* Change emagged laws to append modifiers instead of completely changing them.
* Maybe fix everything not working
* bugfix
* Fix missing secrecy law and allow basic borgs to be emagged correctly
* Localization
* Actual localization
* test
* Test
* Remove dummy debug value
* Fix bad law ordering
* Tweak the secrecy law
* Minor law tweaks
* Remove obsolete argument
* Fix YAML
* Remove wheelchairs
Vehicle code is dogwater and wheelchairs just keeps exposing edgecases. If someone wants it brought it back they can do vehicle refactor.
* Also this one
* Remove vehicles
* goodbye vehicles
* Remove this check
* sasd
* Cronch
* Add sprites back
* jani
* Raise `StationPostInitEvent` broadcast
* Basic variation pass handling
* standardize names + rule entities
* why does it work like that?
* add to defaults
* light break variation pass
* ent spawn entry
* move some stationevent utility functions to gamerule + add one for finding random tile on specified station
* forgot how statistics works
* powered light variation pass is good now
* station tile count function
* public method to ensure all solutions (for procedural use before mapinit)
* move gamerulesystem utility funcs to partial
* ensure all solutions before spilling in puddlesystem. for use when spilling before mapinit
* trash & puddle variation passes!
* oh yeah
* ehh lets live a little
* std
* utility for game rule check based on comp
* entprotoid the trash spawner oops
* generalize trash variation
* use added instead of started for secret rule
* random cleanup
* generic replacement variation system
* Wall rusting variation rule
* account for modifying while enumerating
* use localaabb
* fix test
* minor tweaks
* reinforced wall replacer + puddletweaker
Fix improper prediction on unpryable doors.
Entities that had CanPry to false on their components would get
improperly predicted as pryable on the client because the check was only
preformed on the server. Same problem existed for welded doors. Moved
the check from server to shared.
* added signal control to portable generators
* added documentation
* Discard changes to Content.Server/Radio/EntitySystems/HeadsetSystem.cs
* added DeviceNetworkComponent and WirelessNetworkConnectionComponent to generator prototype
* made GeneratorSignalControlComponent nicer
* implemented auto-revving
* added back necessary dependency
* can't send do-after event manually
* repeat now works with auto revving
* fixed
* removed vv
* stopping generating when it is revving now makes it stop revving
* Update Content.Shared/Power/Generator/ActiveGeneratorRevvingComponent.cs
Co-authored-by: Kara <lunarautomaton6@gmail.com>
* used resolve instead of TryComp
---------
Co-authored-by: Julian Giebel <juliangiebel@live.de>
Co-authored-by: Kara <lunarautomaton6@gmail.com>
* Revert "Make flare gun explode, damage and stun the player when used with the wrong ammo (#22349)"
This reverts commit e301378114.
# Conflicts:
# Content.Shared/Weapons/Ranged/Components/GunComponent.cs
# Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/shotgun.yml
# Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/shotgun.yml
* Fix revert conflicts
* Update Content.Shared/Weapons/Ranged/Components/GunComponent.cs
People are using these as unhackable and hard-to-tailgate airlocks into sec. They should not be trivial for security officers to move through.
Made LockComponent have configurable lock times to implement this.
* PACMAN generators show network load/supply.
This gives more feedback to players that their PACMAN is properly connected and what the network status is (i.e. you don't have enough generators).
* Buff JRPACMAN to 8 kW.
Shifted all power values up by +3 kW.
They're frequently too weak to power even single rooms so they deserve a buff.
* Change unit format helpers number format.
Always displays one digit of precision. This avoids jumping around when a value is changing live.
* Add announce message length to UI and make a cvar for it
* Update comm console server-side trim to use the cvar
* Rely on the new OnTextChanged event
Because OnKeyBindUp only works for keys that have binds
* Add a similar indicator to nukies' war declaration UI
* Remove message length indicators for now cuz it requires the engine update
* Rename cvar slightly
* Refactor duplicated code to a helper method
* Remove message trimming from *Window class as it's better to live in the BoundUserInterface where the other message handling happens
* Rename to chat.max_announcement_length
* sans
* Papyrus
* add to game
* tweak stick
* fixes
* Update Resources/Prototypes/Entities/Objects/Misc/kudzu.yml
Co-authored-by: Kara <lunarautomaton6@gmail.com>
* Update Resources/Prototypes/Entities/Structures/Specific/Anomaly/anomalies.yml
Co-authored-by: Kara <lunarautomaton6@gmail.com>
---------
Co-authored-by: Kara <lunarautomaton6@gmail.com>