Commit Graph

5049 Commits

Author SHA1 Message Date
Deserty0
0c44159c49 last work before silksong 2025-09-04 23:26:38 +10:00
Deserty0
dcecaded17 slow work 2025-09-04 22:54:20 +10:00
Red
1eead99543 You are surrounded by unknown suspicious individuals, my lord. (#1710)
* base identity hide

* ui

* Better UI

* store data in Mind

* disable arrivals an leave announcement

* tips updated

* Enhance identity recognition and examination feedback

Added logic to display remembered character names during examination and improved the process for remembering character names on map initialization. Also updated localization files to include new examination feedback strings. Minor refactoring and bug fixes in identity recognition systems.

* Update CP14SharedIdentityRecognitionSystem.cs

* fix
2025-08-27 17:34:10 +03:00
Red
4debb114e5 Magic system refactor part 1 (#1709)
* Refactor pacified block logic to action system

Moved pacified block functionality from magic spell components to the new CP14ActionSystem and related components. Removed CP14MagicEffectPacifiedBlockComponent and its logic, and introduced CP14ActionDangerousComponent for handling pacified checks. Updated examine and checks logic to use the new action-based components, improving separation of concerns between magic and action systems.

* finish pacified

* mobtargetstate refactor

* skillpoint cost refactor

* somaticAspect refactor

* material cost refactor

* mana cost now

* stamina cost

* SSD + verbal aspect

* religion

* music tool refactor

* vampire

* get rid of this event

* manacost refac

* Remove magicType field from spell definitions

Eliminated the 'magicType' property from all CP14MagicEffect components in spell YAML files across Electric, Fire, Life, Light, and Water categories. This streamlines spell configuration and may reflect a change in how magic types are handled in the system.

* Remove mana cost reduction effects from skill tiers

Eliminated the ModifyManacost effects from tier 2 and tier 3 skills in electromancy, healing, hydrosophistry, illusion, and pyrokinetic. This change standardizes skill progression and may be part of a balance update to mana cost mechanics.

* comment out T3 tiers

* namespace refactor

* fix hands
2025-08-25 20:40:10 +03:00
Red
2df523061b Respawn button (#1702)
* Add respawn action for ghosts with confirmation popup

Introduces a new respawn action for ghosts, allowing them to return to the lobby and respawn as a new character. Adds supporting systems, localization, prototype definitions, and an icon for the action. The action includes a confirmation popup to prevent accidental use.

* Prevent respawning with the same character in a round

Introduces a system to block players from rejoining a round with a character that has already died, notifying them with a localized message. Refactors and moves respawn-related localization strings to new files for both English and Russian.

* Prevent admins from character reuse restriction

Added a check in CP14RespawnSystem to allow admins to bypass the restriction that prevents the same character from re-entering the round. This ensures that admin users are not limited by the character reuse logic.
2025-08-24 18:36:24 +03:00
Red
3c534069a4 Random tweaks (#1701)
* weather overlay offset

* sack head clothing

* remove raid

* less mushrooms, less muhrooms hat

* Update CP14VampireRuleSystem.cs

* Update base_clothing.yml

* fix

* Revert "Update base_clothing.yml"

This reverts commit e51d13fe77.

* Update backpacks.yml

* ашч

* double game preset

* Delete parts.yml

* Update sack.yml

* Update sack.yml

* g

* remove raids

* fuck you
2025-08-24 15:58:35 +03:00
Deserty0
e842b45927 Update CP14DemiplaneMapWindow.xaml (#1699) 2025-08-24 01:43:28 +03:00
Red
57a7cb30a7 Vampire hotfix (#1696)
* Adjust vampire features and add construction category

Increased vampire skill points from 1 to 3 and removed SendOnlyToOwner override. Updated power punch spell: removed cast slowdown, increased paralyze durations, and raised cooldown. Added new construction category for vampires with English and Russian localization, and updated vampire construction recipes to use this category. Reduced furnace recipe craft times from 4 to 1. Cleaned up unused usings in vampire components.

* Improve vampire skill popups and clan heart features

Added missing popup when no essence is left to gather and improved popup handling for skill point changes. Updated localization for clan progress and essence messages, added WarpPoint to vampire clan heart, and adjusted vampire skill tree structure and UI positions.

* Add vampire hypnosis skill and rebalance vampire content

Introduces the Hypnosys vampire skill and associated spell, including new status effects and alerts for forced sleep. Adjusts vampire skill tree progression, rebalances bite spell effects, modifies construction recipes to use stone instead of iron, and updates entity drop behaviors. Also tweaks skill point defaults and hunger/thirst effect order for plant growth spells.

* Adjust hunger settings and map spawner modifiers

Removed baseDecayRate and starvationDamage from Hunger components for NightChildrens, Devourers, and Unnameable in subgamemodes.yml. Updated comoss.yml and venicialis.yml to replace or add spawner modifiers, introducing Boar and Rabbits while removing EnemyFlem, MonsterMosquito, and MobSlimeIce.

* Add SSD block to magic system and vampire bite spell

Introduced CP14MagicEffectSSDBlockComponent to prevent magic use on SSD (disconnected) players. Updated the magic system to check for SSD status and added localization strings for SSD block messages in English and Russian. Applied the SSD block effect to the vampire bite spell. Also fixed a typo in the PacifiedBlockComponent filename.

* Make blood reagents unrecognizable and adjust effects

Set all blood reagent variants to 'recognizable: false' to prevent easy identification. Simplified and unified damage effects for blood reagents, removing some specific reactions and adjusting damage groups, particularly for vampire-related blood types. Also fixed a duplicate 'allowedStates' key in the vampire bite spell action.

* Enable map initialization and clean up power punch spell

Changed map creation in Demiplane and CrashToWildlands systems to run map initialization by setting runMapInit to true. Removed redundant map initialization check in CP14SpawnProceduralLocationJob. Also removed the CP14ActionSpellVampirePower2 entity from the vampire power punch spell prototype.
2025-08-23 01:56:01 +03:00
Red
906033633e Vampire clan battle gamemode (#1672)
* 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
2025-08-22 18:46:28 +03:00
Red
e6f5ed2450 Spell pre-examine (#1661)
* examine spells

* fux

* fix
2025-08-11 23:46:28 +03:00
Alexsey Bezyuk
25df067d3f Backpacks description and categories (#1647)
* backpacks translation

* leather categories

* linter fix

* Linter please

* Описания

* priority in craft

* priorotize

* eng comment

* Update Content.Client/_CP14/Workbench/CP14WorkbenchWindow.xaml.cs
2025-08-10 17:25:34 +03:00
Red
fa22152b42 Demiplane redesign again (again) (#1640)
* rooms generation fix??

* demiplane map returns

* wawa

* fix
2025-08-08 17:37:16 +03:00
Morb
227c44561b Alert sprite size fix (#1637)
* Directly use vanilla alerts & make stamina as custom

* Fix mix size for alert of 96px

* Revert "Directly use vanilla alerts & make stamina as custom"

This reverts commit 3298202f8a.

* Update AlertsUI.xaml

---------

Co-authored-by: Red <96445749+TheShuEd@users.noreply.github.com>
2025-08-07 23:57:58 +03:00
Red
70bf2e1cf3 Merge branch 'master' into ed-04-08-2025-upstream-sync 2025-08-04 13:38:49 +03:00
Red
6b5c27125b Gathering resourses redesign (#1594)
* Add Crash to Windlands survival gamemode and map

Introduces the CP14CrashToWindlandsRule and its component for a new survival gamemode where a ship crashes into wildlands. Adds the 'nautilus_ship' map, updates English and Russian locale files with new gamemode titles and descriptions, and modifies relevant prototype and map pool files to support the new mode.

* fix FTL map

* firebombing is real

* fix biome dungen all grid overriding

* Update PostMapInitTest.cs

* Update DungeonJob.CP14Biome.cs

* Refactor demiplane generation and crash rules

Replaces the old demiplane job system with a new procedural location generation system (CP14LocationGenerationSystem and CP14SpawnProceduralLocationJob). Splits the crash-to-windlands rule into CP14CrashingShipRule (handles explosions) and CP14ExpeditionToWindlandsRule (handles map generation and FTL), with corresponding new components. Updates roundstart game rule prototype and moves/renames several files for clarity and modularity.

* Refactor location generation to support optional seed and position

Updated the GenerateLocation method to accept an optional seed and position, defaulting to a random seed if none is provided. Adjusted all call sites and the procedural job to support these changes, improving flexibility and consistency in procedural location generation.

* procedural integration into game map

* Demiplanes deletion

* clear demiplane content

* remapping procedural + frigid coast deletion

* clear demiplane guidebook

* dungeons generations

* Refactor procedural location configs and add ComossIsland

Consolidated and renamed procedural location and dungeonConfig prototypes for demiplane locations, replacing T1-prefixed and legacy IDs with new, consistent names. Updated map YAMLs to reference new location IDs and configs. Added a new ComossIsland location and dungeonConfig. Refactored code to support passing custom dungeon layers and removed unused ExamineProb field from CP14ProceduralLocationPrototype.

* Enhance procedural world gen and location configs

Improved procedural world generation by adding location generation probability, adjusting level ranges, and refining modifier uniqueness. Updated CP14ProceduralLocationPrototype and CP14ProceduralModifierPrototype, refactored node data generation logic, and made related test and map changes. Added new venicialis_fort station map and updated several procedural location and modifier YAMLs for consistency.

* fix

* connections room spawners

* track finishing global world generation

* real connection

* Update PostMapInitTest.cs

* Update venicialis.yml

* Update venicialis.yml

* fix raids, decrease city island sizes

* Update migration.yml

* Update migration.yml

* fix shutdowning

* Update CP14SpawnProceduralLocationJob.cs
2025-08-04 13:35:55 +03:00
Ed
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
2025-08-04 12:44:29 +03:00
Princess Cheeseballs
6ffec751ee Flesh Stun Fix (#39324) 2025-08-02 00:44:55 +03:00
Red
7298e14de7 Upstream stable sync (#1558)
* 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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2025-07-30 16:02:21 +03:00
Kyle Tyo
a52bf2a7c8 Convert a few debugging commands and the mapping setup command to LEC. (#38589)
* commit

* Update MappingClientSideSetupCommand.cs

* missed a spot

* Update MappingClientSideSetupCommand.cs

* whoopos

* Update mappingclientsidesetup-command.ftl
2025-07-28 18:29:15 +02:00
slarticodefast
2ac9948ba0 Handle inventory template updating V2 (#39246) 2025-07-27 23:05:58 +02:00
Pok
688c91b597 Add scaling filter option (Nearest/Bilinear) (#39111) 2025-07-27 20:26:17 +03:00
Red
5c0eb97571 Refactor food holder visual update logic (#1584)
Simplified UpdateVisuals method in CP14ClientCookingSystem by consolidating parameters and using component fields directly. Also ensured FoodData field is dirtied after updating visuals in CP14SharedCookingSystem to trigger proper synchronization.
2025-07-27 17:18:25 +03:00
Red
5020be8ec6 Add supports for different skillpoints types (#1581)
* Refactor skill points to support multiple types

Reworked the skill point system to support multiple types (e.g., Memory, Blood) instead of a single experience cap. Added CP14SkillPointPrototype, updated skill storage and UI to handle per-type points, and adjusted related logic and prototypes. Updated localization and assets to reflect these changes.

* oopsie

* Update human.yml

* Update CP14SkillUIController.cs

* Refactor skill storage to use skillPoints config

Replaced 'experienceMaxCap: 0' with 'skillPoints: Memory: max: 0' in Skeletons T1, T2, and undead mob prototypes. This change standardizes skill storage configuration and improves clarity.
2025-07-27 13:47:05 +03:00
Kryyto
23ce52c69e Refactor guard bell (#1553)
* Remove maps edits

* fix from review

* Remove unused CP14 alert levels (fixing YAML)

* fix missing prototype CP14GuardBell

* fix from review 2

* fix TriggerSystem partial

---------

Co-authored-by: Jordan FUMA <@jfa>
2025-07-26 15:09:04 +03:00
slarticodefast
b4e81cb8f2 Admin Tool: Observe entities in an extra viewport (#36969)
* 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>
2025-07-25 18:53:01 +02:00
Perry Fraser
002afe8056 Properly dispose of stale pipedata chunks for the atmos monitor (#38974) 2025-07-23 17:18:19 +02:00
PJB3005
5895544ae1 Merge remote-tracking branch 'upstream/master' into rt-265-update 2025-07-23 01:17:46 +02:00
Perry Fraser
1ee7dffe6d fix: fix non-access checking EntityTargetActions (#38731) 2025-07-22 21:34:39 +02:00
Pieter-Jan Briers
af4ff4e9de Update content to remove redundant Robust math types (#38930)
Vector3, Vector4, Matrix4, and Quaternion are now gone. This switches us over to System.Numerics where applicable.
2025-07-22 12:29:17 +02:00
Ed
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
2025-07-21 11:27:53 +03:00
pathetic meowmeow
d2ddbcbcda Implement SmartFridge functionality (#38648)
* Add SmartFridge

* my nit so pick

* my access so expanded and my whitelist so both

* list -> hashset
2025-07-20 23:21:28 -04:00
Red
8721f736e1 Cooking simulator 3: Pies (#1540)
* enum -> prototype

* move sprites

* more dirt sprites

* some food data stucking fixing

* pumpkin fix

* pie move sprites

* refactor components

* pie refactor

* remove outdated proto

* new pie types

* Update SliceableFoodSystem.cs

* Refactor food cooking system and add fat flavor

Added 'Fat' to the flavor profile. Refactored food cooking logic to use CreateFoodData and UpdateFoodDataVisuals instead of CookFood and ApplyFoodVisuals. Introduced RenameCooker property to CP14FoodCookerComponent to control entity renaming during cooking. Improved separation of food data creation and visual updates.

* Update migration.yml

* Refactor food visual and sliceable logic in cooking system

Moved sliceable food logic from OnCookFinished to UpdateFoodDataVisuals for better encapsulation. Made UpdateFoodDataVisuals overridable and updated its usage in random food initialization. Added Rename field to CP14RandomFoodDataComponent and cleaned up unused BecomeSliceable field in CP14FoodCookerComponent. Updated pie_pan.yml to add SliceableFood and a new random food entity.

* Update pie_pan.yml

* fill levels
2025-07-20 15:45:59 +03:00
Princess Cheeseballs
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>
2025-07-20 01:54:42 +02:00
Tayrtahn
cfb0a95035 Fix mouse rotator error spam (#39071)
Ignore mouse rotation requests when the player is switching controlled entity
2025-07-20 01:16:40 +02:00
IgorAnt028
41a175636b Fix bug with pipe color (#30645)
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
2025-07-19 15:10:38 -07:00
rlebell33
23c190e9bc Dehardcoded Air Alarm's UI window title (#39072)
Extract the air alarm title to no longer be hardcoded
2025-07-19 15:21:50 -04:00
Jackson Langley
2ce03ad651 Fix the max scanner distances (#39041)
* Good god

* Satan's in my PC
2025-07-18 11:33:24 -04:00
gogenych
9ce239494d remove radio from chat selection (#1537) 2025-07-18 01:03:39 +03:00
Quantum-cross
17559db1c7 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
2025-07-17 10:01:37 -07:00
Red
759778782c Cooking simulator 2: Soups (#1535)
* Update shield.yml

* Add soup bowls

Introduced new bowl entities (wooden, iron, gold, copper) for soups, including their sprites and prototype definitions. Added 'Soup' to the CP14FoodType enum and updated the food holder logic. Removed the unused CP14Plate tag from plate.yml and misc.yml.

* Add misc soup ingredient sprites and metadata

Introduced new 32x32 sprites for various soup ingredients, including flyagaric, flylumish, lumish, meat, meat2, meat_salad, mole, mud, pumpkin, sawdust, trash, and veg_stew. Added corresponding meta.json with state definitions and licensing information.

* veg soup recipe for testing

* soup displacement maps

* meal displacement eating

* fix double cookin plates

* soup cooking

* Update cooking_pot.yml

* Refactor solution handling for cooking and containers

Updated solution component names and types for cooking pots, bowls, buckets, barrels, and wells to improve consistency and functionality. Added and removed solution-related components, adjusted transfer logic, and cleaned up unused solution states and visual metadata. Also added food type checks in cooking system to prevent incorrect transfers.

* new soup recipes

* Unit test

* fix

* trading requests

* Update CP14Cooking.cs

* Update CP14Cooking.cs

* audio improve, egg and bread fix

* fix bugs

* integration
2025-07-17 17:35:13 +03:00
Red
7bb7ea2183 Cooking Simulator (#1529)
* frying pan start

* fix data saving

* Refactor cooking system and add localization support

Refactored food data handling in the cooking system to use Visuals instead of FoodData on holders, improved food transfer logic, and added popups and examine messages for user feedback. Added English and Russian localization files for cooking examine and meal descriptions, and updated prototype files to increase plate solution volume and add a whitelist for the cooking furnace.

* Refactor cooking system solution handling

Removed Solution field from CP14FoodData and updated CP14SharedCookingSystem to use solution containers directly. Improved solution transfer, mixing, and overflow handling during cooking. Increased pan max volume from 30 to 100 in cooking_furnace.yml.

* Improve cooking system trash handling and update food sprites

Enhanced trash distribution in CP14SharedCookingSystem to randomly assign trash to plates, only adding all trash to the last plate. Updated meat_dish and salad prototypes to use new wooden plate sprites. Added wideAnimationRotation and DrainableSolution to cooking_furnace for improved functionality.

* Remove unused usings and redundant comments in cooking components

Cleaned up CP14 cooking-related components by removing unused using directives and empty XML comments. This improves code readability and maintainability.

* Add tag-based cooking requirements and new meal recipes

Introduces tag-based cooking requirement classes (TagRequired, TagBlocked, SolutionRequired) and updates the cooking system to support tag checks. Adds new tags for food items, updates food and meal prototypes to include relevant tags, and implements new meal recipes (Zellasian Breakfast, Monster Egg) with corresponding sprites and localization. Also refactors and renames some tag and structure prototype files for better organization.

* Refactor and expand CP14 cooking recipes and tags

Reworked meal recipes to use tag-based requirements, added new tags for food categorization (meat, cheese, vegetables, etc.), and removed hardcoded entity recipes for ham in cheese and stuffed potato. Updated and added new meal recipes (bread plate, ham in cheese, stuffed potato), localized their names and descriptions, and migrated/added corresponding sprites. Deprecated SolutionRequired requirement, cleaned up unused tags, and improved TagRequired/TagBlocked logic. Updated prototype files to use new tags and added missing tags to food entities.

* Refactor and expand green salad recipes and assets

Replaces the old green salad entity and workbench recipe with new cooking recipes for green salad and green salad with meat. Updates English and Russian localization, moves and adds new salad textures, and removes obsolete salad assets and trading request.

* mashed potatoes

* Add mashed potatoes with herbs meal

Introduced a new 'mashed potatoes with herbs' meal, including English and Russian localization, recipe definition, and associated sprite. Updated the texture metadata and added the new image asset.

* Update dye.yml

* Fix frying pan item size and update plate recipe

Moved the 'size: Ginormous' property to the correct component in frying_pen.yml. Renamed the plate recipe and result from 'CP14Plate' to 'CP14PlateWooden' in misc.yml for clarity.

* Update meals.yml

* Update migration.yml

* fixes

* fix heating food sounds

* Nyranu temperature transmission

* Update plate.yml

* Cooking DoAfter works

* burning logic

* cooking more work

* auto transform transformable

* Update CP14SharedCookingSystem.DoAfter.cs

* cool burning visuals!

* Add MIT license headers to cooking system files

Added sublicensing notice and MIT license header to all files in the CP14 cooking system. Also made minor code cleanups, such as removing unnecessary default initializations and improving XML documentation for clarity.

* constant heating required

* cooking visuals improve!

* sandwiches with processed cheese + reagent burnt fuckuping

* inhand pan sprites + FIRE fuckup

* crafting & buying pan

* fix predicting

* random food spawner + chef closet

* mapping update

* Update frying_pen.yml

* move WIP to blacksmith lol
2025-07-16 08:15:08 +03:00
Kyle Tyo
b9ffd060d6 Predict DevourSystem. (#38970)
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
2025-07-16 02:21:18 +02:00
Tayrtahn
c60910dfa6 Fix devices in terminal mispredicting power state (#38647)
* The simple solution

* The better solution

* Revert "The better solution"

This reverts commit 611e56e031636734abab1ad3e77bf88b69a4de13.
2025-07-14 00:49:27 -07:00
B_Kirill
0c92478e0a Cleanup warnings: CS0649 (#38797) 2025-07-13 20:35:20 +02:00
Perry Fraser
dbfe05d5cc refactor: rework the new status effect system to use containers (#38915) 2025-07-12 19:49:58 +03:00
Princess Cheeseballs
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>
2025-07-11 14:13:11 +02:00
Whatstone
9ad99cfa64 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>
2025-07-10 20:36:57 -04:00
Ed
932fd47861 Update CP14WorkbenchWindow.xaml.cs 2025-07-10 21:56:31 +03:00
slarticodefast
415ba2e274 reduced motion flash effect version 3 (#37824)
* V3

* Apply suggestions from code review
2025-07-10 11:30:58 +02:00
slarticodefast
0484b7f07e Add VV button to the solution editor (#38889)
add vv button to solution editor
2025-07-09 23:31:39 -07:00