* Tippy is BACK
* Clean up clippy from aprils fools
* Changed names from clippy to tippy, added localization, removed local_clippy command, made it easier to target a specific player
* Rename clippy.yml to tippy.yml
---------
Co-authored-by: Kara <lunarautomaton6@gmail.com>
* borg law 2 explode
* attributions fix + CL fix
* please dear god work i beg you
* maybe this will work :godo:
* 50% off deal + disc change
* absolving merge conflict
* merge conflict fix
* Update Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml
* Update Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml
* Update Resources/Audio/Effects/Grenades/SelfDestruct/attributions.yml
* Apply suggestions from code review
---------
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Kara <lunarautomaton6@gmail.com>
* rainbow weed
* Lipolicide
* psicodine + mannitol
* happiness
* ground + dried + smokables
* damn you notepad++
* fix
WHY NOT TELL ME ALL THE PROBLEMS AT THE SAME TIME!!!
* work
* work i beg you
* recipe good
* possibly fix merge conflict
* remove reagents
* Hardsuits and softsuits count as having shoes for step triggers
* Add softsuit tag prototype
* Change to suitEVA tag
* Get rid of softsuit tag, found suitEVA tag
* Full pass of ShoesRequiredStepTriggerImmune
* Adds check to outerClothing for ShoesRequiredStepTriggerImmune
* return
* fuck Dionas
* Convert to comp, space dragons immune as well
* Merge conflict
* Merge conflict
* fix leftover tags
* empty spaces
* turns out the dragon didn't need it
* minor optimization
* Add access for system, add comp to baseShoes, check slotflags for every slot besides pockets
* fix
* fuck it we ball
---------
Co-authored-by: Plykiya <plykiya@protonmail.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* moved from 9 sheets of glass to 5 sheets of glass for all circuit recipes
* Revert "moved from 9 sheets of glass to 5 sheets of glass for all circuit recipes"
This reverts commit 45bb8d40150cddbbe005f5d66d34532b79143f98.
* adresses merge conflict
* fixed error
* parents base computer board to base machine board
* Revert "parents base computer board to base machine board"
This reverts commit dec3a799a90b4a0cb121b6694ecf65d9a0abd6a3.
* other thing was causing errors, guess it's this now
* Added localization of groups and types: damage, metabolism (displayed in the guide book). The text for the health analyzer, weapon damage inspection is now taken from damage prototypes
* fix damage tests
* fix damage test yml
* fix damage test prototypes
* Update Content.Shared/Damage/Prototypes/DamageGroupPrototype.cs
* Update Content.Shared/Damage/Prototypes/DamageTypePrototype.cs
---------
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Change emag recipes to print mags instead of single ammo
* Get rid of useless single ammo printing recipes
* Add in submachine gun mags
* missing magazine shotgun beanbag in nonlethal research
* Sort lathes that use ammo crafting recipes alphabetically
---------
Co-authored-by: Plykiya <plykiya@protonmail.com>
* Rodents can be Faxecuted (executed via Fax machine)
* use brute instead of new group.
* fax visuals now use tags for mouse and hamster instead of comps
* fix for ubuntu, damn ubuntu bane of my life
* cant copy hamlet, can now faxecute mothroaches.
* fix
* fix
* fixes
* removed ifs now using switch, removed hastag now using string.
* fixes and no more switch
* cleanup
* more cleanup
* fix
* cleanup
* moved damage out of faxmachine and into own system and component.
* changes
* fixes and done i think.
* tidy
* Fixes
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Add a handy security radio
I've always wanted to have a handy security radio in game and I thought it would be cool to have one in game.
Demonstation can be found in here: https://youtu.be/VQOLiTQAmKc
* Merged radio files and changed sprite location
* Fixed RSI not having license and copyright
* Added a chance to spawn in security closets
All security closets will have 50% chance to spawn a handy security radio in it
* Update radio id
Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com>
* Change id in locker spawn
* Change id in locker spawn
* Changed id to RadioHandheldSecurity as suggested
* Add radio to vending machine instead of locker
Removed radio from lockers and added it to security vending machine
* Fixed radio not having a sprite
---------
Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com>
* Printable Empty Magazines
* Adjust values of ammo boxes, adjust material costs, add empty lethal/non-lethal mags, swap secfab shotgun shells with shotgun ammo boxes, add recipe for shotgun ammo boxes
* Adds fully loaded pistol mags at secfab, removes printing respective cartridges at secfab
* Adds fully loaded rifle mags at secfab, removes respective cartridges
* Adds fully loaded light rifle mags at secfab, removes respective cartridges from secfab
* Adds fully loaded speedloader to secfab, removes respective cartridges from secfab
* small id mismatch fix
* another wrong ID fix
* capitalize Ls in speedloader
* Add missing SpeedLoader recipe
* Adds fully loaded shotgun drums to secfab, removes respective shells from secfab
* add rifle ammo unlocks back in, forgot ammo unlocks affect other fabs as well
* Moves tranquilizer shells to the non-lethal ammunition research
* Account for the removal of rubbers, adds in craftable disablers
* rubber rounds don't exist, remove empty non-lethal mags to just have empty mags
* Add in WT550 mags
* Convert latheRecipes to use LayeredTextureRect instead of TextureRect
* Fix for issue, texture layering now works
* Add in missing shell uranium box art
* add shelluranium to meta.json
* Fix yml issue
* Get rid of unused single ammo printing unlocks
---------
Co-authored-by: Plykiya <plykiya@protonmail.com>
Requires https://github.com/space-wizards/RobustToolbox/pull/5023
This uses the new engine features (above) to add a displacement map shader. This allows deforming a sprite based on another sprite.
Primary use case is automatically adapting human clothing sprites to different species, something we want to make species like Vox a reality.
A basic example of wiring this up with Vox has been added. The system is however incredibly simple and **will** need more work by a content developer to select and toggle displacement maps when appropriate. I am leaving that to somebody else. For example right now the displacement map is applied even if a species already has custom-fit sprites for a piece of clothing, such as the grey jumpsuit for Vox.
Basic Aseprite plugins to help with authoring displacement maps have also been made.
* first draft loooong hair
* *added the old dress item *added old dress to the theatrical performances create
* updated spooky long hair name
* fixed an oopsie made when updating item names
* added chopstick sprites
* Create chopsticks.yml
* added chopstick yml
* hopfully it acts like a forke
* added chopsticks to dinnerware vendor
* uncapitalized the name
* Update Resources/Prototypes/Entities/Objects/Misc/chopsticks.yml
Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com>
* made the chopsticks icon a reasonable size
* added chopsticks to chang vendor
* made paired chopsticks you can break apart
* added them to vendors
---------
Co-authored-by: redfire1331 <Redfire1331@users.noreply.github.com>
Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com>
* Add UnwieldOverride variable that overrides unwielding inhand to enable other interactions
* Give LMGs UnwieldOverride
* logically inverted UnwieldOverride to UnwieldOnUse
* fixed typo