removed thornyImmune key from botanist's gloves in gloves.yml for cleanup / yaml linter * Adds new generic DamageOnPickup, still very WIP * Starting on localization, removed _Notes.txt, adds immunity component * Added OnPickupDamageImmune component to botanists gloves * Removed botany specific components/system, moved to generic DamageOnPickup. Added code comments. Extra checks in component for whether to toss an item, damage an entity. Still WIP. * changes to audio and popups * Removes my system/component/ftl in favor of DamageOnInteract, tweaking values * me stupid * Death nettle will 'wilt' after 5 hits * added interaction delay to stop spam clicking, added a 10% stun (paralyze) chance * minor changes/cleanup * more minor changes and cleanup * Reduced maximum amatoxin within fly amanita spores. * Readjusted to allow more than 5 amatoxin above 50 potency * Remove Debug.Log statement from system * Mark Death Nettle as major contraband. |
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85a6ac90ba |
Add stamina and mob damage playtest modifiers (#35599)
* Add stamina and mob damage playtest modifiers * Fix typo * Add FTL * Review fixes * Update Content.Shared/Mobs/Systems/MobStateSystem.Subscribers.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> |
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86aa82f2b6 |
Cleanup: Remove redundant prototype name specifications (#35793)
* Remove redundant prototype name specifications * These can stay |
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0a46df78ea |
Upstream sync (#1035)
* Add new implants to deimplant list (#35563) Initial commit * Doxarubixadone Description Fix (#35568) Changed medicine.ftl for Doxa. * Reptilians Can Eat Chicken Nuggets (#35569) Added meat tag to misc.yml for chicken nuggets. * Automatic changelog update * Unheck Admin Smites (#35348) * Fix admin verb names Fixed admin verb names. * Add antag verb names * Adjust antag verb icons * Amber Station - A Couple Changes (#35548) * [ADMIN] Minor Refactor AdminNameOverlay (#35520) * refactor(src): Minor refactor of Draw in "AdminNameOverlay. And new info about playtime player * fix(src): Add configure classic admin owerlay * fix * 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 * Automatic changelog update * Wizard PDA (#35572) * wizard PDA * colour change to brown * Automatic changelog update * Increase line spacing of the admin overlay (#35591) line spacing * make slime hair less transparent (#35158) * blabl blump or something * +0.3 * blimpuf * Automatic changelog update * Fix being able to write on/stamp/fax paper scrap (#35596) * init * item * requested changes * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Automatic changelog update * Changed Pride to Hubris in ion_storm.yml (#35602) Update ion_storm.yml * Sentry turrets - Part 3: Turret AI (#35058) * Initial commit * Updated Access/command.yml * Fix for Access/AccessLevelPrototype.cs * Added silicon access levels to admin items * Included self-recharging battery changes * Revert "Included self-recharging battery changes" * Addressed reviewers comments * Additional reviewer comments * DetGadget Hat Revitalization (#35438) * DetGadget Hat * uh... half-assed item description * Reduce hat range to one tile, you have to stand on someone to steal their hat items * Fix Integration Errors * Only the wearer can access voice commands * init work - handscomp is unable to be pulled * second bit of progress * basic working implementation * nuke storageslots and add adminlogging * disallow trolling nukies or hiding objective items * remove unnecessary tags additions * finish nuking unused tags * death to yamllinter * int tests be damned * milon is a furry * address review * upd desc * address reviews part 2 * address more reviews * remove unused refs * fix order of dependencies * add ShowVerb to SharedStorageSystem.cs This will allow or disallow showing the "Open Storage" verb if defined on the component. * orks is a nerd * add proper locale, fix adminlogging * orks is a nerd 2 --------- Co-authored-by: Coenx-flex <coengmurray@gmail.com> * Automatic changelog update * Fingerprint Reader System (#35600) * init * public api * stuff * weh * Remove cellular resistance for slimes (#35583) * Remove cellular resistance for slimes * Update guidebook * Automatic changelog update * Give the station map inhand sprites (#35605) map has inhands * Reagent guidebook reactions UI dividers (#35608) * Update GuideReagentReaction.xaml * Update Content.Client/Guidebook/Controls/GuideReagentReaction.xaml Co-authored-by: Thomas <87614336+Aeshus@users.noreply.github.com> * Update Content.Client/Guidebook/Controls/GuideReagentReaction.xaml Co-authored-by: Thomas <87614336+Aeshus@users.noreply.github.com> --------- Co-authored-by: Thomas <87614336+Aeshus@users.noreply.github.com> * fix cluwne pda pen slot (#35611) Co-authored-by: deltanedas <@deltanedas:kde.org> * Revert "Make radioactive material radioactive" (#35330) * Automatic changelog update * Predict vending machine UI (#33412) * Automatic changelog update * #32209 changelog (#35619) Since it was merged into staging no changelog was made, but we should at least have it for next release. (And vulture) * Automatic changelog update * Cloning Refactor and bugfixes (#35555) * cloning refactor * cleanup and fixes * don't pick from 0 * give dwarves the correct species * fix dna and bloodstream reagent data cloning * don't copy helmets * be less redundant * Automatic changelog update * centcomm update (#35627) * Better Insectoid Glasses (#31812) Sprites and file changes Adds the variants for arachnid and moth glasses, adds the code for those in the meta.json files, and adds the speciesID tag in both arachnid and moth prototype files. * Automatic changelog update * Add GetBaseName method to NameModifierSystem (#35633) * Add GetBaseName method to NameModifierSystem * Use Name * Save Space Station 14 from the Toilet Gibber Forever (#35587) * The evil is defeated * Tag body bags * uwu, cwush me cwusher-chan * absolute 18+ sloggery * botos binted? 👽 * Automatic changelog update * Changed Damage Overlay to check Burn Damage (#34535) * updated BruteLevel to be PainLevel with burn damage checks in DamageOverlayUiController.cs * dehardcoded pain level by adding damage groups to paindamagegroups to affect * re-added the name for painDamageGroups * fixed overlay default and added minimum limit to component check first * renamed to PainDamageGroups and removed obsolete tag * Automatic changelog update * Wizard's Magical Pen (#35623) * wizard pen * description change * Automatic changelog update * Added decelerator percentage drain (#35643) * Added variable PercentageDrain to SinguloFoodComponent * Set percentageDrain to 0.03 (3%) for anti particles * Added percentageDrain logic in public OnConsumed * Simplify SinguloFoodComponent and set percentageDrain to negative * EnergyFactor now applies to positive values too * Better commenting on EnergyFactor * Update Content.Server/Singularity/Components/SinguloFoodComponent.cs * Documentation of EnergyFactor * Fixing spelling mistake --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Automatic changelog update * Made butter require less milk (#35650) made butter take less milk * Automatic changelog update * Delete SolutionContainerVisualsComponent.InitialName (#35654) * Fix name of cotton dough rope (#35657) changed in-game name of cotton dough rope to differentiate from normal dough rope * CVar - Toggle display of round-end greentext (#35651) * hide greentext if cvar false * change IFs around a lil * reviews * Open State for cowtools (#35666) Open State * Make implants unshielded (#35667) * Add undergarments & "Censor Nudity" toggle to options (#33185) * Initial commit * Attribution * Review changes * Added comment for upstream * Automatic changelog update * centcomm update (#35674) * More scars! (#35644) * :3 * whitespace, stomach scar * Automatic changelog update * Lathe menu UI displays a count of available recipes (#35570) * commit * jumped the gun * changes * Players with unknown playtimes now are tagged as new players, take 2 (#35648) * your commit? our commit. * skreee * show joined players before lobby players; comments * comments * playerinfo retains playtime data after disconnect * new connection status symbols * Automatic changelog update * Add firelocks and locked external airlocks to ATS (#35516) * Add firelocks and locked airlocks to ATS * Add fire alarms * Elkridge Tesla and TEG Improvements + Other stuff (#35684) * better tesla, better TEG, better sci maints, chef gets chef closet * added storage room for tesla parts, added captain bathroom, changed vault so nuke can be armed * ran fixgridatmos and added some vacuum markers * unflatpacked containment shit * Cargo Mail System (#35429) * shitcode init * biocoding, SpawnTableOnUse, Moving shit to shared * server :( * fixes * ok works * Discard changes to Content.Shared/Interaction/Events/GettingUsedAttemptEvent.cs * Discard changes to Content.Shared/Forensics/Components/FingerprintMaskComponent.cs * Discard changes to Content.Shared/Forensics/Components/FingerprintComponent.cs * Discard changes to Content.Server/Forensics/Systems/ForensicsSystem.cs * Discard changes to Content.Server/StationRecords/Systems/StationRecordsSystem.cs * Discard changes to Content.Server/Storage/EntitySystems/SpawnItemsOnUseSystem.cs * Discard changes to Content.Shared/Interaction/Events/GettingUsedAttemptEvent.cs * big stuff * preperation * temperory spawning thing for testing * Update CargoDeliveryDataComponent.cs * kinda proper spawning idk god save me * cleanup (kinda) * preparation 2.0 * stuff i think * entity table work * renames * spawn ratio based on players * comment * letter tables * more spam * package tables * comment * biocodedn't * builds correctly * cleaning * Update deliveries_tables.yml * labels * package sprites * mail teleporter * revert testing value * fix test * fix other test * i love tests * mail teleporter enabled by default * random cooldowns * fixtures * Discard changes to Content.Shared/FingerprintReader/FingerprintReaderComponent.cs * Discard changes to Content.Shared/FingerprintReader/FingerprintReaderSystem.cs * Discard changes to Content.Shared/Interaction/Events/GettingUsedAttemptEvent.cs * Discard changes to Resources/Locale/en-US/fingerprint-reader/fingerprint-reader.ftl * clean * fuck paper scrap * oops * fuck SpawnTableOnUse * mail teleporter board in QM locker + addressed review * oops * clean * sound on delivery spawn * address review * partial review address * partial review addressing * addressing partial review * pratarial revivew address * misprediction hell * stuff * more stuff * unrelated * TODO * link * partial review * DirtyField --------- Co-authored-by: Milon <milonpl.git@proton.me> * Automatic changelog update * Add AssertMultiple to ContrabandTest (#35662) * add AssertMultiple to ContrabandTest * do the same for magazine visuals test * :trollface: --------- Co-authored-by: deltanedas <@deltanedas:kde.org> * add forceghost admin command (#35518) * add forceghost admin command * sweep linq under the rug * braces * ûse LocalizedEntityCommands * Automatic changelog update * Text related keybinds can now be changed in Controls (#35630) * Add ability to rebind text related keybinds * fix placement of locales * Automatic changelog update * Update b2dynamictree (#30630) * Update submodule to 248.0.0 (#35720) * Add sun shadows (planet lighting stage 2) (#35145) * Implements a Dynamic Lighting System on maps. * Edit: the night should be a little bit brighter and blue now. * Major edit: everything must be done on the client side now, with certain datafield replicated. Changes were outlined in the salvage to accommodate the new lighting system. * Edit: The offset is now serverside, this makes the time accurate in all situations. * Removing ununsed import * Minor tweaks * Tweak in time precision * Minor tweak + Unused import removed * Edit: apparently RealTime is better for what I'm looking for * Fix: Now the time is calculated correctly. * Minor tweaks * Adds condition for when the light should be updated * Add planet lighting * she * close-ish * c * bittersweat * Fixes * Revert "Merge branch '22719' into 2024-09-29-planet-lighting" This reverts commit 9f2785bb16aee47d794aa3eed8ae15004f97fc35, reversing changes made to 19649c07a5fb625423e08fc18d91c9cb101daa86. * Europa and day-night * weh * rooves working * Clean * Remove Europa * Fixes * fix * Update * Fix caves * Update for engine * Add sun shadows (planet lighting v2) For now mostly targeting walls and having the shadows change over time. Got the basic proof-of-concept working just needs a hell of a lot of polish. * Documentation * a * Fixes * Move blur to an overlay * Slughands * Fixes * Apply RoofOverlay per-grid not per-map * Fix light render scales * sangas * Juice it a bit * Better angle * Fixes * Add color support * Rounding bandaid * Wehs * Better * Remember I forgot to do this when writing docs --------- Co-authored-by: DoutorWhite <thedoctorwhite@gmail.com> * Automatic changelog update * Omega Mail Teleporter (#35705) Mail! * Packed Mail Teleporter (#35706) Mail! * Box Mail Teleporter (#35707) Mail! * Oasis Mail Teleporter (#35708) Mail! * Meta Mail Teleporter (#35709) Mail! * Marathon Mail Teleporter (#35710) Mail! * Fland Mail Teleporter (#35711) Mail! * Plasma fixes 4 (#35716) Fixes 15 Co-authored-by: jbox1 <40789662+jbox144@users.noreply.github.com> * Aroace pride pin, scarf, and cloak (#35718) cloak, pin, and scarf added yayyyy * Automatic changelog update * [Part of #32893] Localize silicon dataset names (#33352) * Localize ai names * Apply requested changes * Localize autoborg * Localize borg names * Localize atv names * Correct prototypes ids to follow naming conventions * Remove AI localization (Moved to another PR) * Weh * [Part of #32893] Localize arachnid dataset names (#33353) * Localize arachnid dataset names * Correct prototype ids to follow naming conventions * Combine arachnid_first.yml and arachnid_last.yml * Upstream names * [Part of #32893] Localize summonable creatures dataset names (#33392) * Localize clown names * Localize golem names * Localize hologram names * Correct prototype ids to follow naming conventions * Update Resources/Locale/en-US/datasets/names/golem.ftl --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * [Part of #32893] Localize antagonists dataset names (#33393) * Localize fake human names * Localize ninja names * Localize operation names * Localize regalrat names * Localize revenant names * Localize syndicate names * Localize wizard names * Correct prototype ids to follow naming conventions * Combine fake_human_first.yml and fake_human_last.yml * Move contents of ninja_title.yml into ninja.yml * Combine Operation_prefix.yml and Operation_suffix.yml * Combine wizard_first.yml and wizard_last.yml * Upstream names * fix wizard --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * [Part of #32893] Localize humanoid species dataset names (#33395) * Localize diona names * Localize moth names * Localize mushman names * Localize reptilian names * Localize skeleton names * Upstream diona names * names-moth-male/female-first-dataset -> names-moth-first-male/female-dataset * Correct prototype ids to follow naming conventions * NamesSkeletonFirst -> NamesSkeleton * Combine moth_first_female.yml, moth_first_male.yml and moth_last.yml * Forgot about skeleton prototype * Upstream names * Update Resources/Locale/en-US/datasets/names/diona_last.ftl * Update Resources/Locale/en-US/datasets/names/diona_last.ftl * keep first name for skeleton --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * [Part of #32893] Localize vox dataset names (#33396) * Localize vox names * Correct prototype id to follow naming conventions * Upstream names * [Part of #32893] Localize first & last dataset names (#33401) * Localize first names * Localize last names * Correct prototype ids to follow naming conventions * Combine first.yml and last.yml into base.yml * Forgot about = in last * [Part of #32893] Localize first male & female dataset names (#33402) * Localize first_name * Localize first_female * names-male/female-first-dataset -> names-first-male/female-dataset * Correct prototype ids to follow naming conventions * Combine first_male.yml and first_female.yml into base_gendered.yml * [Part of #32893] Localize misc dataset names (#33404) * Localize cargo_shuttle names * Localize death_commando names * Localize fortunes * Localize military names * Localize rollie names * fortunes.ftl -> cookie_fortune.ftl * Correct prototype ids to follow naming conventions * Localize all dataset names (#32893) * Use `LocalizedDatasetPrototype` instead of `DatasetPrototype` in `RoleLoadoutPrototype` * Localize ai names * Replace to `LocalizedDatasetPrototype` in `NamingSystem` * Localize arachnid first and last names * Localize atv names * Localize autoborg names * Forgot to change type to localizedDataset * Localize borer names * Localize borg names * Localize cargo shuttle names * Localize clown names * Localize death_commando names * Localize diona names * Localize fake_human names * Localize first and last names * Localize first male and female names * Localize fortunes descriptions * Forgot about equal sign * Localize golem names * Localize hologram names * Localize military names * Localize moth first male and female names * Localize moth last names * Fix autoborg name error * Localize mushman first and last names * Localize ninja names * Localize operation names * Localize regalrat names * Fix mushman_first * Forgot about `Loc.GetString` * Move comments into comment section & fix names * Localize reptilian male and female names * Localize revenant names * Fix locale word order in operation * Localize rollie (btw it was never used and was added as "for the futuгe" long time ago) * Localize skeleton_first names * Localize syndicate names * Localize vox names * Localize wizard first and last names * `{owner}-name-dataset` -> `names-{owner}-dataset` * Change `DatasetPrototype` to `LocalizedDatasetPrototype` and make sure it works properly GetFTLName is no more the static method, we need it to be able to use `Loc.GetString` * I hate those mothname comments * Combine name datasets prototypes * Move every ftl from` /en-US/names` to ` /en-US/datasets/names` * Remove ftl files * Get every dataset yml back * Remove changes for planets. Move it in another PR * Revert these changes (Moved to another PR) * How * Apply suggested changes * Fix integration tests (#35727) * test * fix names * fix more * Initial delivery balance changes (#35728) * init * small balance * guess not * Update Content.Server/Delivery/CargoDeliveryDataComponent.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Fixed delivery popups (#35724) * :) * cool stuff * Remove a bonus Loc.GetString (#35731) oops * Bagel Engineering Improvements (#35717) * woe, better engineering be upon ye * im going to lose it * radical plan * oopsie * Revert "oopsie" This reverts commit 45ab057f55b46acd795e58257c3cc5967e5cb946. * Revert "radical plan" This reverts commit 57b1ae081725a47aef3ae03111cecbc91b4f47a8. * Revert "im going to lose it" This reverts commit e7b4afaf5d9a10a42e89831ffc9294d3b9bd96d4. * Revert "woe, better engineering be upon ye" This reverts commit 471dc3716b58a39631aa8bee00de79e981391d63. * complete revamp * revision * oops 2 electric boogaloo * another one * every time i push to fix a minor mistake i found in walking around i get closer to my limit * Update Credits (#35733) Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com> * Loop mail teleporter (#35729) * latejoin * youve got mail * Core mail update (#35719) * core mail update * empty * derotate core (#35740) Update default.yml * Elkridge Mail Update (#35738) add mail teleporter and mailing unit system * Automatic changelog update * Plasma Mail Teleporter (#35741) Mail! * Convex Mail Teleporter (#35742) Mail! * Remove unneeded Loc.GetString (#35739) * Steal the mail thieving objective (#35746) * mail theft * networked * Automatic changelog update * fix UpdateBankAccount (#35749) * trolled * fun * fuck me * Slightly better letter loot table (#35748) * init * review --------- Co-authored-by: Milon <milonpl.git@proton.me> * Python Suit Storage Visual (#35593) * Python-SUITSTORAGE-Visuals Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com> * REVised Sprite Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com> * Copyright Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com> * Update Resources/Textures/Objects/Weapons/Guns/Revolvers/python.rsi/meta.json Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com> --------- Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com> Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com> * fix nukeops commander name (#35753) * bagel update (#35754) * Predict some power PowerReceiver stuff (#33834) * Predict some power PowerReceiver stuff Need it for some atmos device prediction. * Also this * Localize traitor codeverbs datasets (#35737) * Localize verbs dataset * Localize adjectives dataset * Localize corporations dataset * Update TraitorRuleSystem to use LocalizedDatasetPrototype instead of DatasetPrototype * Fix sun shadows in ANGLE (#35757) I think I fat-fingered a ctrl-Z on this at some point but the intermediate blur is necessary. * Automatic changelog update * Tweak sun shadow rotations (#35758) Won't use the entity's rotation for the matrix, I just forgot to do this. Means shadows will always point in the same direction and the points will correctly adjust as the entity rotates. * Automatic changelog update * Fix Ahelp window playerlist resize (#35747) reorganize bwoink window layout * Automatic changelog update * Ensure speech bubble cap is always respected (#32223) Ensure speech bubble cap is respected, even when messages are sent very fast * Cleanup: Fix ``PaperWriteEvent`` in ``PaperSystem`` (#35763) * Cleanup + fix * Revert * Cleanup: Add missing locale ``cmd-planet-map-prototype`` (#35766) Cleanup * Added New Cocktails and new fill level sprites to existing drinks. (#33570) * Added New Cocktails and new fill level sprites to existing drinks * Updated copyright info and fixed recipies for Caipirinha/Mojito. --------- Co-authored-by: RedBookcase <Usualmoves@gmail.com> * Automatic changelog update * Performer's Wig (#35764) * miku wig * fix to correct json convention Co-authored-by: Winkarst <74284083+Winkarst-cpu@users.noreply.github.com> --------- Co-authored-by: Winkarst <74284083+Winkarst-cpu@users.noreply.github.com> * Automatic changelog update * Merge showsubfloorforever into showsubfloor (#33682) * convex fix * Removable mindshields and revolutionary tweaks. (#35769) * I fucking hate revs * Update preset-revolutionary.ftl * fixy fix * Automatic changelog update * Mail Resprite (#35776) * init commit * init commit * delete those * added github to copyright info * Fix Chameleon PDAs renaming the user in station records (#35782) * Automatic changelog update * Restore the order of admin overlay elements (#35783) admin overlay order fix * Automatic changelog update * Fixes and refactoring to discord changelog script (#33859) * Fixes and refactoring to discord changelog script Upstreamed from https://github.com/impstation/imp-station-14/pull/1023 * Add some prints back in * Update to borg ion storms (#35751) * Updates ion storms for borgs. * Remove additional ion laws into future PR * Automatic changelog update * TriggerSystem improvements (#35762) * desynchronizer real * yaml stuff from slarti branch * C# stuff * oops * fix triggers * atomize PR --------- Co-authored-by: Flareguy <woaj9999@outlook.com> * Roleban command error handling (#35784) roleban command jobid fail handling * Localize news dataset (#35774) * Localize news dataset * Remove the `"` * Localize rat king commands datasets (#35780) * Added mail room * Update submodule to 248.0.2 (#35787) * Update Space Law to reflect Implant changes (#35701) * Change implanter Space Law * Add clarification regarding unidentified implanter vs. unidentified implant sentensing * Add support for antag-before-job selection (#35789) * Add support for antag-before-job selection * Include logging * forensics cleanup (#35795) * polymorph popup fixes (#35796) polymorph fixes * fix more syndicate names (#35788) * New Feature: Warden job rolls before security officer/cadet/detective (#35313) Commit * Automatic changelog update * Fix anomaly doublelogging (#34297) cull doublelogging * Add wallmount N2 closets, Revived (#34042) * Add standard, wallmount and improvised N2 closets, Revived * remove improvised locker * Parent>ID * Undo sprite replacement * Update meta.json --------- Co-authored-by: Velcroboy <velcroboy333@hotmail.com> Co-authored-by: Milon <milonpl.git@proton.me> * Cryo and grinder cleanup (#34842) * cryopod and grinder cleanup * lower case name * 4 spaces * prototype clean * looks like there is some kind of test that prevents removing this * grinder too * both should be empty * cleanup * Add Gold and Coal Rock Anomalies (#34809) * This commit adds 2 new Rock Anomaly types, Coal and Gold. It also adds Resource Crabs, colored crystals, and lights for both. * Added crafting recipes for yellow and black light tubes. Somehow I forgot that the first time. * Sorted tags.yml alphabetically this time instead of not doing that. * Updated Texture Copyright information * Attempted to fix Merge Conflict * Added bulb light variants for both yellow and black crystals. * Automatic changelog update * Tools/Devices: In-hand Sprites (#33689) * Adds in-hand sprites to the barber scissors. * adds in-hand sprites to the floodlight. * adds in-hand sprites to the gas analyzer. * adds in-hand sprites to the gps. * Update copyright wording, linting * resprite gps inhand sprites. * adds in-hand sprites to the mass scanner. * adds in-hand sprites to the spray_painter. * resprite in-hand sprites to the mass_scanner. * fix in-hand sprites to the mass_scanner. * Resprite mass_scanner in-hand sprites. * Automatic changelog update * IconSmooth additional smoothing keys (#35790) * additionalKeys * Update lava.yml * Update Content.Client/IconSmoothing/IconSmoothComponent.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Locks nitrous oxide canisters (#35785) lock nitrous oxide canisters * Automatic changelog update * Cleanup Objective files, add PickSpecificPersonComponent (#35802) * cleanup objectives * remove unrelated access restriction * review * Adds popup when firing gun while gun has no ammo (#34816) * Adds popup when firing gun while gun has no ammo * simplify --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Automatic changelog update * Add the ability to pet the mail teleporter (#35819) good mailbox * Automatic changelog update * Whitehole/Singularity grenade price adjustments + whitehole grenade fix (#35821) * prices + adjustments * teehee * Automatic changelog update * Update Lobby Music Attribtions (#35817) Biggest change is updating the attributions and links for Sunbeamstress' to reflect the changes in their online profile as the previous link is now a dead link. Updated Comet Haley's link to go directly to Stellardrone's Bandcamp instead of diverting to Free Music Archive Fixed a double the in the comment for Space Asshole * Paradox Clone (#35794) * polymorph fixes * paradox clone * forensics cleanup * bump doors * 4 * attribution * polymorphn't * clean up objectives * Update Resources/ServerInfo/Guidebook/Antagonist/MinorAntagonists.xml * review * add virtual items to blacklist * allow them to roll sleeper agent * Automatic changelog update * Improvements to antag-before-job selection system (#35822) * Fix the latejoin-antag-deficit bug, add datafield, add logging * Fix multiple roles being made for single-role defs, * HOTFIX: Fix paradox clone event (#35858) fix paradox clone event * Update CP14TownSendConditionSystem.cs --------- Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com> Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com> Co-authored-by: Smith <182301147+AgentSmithRadio@users.noreply.github.com> Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com> Co-authored-by: Pancake <Pangogie@users.noreply.github.com> Co-authored-by: Southbridge <7013162+southbridge-fur@users.noreply.github.com> Co-authored-by: Schrödinger <132720404+Schrodinger71@users.noreply.github.com> Co-authored-by: Velken <8467292+Velken@users.noreply.github.com> Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com> Co-authored-by: LaCumbiaDelCoronavirus <90893484+LaCumbiaDelCoronavirus@users.noreply.github.com> Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com> Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> Co-authored-by: FungiFellow <151778459+FungiFellow@users.noreply.github.com> Co-authored-by: chromiumboy <50505512+chromiumboy@users.noreply.github.com> Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com> Co-authored-by: Coenx-flex <coengmurray@gmail.com> Co-authored-by: hivehum <ketchupfaced@gmail.com> Co-authored-by: Thomas <87614336+Aeshus@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Myra <vasilis@pikachu.systems> Co-authored-by: Emisse <99158783+Emisse@users.noreply.github.com> Co-authored-by: HTML/Crystal <152909599+HTMLSystem@users.noreply.github.com> Co-authored-by: Tayrtahn <tayrtahn@gmail.com> Co-authored-by: Hannah Giovanna Dawson <karakkaraz@gmail.com> Co-authored-by: Coolsurf6 <coolsurf24@yahoo.com.au> Co-authored-by: rokudara-sen <160833839+rokudara-sen@users.noreply.github.com> Co-authored-by: DuckManZach <144298822+DuckManZach@users.noreply.github.com> Co-authored-by: MisterImp <101299120+MisterImp@users.noreply.github.com> Co-authored-by: Killerqu00 <47712032+Killerqu00@users.noreply.github.com> Co-authored-by: Ps3Moira <113228053+ps3moira@users.noreply.github.com> Co-authored-by: nikthechampiongr <32041239+nikthechampiongr@users.noreply.github.com> Co-authored-by: Boaz1111 <149967078+Boaz1111@users.noreply.github.com> Co-authored-by: āda <ss.adasts@gmail.com> Co-authored-by: War Pigeon <54217755+minus1over12@users.noreply.github.com> Co-authored-by: Deerstop <edainturner@gmail.com> Co-authored-by: Milon <milonpl.git@proton.me> Co-authored-by: Łukasz Mędrek <lukasz@lukaszm.xyz> Co-authored-by: DoutorWhite <thedoctorwhite@gmail.com> Co-authored-by: compilatron <40789662+Compilatron144@users.noreply.github.com> Co-authored-by: jbox1 <40789662+jbox144@users.noreply.github.com> Co-authored-by: Momo <Rsnesrud@gmail.com> Co-authored-by: MilenVolf <63782763+MilenVolf@users.noreply.github.com> Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com> Co-authored-by: TytosB <54259736+TytosB@users.noreply.github.com> Co-authored-by: Prole <172158352+Prole0@users.noreply.github.com> Co-authored-by: Evelyn Gordon <evelyn.gordon20@gmail.com> Co-authored-by: Winkarst <74284083+Winkarst-cpu@users.noreply.github.com> Co-authored-by: RedBookcase <crazykid1590@gmail.com> Co-authored-by: RedBookcase <Usualmoves@gmail.com> Co-authored-by: SpaceManiac <tad@platymuus.com> Co-authored-by: Spessmann <156740760+Spessmann@users.noreply.github.com> Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com> Co-authored-by: imcb <irismessage@protonmail.com> Co-authored-by: valquaint <57813693+valquaint@users.noreply.github.com> Co-authored-by: Flareguy <woaj9999@outlook.com> Co-authored-by: ninruB <ninrub@tuta.io> Co-authored-by: Velcroboy <107660393+IamVelcroboy@users.noreply.github.com> Co-authored-by: Velcroboy <velcroboy333@hotmail.com> Co-authored-by: Łukasz Lindert <lukasz.lindert@protonmail.com> Co-authored-by: Firewars763 <35506916+Firewars763@users.noreply.github.com> Co-authored-by: onesch <118821520+onesch@users.noreply.github.com> Co-authored-by: K-Dynamic <20566341+K-Dynamic@users.noreply.github.com> Co-authored-by: Plykiya <58439124+Plykiya@users.noreply.github.com> Co-authored-by: Crude Oil <124208219+CroilBird@users.noreply.github.com> Co-authored-by: Lusatia <ultimate_doge@outlook.com> |
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acc9886242 |
Merge remote-tracking branch 'upstream/stable' into ed-2025-03-03-upstream-stable-2
# Conflicts: # Content.Client/Options/UI/OptionsMenu.xaml # Content.IntegrationTests/Tests/PostMapInitTest.cs |
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913894a041 |
Changed Damage Overlay to check Burn Damage (#34535)
* updated BruteLevel to be PainLevel with burn damage checks in DamageOverlayUiController.cs * dehardcoded pain level by adding damage groups to paindamagegroups to affect * re-added the name for painDamageGroups * fixed overlay default and added minimum limit to component check first * renamed to PainDamageGroups and removed obsolete tag |
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6f925dd610 | Fix prototypes so they pass analyzer checks (#35435) | ||
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07e0606ecf |
Merge remote-tracking branch 'upstream/master' into ed-23-02-2025-upstream
# Conflicts: # Content.Server/Damage/Systems/DamageOtherOnHitSystem.cs # Content.Server/Nutrition/EntitySystems/CreamPieSystem.cs # Resources/Prototypes/Entities/Mobs/Player/admin_ghost.yml |
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3200ba88a5 |
Add ability for +VVEDIT users to scale damage/healing in the game (#35255)
* Initial commit * Add universal modifier for all damage/heals, make guidebooks work. * help text |
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7328f3449c |
Merge remote-tracking branch 'upstream/master' into ed-16-02-2025-planet-light-upstream
# Conflicts: # Content.IntegrationTests/Tests/EntityTest.cs # Content.IntegrationTests/Tests/PostMapInitTest.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/Procedural/DungeonSystem.Rooms.cs # Content.Server/Procedural/RoomFillComponent.cs # Content.Server/Procedural/RoomFillSystem.cs # Content.Shared/Inventory/InventorySystem.Relay.cs # Content.Shared/Projectiles/SharedProjectileSystem.cs # Content.Shared/Storage/EntitySystems/SharedStorageSystem.cs # Resources/Prototypes/Maps/Pools/default.yml # Resources/migration.yml |
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9fad86342f | Wizard Staff of Animation (#34649) | ||
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a0a827ea5a |
Upstream sync (#846)
* Additional Ionstorm Law Updates (#34197) * Added a couple entires, removed the references to IRL countries, and fixed a grammar mistake on "Telecomunications Equipment" * Fixed another awkward grammar situation * Commented out a bunch of law elements I felt weren't good for discussion, added some new ones to help fill in the missing areas * Reverted pylons, and added more entries to help fill out the lists more * reverted all deletions * implemented feedback, also realized the IonStormActions section was rather short, so I added a bunch there * realized I didn't remove the extra resources line, also added more things, and fixed one grammatical error * Removed Portugal again, added more Musts since that list was the new shortest one. * Automatic changelog update * Add option to disable bwoink sound. (#33782) * Add option to disable bwoink sound. * Now it's working only with active admin status. * No bwoink, only "notification sound" * Moar changes * Another one * Automatic changelog update * Pride Scarves (#34448) * More scarfs (#216) * Sprites + Colored Scarf Implimentation Doesn't include into quickthreads or other clothing vendors * File Paths are important * Metas, items exist, winterdrobe I'm iffy on them being in the winterdrobe but the other option is quickthreads so idk * File Path Fix * Typo fix * Resolved merge conflict * Moved scarves around * Moved scarf textures out of the _CD directory * Removed final CD folder * Removed extra scarfs * Removed extra scarfs, again * Replaced ClothingNeckBase with ClothingScarfBase --------- Co-authored-by: PursuitInAshes <91865152+PursuitInAshes@users.noreply.github.com> Co-authored-by: TakoDragon <69509841+BackeTako@users.noreply.github.com> * Automatic changelog update * Replace the djstation intercoms with freelance intercoms (#34478) * Add Freelance intercom prototype, and replace the djstation ruin with them instead of three master keys * removed a new line * Update nix flake for .NET 9 (#34480) * Automatic changelog update * Holopad networking rework (#34112) * Initial commit * Finalizing main changes * Addressed reviews * Fixed a few issues * Switched to using global overrides * Removed unnecessary references * Make GasMixture enumerable I noticed that enumerating gases is frequently done in an annoying way with Enum.GetValues. So I made it better. Now GasMixture is IEnumerable<(Gas gas, float moles)> and it just works. * Improve canister admin logs. 1. Now clearly says "opened"/"closed" when changing the release valve. 2. Clearly says whether the valve was opened while a canister was inserted or not. 3. When a tank is ejected, logs if the valve is open and the ejection started spilling into the environment. Fixes #34488 * Optimize & clean up RadiationSystem (#34459) * Optimize & clean up RadiationSystem * comments * Update Content.Server/Radiation/Systems/RadiationSystem.GridCast.cs Co-authored-by: Thomas <87614336+Aeshus@users.noreply.github.com> --------- Co-authored-by: Thomas <87614336+Aeshus@users.noreply.github.com> * Update engine to v240.0.1 (#34497) * Various Locale Typo Fixes (and spaces) (#34483) Random spelling error and FTL linting (+PowersinkSystem because there was an misspelt locale for that) * Space lizard plushie can now be worn on your head (#33809) * space weh can now be work on top of head * space weh can now be worn on top of head * trim out unnecessary comps * Automatic changelog update * Adds bullet collision to wall mounted cameras (#34500) * Automatic changelog update * Change MaskComponent to accommodate sprites namings (#33451) Co-authored-by: Winkarst <74284083+Winkarst-cpu@users.noreply.github.co> * Automatic changelog update * Add a 10u vial of plasma to the chemical locker (#33871) Add 10u plasma to the chemistry locker so the chemists stop stealing tables. * Automatic changelog update * Rarer Highcaps (#34469) * Removed highcap from seclite * Changed cyborg starting battery to highcap, reduced seclite wattage to make it last as long as it used to. * Gave cyborgs back their medcap * Rounded seclite wattage down to 0.5 * Automatic changelog update * New dry fire sound (#34447) * new empty.ogg * source to tg commit * Automatic changelog update * CentComm Map Updates (#34475) * Bandage fix denied animations playing on devices without them * CentComm blast door prototype * CentComm button * CentComm window shutters * CC Updates * Save as grid * Remove an extra detective figurine I like them better in the interrogation room * Remove paramed locker, let pumps shut off * Fix wrong HOP locker prototype * Automatic changelog update * Cog power setup fix (#34188) * many changes * contentingregrationtests * serialized invalid removed * blank * "Changes and fixes as suggested" * blank * blank * added desk bells * engi rework rework rework * added gate to content integration * tweaks * aaa * bbb * added holopads * ccc * Update default.yml * hotfix * aaa * bbb * many many tweaks and fixes * aaa * decals and maints * aaa * bbb * ccc * cog power setup was bad * made it artsy --------- Co-authored-by: Emisse <99158783+Emisse@users.noreply.github.com> * Add Airlocks with Bar and Kitchen access (#33821) * Add kitchen access to Bar-Cafeteria airlocks on Cog * Fix merge conflict * Remove mapping changes * Add Glass and Maints versions * Fixed minor spelling mistake in Noir Trenchcoat description. (#34519) Update coats.yml * Update Credits (#34507) Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com> * Make storage implant drop items on gibbing (#33493) * Make storage implant drop items on gib/removal * Better way * Fix error * Forgotten trash * Cleanup * Unused var * Update Content.Server/Implants/ImplantedSystem.cs Co-authored-by: 0x6273 <0x40@keemail.me> --------- Co-authored-by: Winkarst <74284083+Winkarst-cpu@users.noreply.github.co> Co-authored-by: 0x6273 <0x40@keemail.me> * Automatic changelog update * Fix `emergency_elkridge` being saved as a map (#34496) Save `emergency_elkridge` as a grid * Update engine to v240.1.0 (#34524) * Fixes some mobs not being able to honk/weh (#33777) * fixes some mobs not being able to honk/weh * addresss review * Automatic changelog update * Welding gas mask toggleable with action (#32691) welding mask removable * Automatic changelog update * Update engine to v240.1.1 (#34527) * Automatic changelog update * Plasma Dirt Fix (#34534) did the dirt thing * Plasma station population tweak (#34549) * Plasma Station initial commit * Map fixes 1 Expanded science's SMES array Added advanced SMES Redone stamped documents with custom stamps Expanded atmospherics with more storage tanks Added status displays Add missing beacons to solars Replaced the passive gates in science with valves Removed protolathe in engineering Added guitar to CE office Replaced throngler plushie with weh cloak Add a lattice tile outside the atmos burn chamber and storange tanks Added atmos network monitor in bridge * Add cargo and emergency shuttle * Updated maps * Add plasma to map testing list * Map fixes 2 Reworked pipenets to not go under walls Redid salvage and disposals Reworked the bar to include a new bar extension facing the pool Replaced arrivals cryo with an arcade Replaced the toilets in the service plaza with cryo Removed the cryo in dorms Added more details to hallways Redid tools room to include a front desk for the janitor closet Reconnected sci to power roundstart Removed some unideal spawns Expanded the TEG airlock to be 2x3 instead of 1x3 Reduced the size of the SMES bank from 10 to 6 Disabled the plasma miners (downstreams or admins can re-enable them) Replaced illegal maint items * Fixes a 6 pack destroying the universe Ok maybe cracking a cold one with the boys wasn't a great idea. * Map fixes 3 * Quick research assistant fix * Map fixes 4 * Map fixes 5 * webedit go brrrt * Map fixes 6 * Map fixes 7 * Map fixes 8 * Fixes non-existent object It's amazing this game runs at all * Map fixes 9 * update pools * Map fixes 10 * forgot to clear my multitool I love mapping I love mapping I love mapping I love mapping I love mapping * Tweaked player counts * Update population caps Removed population cap of 60 players to make plasma into a highpop map - it's that easy! --------- Co-authored-by: jbox1 <40789662+jbox144@users.noreply.github.com> Co-authored-by: Emisse <99158783+Emisse@users.noreply.github.com> * Automatic changelog update * Job contraband rework (#33385) * contraband system rework to allow restriction by job, not just department * Fixing detective trenchcoat inheritance * removing unnecessary using declarations * trying to fix testing error by re-adding diagnostics using declaration * removing unecessary dependency, making allowedJobs nullable * Adding all of slarti's requested changes except for the hacky job icon method fix * removing accidental whitespace * choosing to use the non-localized version because we're comparing the string against the AllowedJobs field, and the contraband classes that fill that field are written in english * removing unneeded using dec, fixing nesting logic problem * didn't remove the old nesting, doing that now * using localized job title and localizing the allowed jobs string, removing usages of JobTitle field. Also networked the _jobTitle field instead. * rewrite some stuff * fixes * fix energy pen --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Automatic changelog update * Electrified doors/windoors now spark, new tips to deal with doors without access or when electrified (#34502) * new tips to open doors (throwing PDA/ID, dragging body) * electrified door sprite for players * tooltip to reset AI electrified doors * windoor electrified sprite * highsec electrified visual * increase tip dataset to 138 * corrected square bracket convention in this commit * removed door corpse tip from prior commit * Automatic changelog update * Blueprint double emergency tank (#34232) * blueprint * NitrogenTank * description * Automatic changelog update * Add system to kick people if they connect to multiple servers at once. (#34563) * Automatic changelog update * bagel update (#34572) * bagel update * Decal fault tolerance * Also fix writes * fix mv cable, decal issues, yar * fix a floor tile and some other shit --------- Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> * remove tropico from devmap (#34585) * Update wizden config to disallow multiple connections to multiple wizden servers (#34584) * Give the chef access to cloth boxes (#34403) * Give the chef access to fiber bags * Update Resources/Prototypes/Entities/Objects/Consumable/Food/Containers/box.yml --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Automatic changelog update * lecter visual update (#34589) * Automatic changelog update * Box Station - Update (#34605) * Various changes * Implemented a bunch of changes Emisse wanted, finished up all my atmos changes I wanted to make as well * Added reporter to prototype, and fixed dirt * Resolved outstanding issues * Fixed a floating camera * pluralize the job name in the contra description (#34559) * pluralize the job name in the contra description * pluralization specific to contraband descriptions * Automatic changelog update * Feature/make radial menu great again (#32653) * it works! kinda * so it works now * minor cleanup * central button now is useful too * more cleanup * minor cleanup * more cleanup * refactor: migrated code from toolbox (as it was rejected as too specific) * feat: moved border drawing for radial menu into RadialMenuTextureButton. Radial menu position setting into was moved to OverrideArrange to not being called on every frame * refactor: major reworks! * renamed DrawBagleSector to DrawAnnulusSector * Remove strange indexing * Regularize math * refactor: re-orienting segment elements to be Y-mirrored * refactor: extracted radial menu radius multiplier property, changed color pallet for radial menu button * refactor: removed icon backgrounds on textures used in current radial menu buttons with sectors, RadialContainer Radius renamed and now actually changed control radius. * refactor: in RadialMenuTextureButtonWithSector all sector colors are converted to and from sRGB in property getter-setters * refactor: renamed srgb to include Srgb suffix so devs gonna see that its srgb clearly * fix: enabled any functional keys pressed when pushing radial menu buttons * fix: radial menu sector now scales with UIScale * fix: accept only one event when clicking on radial menu ContextualButton * fix: now radial menu buttons accepts only click/alt-click, now clicks outside menu closes menu always --------- Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru> Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es> * Automatic changelog update * Return Drozd full-auto and semi-auto firing modes (#34604) return drozd full auto and firerate, arrange available modes in alphabetical order * Automatic changelog update * added missing allowed department to the restricted severity (#34558) * added missing allow job to the base restricted severity * no need to make a list * no more linq in ContrabandTest * less nesting in ContrabandTest * Automatic changelog update * C4 Helmet (#34076) * worn bomb * Update meta.json * Update meta.json * Automatic changelog update * Make radioactive material radioactive (#34436) * Make radioactive material radioactive * Increase the slopes of item uranium No free power for engineering * Glowing uranium * Revert "Increase the slopes of item uranium" This reverts commit 2acbda26 * Nerf Wall Rocks * Automatic changelog update * Small fixes for Meta station (#34613) * Fixed a few minor things, removed salvage's shuttle parts (sorry), added more equipment to armory. * Added back salvage shuttle equipment, now in a crate * Fix * replace all instances of "department-{id}" with department.name (#34607) replace all instances of "department-{id}" with department.name" * Renaming sexy mime and clown mask (#34258) * Renamed sexy clown and mime mask and removed lusty xenomorph poster. * removing odd file changes. not sure why these were edited at all. * gaaaahhh * removed some of the old templates * Renaming sexy mime and clown instances. * removed unwanted gitignore edit * Renaming sexy clown and sexy mime mask and Removing lusty exomorph poster. * Remove lusty xenomorph poster. * reverted changes to maps files, actually. Other contrib is learning, appologies for excessive commits * requested changes * lusty migration removal * dirty hanging whitespace * correct date format comment --------- Co-authored-by: NathanielJ14 <nathanielalbert1202@gmail.com> * Automatic changelog update * Moved Cyborg Recharging Circuit Board from Lathe to Circuit Imprinter (#34612) Moved Cyborg Recharging Cirbuit Board from Lathe to Circuit Imprinter * Automatic changelog update * Replace starter borg brain with Positronic (#34614) THE FLESH IS WEAK * Automatic changelog update * Elkridge Depot fixes and changes (#34539) * fixed grav gen room, gave atmos room to branch off, replaced AME controller crate with AME controller * added rust to maints, expanded atmos, expanded bar, expanded cap bedroom, fixed some tiles under doors, removed some gamer loot * removed interrogator lamp and some more gamer loot * fixed some more tiles under doors, replaced intercomall with intercomcommand in bridge and vault * added clothing drobes to arrivals, added bin to HoP, more stuff i forgot * i forgot to move the file from /bin to /resources... * delete radstorm locale (#34630) * display the current version in the changelog window (#34556) * just works first try * introduce more magic numbers into the codebase * idiot doesnt know the difference between AND/OR * Update Credits (#34644) Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com> * New solar sprites, new solar panel upgrades, and some solar panel fixes. (#29224) * New solar sprites, new solar panel upgrades, and some solar panel fixes. This adds and changes a few things for solar panels! * New sprites for all solar panels and all related states. * Move from xform.WorldRotation to _xformSystem.SetWorldRotation within the solar code. * Few random fixes that Rider suggested as warnings. * Solar Tracker Electronics was using what looks like to be the airlock controller electronics, so that's now updated to something a bit more realistic. It also uses the engineering circuit sprite instead of the generic * New Solar Panels! Adds Plasma and Uranium Glass solar panels. These can be constructed by adding the respective glass to the panel. Plasma is a slight increase of power and health, and uranium is double the power and health of glass. Thus giving engineers something to update if they want to use solar panels and possibly giving small outposts a way to make a bit more power without a large and complex power setup. * Add in solar sprites that were not in the meta file. * Updated sprites based on feedback. * Fix the rotation of the solar panel sprites. * Automatic changelog update * Added Unused HoS's Flask to HoS locker (#34658) added hos flask to locker spawn * Automatic changelog update * Fland Fix (#34670) Update fland.yml * Reroute Meta station power, engineering cosmetic changes, minor fixes (#34669) * reroute meta power plus cosmetic fixes * fix a lot of other things * make changes from conflict * Amber Station Changes (#34656) * various changes * Increased player limit * slight modification * Followed proper yaml formatting, increased lawyers * Box Station Changes (#34655) * Various changes * Implemented a bunch of changes Emisse wanted, finished up all my atmos changes I wanted to make as well * Added reporter to prototype, and fixed dirt * Resolved outstanding issues * Fixed a floating camera * Added cameras to TEG, and some minor changes * Fix mv cable crate typo (#34673) fix mv cable crate typo * Plasma station patch 1 (#34602) * Plasma Station initial commit * Map fixes 1 Expanded science's SMES array Added advanced SMES Redone stamped documents with custom stamps Expanded atmospherics with more storage tanks Added status displays Add missing beacons to solars Replaced the passive gates in science with valves Removed protolathe in engineering Added guitar to CE office Replaced throngler plushie with weh cloak Add a lattice tile outside the atmos burn chamber and storange tanks Added atmos network monitor in bridge * Add cargo and emergency shuttle * Updated maps * Add plasma to map testing list * Map fixes 2 Reworked pipenets to not go under walls Redid salvage and disposals Reworked the bar to include a new bar extension facing the pool Replaced arrivals cryo with an arcade Replaced the toilets in the service plaza with cryo Removed the cryo in dorms Added more details to hallways Redid tools room to include a front desk for the janitor closet Reconnected sci to power roundstart Removed some unideal spawns Expanded the TEG airlock to be 2x3 instead of 1x3 Reduced the size of the SMES bank from 10 to 6 Disabled the plasma miners (downstreams or admins can re-enable them) Replaced illegal maint items * Fixes a 6 pack destroying the universe Ok maybe cracking a cold one with the boys wasn't a great idea. * Map fixes 3 * Quick research assistant fix * Map fixes 4 * Map fixes 5 * webedit go brrrt * Map fixes 6 * Map fixes 7 * Map fixes 8 * Fixes non-existent object It's amazing this game runs at all * Map fixes 9 * update pools * Map fixes 10 * forgot to clear my multitool I love mapping I love mapping I love mapping I love mapping I love mapping * Tweaked player counts * Update population caps Removed population cap of 60 players to make plasma into a highpop map - it's that easy! * Map fixes 11 * Map fixes 12 * Map fixes 13 * Map fixes 14 Now it's personal * Map fixes 15 --------- Co-authored-by: jbox1 <40789662+jbox144@users.noreply.github.com> Co-authored-by: Emisse <99158783+Emisse@users.noreply.github.com> * Automatic changelog update * add a chem dispenser to the nukie planet (#34674) * add a chem dispenser to the nukie planet * begone test fail * Adds better description to pneumatic valve and build menu description (#32655) * adds description to pneumatic valve and build menu description * Change one atmosphere to kPa * Automatic changelog update * fixrotations - Modified Targetted Entities (#34638) * Fix match box (#34632) FixMatchBox Now you can't put anything but matches in a box of matches. Co-authored-by: Helm4142 <Helm4142@users.noreply.github.com> * Automatic changelog update * Hi-viz vest now actually hi-viz (#34087) * 27-12-2024-light-hi-viz * 28-12-2024-meta-fix * Storage UI V2 (#33045) * Automatic changelog update * Added Pain Numbness Trait (#34538) * added pain-numbness component and system * added numb as a trait that pulls the pain numbness component * removed new event as mob threshold event as already being fired * checked for MobThresholdsComponent first before running VerifyThresholds * refacted force say to using LocalizedDatasetPrototype and added numb messages * added severity check alert * added comment for BeforeForceSayEvent * removed space formatting * changed Cancelled to CancelUpdate, fixed spacing and added two more damage-force-say-numb * changed prefix damage-force-say-numb to 5 (whoops) * Automatic changelog update * Update submodule to 241.0.0 (#34678) * Add puddle drawdepth (#32369) Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Automatic changelog update * Revert "Fix match box" (#34681) Revert "Fix match box (#34632)" This reverts commit |