Commit Graph

198 Commits

Author SHA1 Message Date
Ed
802af538a8 Upstream, Yay (#27)
* Make BaseMedicalPDA abstract (#26567)

* Fix GasMixers/Filters not working (#26568)

* Fix GasMixers/Filters not working

* OKAY GAS FILTERS TOO

---------

Co-authored-by: Plykiya <plykiya@protonmail.com>

* Industrial Reagent Grinder Hotfix (#26571)

fixed

* Give stores the ability to check for owner only (#26573)

adds a check if the store belongs to the user

* Fix round start crash (causing instant restart) (#26579)

* Fix round start crash

* Make `TryCreateObjective` more error tolerant

* Update engine to v217.1.0 (#26588)

* Fix initial infected icon hiding (#26585)

* Fix Meta evac shuttle name (#26587)

* Make timer ignore client predict setting (#26554)

* Make timer ignore client predict setting

* making tests run

---------

Co-authored-by: wrexbe <wrexbe@protonmail.com>

* Make advertise system survive no map inits (#26553)

* Make advertise system survive no map inits

* Add comment to try prevent future bugs

* Update Credits (#26589)

Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com>

* Fix fox spawn on reach (#26584)

Co-authored-by: wrexbe <wrexbe@protonmail.com>

* Removes SCAF armor (#26566)

* removes scaf armor

* replace maint loot spawner spot with basic helmet

* Update Patrons.yml (#26578)

* Automatic changelog update

* Make aghost command work on other players using optional argument (#26546)

* Translations

* Make aghost command work on other players using optional argument

* Reviews

* Automatic changelog update

* Add new component to Make sound on interact (#26523)

* Adds new Component: EmitSoundOnInteractUsing

* Missed an import

* File-scoping

* Replace ID check with Prototype check

* Moved component and system to shared. Set prediction to true.

* Removed impoper imports and changed namespace of component to reflect changed folder.

* Following function naming theme

* All this code is basically deltanedas's, but it was a learning experience for me

* Update Content.Shared/Sound/Components/EmitSoundOnInteractUsingComponent.cs

* Update Content.Shared/Sound/Components/EmitSoundOnInteractUsingComponent.cs

---------

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Increase syndi duffelbag storage (#26565)

* Increase syndi duffelbag storage

* weh

* Automatic changelog update

* Adds construction/decon graphs for plastic flaps (#26341)

* Adds construction/decon graphs for plastic flaps

* Dang arbitrage

* undo conflict

---------

Co-authored-by: Velcroboy <velcroboy333@hotmail.com>

* Automatic changelog update

* Makes secglasses roundstart (#26487)

* makes secglasses roundstart

* fix epic fail

* fix tests questionmark?

* Update Resources/Prototypes/Entities/Clothing/Eyes/glasses.yml

Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>

---------

Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>

* Automatic changelog update

* Toilet Upgrade (needs review) (#22133)

* Toilet Draft

* fixes

* toilets now have secret stash to place items in cistern.

* fixes

* plungers now unblock toilets.

* fix sprite

* new sprites and fix

* fixes

* improve seat sprites.

* fix

* removed visualisersystem changed to genericvisualizers

* flush sound for toilets and copyright for toilet sprites.

* fix atrributions

* fixes

* fix datafield flushtime

* sprite improvements

* fixes

* multiple changes

* fix

* fix

* fixes remove vv

* moved stash related functions to secret stash system from toilet.

* fix

* fix

* changes for recent review.

* fix

* fix

* Automatic changelog update

* Uplink store interface searchable with a searchbar. (#24287)

* Can now search the uplink store interface with a searchbar.

* Search text updates no longer send server messages. Persists listings locally.

* Formatting fixes and tidying.

* Added helper method to get localised name and description (or otherwise, entity name and description) of store listing items.

* Update Content.Client/Store/Ui/StoreMenu.xaml

* Review change; moved localisation helper functions to their own class.

* Prevent thread-unsafe behaviour as-per review.

* Remove dummy boxcontainer

---------

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>

* Automatic changelog update

* Improved RCDs (#22799)

* Initial radial menu prototyping for the RCD

* Radial UI buttons can send messages to the server

* Beginning to update RCDSystem

* RCD building system in progress

* Further updates

* Added extra effects, RCDSystem now reads RCD prototype data

* Replacing tiles is instant, multiple constructions are allowed, deconstruction is broken

* Added extra functionality to RadialContainers plus documentation

* Fixed localization of RCD UI strings

* Menu opens near cursor, added basic RCD

* Avoiding merge conflict

* Implemented atomized construction / deconstruction rules

* Increased RCD ammo base charges

* Moved input context definition to content

* Removed obsoleted code

* Updates to system

* Switch machine and computer frames for electrical cabling

* Added construction ghosts

* Fixed issue with keybind detection code

* Fixed RCD construction ghost mispredications

* Code clean up

* Updated deconstruction effects

* RCDs effects don't rotate

* Code clean up

* Balancing for ammo counts

* Code clean up

* Added missing localized strings

* More clean up

* Made directional window handling more robust

* Added documentation to radial menus and made them no longer dependent on Content

* Made radial containers more robust

* Further robustness to the radial menu

* The RCD submenu buttons are only shown when the destination layer has at least one children

* Expanded upon deconstructing plus construction balance

* Fixed line endings

* Updated list of RCD deconstructable entities. Now needs a component to deconstruct instead of a tag

* Bug fixes

* Revert unnecessary change

* Updated RCD strings

* Fixed bug

* More fixes

* Deconstructed tiles/subflooring convert to lattice instead

* Fixed failed tests (Linux doesn't like invalid spritespecifer paths)

* Fixing merge conflict

* Updated airlock assembly

* Fixing merge conflict

* Fixing merge conflict

* More fixing...

* Removed erroneous project file change

* Fixed string handling issue

* Trying to fix merge conflict

* Still fixing merge conflicts

* Balancing

* Hidden RCD construction ghosts when in 'build' mode

* Fixing merge conflict

* Implemented requested changes (Part 1)

* Added more requested changes

* Fix for failed test. Removed sussy null suppression

* Made requested changes - custom construction ghost system was replaced

* Fixing merge conflict

* Fixed merge conflict

* Fixed bug in RCD construction ghost validation

* Fixing merge conflict

* Merge conflict fixed

* Made required update

* Removed lingering RCD deconstruct tag

* Fixing merge conflict

* Merge conflict fixed

* Made requested changes

* Bug fixes and balancing

* Made string names more consistent

* Can no longer stack catwalks

* Automatic changelog update

* Update submodule to 217.2.0 (#26592)

* Southern accent (#26543)

* created the AccentComponent and the AccentSystem

* word replacement schtuhff

* made it a trait fr ongg!!1

* Update Content.Server/Speech/EntitySystems/SouthernAccentSystem.cs

---------

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Prevent storing liquids in equipped buckets (#24412)

* Block access to solutions in equipped spillables.

* Stop Drink verb appearing if the solution can't be accessed.

* Automatic changelog update

* Fix 'Hypopen shouldn't display solution examine text' (#26453)

* stealthy hypo

* ExaminableSolution hand check when in covert implement.

ExaminableSolution now has 'hidden' datafield to enable chemical inspection only in hand.

* cleaning code

* more cleaning

* Hidden datafield renamed to HeldOnly

* review

---------

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>

* Automatic changelog update

* Revert Paint (#26593)

* Revert "Fix build (#26258)"

This reverts commit 6de5fbfafb.

* Revert "Spray Paint (Review Ready) (#23003)"

This reverts commit e4d5e7f1ae.

# Conflicts:
#	Resources/Prototypes/Entities/Structures/Holographic/projections.yml

* Fix: Prevent single-use hyposprays from getting the toggle draw verb (#26595)

Prevent single-use hyposprays from getting the toggle draw verb

Co-authored-by: Plykiya <plykiya@protonmail.com>

* MeleeHitSoundSystem (#25005)

* Began work to unscrew melee noises

* finished

* cleanup

* cleanup

* Update Content.Server/Weapons/Melee/MeleeWeaponSystem.cs

Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com>

* _Style

* Fix merge

---------

Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>

* Remove physics comp from VendingMachineWallmount (#25632)

* Remove physics comp from VendingMachineWallmount

* Fixtures removal

---------

Co-authored-by: Jeff <velcroboy333@hotmail.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>

* Remake hairflowers (#25475)

* Add more lily usage (orange hairflower and flowercrown)

* comit 2

* ee

* more fixes

* w

* im stupid

* bring poppy in authodrobe

* weh

---------

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Automatic changelog update

* Injector UI shows TransferAmount change, Spilling liquid changes Injector mode (#26596)

* Injector UI shows TransferAmount change, spill changes mode

* Update Content.Shared/Fluids/SharedPuddleSystem.Spillable.cs

* Update Content.Shared/Fluids/SharedPuddleSystem.Spillable.cs

---------

Co-authored-by: Plykiya <plykiya@protonmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Update submodule to 217.2.1 (#26599)

* disallow unanchoring or opening panels on locked emitters/APEs (#26600)

* disallow unanchoring or opening panels on locked emitters/APEs

* no locking open panels

* oops

* needback feedback

* Update Content.Shared/Lock/LockSystem.cs

* Update Content.Shared/Lock/LockSystem.cs

* Update Content.Shared/Lock/LockSystem.cs

* sanity

---------

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>

* Automatic changelog update

* Fix grave digging sound indefinitely playing if dug by aghost. (#26420)

Admins bypass doafters. As such, the code that runs on doafter
completion is ran before the sound is actually created. This then leads
to the sound never being stopped, and as such it would infinitely play.

This commit gets around the issue by manually stopping the sound should
the doafter fail to start. If we could be sure that the doafter would
never fail, then we could just move the call to StartDigging above
starting the doafter but this is currently not possible.

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>

* Make the buttons on the map ui not squished (#26604)

Make the map ui work

Co-authored-by: wrexbe <wrexbe@protonmail.com>

* Combine flower crown and wreath (#26605)

* Combine flower crown and wreath

* huh

* huuh :trollface:

* Automatic changelog update

* Add AP damage to throwing knives (#26380)

* add

* ap

* no more stam dmg

* Automatic changelog update

* cancelable brig timers (#26557)

brig timers now cancelable. also some screensystem yakshave

* Fix orientation of roller skate sprites (#26627)

Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es>

* Automatic changelog update

* Fix GastTileOverlay sending redundant data (#26623)

Fix GastTileOverlay not updating properly

* Auto DeAdmin sooner (#26551)

Co-authored-by: wrexbe <wrexbe@protonmail.com>

* Add briefcase to curadrobe and lawdrobe, and some briefcases cleanup (#26527)

* Add briefcase to curadrobe and some briefcases cleanup

* also add to lawdrobe

* Automatic changelog update

* Fix some text overflow bugs in HUD (#26615)

* Don't clip text in item status

* Fix overflow in examine tooltip

---------

Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es>

* Adds two milk cartons to the BoozeOMat (#26635)

* Automatic changelog update

* made the hover text less vague (sorry) (#26630)

* blacklisted throwing knifes from pneumatic cannon (#26628)

* Fix radio jammer not blocking suit sensors. (#26632)

As it turns out, they are not in fact on their own netid. They are
actually just on wireless. The way I had tested my previous pr led to
this mistake being made. I originally had the radio jammer block
wireless as well, but decided to take out under the flase assumption
that it suit sensors were actually on their own netid and did not
require the ability to block all wireless packets at the last moment.

* Fix dirt decals in reach not being cleanable (#26636)

made all dirt decals cleanable

Co-authored-by: hamurlik <renoDeath@protonmail.com>

* Automatic changelog update

* Replace drill_hit.ogg and drill_use.ogg with better sounds (#26622)

* Replace drill_hit.ogg and drill_use.ogg with better sounds

* Fix attribution source for drill_hit.ogg

* Update Resources/Audio/Items/attributions.yml

Co-authored-by: Kara <lunarautomaton6@gmail.com>

* Update Resources/Audio/Items/attributions.yml

Co-authored-by: Kara <lunarautomaton6@gmail.com>

---------

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Kara <lunarautomaton6@gmail.com>

* Gave Blast door access permissions (#26606)

Added access reader to all blast doors. Added pre configured blast doors for engineering and science.

* Gives all wheeled objects low friction (#26601)

* gives all wheeled objects friction

* adjustments to sum stuff

* Automatic changelog update

* Combine solution injection systems; Fix embeddable injectors (#26268)

* Combine injection systems

* Update Content.Server/Chemistry/EntitySystems/SolutionInjectOnEventSystem.cs

---------

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Automatic changelog update

* Add ValueList import (#26640)

* Change assault borg modules texture (#26502)

* Update borg_modules.yml

* Fix borg_modules.yml?

* Uh

---------

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>

* Automatic changelog update

* Add Cyborg Emote Sounds (#26594)

* Hal 9000's first emote

* Add Chime emote & Change variation to 0.05

* Modify Buzz emote

* Add Buzz-two emote

* modified Horn

* add ping emote

* add slowclap emote

* Convert slowclap.ogg to mono, reflect change in attribution.yml

* fix capitalization for all chatMessages && change all catagory to category

* remove all traces of slowclap.ogg

* forgor one file smh

* collating copywrite

* spelling mistakes will be the death of me

* more spelling mistakes

* change yml string to list

* Automatic changelog update

* Coordinates Disks & Shuttle FTL Travel (#23240)

* Adds the CentComm Disk and configures it to work with direct-use shuttles

* Added functionality for drone shuttles (i.e. cargo shuttle)

* Adds support for pods, and a disk console object for disks to be inserted into. Also sprites.

* Added the disk to HoP's locker

* Removed leftover logs & comments

* Fix for integration test

* Apply suggestions from code review (formatting & proper DataField)

Co-authored-by: 0x6273 <0x40@keemail.me>

* Fix integration test & changes based on code review

* Includes Disk Cases to contain Coordinate Disks, which are now CDs instead of Floppy Disks

* Check pods & non-evac shuttles for CentCom travel, even in FTL

* Import

* Remove CentCom travel restrictions & pod disk consoles

* Major changes that changes the coordinates disk system to work with salvage expeditions

* Missed CC diskcase removal

* Fix build

* Review suggestions and changes

* Major additional changes after merge

* Minor tag miss

* Integration test fix

* review

---------

Co-authored-by: 0x6273 <0x40@keemail.me>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>

* Automatic changelog update

* Add door electronics access configuration menu (#17778)

* Add door electronics configuration menu

* Use file-scoped namespaces

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Open door electronics configuration menu only with network configurator

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Doors will now try to move their AccessReaderComponent to their door electronics when the map is initialized

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Make the access list in the id card computer a separate control

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Fix merge conflict

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Remove DoorElectronics tag

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Integrate doors with #17927

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Move door electornics ui stuff to the right place

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Some review fixes

Signed-off-by: c4llv07e <kseandi@gmail.com>

* More fixes

Signed-off-by: c4llv07e <kseandi@gmail.com>

* review fix

Signed-off-by: c4llv07e <kseandi@gmail.com>

* move all accesses from airlock prototypes to door electronics

Signed-off-by: c4llv07e <kseandi@gmail.com>

* rework door electronics config access list

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Remove Linq from the door electronics user interface

* [WIP] Add EntityWhitelist to the activatable ui component

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Better interaction system

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Refactor

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Fix some door electronics not working without AccessReaderComponent

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Move AccessReaderComponent update code to the AccessReaderSystem

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Remove unnecesary newlines in the door access prototypes

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Remove unused variables in access level control

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Remove unnecessary method from the door electronics configuration menu

Signed-off-by: c4llv07e <kseandi@gmail.com>

* [WIP] change access type from string to ProtoId<AccessLevelPrototype>

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Remove unused methods

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Newline fix

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Restored to a functional state

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Fix access configurator not working with door electronics AccessReaderComponent

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Replace all string access fields with ProtoId

Signed-off-by: c4llv07e <kseandi@gmail.com>

* move access level control initialization into Populate method

Signed-off-by: c4llv07e <kseandi@gmail.com>

* Review

---------

Signed-off-by: c4llv07e <kseandi@gmail.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>

* Automatic changelog update

* scoopable ash and foam, solution transfer prediction (#25832)

* move SolutionTransfer to shared and predict as much as possible

* fully move OpenableSystem to shared now that SolutionTransfer is

* fix imports for everything

* doc for solution transfer system

* trolling

* add scoopable system

* make ash and foam scoopable

* untroll

* untroll real

* make clickable it work

* troll

* the scooping room

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>

* Replace the teleportation logic on the SCRAM implant! (#26429)

* Replace the teleportation logic on the SCRAM implant!

Now instead of just trying to pick a random tile in range 20 times, the
scram teleportation logic now:

- Gets a list of grids in range
- Until a suitable tile is picked it picks a random grid
- From that grid it picks a random tile.
- If the tile is suitable, then it is set as the target and the user
  will be teleported there.
- Grids and tiles are randomly picked as outlined above until a valid
  tile is found, or all valid grids and tiles are exhausted.
- Should no suitable tile be found then they get teleported to the same
  position they are at. Effectively not teleporting them.

* Actually make the defaults sane which I forgor in the last commit

* Extract tile section to its own function. Bias selection for current grid. Use proper coords for box.

* Address reviews as much as possible

* Address reviews

* Refactored AdvertiseComponent (#26598)

* Made it better

* ok

* alright

---------

Co-authored-by: wrexbe <wrexbe@protonmail.com>

* Bartender "Essentials" (#25367)

* drinks round 1

saving my progress before my hard drive explodes

* test 2

please work

* name fixes

whoops

* Update drinks.yml

* various fixes

am dumb

* add sol dry to vends

more fixes and changes, yippee!

* more fixes & ingame testing

shrimple tests

* last fixes :trollface:

should be ready for pr now

* Update soda.yml

sate thirst

* Automatic changelog update

* Add ERT Chaplain (#25956)

* ERT Chaplain

* Make BibleUser

* It was not intended

* reword my poor words

* 1984 a comment that I decided was unnecessary.

* Update Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml

---------

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Changes in chemicals page in guidebook (#25831)

* Added pages to chemical categories

The chemical categories have their own page now. Added the "Chemical Tabs" in /ServerInfo/Guidebook. Moved the Chemicals code from shiftsandjobs.yml to its own .yml file which is "chemicals.yml".

* Update guides.ftl

* Update chemicals.yml

Changed the guide entry's ID for the medical tab from Medicine to Medicinal.
Hope this works...

* Update Resources/ServerInfo/Guidebook/Chemical Tabs/Biological.xml

Co-authored-by: exincore <me@exin.xyz>

* Update Resources/ServerInfo/Guidebook/Chemical Tabs/Foods.xml

Co-authored-by: exincore <me@exin.xyz>

* Update Resources/ServerInfo/Guidebook/Chemical Tabs/Elements.xml

Co-authored-by: exincore <me@exin.xyz>

* Update Resources/ServerInfo/Guidebook/Chemical Tabs/Narcotics.xml

Co-authored-by: exincore <me@exin.xyz>

* Update Resources/ServerInfo/Guidebook/Chemical Tabs/Toxins.xml

Co-authored-by: exincore <me@exin.xyz>

* Fixed a few errors and stuff!

A few typos have been fixed thanks to exincore. Added dedicated .xml files to be used for the dedicated category pages (Medicinal and Botanical pages). Made it so it doesn't use any duplicated IDs anymore.
If there's more problems, please do tell so I can fix it!

* Update settings.json

* Fix?

---------

Co-authored-by: exincore <me@exin.xyz>

* Automatic changelog update

* Anomalies behaviours (#24683)

* Added new anomaly particle

* Add basic anomaly behaviour

* +2 parametres

* add functional to new particle

* add components to behaviours

* big content

* add shuffle, moved thing to server

* clean up

* fixes

* random pick redo

* bonjour behavioUr

* fix AJCM

* fix

* add some new behaviours

* power modifier behaviour

* rmeove timer

* new event for update ui fix

* refactor!

* fixes

* enum

* Fix mapinit

* Minor touches

---------

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>

* Automatic changelog update

* Fix clipping/overlap in lathe machine UIs (#26646)

* Add scrollbars to lathe material list when necessary

* Fix bug where shrinking window would cause elements to overlap

---------

Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es>

* Added chat window transparency slider to options (#24990)

* Adds a new slider to the misc tab in options that lets the player set chat window transparency

* Tweaked variable names

* Fixed order to match UI

* Renamed set chat window transparency function

* Changed and refactored to opacity instead of transparency

* Remove unnecessary int to float conversions

Slider used to be 0-100 while the CCVar was 0.0-1.0f. This is confusing and was only used for rounding to 2 decimal points.

* Round the value to two decimal points

* Remove rounding for now

* Rename

* Unhardcode chat color by moving to stylesheet

* Fix indent

* Make opacity slider only change opacity

---------

Co-authored-by: Your Name <you@example.com>
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>

* Automatic changelog update

* Infinity books (#25840)

* setup text data

* roundstart reshuffling keywords with gibberish words

* saved data categorized

* add book with hints

* start redrawing books

* +4 book design

* +books +random visual upgrade

* finish first file

* finish lore file

* finish with books.rsi now authorbooks.rsi...

* aurora! and some fix

* nuke author books

* speelbuke update

* finish respriting work

* fix scientist guide visual

* setup datasets

* setup stupid funny random story

* restore author books, upgrade hint generation

* add variety to story generator

* add learning system

* minor textgen edit

* file restruct, hint count variation

* more restruct

* more renaming
add basis learning system logic. Spears locked for special book for test.

* nuke all systems, for splitting PR gods

* typo fix

* update migration with deleted books

* add random story books to maint

* Update construction-system.ftl

* Update Resources/Prototypes/Datasets/Names/books.yml

Co-authored-by: chromiumboy <50505512+chromiumboy@users.noreply.github.com>

* Update Resources/Prototypes/Datasets/Names/books.yml

Co-authored-by: chromiumboy <50505512+chromiumboy@users.noreply.github.com>

* Update Resources/Prototypes/Datasets/Names/books.yml

Co-authored-by: chromiumboy <50505512+chromiumboy@users.noreply.github.com>

* Update Resources/Prototypes/Datasets/Names/books.yml

Co-authored-by: chromiumboy <50505512+chromiumboy@users.noreply.github.com>

* Update Resources/Prototypes/Datasets/Names/books.yml

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* Update Resources/Prototypes/Datasets/Names/books.yml

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* Update Resources/Prototypes/Datasets/Names/books.yml

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* Update Resources/Prototypes/Datasets/Names/books.yml

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* Update Resources/Prototypes/Datasets/Names/books.yml

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* Update Resources/Prototypes/Datasets/Names/books.yml

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* Update Resources/Prototypes/Datasets/Names/books.yml

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* Update Resources/Prototypes/Datasets/Names/books.yml

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* typo fix

* interchangeably

* final

* Update Resources/Prototypes/Datasets/Names/books.yml

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* "."

* Update Content.Server/Paper/PaperRandomStorySystem.cs

Co-authored-by: Hrosts <35345601+Hrosts@users.noreply.github.com>

* Ubazer fix

* inadequate

* localized

* Update meta.json

* fuck merge conflicts

* fix jani book

---------

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Co-authored-by: Hrosts <35345601+Hrosts@users.noreply.github.com>

* Automatic changelog update

* Resprite ambuzol plus pills (#26651)

* Automatic changelog update

* Fixed air injector visuals (#26654)

* Make cyborgs hands explosion proof. (#26515)

* Make the advanced treatment modules beakers explosion-proof.

* undo changes

* Epic rename fail

* Explosion recursion data field

* Logic for data field

* Automatic changelog update

* Automatic changelog update

* Make typing indicator shaded (#26678)

* Automatic changelog update

* Validate wire layout prototypes and remove invalid WiresComponents (#26682)

Validate wire layout prototypes; delete invalid wirescomponents.

* Increase time inbetween anomaly pulses (#26677)

nerf anomaly pulse delays

* Automatic changelog update

* Fix for items dropped being rotated to world north (#26662)

* Fix rotation of dropped items

* combined world position rotation function for dumpable

* scuffed implementation?

* less scuffed?

* even less scuffed... I guess

* capital D

---------

Co-authored-by: Plykiya <plykiya@protonmail.com>

* Automatic changelog update

* fix typo

---------

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2024-04-03 10:33:34 +03:00
Nemanja
d576f5cbbb dynamic alert sprites (#25452)
* dynamic alert sprite

* fix fat cooldowns
2024-03-28 17:32:56 +11:00
DoutorWhite
018832707c Fix Medical Hud death icon animation and Changes critical icon (#26391)
Fix Dead Icon animation and changes Critical Icon
2024-03-24 12:38:03 -04:00
Killerqu00
45d6c03407 Initial Infected can see each other (#25934)
initial infected icon
2024-03-18 15:57:36 -06:00
brainfood1183
e4d5e7f1ae Spray Paint (Review Ready) (#23003)
* Spray Paint (Draft)

* paint colors, paints in maints loot, cargo crate of paints.

* fix

* remove paint (sort of)

* moved paintcleaner into own system

* Moved paint to server (had to unfortunately)

* doafter now breaks when moving away.

* cant paint mobstatecomp

* loads of fixes

* fixes

* fixes

* nopaintshadercomp

* fixes

* fix

* use locale for paint remove string

* remove nopaintshadercomponent and use blacklist

* remove enabled.true from visualizer

* paint doafter event.

* add verbs for paint and remove paint and icon for paint verb.

* fixes

* no longer replaces shader when shader exists.

* replace forloop with foreach, check shader before adding and removing.

* paint doafter now separate so no copy paste code

* Entities in sprayed targets item slots are also now correctly sprayed.

* fix

* fix

* fix airlock psray painter now removes painted before painting door.

* spray paints now use openablecomponent.

* fix

* fix damn accesstypes.

* fix

* fix
2024-03-18 15:29:48 -06:00
DoutorWhite
8d40bc36a9 Improves Medical Hud interface and functionality (#26027)
* Improvements to the medical hud interface

* Adds an icon for SSD players

* Indentation fix

* Update sprites, changes direction and adds new status icon.

* Adds decomposing icon

* Code cleaning

* Changes Crit Icon sprite

* Simplifies the decision structure

* Changes copyright line

* Changes Critical Icon sprite

* Makes the Critical Icon border darker

* Changes sprites to /tg/ station

* Updates copyright

* Makes Dead Icon animation slight faster

* Code cleaning

* Remove some unused imports

* Code cleaning and rename icon

* Minor code cleaning
2024-03-19 00:56:12 +11:00
LankLTE
88d424e877 Return Detective to Security (#25986)
* Revert "detective patch (#24739)"

This reverts commit 8ef69ff2e1.

* Revert "Detectives gain independency (#23114)"

This reverts commit 807f5facbb.
2024-03-11 14:33:08 +11:00
Arendian
60b9d89e4d Criminal record hud icons (#25192)
* Security hud shows icon based on criminal record status

* Criminal status now linked to name instead of identity

* parole loc

* Test fix

* review changes

* Check station records instead of storing names on criminal record consoles.

* cleanup

* more cleanup

* review changes

* change outdated comments

* rename

* review changes

* remove event subscription

* replaced event with trycomp

* default value
2024-03-11 14:12:52 +11:00
exincore
c8cc806a8f feat(inventory): Add secondary smart-equip star (#25696)
* feat(inventory): Add secondary quick-remove star

* style: Fix end of file newline

* feat(inventory): Change secondary smart-equip star to silver star

* feat(inventory): Decrease secondary quick-equip star luminosity to better match the primary
2024-03-02 18:57:42 -05:00
Brandon Hu
bc2dee9f70 fix(seizures): remove seizures from the game (#25722)
* fix(seizures): remove seizures from the game

* Reduced animation time to 2 seconds
2024-03-02 15:17:46 -05:00
LordCarve
8c6c19c993 Fix PDA home icon (#25721)
Fix PDA home icon.
2024-02-29 20:22:12 +01:00
Ubaser
ad7256750c Remove Eris UI theme (#25673)
add
2024-02-28 23:53:48 -06:00
Julian Giebel
0752acdc2c News UI overhaul and PDA notifications (#19610) 2024-02-26 21:38:00 -04:00
Ubaser
f463cdf3a5 Satchel empty space is now fully transparent (#25147)
* add

* thin spaces

* update
2024-02-25 18:24:59 -05:00
Ubaser
9a4c10cc89 pAI map button sprite change (#25384)
* add

* ya

* add
2024-02-25 15:41:13 +11:00
Ubaser
531d722c13 Increase contrast with hand select for Ashen UI theme (#25517)
add
2024-02-24 22:29:20 -06:00
Ubaser
573f9a3b46 New HUD theme: Ashen (#25408)
* add

* add

* add
2024-02-20 23:26:55 -06:00
Golinth
79dc4e4d6f Mindshield outline flashes, (#25409)
* Add animation support to status icons

Animated like any other entity. Change the png to have all frames, add delays in meta.json, and you're good to go.

* Dirty "fix" for the crashing.

Still have no idea why files cannot be read without changing their path in the yaml.

* Sloth review ig

I still have no idea why it wont work with /Textures/ missing as a prefix.
2024-02-20 17:26:48 -05:00
Pieter-Jan Briers
bd40c0ce26 Set nav map icon textures to use bilinear filtering (#25411)
This just makes them look slightly better when zoomed.
2024-02-20 22:31:32 +11:00
Golinth
bced73f676 Kill Seperated Mindshield Icons (#25303)
* Unghettoify mindshield icons

Adds support for layers in status icons, through the StatusIconLayer enum and the new "layer" datafield. Defaults to the Base layer where functionally remains unchanged.

* TG icon for shield

probably better than the shitty one I made in paint

* forgor meta.json

I forgor

* Emo review

Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>

---------

Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
2024-02-16 10:58:28 -05:00
Mr. 27
8ef69ff2e1 detective patch (#24739)
* inital

* fikss

* nuh uh
2024-02-01 17:49:53 -05:00
SlamBamActionman
1862f8aa17 Visitor job (#23972)
* Adds Visitor role and ShowInIdCardConsole property

* Add visitor to Agent ID card

* Fixes yaml test

* Fixes based on feedback

* Fixes based on feedback
2024-02-01 21:13:44 +11:00
lzk
50f1b4b009 Fix eris hud hand slot sprites (#24662)
* Fix eris style hand slot sprites

* rename meta to meta.json
2024-01-28 10:13:29 -05:00
I.K
dc994f9c66 Improve visibility of gun bolts (#23711)
* add overlay

* ??????
2024-01-07 23:23:41 -07:00
PrPleGoo
eed663e8b4 Add health bar overlays for eye equipment (#21980)
* PR 1

* fix an error with health bar overlay (#1292)

* Revert "Revert "Replace `ResourcePath` with `ResPath` (#15308)" (#155… (#15566)

* [1612] change ShowHealthBarsComponent's DamageContainer field to a list (#1662)

* fix build

* no crit entities from not updating

* cleanup

* namespace

* undu irrelevant changes

* undo icon change

* make health bar 1 px taller and icon 1 px shorter

* fix medibot

* fix comment

* don't show health bar ratio when in crit

* fix build

* put the crit bar back

* don't render healthbars for mobs that are in containers

* draw more boxes without the background sprite

* fine status icon for all bio mobs

* add wacky mandatory things

* attempt 2

* whoops wrong file

* cool, this works too

* move null check to top

* only 1 init

* security huds

* remove shader

* fix build after cleanup

* slight cleanup

* little more cleanup

* Remove clothing grant component system

* security HUD now shows a job icon on entities with a body

* remove sec stuff and do similar changes to split off PR + remove unused comp

* process comments

* don't return

* update to ComponentAddedOverlaySystemBase

* no cache

* colors and not rendering out of sight

* touch ups

* fix build & cleanup

* undo

* remove shader from icons

* process comments

* documentation

* fix licence

* validate prototype id

* just use args

* rename method and append in method

* type

* just fucken delete the command

* space

* undo

* remove

* don't use LocalPlayer

* re-add showhealthbars command, but working

* rename icon lists and conform health icon code to the others

* space

* undo

* update command

* oops

---------

Co-authored-by: Rane <60792108+Elijahrane@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2024-01-04 11:48:57 -05:00
VMSolidus
84a2356831 Adding PAI Slot to PDA (#21086)
* Adding PAI Slot to PDA

* Update PdaComponent.cs

* Update pda.yml

* Update tags.yml

Sorting it alphabetically

* Adding PDA UI Elements.

* Addressing reviews

* Update PdaComponent.cs

* Update Content.Shared/PDA/SharedPdaSystem.cs

Co-authored-by: faint <46868845+ficcialfaint@users.noreply.github.com>

* Update Content.Shared/PDA/SharedPdaSystem.cs

Co-authored-by: faint <46868845+ficcialfaint@users.noreply.github.com>

* Update Resources/Prototypes/Entities/Objects/Devices/pda.yml

Co-authored-by: faint <46868845+ficcialfaint@users.noreply.github.com>

* Update PdaComponent.cs

* Update PdaComponent.cs

---------

Co-authored-by: faint <46868845+ficcialfaint@users.noreply.github.com>
2024-01-04 05:56:14 -07:00
brainfood1183
b06d9cb64a Adds Hellspawn (Nar'Sie demon mob) (#20291)
* HellSpawn Mob

* added spawner

* summary for the namespace

* larger collider, cannot enter single tile corridors.

* fix

* remove duplicate from yml, fix attributions.

* moved action to shared, moved comp to shared, networked comp, separated heal, fixed attributions

* removed flammable from hellspawn
removed the healing effect from firestarter ability (healing can be separate ability).

* Update attributions.yml

fix attributions

* fix

* fix
2024-01-04 05:53:15 -07:00
Errant
93f03ac284 skull warning border (#23433)
skullie contrast
2024-01-03 01:35:36 -08:00
deathride58
aa6645c8e9 Blindness rework - damaged eyes are now a stylized simulation of legal blindness (#23212)
* blindness rework - damaged eyes now simulate legal blindness

* hEY THATS FOR DEMONSTRATION PURPOSES ONLY AAA

* attributions

* makes eyeclosecomponent adminbus compatible

* useshader(null)
2024-01-03 01:07:02 -08:00
LordCarve
1836bdf3ed Add icon to Change Voice Mask Action (#23239) 2023-12-30 18:13:27 -05:00
chromiumboy
1de682e23f Power monitoring console overhaul (#20927)
* Prototyping whole station wire map

* More prototyping

* Added icons for the different power distributors and toggleable cable displays

* Power cable layouts are now only sent to the client when the power monitor is open

* UI prototyping

* Power monitors can now see the sprites of distant entities, long entity names are truncated

* Updated how network devices are added to the player's PVS

* More feature prototypes

* Added source / load symbols

* Final prototype! Time to actually code it properly...

* Start of code clean up

* Continuing code clean up

* Fixed UI appearance

* Code clean up complete

* Removed unnecessary changes

* Updated how power values are calculated, added UI warnings for power sinks and power net checks

* Updated how power values are calculated again, added support for portable generators

* Removed unnecessary files

* Map beacons start toggled off, console map now works outside the station, fixed substation icon

* Made some of Sloth's requested changes. Power distributors don't blink anymore, unless selected

* Moved a number of static variables in PowerMonitoringHelper to sensible places in the main files. Added a NavMapTrackableComponent so that you can specify how individual entities appear on the navmap

* Updated the colors/positions of HV cables and SMESes to improve contrast

* Fixed SMES color in map legend

* Partially fixed auto-scrolling on device selection, made sublists alphabetical

* Changed how auto-scroll is handled

* Changed the font color of the console warning messages

* Reduced the font size of beacon labels

* Added the station name to the console

* Organized references

* Removed unwanted changes to RobustToolbox

* Fix merge conflict

* Fix merge conflict, maybe

* Fix merge conflict

* Updated outdated reference

* Fixed portable_generator.yml

* Implemented a number of requested changes, move bit masks to a shared component

* Navigate listings via the navmap

* First attempt at improving efficiency

* Second attempt at optimization, entity grouping added for solar panels

* Finished solar panel entity joining

* Finished major revisions, code clean up needed

* Finializing optimizations

* Made requested changes

* Bug fix, removed obsolete code

* Bug fixes

* Bug fixes

* STarted revisions

* Further revisions

* More revision

* Finalizing revisions. Need to make RT PR

* Code tidying

* More code tidying

* Trying to avoid merge conflicts

* Trying to avoid merge conflicts

* Removed use of PVS

* Improving efficiency

* Addressed a bunch of outstanding issues

* Clear old data on console refresh

* UI adjustments

* Made node comparison more robust. More devices can be combined into one entry

* Added missing component 'dirty'
2023-12-24 17:07:41 +11:00
Nemanja
9b18357a88 Corner Clothing UI (#22883)
* Corner clothing (save point)

* IT WORKS. YIPPEE

* the last of it

* template rejigs
2023-12-22 23:32:23 -07:00
Errant
4ecbf0cd82 Unbreak the Geneva Conventions (#22741)
Unbreak the Geneva Convention
2023-12-19 21:28:02 -07:00
Flareguy
d82312e329 The HUDening™️ (SS13 HUD themes, Classic as default, and more) (#22287)
* updates the classic ui theme, ports some ss13 ui themes

* adds retro theme

* the rest of it. probably

* web pockets for retro

* begrudgingly bring back modernized
2023-12-11 02:28:17 -07:00
chromiumboy
b70c0845d0 Crew monitor revisit (#22240) 2023-12-10 16:38:50 +11:00
Nemanja
8112f84c33 Mark the last item stored in storage for smart-equip (#22236)
* mark the last item stored in grid inventory

* shift
2023-12-08 12:43:57 -06:00
Nemanja
9ca84ac3fb Grid inventory fixes (#22161)
* Gridinv fixes

* eek

* oh yeah this too

* eek
2023-12-05 16:38:10 -07:00
Nemanja
cc8984d096 Grid Inventory (#21931)
* Grid Inventory

* oh boy we keep cracking on

* auto insertion is kinda working? gross, too!

* pieces and proper layouts

* fix the sprites

* mousing over grid pieces... finally

* dragging deez nuts all over the screen

* eek!

* dragging is 90% less horrendous

* auto-rotating

* flatten

* Rotation at last

* fix rotation and change keybind for removing items.

* rebinding and keybinding

* wow! look at that! configurable with a button! cool!

* dragging is a bit cooler, eh?

* hover insert, my beloved

* add some grids for storage, fix 1x1 storages, fix multiple inputs at once

* el navigation

* oh yeah some stuff i forgor

* more fixes and QOL stuff

* the griddening

* the last of it (yippee)

* sloth review :)
2023-12-04 16:04:39 -07:00
coolmankid12345
0f7189e8b5 Ghetto Mindshield Icon (#20958)
* Looks like shit frfr

* White for sure

* New icon

---------

Co-authored-by: coolmankid12345 <coolmankid12345@users.noreply.github.com>
2023-12-02 12:21:10 -05:00
Nemanja
ac5e9cd70b Fix borg mobstates (#21307)
* Add dead states to borgs

* this?

* ack
2023-11-09 16:14:06 -07:00
PixelTK
52af546267 Arachnid 2: Episode 2 (#19984)
* Shield

* minor sprite changes and buffs

* structure buff

* Crafting stuff

* tweaks

* 88-88

* Better web pocket sprites.

* yeah it's fine now.
2023-11-08 12:18:52 -08:00
IntegerTempest
615f15e8a9 Nukeops hud (#21260)
* a

* a

* a2

* syndi visor

* left icon

* a3
2023-11-05 19:36:08 -07:00
Nemanja
6eebda7b5c Fix broken slot highlight in midnight theme. (#21331) 2023-10-29 20:17:52 -04:00
coolmankid12345
d6e7ff7309 Remove extra white pixels (#20791)
Co-authored-by: coolmankid12345 <coolmankid12345@users.noreply.github.com>
2023-10-06 09:38:50 -08:00
coolmankid12345
9df5ded9ad Revolutionaries (#18477)
Co-authored-by: coolmankid12345 <coolmankid12345@users.noreply.github.com>
Co-authored-by: EmoGarbage404 <retron404@gmail.com>
2023-10-04 18:47:33 -07:00
Nemanja
5e25201032 Health alert tweaks (#20557) 2023-09-28 07:05:42 -07:00
Kara
fb175a520d Ghost hearing action (#19722) 2023-09-24 16:34:08 -04:00
PrPleGoo
1a13884961 Task/food hud (#19312)
* security HUD now shows a job icon on entities with a body

* thirst goggles

* set starting hud gear

* fix build

* remove from starting gear

* remove

* replace

* fix thirst and hunger icons

* update icons

* space

* space

* ]

* ]

* fix build

* fix comments

* fix

* spacing

* field

* move more namespaces

* use AutoGenerateComponentState

* comments

* fix build

* not all fields

* comments

* unpaused

* fix Dirty warning

---------

Co-authored-by: Slava0135 <super.novalskiy_0135@inbox.ru>
2023-09-23 16:14:06 +03:00
Nemanja
f16ff3a2d9 Rat King Milsim + Buffs (#20190)
* rat king update

* rummaging

* buuuuunnnnncccchhh of shit

* the last of it

* make rat servants not ghost roles

* pissma buff and cooldown
2023-09-22 15:01:05 -05:00
Doru991
eaecdb4336 Cyborg health alert and damage examining (#20084)
* Option for alt health alert and no overlay

* Fancy borg health indicator

* Borg damage examine localization

* EENENGHHHH ENNNGHHH

* Requested code changes

* Legal sound

* Revert "Legal sound"

This reverts commit 35715c88898aeb78dfe800319852c230395fdd7e.

I misunderstood what Sloth meant

* Annoying buzzer is back
2023-09-14 23:14:47 -04:00