* Mob movement rewrite (#35931)
* Conveyor optimisations
- Optimise movement for moving stuff. Better flags + less resolves + slapped parallelrobustjob on it.
- Sleeping for entities getting conveyed into walls.
* Blocker version
* Finish
* Final
* Fix conveyor power mispredict
* Bagel save
* Revert "Bagel save"
This reverts commit 1b93fda81fb852d89b89b0beae0b80f8a61165f2.
* Conveyor resave
* Fix prediction
* Mob movement rewrite
* Bandaid
* Working version
* Tentatively working
* Friction to fix cornering
* More fixes
* Revert bagel
* Revert this
* a
* Reviewed
* Funky re-save
* Fix velocity
* Table fix
* Review
* a
* Automatic changelog update
* Unhardcode role type names and colors within localization text (#36096)
* localize role type names within localization text
* also unhardcode colors
* comment
* typo
* Fix gas pressure pump prediction (#35865)
* ACTUALLY predict gas pumps
* generic fake
* aaaaaaaaaaaaa
* Fix embedded projectile deletion not being tracked by container (#36123)
* Remove deleted projectiles from the container tracking them
* Gotta dirty the container
* Remove the container component when all embedded projectiles are gone
* Add test
* No clientside deletion of networked entities
* Move cleanup logic before deletion
* Make ContainerFillSystem print contents on failure (#36128)
* Make ContainerFill/EntityTableContainerFill print current contents when failing to spawn an entity
* List each entry on a new line; add fallback for empty
* convex update
* update emergency_courser
* update emergency_meta
* update man-o-war shuttle
* remove warden stamp mapped on meta
* me waiting
* update fland
* sure
* update box
* another one
* le heisentest au chocolat
* oops
* Death Nettle changes (#25253)
* Added ThornyComponent, ThornyImmuneComponent, and ThornySystem, as well as changed Botanists glove's to have the ThornyImmuneComponent, and for Death Nettle to have the ThornyComponent.
* Added heat damage to the player if they pickup nettle without gloves. Also displays a popup message .
* Revised OnHandPickUp method and reduced whitespace
* Touching death nettle without gloves now does damage split between heat and caustic, and does more damage.
* File-scoped namespace adherence
* Code revisions, and removal of old file.
* Removed thornyImmune key from botanist's gloves in gloves.yml for cleanup / yaml linter
* Adds new generic DamageOnPickup, still very WIP
* Starting on localization, removed _Notes.txt, adds immunity component
* Added OnPickupDamageImmune component to botanists gloves
* Removed botany specific components/system, moved to generic DamageOnPickup. Added code comments. Extra checks in component for whether to toss an item, damage an entity. Still WIP.
* changes to audio and popups
* Removes my system/component/ftl in favor of DamageOnInteract, tweaking values
* me stupid
* Death nettle will 'wilt' after 5 hits
* added interaction delay to stop spam clicking, added a 10% stun (paralyze) chance
* minor changes/cleanup
* more minor changes and cleanup
* Reduced maximum amatoxin within fly amanita spores.
* Readjusted to allow more than 5 amatoxin above 50 potency
* Remove Debug.Log statement from system
* Mark Death Nettle as major contraband.
* Automatic changelog update
* "I'm Weh-cellent" Cap (#28573)
* copy pasted fishcap.rsi
* added the sprites
* credited myself
* added it to the hats.yml list
* meh, make the spites look nicer
* hopefully this fixes that
* yeah that makes sense
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* that too
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
---------
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* new courtroom, better signage, fixed uncleanable dirt, more
* Delete AccessReaderTest.TestTags (#36153)
* Sentry turrets - Part 4: The sentry turret and its primary systems (#35123)
* Initial commit
* Removed mention of StationAiTurretComponent (for now)
* Prep for moving out of draft
* Fixing merge conflict
* Re-added new net frequencies to AI turrets
* Removed turret control content
* Removed unintended change
* Final tweaks
* Fixed incorrect file name
* Improvement to fire mode handling
* Addressed review comments
* Updated how turret wire panel auto-closing is handled
* Ranged NPCs no longer waste shots on stunned targets
* Fixed bug in tracking broken state
* Addressed review comments
* Bug fix
* Removed unnecessary event call
* Automatic changelog update
* Shove down a person on uncuff if harm mode is on (#35193)
* stamdamage on uncuff while buckled
* pro tip
* 99 -> 100 stamdmg and don't count self-uncuffs
* review implementation
* tip update
* guidebook update
* merg
* Automatic changelog update
* Mapping warnings cleanup (#36168)
* Mapping warnings cleanup
* Redo
* Remove warnings from cargo system (#36159)
* Remove warnings from cargo system
* Guard statement early exit and cleaner object instantiation
* Whitespace
* Add AnimationPlayer as a component of telepads
* Fix some atmos warnings (#36157)
* Update Credits (#36172)
Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com>
* Draw depth bug fix for sentry turrets (#36175)
Initial commit
* Update oasis
* Better jetpack emitter (#36093)
* Better jetpack emitter
Still need particles this just tilts me whenever I see it.
* Update Resources/Prototypes/Entities/Objects/Tools/jetpacks.yml
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Automatic changelog update
* Implement field-deltas for melee (#33977)
* Implement field-deltas for melee
* Review
* One day Im gonna snap and fix a bug
* Fix LoadGameMap running MapInit sometimes (#35241)
The map loadpath keeps it as not being mapinit but the grid one does not so this standardises them slightly.
* More responsive votekick system (reduce timer and successive timeout) (#36044)
* reduce votekick timer from 60 to 20 seconds
* votekick timeout from 120 to 30 seconds
* votekick timer duration from 20 seconds to 45, successive votekick timeout from 30 to 60 seconds
* Examine warnings cleanup (#36162)
* Examine warnings cleanup
* Revert unnecessary change
* SpriteSystem naming conventions
* Chemistry warnings cleanup (#36160)
* Chemistry warnings cleanup
* Fixing failed ITest
* Better entity instantiation
* Caching spritesystem and entity instantiation improvement
* Correcting naming conventions
* Rearranging dependency caching
* Movement systems warning cleanup (#36161)
* Movement systems warning cleanup
* Revert unnecessary change
* Reverting variable removal and changing entity query
* Reverting VV removals
* LocalEntity does in fact exist
* Anomaly warnings cleanup (#36188)
* use manual component state for BaseEmitSoundComponent (#35030)
* why
* cursed
* Gameticking warnings cleanup (#36193)
* Cleanup and small update to the stethoscope! (#36210)
* First commit
* Address most of the review!
* Automatic changelog update
* refactor: simple radial menu for easier creation (#34639)
* 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
* feat: simple radial menu prototype for easier creation
* refactor: cleanup, restored emote filtering, button models now have class hierarchy
* refactor: remove usage of closure from 'outside code'
* refactor: remove non existing type from UiControlTest
* refactor: remove unused using
* refactor: revert ability to declare radial menu layers in xaml, scale 32px sprites using scale in radial menu
* refactor: whitespaces
* refactor: subscribe for dispose on existing radial menus
* feat: now simple radial menu button models can have custom color for each sector background (and hover background color). Also added OpenOverMouseScreenPosition inside SimpleRadialMenu
* fix: AI door menu now can be closed by verb if it gets unpowered
* refactor: simplify hiding border, extended xml-doc for simple radial menu settings
* refactor: remove linq
* fix: fix AI radial action serialization using invalid type
* refactor: fix duplicate ShowDeviceNotRespondingPopup for AI by properly checking if it can interact
* refactor: whitespaces, changed list to array in simple radial button preparing methods
---------
Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es>
* delete PolymorphOnCollideComponent (#36227)
delete component
* Light warnings cleanup (#36195)
* Light warnings cleanup
* Using EntitySystem Proxy overrides
* New TryComp guards for light animations
* Reverting guards when not wanted
* Holoparasite injector fix (#36109)
* HoloParaTextFix
* PleaseSpeedMergeLmao
* ThankYouOrks
* Update Resources/Locale/en-US/guardian/guardian.ftl
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Update Content.Server/Guardian/GuardianSystem.cs
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Update Content.Server/Guardian/GuardianSystem.cs
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
---------
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Localize and colorize grill temperature settings (#36236)
* Make it easier to localize grill heat level settings
* Change examine text color based on setting
* Trailing periods
* Use Fluent terms to reduce duplication
* Rework the way held items scatter when holder is knocked down (#36232)
* Redo drop held items math
* Don't assume the holder has a PhysicsComponent
* Assume infinite mass for held items with no PhysicsComponent
* Switch to EntityQuery for PhysicsComponent
* The micro-est of optimizations
* use NextAngle
* Might as well do that outside the loop
* Automatic changelog update
* Undetermined thieving satchel (#36201)
* yippee!
* no toolboxes allowed
* sprite, descriptions
* Automatic changelog update
* more maints, new AI, xenobiology, etc, ect
* Add prediction to electric grills (#36241)
* Prediction for EntityHeaterSystem
* Switch to Entity<T>
* meh
* Move popup inside ChangeSetting
* Fix grill visually turning on when changing setting while power is off
* Add note about my failed quest
* Why isn't this an IDE warning?
* Move comment above switch expression in SettingPower
* Automatic changelog update
* Move medical locker fills to entityTables (#36249)
* Added tables + moved things to EntityTableContainerFill
* YAML convention
* Rotation warnings cleanup (#36197)
* Rotation warnings cleanup
* Naming convention fix
* Adding component that we already have
* New food recipe: World Peazza (#35191)
* added world peazza
* fixed a comma in the pizza sprite json
* changed attribution comment on ArtisticRoomba's suggestion
* restored accidentally deleted line, thanks Tayrtahn
* Automatic changelog update
* Fix KeyNotFoundException that sometimes happens on server shutdown (#36221)
* Fix "other player points at you" message formatting (#36253)
Fix "other player points at you" message's Fluent functions
* Light replacer description typo fix (#36256)
Replacer description typo fix
* fix: re-add missing RCD deconstruct action #36243 (#36255)
Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
* Automatic changelog update
* add: Dragon rift color changes based on charge (#36216)
* use dragon rift sprite colours
* Entity<T>
* Automatic changelog update
* :3
This is so we can publish stable again
* Convert AgentIDCard message to use a Fluent selector (#36263)
Convert AgentIDCard message to use a selector
* NPC Warnings cleanup (#36189)
* NPC Warnings cleanup
* Reverting unnecessary changes
* Reverting unnecessary changes, missed
* Using entity GetGrid override instead
* Fix entities burning to ash not using identity, and bad formatting (#36268)
* Make burning to ash use identity
* CAPITALIZE(THE())
* Localize air alarm states (#36266)
* Fix a few loc bugs with magic mirror/scissors (#36269)
* Use identity for magic mirror popups
* THE()
* Use correct pronouns in blocked-by-hat message
* Add autocomplete to controlmob (#36234)
Expensive for what it is just really annoying in debug to not have it. Worst case I just make it debug only and we don't add it for release.
* Change the name and description of the templar helmet. (#36258)
Changed the name and description of the knight helmet.
Co-authored-by: Flesh <N/A>
* Diphenhydramine causes drowsiness (#36212)
* nap time in medbay
* suggested changes
* fake test fail
* Automatic changelog update
* Improve sprite fading behaviour (#35863)
* Click through faded sprites
* Count the mouse position for which sprites to fade
* Automatic changelog update
* Recipes for curtains and tables using carpets now respect stacks. (#33721)
* Carpet curtain/table recipes now respect stacks
* remove unused colour carpet tags
* Remove the tags outright
* Automatic changelog update
* Stop ghosts from being logged to Airlocks (#36261)
* stop ghosts from being logged
* thanks rider for the random import
* add new tag PreventAccessLogging
* once again removing random auto imports
* inverted if for code readability
* switch to ProtoId<> usage
* Automatic changelog update
* Fix loc issues with syringes (#36285)
Fix injector loc issues
* [Hotfix] Change ID card console admin log severity to Medium (#36283)
It's that simple
* Fix loc issues with suicide popup (#36284)
* Add PKA and PTK-800 shuttle gun recipes to sec techfab (#34566)
* add Magboots and PKA to sec lathe
* add kinetic shuttle gun to sec lathe
* use pack recipe
* remove magboot from prior commit
* Automatic changelog update
* Mob collisions (#34580)
* Conveyor optimisations
- Optimise movement for moving stuff. Better flags + less resolves + slapped parallelrobustjob on it.
- Sleeping for entities getting conveyed into walls.
* Blocker version
* Finish
* Final
* Mob collisions
* impulses
* Collision smoothing
* Locked in
* 30tps working
* r
* fixes
* Best
* Fixes + CVars
* CVars in place
* Pushies
* Opt attempt 1
* Revert "Opt attempt 1"
This reverts commit 5ccd72dcbea09261a992aa1f7f05df169a1ce676.
* Fix mispredicts
* Ready-ish
* better
* Cleanup
* Fix conveyor power mispredict
* Forgetting to actually do deltas
* Fix buckle pushes
* Bagel save
* Revert "Bagel save"
This reverts commit 1b93fda81fb852d89b89b0beae0b80f8a61165f2.
* Conveyor resave
* Fix prediction
* Mob movement rewrite
* Bandaid
* Working version
* Tentatively working
* Friction to fix cornering
* More fixes
* Revert bagel
* Revert this
* Bad parity
* Working
* Fixes
* Woops
* Doc comments
* Pen cap cvar
* StandingState cleanup and sub
* Fix downed mobs
* fish
* client
* Disable pushing on tests
* More variables
* Movement mods
* Mass diff
* 1 more tweak
* Cvar
* Mob collision tweaks (#36296)
* Mob collision tweaks
- Remove the dot product default so moving also pops it.
- Cleanup the cvars so admins can adjust
* Gas canister revert
* fix implanting borgs and bots (#36218)
* fix implanting borgs
* fix
* Automatic changelog update
* Rotate Adv Mineral Scanner in Inventory (#36294)
* Automatic changelog update
* Fix ninjas not being able to hack criminal records (#36299)
Index reason placeholders prototype as a LocalizedDataset
* Automatic changelog update
* Remove embed mispredict (#36297)
* Remove embed mispredict
I don't know why this is here but it doesn't seem to cause issues and transforms should be fully predicted so if there are bugs I will deal with them as they come up.
* a
* IPIntel now rounds to 2 decimal points (#36298)
* IPIntel now rounds to 2 decimal points
* Nvm i understood what pjb wanted now
* Antagonist roles now require 1h playtime. (#36276)
* init
* whitespace
* Automatic changelog update
* Extracts magic strings from Tag calls (#36305)
* Extracts magic strings from Tag calls
When #36281 gets merged, the `TagSystem` methods will all give warnings. Let's fix those warnings before they even happen!
* Adds missing libraries
* Remove not yet implemented TagSystem changes
* Fix tag spelling error
Genuinely surprised there was only 1!
* Styling and proper type changes
* Styling
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
---------
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Fix shutter construction ghost rotation (#36082)
* Fixed shutter construction frame not aligning with construction ghost
* removed metadata change that should be in a different PR
* Add 10u of plasma to SyndieJuice (#36280)
Gift for the agent
* Automatic changelog update
* maints insuls, more meteor shielding
* Typo fix in Syndicate agent locale resources (#36318)
* "discretely" corrected to "discreetly"
* how did it happen twice
* removed mapinit and mappaused components
* Remove "SHUTTLES" from the allergy list in ion_storm.yml (#36317)
with accordance pull 35751, removes the "SHUTTLES" as a possible allergy to prevent possible round stall
* Reduce storage implant to a 2x L shape/6 slots (#36272)
Change subdermal implant
* Automatic changelog update
* Add additional Biome Markers. (#36300)
* init
* slight value tweaks
* few more
* move DeviceLinking events to shared (#36307)
move events
* Displacement Map Visualizer update (#35952)
Update Displacement Map Visualizer.lua
* remove evil shitcode from randommetadata (#36324)
* remove evil
* fix non-localizeddataset uses
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
* Centcomm death rattle implant (#36113)
* behold!
* minor name change 👍
* Remove fields 👍
* Changes it to parent off DeathRattleImplant
* Adds implants round start and fixes hypothetical bug
* Update Resources/Prototypes/Entities/Mobs/Player/humanoid.yml
As per slarticodefast's suggestion
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Remove toxins from the chemical synthesis kit description (#36323)
Alter the description of the chemical synthesis kit to no longer include any false hopes of toxins
* Automatic changelog update
* Fix blocked UI interaction on unpowered devices (#36319)
init
* Automatic changelog update
* Update Credits (#36337)
Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com>
* Salvage melee weapon tweaks (#35914)
* Minor salvage melee tweaks.
* Minor salvage melee tweaks.
---------
Co-authored-by: RedBookcase <Usualmoves@gmail.com>
* Automatic changelog update
* Make Health Analyzer scan range nullable and adjust admin PDA (#36347)
* Modify .cs and admin pda
* enhance comment
* Automatic changelog update
* Allow Aghosts to load biomes. (#36325)
* init
* review
* Automatic changelog update
* Make `RandomMetadata` properly support localization (#36343)
* Make _outputSegments readonly
* Remove mystery character
* Use Fluent instead of string concatenation
* Adjust format
* Convert existing content
* Don't need these anymore
* Docs
* predict IgnitionSourceComponent (#36310)
* PREDICTION
* comment
* don't overwrite event args
* totally not a web edit
* intn't
* Make spam delivery headers easier to reuse (#36332)
Convert nanotrasen, syndicate, and alternate timeline nanotrasen headers into reusable terms
* Make FlammableTileReaction additive instead of multiplicative. (#36387)
Make FlammableTileReaction additive
* New security box fills, renamed and replaced sechud box icon (#35057)
* secglasses and sechud icons, new box fills
* sunglasses box
* fixes indentation
* Automatic changelog update
* Allow sound to play at the start of anomaly supercritical animation (#36260)
* Add datafield to AnomalyComponent to play a sound when an anomaly enters supercriticality
* use Entity<T> pattern
* use implicit default for nullable
* don't forget to resolve the AnomalyComponent...
* Add comment for StartSupercriticalEvent "ent" parameter
* use implicit casts from Entity<T> to EntityUid
* StartSupercriticalEvent requires AnomalyComponent to resolve
* Printable vials (#36380)
* add vial recipe
* adding vial to lathe recipes
* adjusted vial production cost
* Reduced glass cost for vials
* Automatic changelog update
* DocumentParsingManager: Ignore XML comments in guidebook pages (#35506)
* Parse XML comments
* Use var instead of typed for variable declaration
---------
Co-authored-by: Simon <63975668+Simyon264@users.noreply.github.com>
* fix rmobjective command and add completion options (#36396)
fix rmobjective command
* Automatic changelog update
* Fix `lsobjectives` target player logic (#36398)
* Fix lsobjectives target player logic
* Logic 3.0
* Fix matchstick prediction issues (#31418)
* First commit
* Minor fixes please ymal error begone
* If this fixes it
* Last chance
* How
* Forgot
* First fixes
* Added correct component tags
* Minor cleanup
* Address review!
* Namespace change
* Fix yaml yelling
* Changes
* Update namespace
* Removed the unneeded files
* Add inhands for Holoprojectors, labelers, cone, brb sign, fartbag (#36036)
* Add inhands for Holoprojectors, labelers, cone, brb sign, whoopie cushion
* Update Resources/Textures/Objects/Devices/Holoprojectors/atmos.rsi/meta.json
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
---------
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Automatic changelog update
* Replaced Sterile Swabs in NutriMax with a Swab Dispenser (#36399)
Replaced Sterile Swabs with Swab Dispenser in NutriMax
* Automatic changelog update
* convex fixes
* Mark the spider clan explosive as major contraband (#36421)
Even though it's an unsanctioned explosive device, it's currently
not considered contraband. This patch adds BaseMajorContraband to it.
* Automatic changelog update
* job counts for each map
* remove duplicate CE entry
* Predict inflatable barriers verb (#32420)
* First commit
* evil
* Made it not do weird things
* address review!
* Automatic changelog update
* Feature/shader radial menu (#35152)
* 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
* feat: simple radial menu prototype for easier creation
* refactor: cleanup, restored emote filtering, button models now have class hierarchy
* refactor: remove usage of closure from 'outside code'
* refactor: remove non existing type from UiControlTest
* refactor: remove unused using
* refactor: revert ability to declare radial menu layers in xaml, scale 32px sprites using scale in radial menu
* refactor: whitespaces
* refactor: subscribe for dispose on existing radial menus
* feat: now simple radial menu button models can have custom color for each sector background (and hover background color). Also added OpenOverMouseScreenPosition inside SimpleRadialMenu
* fix: AI door menu now can be closed by verb if it gets unpowered
* overlay and its registration
* radial menu shader but it requires wierd offset
* remove unused file
* smol cleanup
* remove unused code
* neat internal subsctors in radial menu shaders
* refactor finalize visual style
* comments, simplify, extract variable and other minor refactors on radial-menu shader
* refactor: extract more data from radial menu with sector to radial container for shader drawing
* replaced DrawSeparators for RadialMenuTextureButtonWithSector with DrawBorder (no reason to make them separate), also now colors are properly applied
* refactor: simplify hiding border, extended xml-doc for simple radial menu settings
* refactor: remove duplication of radial menu shaders, use ValueList to collect ClearExistingChildrenRadialButtons buttons to remove
* refactor: remove linq
* fix: fix AI radial action serialization using invalid type
* refactor: fix duplicate ShowDeviceNotRespondingPopup for AI by properly checking if it can interact
* refactor: removed *if* blocks from shader, replaced with branchless logic
* refactor: whitespaces, changed list to array in simple radial button preparing methods
* fix: merge duplicated code
---------
Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es>
* Fixed the empty mass scanner still being a normal item, whoops. (#36340)
* Fixed the empty mass scanner still being a normal item, whoops.
* Fixed parenting duplication and issues with item state.
---------
Co-authored-by: RedBookcase <Usualmoves@gmail.com>
* remove mind roles from EntityWhitelist (#36089)
* remove mind roles from EntityWhitelist
* remove redundant dependency
* Automatic changelog update
* Various UI warnings cleanup (#36169)
* Various UI warnings cleanup
* Revert unnecessary change
* Redoing SpriteSystem as it's non-injectable
* Missed one
* Better entity instantiation
* General cleanup of warnings changes
* Wrong class name!
* Lower minimum size of absorbent item status (#35804)
80f2dc6dd3 fixed BoxContainer so that the actual specified MinimumSize gets used. This is a problem because for the absorbent item status it's way too high so it looks silly.
* Update submodule to 251.0.0 (#36435)
* Fix power cells/cages counting for laser weapon bounties (#36431)
fix cargo bounty bug
* Automatic changelog update
* Holopad fixtures bugfix (#36341)
Initial commit
* Automatic changelog update
* Add cooked dragon steak and cutlets (#36273)
* Add cooked dragon steak and cutlets
* If it's worse for you it's even more of a delicacy
* Attribution
* Automatic changelog update
* Disable mob pushing
Part of maint meeting
* Revert "Feature/shader radial menu" due to shader issue (#36470)
* Hotfix for water/fuel tank fixtures (#36527)
Sharing the same fixture layer as walls causes dragged water/fuel tanks to be blocked by things that they really shouldn't be, such as lights and holopads
Being PRed as a hotfix in order to fully finalize #36341
* [HOTFIX] Sprite fade review #36509 (#36552)
cherry-picked
* Clarify "purple text" characters in rules & readd Space Law non-restricted item seizure (#36414)
Initial commit
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Sharing the same fixture layer as walls causes dragged water/fuel tanks to be blocked by things that they really shouldn't be, such as lights and holopads
Being PRed as a hotfix in order to fully finalize #36341