581ca2f5efefe8aeb53397af1f02bdf52012abea
30 Commits
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d5fbdbdec0 |
Merge remote-tracking branch 'upstream/stable' into ed-27-05-2025-upstream-sync
# Conflicts: # .github/CODEOWNERS # Content.Client/Guidebook/Controls/GuideReagentReaction.xaml.cs # Content.IntegrationTests/Tests/Chemistry/TryAllReactionsTest.cs # Content.Server/Procedural/DungeonJob/DungeonJob.OreDunGen.cs # Resources/Prototypes/Entities/Effects/chemistry_effects.yml # Resources/Prototypes/Entities/Mobs/Customization/Markings/human_hair.yml # Resources/Prototypes/GameRules/meteorswarms.yml # Resources/Prototypes/Procedural/dungeon_configs.yml |
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41a129e749 | Pepper makes you cough (#36358) | ||
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644308b26e | Don't group damage in the HealthChange.cs guidebook text (#37507) | ||
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38f6e6e849 |
Add EvenHealthChange effect (#37129)
* Add EvenHealthChange effect * cleanup --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> |
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ef6d973301 |
Merge remote-tracking branch 'upstream/stable' into ed-30-04-2025-upstream-sync
# Conflicts: # Content.Client/Parallax/ParallaxControl.cs # Content.Client/UserInterface/Systems/Storage/Controls/ItemGridPiece.cs # Content.IntegrationTests/Tests/PostMapInitTest.cs # Content.Server/Chat/Managers/ChatManager.cs # Content.Server/Fluids/EntitySystems/PuddleSystem.Evaporation.cs # Content.Server/Labels/Label/LabelSystem.cs # Content.Shared/Actions/SharedActionsSystem.cs # Content.Shared/Fluids/Components/EvaporationComponent.cs # Content.Shared/Labels/EntitySystems/SharedLabelSystem.cs # README.md # Resources/Prototypes/Entities/Mobs/Player/admin_ghost.yml # Resources/Prototypes/Maps/Pools/deathmatch.yml # Resources/Prototypes/Maps/arenas.yml |
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bd79d09939 |
Fix Long Produce Time After De-aging A Plant with cryoxadone. (#34668)
Update LastProduce when deaging plant from cryoxadone |
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83c2fdb619 |
Restore Artifexium Effect (#36595)
* Restore Artifexium * popup * small tweaks |
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d38042a0c0 |
3mo xeno archeology (first phase) (#33370)
* DAG Adjacency Matrix & Tests * Fix sandbox type errors * First pass on procgen * Procgen adjustments * Networking * Cruft and god and beauty and analysis console * convert to data types that dont make me want to kill myself * starting work on console UI * drawing nodes n shit * damn that ui FUCKS * XAT * Add a bunch of basic triggers * Fix trigger gen * Add node info into the analysis console UI * Add node unlocking * more trigger cuz thats pretty cool * final triggers + incorporate gnostic faith * some ui changes, mostly * Fix orphaned procgen segments * its not random dipshit * yeah... this one will make pjb happy.... * we call it a day for the UI * imagine... shared power code... * extraction WIP but we gotta sidequest momentarily * oh hey would you look at that its the actual functionality * distrotrased * Small departure for randomness. * ok yep yep indeed that is an effect very cool. * thanos snap oldcode * fuck it we ball * feat: node scanner now displays triggered nodes. Removed unused old artifact systems and related code (most of it). xml-doc and minor fixups. * refactor: most of preparations, cleanup and groundwork. also segment-related tests * feature: all basic effects returning * feat: finished effects lits, created weight lists for struct and handheld artifacts, fixed throw trigger and music ApplyComponent artifact effects not working * feat: prevent non-first-time-predicted calls in shared artifact effect systems * fix: remove gun effect from artifact effects - as it interferes with 'activate artefact' action * fix: foam reagent selection, neat ApplyComponents art effect scenarios, handheld art is RadiationReceiver again * fix: moved spawn/ pry&throw effect systems back to server part of code - entity duplication bugs were not quite fun * refactor: fix protos * refactor: fix linter * fix: fix old artifact component names in yml * fix: no more throwing error on artifact spawn with empty XAEFoamComponent.Reagents * fix: removed old component usage in maps * fix: remove more deleted components from map * fix: ContainerContainer is now part of initial artifact entity, it won't be affecting UninitializedSaveTest * refactor: fix tests, add loc description to toolshed commands * Changed node scanner to tell the whole story about current artifact state * refactor: remove excessive get of EntityCoordinates in XAE systems, removed Value access in NodeScannerDisplay * fix: turned off TriggerInteraction, removed XAESpawn usage and system, EmpSystem now can use EntityCoordinates, * fix: moved SharedXenoArtifactSystem.CancelUnlockingOnGraphStructureChange into RebuildXenoArtifactMetaData to lessen code coupling * fix: XenoArtifactEffectJunkSpawn moved invalid rolls declaration * refactor: set default value for XenoArtifactComponent.EffectsTable for tests * fix: now explosions XAE can be activated for effect * refactor: added some usedelay so artifactuse would'nt be spammed * refactor: artifact-related hints improvements * fix: artifact no longer spawns fauna into itself * refactor: xml-doc and minor refactoring * refactor: xml-doc for Xeno Artifact systems, renaming of questionable XAT systems * map for playtest, TODO REVERT THIS * fix: magboots trigger art from a mile * refactor: bind artifact animation to unlocking state * feat: radiation dmg now have reference to source (and artifacts won't irradiate themselves) * fix: random artifact node durability now is rolled for max and not current value * refactor: gas effects are more rare, hand-held artifact effects are filtered properly now, rad dmg trigger now requires only 20 dmg for activation * feat: animations and sound effects for artifact force-use and failed finish of unlocking phase * use only 1 file with art use animation * refactor: minor artifact dmg triggers tuning * feat: now nodes that CAN be unlocked are displayed with specific color in console. * feat: now unlocking stage time is dynamic and it depends on amount of triggers player activated correctly. Failed one stops incrementing * feat: now non-active unlocked nodes return more points if durability was not wasted * feat: now puddle/foam effects change description of node * fix: fix test failure * refactor: renamed phasing effect, fixed failing test for elkridge * minor balance changes * refactor: split rare materials into separate effects * feat: unlocked nodes without successor wont listen to unlocks, node unlock is not activating node * fix: removed OnIrradiatedEvent duplicate c-tor * revert changes of reach for playtest * revert last row empty line removal on reach.yml * fix: fix PVS bug, born from attempt to relay event to art nodes that were not synced yet to the client * fix: fix elkridge for tests (again) * refactor: xml-doc, more stuff predicted, allocation optimization in XAE/XAT systems * refactor: naming * refactor: extract variable refactor for XAEApplyComponentsSystem.OnActivated insides * fix: duplicate xeno artifact unlocking sound fixed * feat: CreatePuddle xeno artifact effect now can have min and max borders for chamicals to be drafted, minor XAECreatePuddleSystem refactor * feat: networking for shared XAE components + xml-doc leftovers * refactor: more xml-doc, fix XAEApplyComponentsComponent.Components not being serializable but trying to be * refactor: xml-docs and XAEThrowThingsAroundSystem now uses circle and not box for prying tiles * refactor: xml-docs, minor refactors * revert XenoArtifactCommand.ArtifactPrototype being PrototId * refactor: simplify the way ExtractionResearchLabel works --------- Co-authored-by: EmoGarbage404 <retron404@gmail.com> Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru> |
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843d79be5f |
Fire extinguishers can now extinguish items, including when held/worn (#36267)
* Fire extinguishers now put out candles This did not actually require any changes to flammable or extinguishers directly, the only necessary changes were to make the collision actually work. Vapor entities (also used for fire extinguishers) now have a collision layer, so they can hit items. Added a new FlammableSetCollisionWake component to actually enable collision on candles while they are lit, because otherwise CollisionWake on entities gets in the way too. * Extinguishing items is now relayed to held/worn items This means held candles get extinguished too. Involved moving the core logic of ExtinguishReaction into an event so that it can be relayed via the existing hand/inventory relay logic. * Add helper functions for subscribing to relayed events. Use these in FlammableSystem * Make extinguishers work on cigarettes too A bunch of renaming to make the rest of my code work with SmokableComponent --------- Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> |
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8fea9cc30b | Entity effects warnings cleanup (#36166) | ||
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07e0606ecf |
Merge remote-tracking branch 'upstream/master' into ed-23-02-2025-upstream
# Conflicts: # Content.Server/Damage/Systems/DamageOtherOnHitSystem.cs # Content.Server/Nutrition/EntitySystems/CreamPieSystem.cs # Resources/Prototypes/Entities/Mobs/Player/admin_ghost.yml |
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3200ba88a5 |
Add ability for +VVEDIT users to scale damage/healing in the game (#35255)
* Initial commit * Add universal modifier for all damage/heals, make guidebooks work. * help text |
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7328f3449c |
Merge remote-tracking branch 'upstream/master' into ed-16-02-2025-planet-light-upstream
# Conflicts: # Content.IntegrationTests/Tests/EntityTest.cs # Content.IntegrationTests/Tests/PostMapInitTest.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/Procedural/DungeonSystem.Rooms.cs # Content.Server/Procedural/RoomFillComponent.cs # Content.Server/Procedural/RoomFillSystem.cs # Content.Shared/Inventory/InventorySystem.Relay.cs # Content.Shared/Projectiles/SharedProjectileSystem.cs # Content.Shared/Storage/EntitySystems/SharedStorageSystem.cs # Resources/Prototypes/Maps/Pools/default.yml # Resources/migration.yml |
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ffa565484c |
Modular weapon inlay (#903)
* slots lists * blade inlay * tadam |
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d7e978274a |
Make Ignite tryget flammablecomp (#34970)
The flammable effect does it but we don't do it here for reasons. Sometimes this heisentests. |
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a0a827ea5a |
Upstream sync (#846)
* Additional Ionstorm Law Updates (#34197) * Added a couple entires, removed the references to IRL countries, and fixed a grammar mistake on "Telecomunications Equipment" * Fixed another awkward grammar situation * Commented out a bunch of law elements I felt weren't good for discussion, added some new ones to help fill in the missing areas * Reverted pylons, and added more entries to help fill out the lists more * reverted all deletions * implemented feedback, also realized the IonStormActions section was rather short, so I added a bunch there * realized I didn't remove the extra resources line, also added more things, and fixed one grammatical error * Removed Portugal again, added more Musts since that list was the new shortest one. * Automatic changelog update * Add option to disable bwoink sound. (#33782) * Add option to disable bwoink sound. * Now it's working only with active admin status. * No bwoink, only "notification sound" * Moar changes * Another one * Automatic changelog update * Pride Scarves (#34448) * More scarfs (#216) * Sprites + Colored Scarf Implimentation Doesn't include into quickthreads or other clothing vendors * File Paths are important * Metas, items exist, winterdrobe I'm iffy on them being in the winterdrobe but the other option is quickthreads so idk * File Path Fix * Typo fix * Resolved merge conflict * Moved scarves around * Moved scarf textures out of the _CD directory * Removed final CD folder * Removed extra scarfs * Removed extra scarfs, again * Replaced ClothingNeckBase with ClothingScarfBase --------- Co-authored-by: PursuitInAshes <91865152+PursuitInAshes@users.noreply.github.com> Co-authored-by: TakoDragon <69509841+BackeTako@users.noreply.github.com> * Automatic changelog update * Replace the djstation intercoms with freelance intercoms (#34478) * Add Freelance intercom prototype, and replace the djstation ruin with them instead of three master keys * removed a new line * Update nix flake for .NET 9 (#34480) * Automatic changelog update * Holopad networking rework (#34112) * Initial commit * Finalizing main changes * Addressed reviews * Fixed a few issues * Switched to using global overrides * Removed unnecessary references * Make GasMixture enumerable I noticed that enumerating gases is frequently done in an annoying way with Enum.GetValues. So I made it better. Now GasMixture is IEnumerable<(Gas gas, float moles)> and it just works. * Improve canister admin logs. 1. Now clearly says "opened"/"closed" when changing the release valve. 2. Clearly says whether the valve was opened while a canister was inserted or not. 3. When a tank is ejected, logs if the valve is open and the ejection started spilling into the environment. Fixes #34488 * Optimize & clean up RadiationSystem (#34459) * Optimize & clean up RadiationSystem * comments * Update Content.Server/Radiation/Systems/RadiationSystem.GridCast.cs Co-authored-by: Thomas <87614336+Aeshus@users.noreply.github.com> --------- Co-authored-by: Thomas <87614336+Aeshus@users.noreply.github.com> * Update engine to v240.0.1 (#34497) * Various Locale Typo Fixes (and spaces) (#34483) Random spelling error and FTL linting (+PowersinkSystem because there was an misspelt locale for that) * Space lizard plushie can now be worn on your head (#33809) * space weh can now be work on top of head * space weh can now be worn on top of head * trim out unnecessary comps * Automatic changelog update * Adds bullet collision to wall mounted cameras (#34500) * Automatic changelog update * Change MaskComponent to accommodate sprites namings (#33451) Co-authored-by: Winkarst <74284083+Winkarst-cpu@users.noreply.github.co> * Automatic changelog update * Add a 10u vial of plasma to the chemical locker (#33871) Add 10u plasma to the chemistry locker so the chemists stop stealing tables. * Automatic changelog update * Rarer Highcaps (#34469) * Removed highcap from seclite * Changed cyborg starting battery to highcap, reduced seclite wattage to make it last as long as it used to. * Gave cyborgs back their medcap * Rounded seclite wattage down to 0.5 * Automatic changelog update * New dry fire sound (#34447) * new empty.ogg * source to tg commit * Automatic changelog update * CentComm Map Updates (#34475) * Bandage fix denied animations playing on devices without them * CentComm blast door prototype * CentComm button * CentComm window shutters * CC Updates * Save as grid * Remove an extra detective figurine I like them better in the interrogation room * Remove paramed locker, let pumps shut off * Fix wrong HOP locker prototype * Automatic changelog update * Cog power setup fix (#34188) * many changes * contentingregrationtests * serialized invalid removed * blank * "Changes and fixes as suggested" * blank * blank * added desk bells * engi rework rework rework * added gate to content integration * tweaks * aaa * bbb * added holopads * ccc * Update default.yml * hotfix * aaa * bbb * many many tweaks and fixes * aaa * decals and maints * aaa * bbb * ccc * cog power setup was bad * made it artsy --------- Co-authored-by: Emisse <99158783+Emisse@users.noreply.github.com> * Add Airlocks with Bar and Kitchen access (#33821) * Add kitchen access to Bar-Cafeteria airlocks on Cog * Fix merge conflict * Remove mapping changes * Add Glass and Maints versions * Fixed minor spelling mistake in Noir Trenchcoat description. (#34519) Update coats.yml * Update Credits (#34507) Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com> * Make storage implant drop items on gibbing (#33493) * Make storage implant drop items on gib/removal * Better way * Fix error * Forgotten trash * Cleanup * Unused var * Update Content.Server/Implants/ImplantedSystem.cs Co-authored-by: 0x6273 <0x40@keemail.me> --------- Co-authored-by: Winkarst <74284083+Winkarst-cpu@users.noreply.github.co> Co-authored-by: 0x6273 <0x40@keemail.me> * Automatic changelog update * Fix `emergency_elkridge` being saved as a map (#34496) Save `emergency_elkridge` as a grid * Update engine to v240.1.0 (#34524) * Fixes some mobs not being able to honk/weh (#33777) * fixes some mobs not being able to honk/weh * addresss review * Automatic changelog update * Welding gas mask toggleable with action (#32691) welding mask removable * Automatic changelog update * Update engine to v240.1.1 (#34527) * Automatic changelog update * Plasma Dirt Fix (#34534) did the dirt thing * Plasma station population tweak (#34549) * Plasma Station initial commit * Map fixes 1 Expanded science's SMES array Added advanced SMES Redone stamped documents with custom stamps Expanded atmospherics with more storage tanks Added status displays Add missing beacons to solars Replaced the passive gates in science with valves Removed protolathe in engineering Added guitar to CE office Replaced throngler plushie with weh cloak Add a lattice tile outside the atmos burn chamber and storange tanks Added atmos network monitor in bridge * Add cargo and emergency shuttle * Updated maps * Add plasma to map testing list * Map fixes 2 Reworked pipenets to not go under walls Redid salvage and disposals Reworked the bar to include a new bar extension facing the pool Replaced arrivals cryo with an arcade Replaced the toilets in the service plaza with cryo Removed the cryo in dorms Added more details to hallways Redid tools room to include a front desk for the janitor closet Reconnected sci to power roundstart Removed some unideal spawns Expanded the TEG airlock to be 2x3 instead of 1x3 Reduced the size of the SMES bank from 10 to 6 Disabled the plasma miners (downstreams or admins can re-enable them) Replaced illegal maint items * Fixes a 6 pack destroying the universe Ok maybe cracking a cold one with the boys wasn't a great idea. * Map fixes 3 * Quick research assistant fix * Map fixes 4 * Map fixes 5 * webedit go brrrt * Map fixes 6 * Map fixes 7 * Map fixes 8 * Fixes non-existent object It's amazing this game runs at all * Map fixes 9 * update pools * Map fixes 10 * forgot to clear my multitool I love mapping I love mapping I love mapping I love mapping I love mapping * Tweaked player counts * Update population caps Removed population cap of 60 players to make plasma into a highpop map - it's that easy! --------- Co-authored-by: jbox1 <40789662+jbox144@users.noreply.github.com> Co-authored-by: Emisse <99158783+Emisse@users.noreply.github.com> * Automatic changelog update * Job contraband rework (#33385) * contraband system rework to allow restriction by job, not just department * Fixing detective trenchcoat inheritance * removing unnecessary using declarations * trying to fix testing error by re-adding diagnostics using declaration * removing unecessary dependency, making allowedJobs nullable * Adding all of slarti's requested changes except for the hacky job icon method fix * removing accidental whitespace * choosing to use the non-localized version because we're comparing the string against the AllowedJobs field, and the contraband classes that fill that field are written in english * removing unneeded using dec, fixing nesting logic problem * didn't remove the old nesting, doing that now * using localized job title and localizing the allowed jobs string, removing usages of JobTitle field. Also networked the _jobTitle field instead. * rewrite some stuff * fixes * fix energy pen --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Automatic changelog update * Electrified doors/windoors now spark, new tips to deal with doors without access or when electrified (#34502) * new tips to open doors (throwing PDA/ID, dragging body) * electrified door sprite for players * tooltip to reset AI electrified doors * windoor electrified sprite * highsec electrified visual * increase tip dataset to 138 * corrected square bracket convention in this commit * removed door corpse tip from prior commit * Automatic changelog update * Blueprint double emergency tank (#34232) * blueprint * NitrogenTank * description * Automatic changelog update * Add system to kick people if they connect to multiple servers at once. (#34563) * Automatic changelog update * bagel update (#34572) * bagel update * Decal fault tolerance * Also fix writes * fix mv cable, decal issues, yar * fix a floor tile and some other shit --------- Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> * remove tropico from devmap (#34585) * Update wizden config to disallow multiple connections to multiple wizden servers (#34584) * Give the chef access to cloth boxes (#34403) * Give the chef access to fiber bags * Update Resources/Prototypes/Entities/Objects/Consumable/Food/Containers/box.yml --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Automatic changelog update * lecter visual update (#34589) * Automatic changelog update * Box Station - Update (#34605) * Various changes * Implemented a bunch of changes Emisse wanted, finished up all my atmos changes I wanted to make as well * Added reporter to prototype, and fixed dirt * Resolved outstanding issues * Fixed a floating camera * pluralize the job name in the contra description (#34559) * pluralize the job name in the contra description * pluralization specific to contraband descriptions * Automatic changelog update * Feature/make radial menu great again (#32653) * it works! kinda * so it works now * minor cleanup * central button now is useful too * more cleanup * minor cleanup * more cleanup * refactor: migrated code from toolbox (as it was rejected as too specific) * feat: moved border drawing for radial menu into RadialMenuTextureButton. Radial menu position setting into was moved to OverrideArrange to not being called on every frame * refactor: major reworks! * renamed DrawBagleSector to DrawAnnulusSector * Remove strange indexing * Regularize math * refactor: re-orienting segment elements to be Y-mirrored * refactor: extracted radial menu radius multiplier property, changed color pallet for radial menu button * refactor: removed icon backgrounds on textures used in current radial menu buttons with sectors, RadialContainer Radius renamed and now actually changed control radius. * refactor: in RadialMenuTextureButtonWithSector all sector colors are converted to and from sRGB in property getter-setters * refactor: renamed srgb to include Srgb suffix so devs gonna see that its srgb clearly * fix: enabled any functional keys pressed when pushing radial menu buttons * fix: radial menu sector now scales with UIScale * fix: accept only one event when clicking on radial menu ContextualButton * fix: now radial menu buttons accepts only click/alt-click, now clicks outside menu closes menu always --------- Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru> Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es> * Automatic changelog update * Return Drozd full-auto and semi-auto firing modes (#34604) return drozd full auto and firerate, arrange available modes in alphabetical order * Automatic changelog update * added missing allowed department to the restricted severity (#34558) * added missing allow job to the base restricted severity * no need to make a list * no more linq in ContrabandTest * less nesting in ContrabandTest * Automatic changelog update * C4 Helmet (#34076) * worn bomb * Update meta.json * Update meta.json * Automatic changelog update * Make radioactive material radioactive (#34436) * Make radioactive material radioactive * Increase the slopes of item uranium No free power for engineering * Glowing uranium * Revert "Increase the slopes of item uranium" This reverts commit 2acbda26 * Nerf Wall Rocks * Automatic changelog update * Small fixes for Meta station (#34613) * Fixed a few minor things, removed salvage's shuttle parts (sorry), added more equipment to armory. * Added back salvage shuttle equipment, now in a crate * Fix * replace all instances of "department-{id}" with department.name (#34607) replace all instances of "department-{id}" with department.name" * Renaming sexy mime and clown mask (#34258) * Renamed sexy clown and mime mask and removed lusty xenomorph poster. * removing odd file changes. not sure why these were edited at all. * gaaaahhh * removed some of the old templates * Renaming sexy mime and clown instances. * removed unwanted gitignore edit * Renaming sexy clown and sexy mime mask and Removing lusty exomorph poster. * Remove lusty xenomorph poster. * reverted changes to maps files, actually. Other contrib is learning, appologies for excessive commits * requested changes * lusty migration removal * dirty hanging whitespace * correct date format comment --------- Co-authored-by: NathanielJ14 <nathanielalbert1202@gmail.com> * Automatic changelog update * Moved Cyborg Recharging Circuit Board from Lathe to Circuit Imprinter (#34612) Moved Cyborg Recharging Cirbuit Board from Lathe to Circuit Imprinter * Automatic changelog update * Replace starter borg brain with Positronic (#34614) THE FLESH IS WEAK * Automatic changelog update * Elkridge Depot fixes and changes (#34539) * fixed grav gen room, gave atmos room to branch off, replaced AME controller crate with AME controller * added rust to maints, expanded atmos, expanded bar, expanded cap bedroom, fixed some tiles under doors, removed some gamer loot * removed interrogator lamp and some more gamer loot * fixed some more tiles under doors, replaced intercomall with intercomcommand in bridge and vault * added clothing drobes to arrivals, added bin to HoP, more stuff i forgot * i forgot to move the file from /bin to /resources... * delete radstorm locale (#34630) * display the current version in the changelog window (#34556) * just works first try * introduce more magic numbers into the codebase * idiot doesnt know the difference between AND/OR * Update Credits (#34644) Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com> * New solar sprites, new solar panel upgrades, and some solar panel fixes. (#29224) * New solar sprites, new solar panel upgrades, and some solar panel fixes. This adds and changes a few things for solar panels! * New sprites for all solar panels and all related states. * Move from xform.WorldRotation to _xformSystem.SetWorldRotation within the solar code. * Few random fixes that Rider suggested as warnings. * Solar Tracker Electronics was using what looks like to be the airlock controller electronics, so that's now updated to something a bit more realistic. It also uses the engineering circuit sprite instead of the generic * New Solar Panels! Adds Plasma and Uranium Glass solar panels. These can be constructed by adding the respective glass to the panel. Plasma is a slight increase of power and health, and uranium is double the power and health of glass. Thus giving engineers something to update if they want to use solar panels and possibly giving small outposts a way to make a bit more power without a large and complex power setup. * Add in solar sprites that were not in the meta file. * Updated sprites based on feedback. * Fix the rotation of the solar panel sprites. * Automatic changelog update * Added Unused HoS's Flask to HoS locker (#34658) added hos flask to locker spawn * Automatic changelog update * Fland Fix (#34670) Update fland.yml * Reroute Meta station power, engineering cosmetic changes, minor fixes (#34669) * reroute meta power plus cosmetic fixes * fix a lot of other things * make changes from conflict * Amber Station Changes (#34656) * various changes * Increased player limit * slight modification * Followed proper yaml formatting, increased lawyers * Box Station Changes (#34655) * Various changes * Implemented a bunch of changes Emisse wanted, finished up all my atmos changes I wanted to make as well * Added reporter to prototype, and fixed dirt * Resolved outstanding issues * Fixed a floating camera * Added cameras to TEG, and some minor changes * Fix mv cable crate typo (#34673) fix mv cable crate typo * Plasma station patch 1 (#34602) * Plasma Station initial commit * Map fixes 1 Expanded science's SMES array Added advanced SMES Redone stamped documents with custom stamps Expanded atmospherics with more storage tanks Added status displays Add missing beacons to solars Replaced the passive gates in science with valves Removed protolathe in engineering Added guitar to CE office Replaced throngler plushie with weh cloak Add a lattice tile outside the atmos burn chamber and storange tanks Added atmos network monitor in bridge * Add cargo and emergency shuttle * Updated maps * Add plasma to map testing list * Map fixes 2 Reworked pipenets to not go under walls Redid salvage and disposals Reworked the bar to include a new bar extension facing the pool Replaced arrivals cryo with an arcade Replaced the toilets in the service plaza with cryo Removed the cryo in dorms Added more details to hallways Redid tools room to include a front desk for the janitor closet Reconnected sci to power roundstart Removed some unideal spawns Expanded the TEG airlock to be 2x3 instead of 1x3 Reduced the size of the SMES bank from 10 to 6 Disabled the plasma miners (downstreams or admins can re-enable them) Replaced illegal maint items * Fixes a 6 pack destroying the universe Ok maybe cracking a cold one with the boys wasn't a great idea. * Map fixes 3 * Quick research assistant fix * Map fixes 4 * Map fixes 5 * webedit go brrrt * Map fixes 6 * Map fixes 7 * Map fixes 8 * Fixes non-existent object It's amazing this game runs at all * Map fixes 9 * update pools * Map fixes 10 * forgot to clear my multitool I love mapping I love mapping I love mapping I love mapping I love mapping * Tweaked player counts * Update population caps Removed population cap of 60 players to make plasma into a highpop map - it's that easy! * Map fixes 11 * Map fixes 12 * Map fixes 13 * Map fixes 14 Now it's personal * Map fixes 15 --------- Co-authored-by: jbox1 <40789662+jbox144@users.noreply.github.com> Co-authored-by: Emisse <99158783+Emisse@users.noreply.github.com> * Automatic changelog update * add a chem dispenser to the nukie planet (#34674) * add a chem dispenser to the nukie planet * begone test fail * Adds better description to pneumatic valve and build menu description (#32655) * adds description to pneumatic valve and build menu description * Change one atmosphere to kPa * Automatic changelog update * fixrotations - Modified Targetted Entities (#34638) * Fix match box (#34632) FixMatchBox Now you can't put anything but matches in a box of matches. Co-authored-by: Helm4142 <Helm4142@users.noreply.github.com> * Automatic changelog update * Hi-viz vest now actually hi-viz (#34087) * 27-12-2024-light-hi-viz * 28-12-2024-meta-fix * Storage UI V2 (#33045) * Automatic changelog update * Added Pain Numbness Trait (#34538) * added pain-numbness component and system * added numb as a trait that pulls the pain numbness component * removed new event as mob threshold event as already being fired * checked for MobThresholdsComponent first before running VerifyThresholds * refacted force say to using LocalizedDatasetPrototype and added numb messages * added severity check alert * added comment for BeforeForceSayEvent * removed space formatting * changed Cancelled to CancelUpdate, fixed spacing and added two more damage-force-say-numb * changed prefix damage-force-say-numb to 5 (whoops) * Automatic changelog update * Update submodule to 241.0.0 (#34678) * Add puddle drawdepth (#32369) Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Automatic changelog update * Revert "Fix match box" (#34681) Revert "Fix match box (#34632)" This reverts commit |
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c360a97e3b |
Juice that makes you go boom (#34730)
* Juice that makes you go boom * moved explosive juice to fun yml - fixed ExplosionReactionEffect.cs not having TileBreakScale parameter - made Drazil plushie major contraband (they are evil!!!!!) * removed JASON!!!! JASOOON!!! JASON!!! * don't do commits at 1am * Update fun.yml fix ident * no more bullying the server (only 1 explosion) |
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4173d96d83 |
Merge remote-tracking branch 'upstream/staging' into ed-22-12-2024-upstream
# Conflicts: # Content.IntegrationTests/Tests/PostMapInitTest.cs # Content.IntegrationTests/Tests/ResearchTest.cs # Resources/Prototypes/Entities/Objects/Decoration/flora.yml # Resources/Prototypes/Entities/Objects/Misc/spaceshroom.yml # Resources/Prototypes/Maps/Pools/default.yml |
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6b99493e80 |
Reduce network burden of the hunger system (#32986)
* reduce network burden of the hunger system * explicit start + last updated * remove auto reformat changes to otherwise untouched code add clamp helper * imagine making breaking changes, documenting them, and then not thinking to check the yaml * comments * Remove unused net manager in hunger system Remove lastAuthoritativeHungerValue from prototypes |
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e3f442e790 |
Add flash reaction effect (#32377)
add flash reaction effect |
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4e0018697f |
Add role prototype validation tests (#32801)
* Add role prototype validation test * Rejig GetPrototypesWithComponent * More tests n stuff |
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93c7bdc134 |
Mind Role Entities (#31318)
* Mind Role Entities wip * headrev count fix * silicon stuff, cleanup * exclusive antag config, cleanup * jobroleadd overwerite * logging stuff * MindHasRole cleanup, admin log stuff * last second cleanup * ocd * minor cleanup * remove createdTime datafield * now actually using the event replacement I made for role time tracking * weh |
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1dec19cc05 |
Botany Rework Part 1: Mutations (#31163)
Instead of each mutation being a flag that gets checked at some unique point in BotanySystem somewhere, they're now EntityEffects that get applied when the mutation occurs and when produce is harvested. One new list was added to SeedData so that multiple other fields could be removed. All the non-stat-change mutations that have been rolled are added to the Mutations list, and get applied to the plant when the mutation occurs or when a seed with the mutation is planted. Produce get mutations applied at harvest if they apply to the produce, and carry all of the plant's mutations over as a seed. This gets rid of the one-off checks for things like Slippery, Bioluminescent, Sentient, etc. The base odds of a mutation applying should be equal to the odds of the original mutation check. It pretended to have 1 bit flip (on averge) per mutation power, and odds of each mutation was the odds of one of its bit being flipped (1 /275 * bits). The 'thermometer code' applied for numbers will be replaced with simple random rolls, as both average out to the middle value. The new checks are much easier to understand and don't obfuscate the actual changes of something happening behind 3 layers of math. The biggest player-facing change is that Potency will be able to get over 65 significantly more often than it did in the previous system, but it will be just as common to get low values as high ones. Mutation definitions have been moved to a .yml file. These include the odds per tick per mutagen strength of that mutation applying that tick, the effect applied, if it applies to the plant and/or its produce. This makes mutations simpler to add and edit. This PR is limited specifically to the mutation logic. Improving other aspects of the system will be done in other PRs per the design document. Mutations was chosen first because its got the largest amount of one-off checks scattered all over that could be consolidated. Once this is merged, mutations could be contributed to the codebase with minimal extra work for later botany refactor PRs. |
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2d7aa82530 |
dont log missing ArtifactComponent for artifexium (#32073)
Co-authored-by: deltanedas <@deltanedas:kde.org> |
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ef1fadf275 |
Replace instances of SolutionContainerSystem with SharedSolutionContainerSystem (#30084)
* Replace instances of SolutionContainerSystem with SharedSolutionContainerSystem * guap * More fixes * Wait you can do that? --------- Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> |
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528fb4ad55 | Quick warning fixes (#31694) | ||
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e5d2738a26 |
Sedin (#27110)
* Sedin * almost forgot this. * what * Did a few fixes, tried to readd popup * Fix popup, ready for merge * minor change * Generalize seed removal/destruction system, add popups in general. * fix * fix (again) * deadcode is no more * Sedin buff (nerfing the recipe soon) * godont * webedit moment ok listen I had to nuke my setup because my computer was being Dumb As Shit so let me do this ONE webedit * CRIKEY * Revert "CRIKEY" This reverts commit 1c6959ffd9ba8bb1e97ccf2eb0b37b3ff4ec82ee. I was not supposed to commit that >:/ * Alright, it should be good now but I havent tested it * ready for merge/review * prob -> probability * Requested changes nodoc * Review nodoc * documento * thumb up emoji |
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0c1cfe8f18 |
Fix Reagent Fire Stacks (#30766)
* Fix Reagent Fire Stacks * Comments on code * little nicer wording? |
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21d0f85cc2 |
metal foam grenades (#29428)
* metal foam grenades * wow okay * meh * bruh * test * push |
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b9fa941ca6 |
Turn ReagentEffects into generic EntityEffects (#28168)
* Oh the possibilities * Merge fixes * Forgot to remote LavaSystem oops * Changed EntityEffectArgs to EntityEffectBaseArgs and EntityEffectReagentArgs * Throw exception for unimplemented effectargs * Remove Json and overrideable datafields * Fix test issues * Actually fix the compiling issue * Fix comments and remove EntityEffectArgs (no longer used, replaced with EntityEffectBaseArgs) |