57a7cb30a77ca4a7e27bae3d49bccb3eddfc0d23
287 Commits
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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. |
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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 |
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42afa7b754 |
Make IsDayNow method and return silva photosynthesis (#1648)
* Make is day method and return silva photosynthesis * Disable CP14MagicEnergyDraw |
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4a5bc15bd8 |
Good fire skele (#1680)
* Revert "fire magic bad skele (#1679)"
This reverts commit
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e6f5ed2450 |
Spell pre-examine (#1661)
* examine spells * fux * fix |
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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 |
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c089e844dc |
Minor cleanup (#1645)
* bue * some code |
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02286f492a | material aspect support (#1643) | ||
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a808bf521c |
Resurrection spell returns (#1642)
* resurrection * resurrection * loadout * city portal spell scroll * Update thaumaturgy.yml |
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fa22152b42 |
Demiplane redesign again (again) (#1640)
* rooms generation fix?? * demiplane map returns * wawa * fix |
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58c40c39ad |
Add universal key (#1624)
* Add universal key * Address issues |
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7e39f78df5 |
Soup bugfix and price change (#1630)
* adjust prices for food contracts * fix unsellable soups * move thing outside the cycle |
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3b04b1f002 |
Merge pull request #1613 from crystallpunk-14/ed-04-08-2025-upstream-sync
Crawling upstream sync |
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b60ceb38ca |
Demiplanes redesign again (#1616)
* global demi refactor * rebalance, smaller demiplanes * remove outdated connections * audio design + room coords fix * Update CP14Rooms.cs * Update wastelands.yml * hotfixes * Update CP14SpellThrowFromUser.cs * Update sky_lightning.yml |
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70bf2e1cf3 | Merge branch 'master' into ed-04-08-2025-upstream-sync | ||
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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 |
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e9199b4e77 | fixes | ||
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9384623604 |
Non-gibbing demiplanes (#1607)
* safe demiplanes * damage |
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821f74766a |
Mob reparent + Atmos disabled (#1597)
* mob mob * temperature * delete resurrection spell * Update base.yml * Update base.yml * Update migration.yml * Update demiplane.yml * fix * delete air mixtures from alchemy * Update herbals.yml * Update herbals.yml * Update brad_potions.yml * Update GhostSystem.cs * healing spell refactor * return airloss * Revert "Update herbals.yml" This reverts commit |
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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 |
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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. |
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fcbe2cce6b |
Rooms demiplane generation improvement (#1583)
* Add CP14RoomsDunGen for procedural room placement Introduces the CP14RoomsDunGen layer for generating rooms across the grid based on tags and tile masks. Updates DungeonJob and DungeonSystem to support the new layer, and modifies relevant YAML prototypes to use CP14RoomsDunGen instead of OreDunGen for room spawning in demiplane modifiers. * some fixes * its done done done * exit room * additional entry points * fix * Update migration.yml |
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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. |
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59459bfda5 |
Remove Lumera (#1578)
* remove vampire * remove lumera * move aura imprint folder * remove armor * delete textures * Revert "delete textures" This reverts commit |
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43b19a7ce3 | 1234567 (#1569) | ||
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36d3ba35d1 |
Replace SharedStatusEffectsSystem with StatusEffectsSystem
Updated references from SharedStatusEffectsSystem to StatusEffectsSystem in spell and magic weakness systems to use the correct status effects system implementation. |
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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 |
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edb6560cae |
fix client spam from magic (#1547)
* fix * 123 |
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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 |
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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 |
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b51e80c335 |
economy testing (#1507)
* pricing check 1 * Update CP14Economy.cs * seed and dye * mini tweak * seed and test mithril * hammer and pickaxe * blade * expensive check * fix test * Update CP14Workbench.cs * misc * misc 2 * Update CP14Workbench.cs * Update CP14Workbench.cs * misc 3 * misc 4 * misc 5 * meat * food * dough * Clothing * misc * food 2 * food 3 * Wallpaper * Wallpape 2 * Floor * Floor 2 * carpet * plushie * Plushie 2 * meat 66 * food 4 * misc 9 * misc 10 * Bucket * meat 8 * meat 10 * rope * TagResource deleted * meat 11 * meat 12 * meat 13 * meat 14 * meat 15 * fix * meat 16 --------- Co-authored-by: Nimfar11 <nimfiar@gmail.com> Co-authored-by: Nim <128169402+Nimfar11@users.noreply.github.com> |
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5b4440d18d |
Merge pull request #1516 from crystallpunk-14/ed-08-07-2025-shader-sea
Status effect spells |
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668e79111c |
Merge pull request #1511 from crystallpunk-14/ed-08-07-2025-upstream
Upstream sync try 2 (not squash) |
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ae077c3971 |
Revert "Upstream sync (#1509)" (#1510)
This reverts commit
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a35c718734 |
Upstream sync (#1509)
* Fix the tail wagging action being blocked by cuffs. (#38454) Update types.yml * Automatic changelog update * Remove redundant IoC Resolve in `EmptyOrWindowValidInTile` (#38446) Remove redundant IoC Resolve in EmptyOrWindowValidInTile * fix: trim five minutes of silence from bottle_clunk_2 (#38463) * Update patrons (#38470) * Forbid string literals for `SharedActionsSystem` methods (#38472) Forbid string literals for SharedActionsSystem methods * Chameleon Controller Implants can be deimplanted (#38439) * Automatic changelog update * Cleanup duplicate dependency in `AdminVerbSystem.Smites` (#38473) Cleanup duplicate dependency in AdminVerbSystem.Smites * fix: set correct layer visibility for power cell sprites (#38458) * fix: set correct layer visibility for power cell sprites * fix: use a default charge level for power cell sprites' appearance data * Remove Icon Smoothing for Airlocks, Doors, and Plastic Flaps, and Shutters from Walls (#38456) * Nuke Icon Smoothing * Update highsec.yml * Update plastic_flaps.yml * Scurrets (#38218) * Scurrets. * Add missing equipment YAML * Fix count of NamesFirstScurret * Resolve PR comments, wa. Also add like a bunch more wa replacements * ed * Update Resources/Textures/Mobs/Animals/scurret/displacement.rsi/meta.json * :rivflabbergasted: * Fixed spacings in scurret_last.ftl * Fix mangled endings of some last names * wawa * the scug has a spear for self defence * Automatic changelog update * Fail if we attempt to run publish on master (#38431) * Fail if we attempt to run publish on master BREAKING: FORKS REMOVE THIS * Update publish.yml * Fix styling for Admin Menu lists (#38261) * remove styleclass from playertab 'button' lines * cvar, fix button-style header alignment * Fix requested changes And also the extra cvar things I was meant to remove in the upstream merge * Tiny tweaks --------- Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com> * Automatic changelog update * Add interaction test for retractable arm blade (#38452) * Add interaction test for retractable arm blade * Update for HandsSystem refactor * Revert "Update for HandsSystem refactor" This reverts commit e01bb9a7e318dd916240d57b30f48af9594bff1f. * Combine WaitAssertion blocks * Make... sloths... speak... slowly... (#38142) * Add SlowAccent * Apply SlowAccent to sloths * xmldocs * Automatic changelog update * Make gas tank UI a bit more network-happy (#38184) * fix: network gas tank output pressure * fix: don't overwrite gas tank output pressure during editing * allow to publish news without ui (#35262) * allow to publish news without ui * the hell was that * apply * apply review * sure Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * okay --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * add some documentation for visiting entity (#38475) * add some documentation for visiting entity to prevent someone from spending 5 minutes diving into the codebase * reviews Co-authored-by: LaCumbiaDelCoronavirus <90893484+LaCumbiaDelCoronavirus@users.noreply.github.com> --------- Co-authored-by: LaCumbiaDelCoronavirus <90893484+LaCumbiaDelCoronavirus@users.noreply.github.com> * SignalSwitchSystem: Check button is locked before toggling (#38474) Check button is locked before toggling * Automatic changelog update * Fix compile (#38477) * Fix wallmount interaction (#38111) * Automatic changelog update * Fix debug asserts when unequipping items (#38274) * Flask Visual Overhaul & YML Organizing (#38032) * Adding Back Baseline V1 Changes Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com> * Readability Change Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com> * icon_open implementation, tidy up & attributions (fix lith/shiny flask ugly af open sprites) Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com> * good enough Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com> * No mo closed spills Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com> * Inhands & Attributions Part 1 Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com> * Inhands & Attributions Part 2 Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com> * Flask Sounds & Attributions Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com> * Cap flask inhands change Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com> * Lith flask Inhand Changes Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com> * Spacing * Fix? * Man... * Attributions Back in... * Im loosing it.. * REAL! * :/ * Again... * again :/ * Plz??? --------- Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com> * Automatic changelog update * Kills TurfHelpers (#37939) * Create TurfSystem equivalent for and obsolete TurfHelpers.GetTileRef * Fix EntitySystem uses of TurfHelpers.GetTileRef * Fix EntitySystem uses of TurfHelpers.TryGetTileRef * Fix construction condition uses of TurfHelpers.GetTileRef * Fix last use of TurfHelpers.IsBlockedTurf * Create TurfSystem equivalent to and obsolete TurfHelpers.GetContentTileDefinition * Fix uses of TurfHelpers.GetContentTileDefinition(TileRef) * Fix uses of TurfHelpers.GetContentTileDefinition(Tile) * Create TurfSystem equivalent to and obsolete TurfHelpers.IsSpace * Fix EntitySystem uses of TurfHelpers.IsSpace(Tile) * Fix EntitySystem uses of TurfHelpers.IsSpace(TileRef) * Fix remaining uses of TurfHelpers.IsSpace * Fix uses of TurfHelpers.GetEntitiesInTile * Delete TurfHelpers.cs * Add GetEntitiesInTile lookup methods * Convert some GetEntitiesInTile methods to LookupSystem extension methods * Use new GetEntitiesInTile methods * Recycle spiderweb hashset * Recycle floor tile hashset * Allow Maintainers to use customvote command (#38385) Changed from Moderator perm to Round perm * Automatic changelog update * Make role ban pannel pretty (#37952) * Make role ban pannel pretty * Removed unused depencency * refactor: wider panel (no jumping due to scroll in english lang) minor readability improvements --------- Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru> * Automatic changelog update * Generic Numeric Alerts (#38370) * Fix styles for group button in loadout menu (#38488) * Fix styles color for group button in loadout menu * Show selected item count in loadout group UI Updated the loadout group container to display the number of selected items in a group. Added a new localization string to support this feature in the UI. * Resolve required changes * Automatic changelog update * fix: mops with liquid can hit people again (#38486) * Automatic changelog update * Treat duplicate dependency warnings as errors (#38480) * Treat duplicate dependency warnings as errors * GitHub workflows * commas * Maybe we just don't use these? * I think we can get rid of these? * Retractable items get removed by handcuffs (#38441) * init * oops * happens * review * fix * Update Credits (#38493) Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com> * Fixed dirt tiles having identical names (#38500) * added prefix to planet dirt/grass * prefixes don't work, just doing renaming instead. * Readds the Hypereutactic Blade for traitors, adds Hypereutatic blade for Nukies (#37182) * adds hypereutactic back into the uplinks * Disables hum * Adds the Hypereutatic Blade for Nukies * Actually makes the sound so quiet no one can hear it * Apply suggestions from code review * Update Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Automatic changelog update * Allow admins to export round logs to CSV files (#38206) * Automatic changelog update * MINOR SPELLING ERROR!!1!!1! (#38510) Spelling fix in the code of conduct Comunity ->Community * Staff of Healing for Pacifists (#38509) * Automatic changelog update * Command resolves. (#38519) * banlist-command * open-admin-notes-command * stealthmin-command * set-alert-level-command * remove unused usings * whitelist commands * Emotional Support Scurret locstrings (#38518) Missed during the atomization of the Wa Wa PR. * Content fix for `LocalizedCommands` `Loc` change (#38133) * Content fix for LocalizedCommands Loc change * Switch to LocalizationManager * Predict Flashes (#37640) Co-authored-by: ScarKy0 <scarky0@onet.eu> * Automatic changelog update * Remove excess `SingularityLevelChangedEvent` subscriptions (#38536) * Remove excess SingularityLevelChangedEvent subscriptions * RadiationSourceComponent too * Cleanup commented out code * Revisions and cleanup to dock and shuttle commands. (#38533) commit * Add wall-based ambient occlusion (#38276) * Add wall ambient occlusion * wawawewa * Work * cvars * Comment to make slart happy * Automatic changelog update * Update submodule to 263.0.0 (#38524) * update oasis (#37770) * Add uplink command minor revision and cleanup (#38532) * commit * Update AddUplinkCommand.cs * Fix IsSpace call (#38548) * Crew manifest command cleanup and LEC (#38544) commit * Re-Add Stamina Damage Resistances to Nukie & ERT Suits after the Test Merge. (#38526) * Add stamina damage resists to the bloodred suits. * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Automatic changelog update * Update cmd-adminwho-desc (#38539) Update admin-who-command.ftl * Added a handheld station map to the cyborg thruster module (#38541) * Added a station map to the borg thruster module * Removed HandheldStationMapBorg & replaced it with HandheldStationMapUnpowered * Automatic changelog update * fix: correct wall AO having weird sharp edges (macOS only?) (#38552) * Fix displacement map rendering in UI (#38042) Fix displacement map rendering |
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3f7bb1f5c6 | ADAPTATION | ||
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2fc34bface |
Workbench UI improve (#1508)
* grid workbench * categorization * Update CP14WorkbenchWindow.xaml.cs * conditions * categories |
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30d7da4b2b |
Ed 06 07 2025 guards trading (#1505)
* guard trading * Refactor trading reputation special and update guard assets Renamed CP14AddGlobalReputationSpecial to CP14AddTradingReputationSpecial and updated its logic to use a configurable set of factions. Updated job prototypes for guard, guard commander, investigator, and merchant to use the new special and specify relevant factions. Also updated guard helmet textures and metadata. |
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6570b1b4b6 |
Public market + Solutions requests (#1503)
* Add platform markup to trading platform prices
Introduces a PlatformMarkupProcent field to CP14TradingPlatformComponent and applies it to price calculations in both client and server logic. Adds a new public trading platform entity with a higher markup and updates related sprites and metadata.
* Add platform markup percent to selling platforms
Introduces a PlatformMarkupProcent field to CP14SellingPlatformComponent, allowing selling platforms to apply a markup or markdown to item prices. Updates server logic to use this value when calculating payouts and UI state. Adds a new public selling platform entity with a lower markup in the trade_platform.yml prototype.
* Add Brad Potions trading requests prototype
Introduces a new YAML prototype defining multiple cp14TradingRequest entries for the BradPotions faction, each specifying requirements for various potion effects with minimum purity and amount.
* Apply platform markup to selling prices and payouts
Updated the selling request control and platform window to factor in the platform's markup percentage when displaying prices. Adjusted the server-side payout logic to multiply the payout by the platform markup percentage, ensuring consistency between client display and server rewards.
* replace mapping to public platforms
* bug + remove eepy potions request
* Clarify purity requirement in workbench reagent text
Updated the reagent requirement string in both English and Russian locale files to indicate that the required purity is '{$purity}%+' instead of just '{$purity}%'. This clarifies that the purity must be at least the specified percentage.
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14b0fc5b4a |
Workbench and crystals (#1502)
* solutionResource * fuck research system + QoL workbench update * colorful quartz returns * Refactor workbench skill requirements handling Replaces the SkillRequired requirement with a direct RequiredSkills field on CP14WorkbenchRecipePrototype. Updates client and server logic to check skills directly, simplifying recipe skill checks and related UI logic. * Initial commit Add initial project files and setup. |
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a06144b083 | fix second wind alert | ||
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af0a502dab |
Alchemy furnace integration (#1489)
* furnace integration + fix gates * fix * d |
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777c5f9a29 |
Electromancy magic branch (#1485)
* basic electromancy tree * electric strike * Update CP14SpellProjectile.cs * fix throwing |
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ecadfb3ea5 |
Big content update (#1484)
* Add investigator's cloak entity and sprites Introduced a new investigator's cloak for senior investigators, including its entity definition and associated sprites. Also updated helmet sprites for the guard role. * Add Investigator job to CP14 roles and assets Introduces the Investigator job, including English and Russian localization, job prototype, loadout, play time tracker, and status icon. Updates department and role loadout configurations to include the new job. Enables setPreference for Guard and Guard Commander jobs. Adds Investigator job icon and updates related metadata. * Rebalance mana splitting spell parameters Reduced mana cost from 15 to 10, adjusted mana change effect, and updated spell event to use a toggleable action with new cast time and distance threshold. Also changed visual effect colors for the spell impact. * job spawner * remove mana splitting from mana glove * Update tools.yml * reduce memory points to 0.5 for tier magics * Add CP14 spell to create beams and extend beam system Introduces CP14SpellCreateBeam, a new spell effect for creating beams using the shared beam system. Adds a virtual TryCreateBeam method to SharedBeamSystem and overrides it in BeamSystem to support shared spell functionality. * athletic branch refactor * second wind skill * minor fixes * remove skeletons specific spells * small magic splitting * Update migration.yml * clear references * guidebook species update, -0.5 people memory, innate athletic to carcat, nerf night vision * disable guards again |
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36d0692bf8 | fix dash (#1482) | ||
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81e044758f |
Magical vision skill (#1467)
* fix firewave error spamming * basic magic traces entities * Add magical vision system and mana trace entities Introduces the magical vision mechanic, including the CP14MagicVisionComponent, marker entities, and related systems for tracking and displaying magical traces. Adds new actions, skill integration, localization strings, and icons for magical vision and trace markers. Magic traces are now spawned on spell use and mob state changes, with directional pointers and localized descriptions. * Show time passed for magic vision markers Adds a display of the time elapsed since a magic vision marker was spawned, using a localized string. Updates English and Russian locale files with the new 'cp14-magic-vision-timed-past' entry. * aura imprints * Update critical and death messages for inclusivity Revised the 'critical' and 'dead' messages in both English and Russian locale files to use more inclusive language, replacing references to 'magical creature' with 'someone'. * Move magic vision spawn on mob state change to server Transferred the logic for spawning magic vision markers on mob state changes (Critical/Dead) from CP14SharedMagicVisionSystem to CP14AuraImprintSystem. This centralizes the event handling on the server side. Also increased the duration of magic vision markers for spell usage from 20 to 50 seconds. * Integrate magic vision with visibility mask system Added a CP14MagicVision flag to VisibilityFlags and updated the magic vision and religion systems to use the visibility mask system. Magic vision markers now use the Visibility component, and visibility is refreshed when relevant components are added or removed. Removed client-side toggling logic in favor of server-driven visibility. * drowsiness overlay * noir shader * sfx design |
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9c1c1c4456 | modular fix (#1462) | ||
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b1a9fca5ee |
Trading request system (#1460)
* mapping public stores update * base selling platform update * basic UI setup * Update coin icon textures Refreshed the c, g, p, and s coin images in the interface textures. This likely improves their appearance or corrects previous visual issues. * parse requests data into UI * selling platform UI state now include price Updated the selling platform UI to display the calculated price of placed items. Moved the UpdateSellingUIState logic from the shared system to the server system, and modified the CP14SellingPlatformUiState to include a price field. The client window now uses the state-provided price instead of a hardcoded value. * Update selling UI state on item placed or removed Added event subscriptions for ItemPlacedEvent and ItemRemovedEvent to update the selling UI state when items are placed or removed from the selling platform. Refactored UpdateSellingUIState to remove the user parameter, as it is no longer needed. * sell button works now Replaces the previous sell request mechanism with a new CP14TradingSellAttempt message for selling items on the platform. Updates client and server logic to use this new message, adds a CanSell helper for item validation, and refactors related UI and event handling code for improved clarity and maintainability. * auto pricing requirements * Refactor reputation reward to use cashback rate Reputation rewards for selling requests are now calculated as a percentage (cashback) of the sale price, rather than a fixed value. Updated the relevant UI, server logic, and prototype fields to reflect this change. Also cleaned up the brad_potions.yml prototype file by removing a duplicate entry and correcting an ID. * request rerolling |
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44ba300a91 | serverization??? (#1457) | ||
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f4abe1cf35 |
Fix lumera actions (#1446)
* ZLevelMover * fix * Update CP14ReligionSystem.cs |