* Removed the old MechAssembly system and component.
Converted all mechs to use the unified PartAssembly system.
Removed dismantling mechs during assembly logic to simplify the code.
* Delete Chassis via migration
* Added plastic clipboards; added plastic clipboards to the PTech machine; added clipboards & plastic clipboards to the autolathe
* Fixed plastic clipboard inhand sprites; added and implemented 'empty' clipboard prototypes
* Cleaned up code for empty clipboards; removed BoxFolderBaseEmpty since now it's redundant
* Extensive folder cleanup
* Bugfixed random folder spawns
* Reduced amount of paper in CrateServiceBureaucracy
* Medical folder sprite rename
* BaseTraitorSocialObjective sprite fix
* Added office paper to bureaucracy crate
* First pass at addressing recent review
* Second pass at addressing recent review
* Fix of weird migration.yml error
* whoops, forgot to undo the rename to folder-white.png in the last few commits
* whoops, didn't commit that last commit properly
* whoops, forgot to undo this reordering
* Add lye reagent and its recipes
* Move and add soap recipes
* Add temperature to soap recipes
* Silly comments
* Remove NaHO based lye recipe due to sigynate recipe conflict.
* Typo
* Typo, again
* Change lye color and description
* Initial commit
* Update based on feedback
* Minor fix
* Update to match playtest
* Update reaction behavior and test to work; max temp is no longer an inclusive value.
* Revert "Update reaction behavior and test to work; max temp is no longer an inclusive value."
This reverts commit 2a2c4a17a623cc7ddc15b63d91a1b8b441e95cea.
* Incorporate heal values & OD for adv. chems from 39464, revert adv. brutes recipes
* learning???
* made card walls work, then made game unlaunchable (:
* Still broken, added notes that I thought of while in bed
* wall, door, table and chair are now bare min functional, yay
* learnt why not to web edit...
* added floors, walls and floors fully complete
* added swords, shields, armour, helmets and arrows
* added funny sound and cleanup small issues
* cleanup
* cleanup
* credited myself
* card to cardboard
* fixed licence issue and meta thingy
* adjusted arrow stam-damage
* made card carpets more regular
* simplified sprite, reduced stam damage
* formatting fixes
---------
Co-authored-by: beck-thompson <beck314159@hotmail.com>
* Added offset cane
* Added offset cane colors
* Added canes to the trinkets menu
* added color to names instead of suffix
* removes some stripes from the mime cane icon
* update file organization
* standard -> standard.rsi, stop making commits at nearly 3 in the morning.
* updated comment to be more explicit in what doesnt work
* Cane refactor :godo:
* git makes me very upset sometimes (fixed cane yaml)
* wooden->wood
* apparently this didnt push
* Standardize comments
* Removed comment
* Removed comment
* Adds red accents to mime cane
* Indent fixes
* pAIs can now accept keys, but can't talk in said channels
* added dummy module
* added adv clown module alongside projector
* holopeel & projector sprite added, it's destroyable too
* added experimental pie cannon
* exp pie thrower throws pies, added tool icon, added bananium horn
* removed the weird pAI changes, my bad!
* okay NOW the pAI stuff is all gone
* added icon, recipe, renamed tech for unlocking
* removed bananium horn
* Added in-hand sprites, credited to TiniestShark. Changed holopeel projector description to let the user know it recharges over time.
* Changed Head Branch Due To Broken Merge
* Changed Head Branch Due To Broken Merge
* Readds the removal of bic/advanced mix.
* TFW Breaking changes break changes
* TFW Breaking changes break changes
* Create marble tile textures
* Flatten tiles to better match art style
* Add prototypes and translations for tiles
* Change marble footstep sound to one that makes sense
* Add marble tile object and in-hand sprites
* Add prototypes and translations for marble tile objects
* Add marble tile cutter recipes
* Double number of marble tile variants
* Increase plasma and uranium costs of plasmarble and uranium marble
* Add attributions for marble tile sprites
* Fix whitespace problem hopefully
* Fix trailing whitespace take 2
* Rename just "marble" marble to "white marble"
* Remove cutter recipes for uranium marble and plasmarble
* 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
* MOPROACHES
* rerun test - random test fail of doom
* added to random pest event, with same prob as cancer mouse
* rerun test - random test fail of doom 2 electric boogaloo
* changed moproach obtain methods
* no crafting of moproaches allowed :(
* Reverted content of file.
* requested changes
* requested changes
* requested changes
* Increase moproach health by 5 - requested by Emo on discord
* spaaaaaaaaaaaaaaaaaaaaaaaaace
* microwave recipe added
* no surgery this week
* spaaaaaaaaaaaaaaaaaaace 2 more space for your space
* space
* new mopshoes sprite
* in-hands
* inhands v2
---------
Co-authored-by: ScarKy0 <scarky0@onet.eu>
* PaintableAirlockComponent and AirlockGroupPrototype have been replaced
* Slightly redesigned SprayPainterSystem for greater versatility
* Added handling of changes to the appearance of doors and storages
* PaintableGroup prototypes have been created
* Generating tabs with styles in the UI
* Fix error with undiscovered layer
* Slight improvement
* Removed unnecessary property
* The category for `PaintableGroup` was allocated to a separate prototype so that the engine itself would check if the category existed
* Added canisters, but repainting doesn't work
* Added localization to styles
* Fix sprite changing
* Added the ability to paint canisters
* slight ui improvement
* Fix yamllinter errors
* Fix test
* The UI now remembers which tab was open
* Fix build (?)
* Rename
* Charges have been added to the spray painter
* Added a charge texture for the spray painter
* Now spray painter can paint decals
* Increased number of charges
* Spawning dummy objects has been replaced by PrototypeManager
* added a signature about the painting of the object
* fix
* Code commenting
* Fix upstream
* Update Content.Shared/SprayPainter/Components/SprayPainterAmmo.cs
Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>
* review
* Now decals can only be painted if the corresponding tab in the menu is open.
* Fixed a bug with pipe and decal tabs not being remembered
* Update EntityStorageVisualizerSystem.cs
* record
* loc
* Cleanup
* Revert electrified visuals
* more cleanup, fix charges, del ammo4
* no empty file, remove meta component
* closet exceptions, storage visualizer fixes
* enable/disable decal through alt-verb
* Fix missed merge conflicts
* fix snap offset, button event handlers
* simpler order, fix snap loc string
* Remove PaintableViz.BaseRSI, no decal item, A-Z
* State-respecting UI, BUI updates, FTL fixes
* revert DecalPlacerWindow changes
* revert unwanted changes, cleanup function order
* Limit SprayPainterAmmo write access to AmmoSystem
* Remove PaintedSystem
* spray paint ammo lathe recipe, youtool listing
* category as a list, groups as subtabs
* Restore inhand copyright in meta.json
* empty spray painter, recipe produces an empty one
* allow alpha on spray painter decals
* add comments
* paintable wall lockers
* Restrict painting more objects
* Suggested event changes, event cleanup
* component comments, fix ammo inhands
* uncleanable decals, dirty styles on mapinit
* organize paintables, separate emergency/closet grp
* fix categories newline at EOF
* airlock group whitespace cleanup
* realphabetize
* Clean up EntityStorageViz merge conflict markers
* Apply requested changes
* Apply suggestions from sowelipililimute's review
Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>
* betrayal most foul
* Remove members from EntityPaintedEvent
* No emerg. group, steelsec to secure, locker/closet
* Enable repainting the medical wall locker
* comments, no flags on PaintableVisuals
* Remove locked variants from closets/wall closets
* removable decals
* off value consistency
* can't paint away those bones
* fix precedence
* Remove AirlockDepartment, AirlockGroup protos
Both unused.
* whitelist consistency re: ammo component
* add standing emergency closet styles
* alphabetize the spray painter listings
---------
Co-authored-by: Ertanic <black.ikra.14@gmail.com>
Co-authored-by: Эдуард <36124833+Ertanic@users.noreply.github.com>
Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>
* 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
* initial system (this math is probably WRONG)
* General code cleanup and OnExamined support
(holy moly this code sucks)
* UICode and related events foundation
TODO:
- Actually write the XAML UI and the underlying system
- Un-shitcode the entire thing
- Actually test everything...
* Working UI code
TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't.
* Remove one TODO for unshitcoding the examine code
* Add reminder
yea
* Make predicted (defenitely isn't)
(also defenitely isn't a copypaste from pressure pump code)
* It's predicted!
TODO:
- Give it snazzy predicted visuals!
- Have a different field for pressure entry, lest it gets bulldozed every UI update.
* Improve gas pressure relief valve UI
TODO: Reminder to reduce amount of dirties using deltafields
* Implement DirtyField prediction
* Entity<T> cleanup
A lot of Entity<T> conversions and lukewarm cleanup.
Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell.
* More cleanup and comments
* Remove TODO comment on bulldozing window title
* """refactoring"""
- Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance.
- More Entity<T> conversions because I like them.
- Move UI creation handling over entirely to the ActivatableUI system.
- Fix a hardcoded locale string (why????).
* Add visuals
* Revert debugging variable replacememt
yea
* Revert skissue
* Remove unused using directives and remove TODO
* Localize, cleanup, document
* Fix adminlogging discrepancy
* Add ability to construct, add guidebook entry
* Clear up comment
* Add guidebook tooltip to valve
* Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor
* Adds more input handling and adds autofill on open
* Un-deepfry input validator shitcode
Genuinely what was I smoking
* improve visuals logic
* Refactor again
- Update math to the correct implementation
- Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs
* I'm sorry but I hate warnings
* Remove unused using directive in AtmosphereSystem.Gases.cs
* Review and cleanup
* Lukewarm UI glossup
* Maintainer for the upstream project btw
* Remove redundant state sets and messy logic
* Unduplicate valve updater code
* Redo UI (im sorry Slarti)
* run tests
* Test refactored UI messaging
* Second round of UI improvements
- God please find a way to improve this system. Feels bad.
* Update loop implementation
* Further predict UI
* Clear up SetToCurrentThreshold
* cleanup
* Update to master + pipe layers and bug fixes
want to run tests
* fixes
* Deploy rename pipebomb
* Documentation and requested changes
* Rename the method that wiggled away
* Undo rounding changes
* Fix comment
* Rename and cleanup
* Apply suggestions from code review
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* added HoP beret
* added beret to loadout
* added craft to machine
* added beret to hop ddresser
* Updated the authorship
* Change on request
* added 4-spaced
* Hot fix of dresser
* Add pet bag
* Trailing whitespace moment
* make the linter happy
* Fix trailing whitespace concern.
* Fix Construction component oopsy-daisy
* yml guideline moment
* remove weird extra whitespace
* make the maintainer happy
* Adjusted bag visuals based on feedback
* Allow the fox aghost admin to use pet bags
* Adds full english and american breakfasts and respective recipes
* sprite tweak and added random spawner
* reagent rebalance
* reagent re-rebalance
* spawner ID fix
* ACTUALLY actually fixed the spawner, also description changes
* reagent re-re-rebalance
* spawner fix so the linter stops screaming at me
* different check failed kekw
* trailing whitespace fix attempt #1
* identation fix? i think?
* indetation fix part 2, also vox cant eat this anymore
* more yaml fixes
---------
Co-authored-by: DispenserDev <mariousjoaquin@gmail.com>