* SS14-26480 Roll Traversal Distorter into regular Artifact Analyzers
Bit of a grab-bag of cleanup of Xenoarchaeology prompted by #26480.
1. Traversal distortion biases are now "up" and "down" instead of "in" and "out".
2. Node generation has been tidied up to make it a little clearer how it works.
3. Traversal Distorters have been removed from the game along with their board.
4. Traversal distortion is now done by the artifact analyzers by default.
5. Some loc strings have been made clearer.
6. The Abnormal Artifact Manipulation tech has been made slightly cheaper.
7. The aformentioned tech is now localized as Artifact Recycling, given all it does is unlock the crusher.
8. The Xenoarchaeology guidebook entry has been given a bit of a rewrite, putting all information into
one page and making sure to cover the basics that otherwise would require someone typing "Liltenhead
artifact tutorial" into Youtube.
* Fix references to deleted guidebook entry
* Add fancy button to console because @EmoGarbage404 asked me to
* migration comprete
* Fixed a goober comment
* maint fails to resolve conflicts: more at 11
* Resolve PR comments
* Make UI nice
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Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
* THE RETURN OF ITEM STATUS
Item status is now inline with the hands again. You can now see item status for both hands at once.
If you have more than 2 hands, the last active hand of that side is displayed in the respective item status.
The item status for the active hand is also highlighted.
Item status has been given a new look so it looks unique and matches every UI theme.
* Shrink item status to 125px
This is going to require fixing the existing controls. Do that later.
* New bullet item status rendering
sex
* Make gun item status look just a little bit nicer.
Avoid only one or two bullets ending up on a single row of an item status.
* Delete Eris theme files
* More improvements
Fixed the fact that left/right were flipped around when assigning status panel locations. Involved renaming all the UI textures.
Redid how content margins are set from the theme. Less complex and cleaner now.
Made the item name always left-aligned, just looks better since other UI elements don't adapt anyways.
* Compact down item status text
Now it fits 3 lines of text on one line. Yay.
This is achieved by compacting RichTextLabels by reducing their line height and giving them a negative bottom margin.
* Add item status sprites for Ashen theme.
* Add status control to show beaker/bucket/jug solution/transfer volumes
Also PollingItemStatusControl I'll be using that more.
* Fix welder item status, clean up welder code
The item status control implementation was ancient and bad. That's why it was buggy.
Removed all the complex dated networking stuff for welders, we just sync the solution contents now anyways so none of that is needed anymore. This moves a buncha stuff to shared and just removes code.
Cleanup. The code was doing some really dumb stuff.
* Spray bottles show contents in item status.
* cowtools
* Fix plasmafire and clockwork themes.
Actual git gaslighting wtf.
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Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* adds a bunch of vox clothing sprites
* bird up
* bee mask
* fix test fails. i hope. this better be the only damn one
* fix "eqipped"
* A.
* outerclohting
* ???
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Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Nukie Medihud REAL
adds a new HUD that the nukie agent starts with, does the same shit as the other visor, but with health bars. Also tinted slightly blue to differentiate it. (also medhuds are blue)
* the blue-ening
makes the icons bluer 'cause someone asked.
* Both winter coats with same armor as their counterparts
* Matching description for HoS's, unarmored variants for balancing the uniform printer
* Forgot some text
* New sprite provided by PursuitinAshes, old sprite moved to unarmored version
* Removed the 'unarmored' specifier, in line with the rest of the winter coats
* Remove unarmored warden, no sprite
* Re-implemented the warden's unarmored coat, with sprites from Dutch-VanDerLinde
* CRLF to LF
* Move armor values to abstract
* texture appropriation
* add code for projector
* add chameleon projector yml
* damage and actions
* prevent small props being killed round removing you (700 damage from a single shot)
* tweak default
* oop
* do appearance properly, need engine update
* fix bugs, blacklist pda
* remove status icons
* amou
* sus
* fix test + make props fast
* amouuuung
* remove funny log
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Co-authored-by: deltanedas <@deltanedas:kde.org>
* Added Jukebox, along with music for jukebox
* Fixed Jukebox meta.json copyright
* Removed songs I couldn't find a license for.
* Renamed files to solve check failures from spaces
* Added missing attributions.yml
* Fixed lack of description in Jukebox
* Jukebox is now constructable.
* Change Jukebox menu to FancyWindow
* Moved Jukebox messages out of jukebox component
* Removed Jukebox OnValueChanged.
* JukeboxComp now uses AutoGenerateComponentState
* Removed state code, since it's auto generated
* Fixed various Jukebox code to match conventions.
* Updated Standard.yml to match changed song list.
* fixes
* Jukebox workin
* Fix
* Polishing
* Finalising
* Revert
* bad
* jukey
* Reviews
* name
* Update submodule to 218.2.0
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Co-authored-by: iNVERTED <alextjorgensen@gmail.com>
* hee hee he ha ha
* added gold varients, forgive me for my spritework
* maints loot, copying from past PRs
* Trying to fix RSI
* speedran these sprites in break time, pictures will be later
* Fixed/Tweaked glows
* consensus
* gregregation
* dam copiryte
* oops i forgot to delete 2 fields hope this works
* Implement changes on not-cooked branch
* Made it work
* Fix update appearance calls
* Fix extra indents, clean-up code, fix tests hopefully
* Fix hammy cagecrate
* Fix messing up the yml, add artifact crate specific labels back in
* Visual Studio hates yml, sad
* Seperate the colors for cargonia
* sorry json
* make label move with artifact door
* Apply suggestion changes
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
* Fix remaining crate offsets, add a few for livestock and graves (why are you labeling graves) and coffin label sprites (why are you labeling coffins??)
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Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
* Insectoid Gauze, Added racial marks to variants
* removed excess r from gauze_moth_lowerleg_r
* Update gauze.ftl
* moved all markings to Overlay Category
* fixed localization error
* a
* Add new fire sprite for mice that fits them better
* Add the sprite change to rats as well
* Moffroach and hamsters now also have more fitting fire sprites
* made the meta.json easier to read
* ERT Chaplain
* Make BibleUser
* It was not intended
* reword my poor words
* 1984 a comment that I decided was unnecessary.
* Update Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml
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Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* drinks round 1
saving my progress before my hard drive explodes
* test 2
please work
* name fixes
whoops
* Update drinks.yml
* various fixes
am dumb
* add sol dry to vends
more fixes and changes, yippee!
* more fixes & ingame testing
shrimple tests
* last fixes :trollface:
should be ready for pr now
* Update soda.yml
sate thirst
* Adds the CentComm Disk and configures it to work with direct-use shuttles
* Added functionality for drone shuttles (i.e. cargo shuttle)
* Adds support for pods, and a disk console object for disks to be inserted into. Also sprites.
* Added the disk to HoP's locker
* Removed leftover logs & comments
* Fix for integration test
* Apply suggestions from code review (formatting & proper DataField)
Co-authored-by: 0x6273 <0x40@keemail.me>
* Fix integration test & changes based on code review
* Includes Disk Cases to contain Coordinate Disks, which are now CDs instead of Floppy Disks
* Check pods & non-evac shuttles for CentCom travel, even in FTL
* Import
* Remove CentCom travel restrictions & pod disk consoles
* Major changes that changes the coordinates disk system to work with salvage expeditions
* Missed CC diskcase removal
* Fix build
* Review suggestions and changes
* Major additional changes after merge
* Minor tag miss
* Integration test fix
* review
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Co-authored-by: 0x6273 <0x40@keemail.me>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Add more lily usage (orange hairflower and flowercrown)
* comit 2
* ee
* more fixes
* w
* im stupid
* bring poppy in authodrobe
* weh
---------
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Initial radial menu prototyping for the RCD
* Radial UI buttons can send messages to the server
* Beginning to update RCDSystem
* RCD building system in progress
* Further updates
* Added extra effects, RCDSystem now reads RCD prototype data
* Replacing tiles is instant, multiple constructions are allowed, deconstruction is broken
* Added extra functionality to RadialContainers plus documentation
* Fixed localization of RCD UI strings
* Menu opens near cursor, added basic RCD
* Avoiding merge conflict
* Implemented atomized construction / deconstruction rules
* Increased RCD ammo base charges
* Moved input context definition to content
* Removed obsoleted code
* Updates to system
* Switch machine and computer frames for electrical cabling
* Added construction ghosts
* Fixed issue with keybind detection code
* Fixed RCD construction ghost mispredications
* Code clean up
* Updated deconstruction effects
* RCDs effects don't rotate
* Code clean up
* Balancing for ammo counts
* Code clean up
* Added missing localized strings
* More clean up
* Made directional window handling more robust
* Added documentation to radial menus and made them no longer dependent on Content
* Made radial containers more robust
* Further robustness to the radial menu
* The RCD submenu buttons are only shown when the destination layer has at least one children
* Expanded upon deconstructing plus construction balance
* Fixed line endings
* Updated list of RCD deconstructable entities. Now needs a component to deconstruct instead of a tag
* Bug fixes
* Revert unnecessary change
* Updated RCD strings
* Fixed bug
* More fixes
* Deconstructed tiles/subflooring convert to lattice instead
* Fixed failed tests (Linux doesn't like invalid spritespecifer paths)
* Fixing merge conflict
* Updated airlock assembly
* Fixing merge conflict
* Fixing merge conflict
* More fixing...
* Removed erroneous project file change
* Fixed string handling issue
* Trying to fix merge conflict
* Still fixing merge conflicts
* Balancing
* Hidden RCD construction ghosts when in 'build' mode
* Fixing merge conflict
* Implemented requested changes (Part 1)
* Added more requested changes
* Fix for failed test. Removed sussy null suppression
* Made requested changes - custom construction ghost system was replaced
* Fixing merge conflict
* Fixed merge conflict
* Fixed bug in RCD construction ghost validation
* Fixing merge conflict
* Merge conflict fixed
* Made required update
* Removed lingering RCD deconstruct tag
* Fixing merge conflict
* Merge conflict fixed
* Made requested changes
* Bug fixes and balancing
* Made string names more consistent
* Can no longer stack catwalks
* Give 'em something to talk about
* Wire panel visuals
* Wire graphics tweak
* More ads and thanks
* More ads for a noisy arcade
* New screen for space villain machines
* Implement EmitSoundIntervalComponent and a bunch of arcade noises
* Require power for sounds
* Allow earlier startup intervals
* Orange glow
* Audio attributions
* Include the PR link
* Replace EmitSoundInterval with expanded SpamEmitSound
* Remove pacman-themed arcade sounds
* Documentation good.
* Updated methods to use Entity<T>
* Refactored SpamEmitSound to get rid of accumulator and chance.
* Fixed prewarm logic
* Moved stuff to Shared
* Fix outdated YAML
* Better prediction, auto pause handling
* Make enable/disable reset the timer instead of trying to save it.
* Adds Church Bells
* I'm dumb.
* The bell is no longer haunted.
* forgot attributions
* change sounds so scary law no hunt
* One day I'll stop needing to make an immediate micro-commit. One day.
* God damn it.