* Fix dead mobs sneezing and coughing
* SneezeCough update
* Streamlined Event code, moved dead-check
* cleanup
* I can has merge?
* Shared event for SharedMobStateSystem
* Add AMIV disease stages
* remove unused import
* move stages to top for readability
* monkey immunity to amiv
* Update to use time instead of index
* Revert "Update to use time instead of index"
This reverts commit 6bc83b0d48c167fe30437fa94272a00ed1633c5d.
* add comments
* rerun test
* starter API
* network ID cards
* Port more stuff from old identity
* Re-implement identity representation + name updating
* move
* proper name returning for `IdentityName`
* move everything important to server, give in to temptation
* shared / server / client split sadly. move ensure to shared and spawn to server
* identity update queueing + identityblocker
* fixes
* and just like that it's usable for admins
* huge identity pass
* pass dos
* jesus christ
* figs :D
* fuck u
* fix bad merge.
Co-authored-by: Moony <moonheart08@users.noreply.github.com>
* Add department-specific radio channels
This commit adds working department-specific radio channels, while
minimizing damage to the current codebase. It is expected that a future
refactor will clean this up a bit.
ChatSystem now has a RadioPrefix() method that recognizes
department-specific channels (e.g. ":e" and ":m") in addition to the
global channel (";"). It strips the prefix from the message and assigns
messages an integer representing the destination channel, if any.
IListen and IRadio now accept optional 'channel' arguments with this
channel in mind.
The ugly is that the integer channel number is hard-coded and also shows
up in chat.
Comms are not modeled at this time. You cannot break comms (yet).
All headsets have channels soldered into them. You cannot change
encryption keys to hop on new channels. Steal a headset instead.
* Remove debugging print
* Convert to prototypes
* Use prototype names in headset prototype
* Adjust list style
* Document prototype fields
* cringe
* some cleanup
* colours
* Remove alphas at least
* cc
Co-authored-by: Kevin Zheng <kevinz5000@gmail.com>
* Added the stages , time to implelement them
* adjusted the zombie code to fit within the new staged system
* because I forgot it starts at 0
* mmmm Mistaken
* Removed unused comp
* removed DiseaseBuildup comp from IgnoredComponents.cs
* Resolved review
* Delete IgnoredComponents.cs
* Resolved review
* resolved review
Co-authored-by: wrexbe <81056464+wrexbe@users.noreply.github.com>
Co-authored-by: wrexbe <wrexbe@protonmail.com>
* Prototype that's mostly borked rather than completely borked
* ECS inserting mats
* Partial ECS mostly done, needs cleanup and visualizer
* Replace timers
* Power visualizes at least
* First ""working"" version
* Clean up all lathes
* Colors
* Fix animation timing
* Fixes greyscale, adds a bunch of colors
* Give every (used) material a color
* Made most lathes take long enough you can at least see there's some sort of animation
* Insertion feedback popup
* Sound for circuit printer and uniform printer
* Fix queueing, optimize update
* Remove mono crash
* cleanup
* Fix test failure
* Techfab inserting sprite
* Cleanup and commenting
* Fix bug in CanProduce check
* Fix UI resolves
* Mirror review stuff