* Fake Mindshield (With some bad sprites)
- Add FakeMindshield System and Component
- Add FakeMindsheildImplantSystem and Component
- modify ShowMindShieldIconsSystem to check for FakeMindshields
- add all supporting yaml for the Implants, action and uplink
- add loc file stuff
- add unfinished sprites
* Cleanup, add to thief toolbox, remove metagame
- Move Implant sameness check to AFTER the implant DoAfter
to prevent instant identification of Deception Implants
- cleanup the systems and components
- add the fake mindshield to the Thief toolbox
* part 1 of fixing the folder problem
* Make the fakemindshield sprite folder lowercase
* CR - Move ImplantCheck into shared, cleanup
- Moved ImplantCheck and eventsubscription into Shared
- Remove Client/Server extensions of FakeMindshieldImplantSystem and
FakeMindShieldSystem and make shared Sealed
- make OnToggleMindshield Private, use the event!
* CR - Cleanup extra lines, fix some Prototype
- cleaned up extra liens in ImplanterSystem and
SharedFakeMindshieldSystem from when i was developing
- Uplink catalog no longer lists the implant in 2 spots,
only implants now, also uses the On state action icon
- added a comment about why it's reraising the action event
rather than directly interacting with the FakeMindshield Component
* Fake Mindshield CR:
- Added a comment about IsEnabled
- moved OnFakeMindShieldToggle to Entity<> from Uid, Comp
- fixed some formatting in uplink_catalog
* CR - Add a bit more comment
Significantly updates the Engineering guidebook (more explicitly the Atmos section) to have a lot more relevant and useful information.
Right now engineering has been getting update after update with no real change to the relevant guidebook entry. This has lead to a lot of out of date information and bad practices being prevalent in the guidebook, something that pains me to read.
* 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)
* 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
* Add option to disable bwoink sound.
* Now it's working only with active admin status.
* No bwoink, only "notification sound"
* Moar changes
* Another one
* Added smite machine to YAML
* Added smite ads and inventory
* Added smite vendor sprites
* Changed the description of the machine to not repeat and ad line.
* Added newline to end of inventory .yml
* Corrected erroneous edit.
* Tweaked all sprites
* Added tesla toy to contraband. Reduced number of drinks available
* Reduced soda varieties but increased can numbers.
* Removed tesla toy from contraband inventory
* Removed speech component from vending machines that already inherit it
* Moved Sprite component to top of list
* Added Smite vendors to random spanwers
* Alphabetised spawn prototypes, commented where name is unclear
* Pride-O-Mat (#1322)
* Added Pride-O-Mat
* Yep
* Updated license to the correct one
* Added more lines, reconfigured settings a bit, also added cloaks to inventory, set coder socks to emag inventory
* Removed bunny ears, fixed typo
* Made requested changes
Webedit lmao
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Co-authored-by: Dorragon <101672978+Dorragon@users.noreply.github.com>
* Made capitalisation of proper names consistent.
* Roy Rogers is presumably a proper name.
* Second pass at distinguishing proper names only.
* Two nitpicking/minor changes
* Fixed some overlooked can brand names. Matched case with descriptions.
* Switched generic sodas with brands for SodaInventory
* Removed commonly available branded cans
* Matched case consistency used elsewhere. Minor SPAG corrections.
* Added "nothing" and some missing alcohol bottles to RandomSpawner
* Added distinct ad and bye chatter to Dr. Gibb machines.
* Revert "Added distinct ad and bye chatter to Dr. Gibb machines."
This reverts commit f90b8a470556de05aca81255db8b6b03596ae944.
* Revert "Removed commonly available branded cans"
This reverts commit 43b82168dac1f73b187b7677f34ecdd33b6bb81a.
* Revert "Switched generic sodas with brands for SodaInventory"
This reverts commit f1790f0ce61ef135c79068de6a741e8bb50d85d3.
* Lowercased DrinkGlass suffix. Moved alcoholic drinks from drinks to alcohol.
* Renamed energy drink to Red Bool. Corrected and added some jug descriptions.
* Added reagent names for all bottles except poison-wine
* Revision of title case for cocktails
* SPAG and fixed the only brand reagen with unbranded name.
* Possibly controversial, shortened some bran names to better fit the UI.
* Fixed some inconsistencies in naming
* Matched brand localisation change
* Two name style edits
* Fixed Smite bottle name
* Minor, punctuation
* Blank line to end of file
* Upgraded descriptive names to title case
* Banana Mama
* reverts change, moved to another PR to avoid conflict.
* Removed caffeine reference.
* Minor, corrected some more inconsistencies
* Removed Bottle of Nothing from random spawner.
* Renamed "Irish Car Bomb" drink to "Irish Slammer", due to concerns over insensitivity.
* Fixing some missed references
* Added prototype id changes to migration.yml. Removed any reference to the troubles (and corrected ale to stout for flavour text).
* Corrected description back to "Irish Cream"
* Removed non-entities from migration.yml
* Corrected all ghost role names to title case.
* Removes full stop from Hamlet's title.
* Updated ghost role names not in the main ghost roles .ftl
* Two capitals corrections
* Initial commit
* AIs get a warning when trying to answer long distance calls
* Better handling of ending telephone calls
* Fixed issue with duplicated holopad window when an AI answers a summons
* Changed how ranges are handled, added the bluespace holopad
* Bug fixes
* More bug fixes
* More bug fixes
* Update Resources/Prototypes/Entities/Structures/Machines/holopad.yml
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Update Resources/Prototypes/Entities/Structures/Machines/holopad.yml
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Added loc versions of holopads to Amber, and made some adjustments given Acorn's feedback
* fixed the name of the gameroom
* Fixed it in the map file
* Use class instead of out variables
* Show battery level in power monitoring console
* Better color contrast for battery level + localized string
* Add visualization to battery percentage
* Reverts random ChatSystem.cs whitespace change
* Address review
* Show BatteryLevel stats in child view when selecting devices
---------
Co-authored-by: Crotalus <crotalus@users.noreply.github.com>
* Add a festive lemon-lime soda variant: cranberry!
* Gave lemon-lime a brand name
* Make the CrateFoodSoftdrinksLarge slightly larger to accomodate the extra drinks.
* Extend the Christmas anomaly with extra jolliness
* Minor spelling mistake. Jollyness will not be denied.
* Removed redundant delay from meta file
* Initial resources commit
* Initial code commit
* Added additional resources
* Continuing to build holopad and telephone systems
* Added hologram shader
* Added hologram system and entity
* Holo calls now have a hologram of the user appear on them
* Initial implementation of holopads transmitting nearby chatter
* Added support for linking across multiple telephones/holopads/entities
* Fixed a bunch of bugs
* Tried simplifying holopad entity dependence, added support for mid-call user switching
* Replaced PVS expansion with manually networked sprite states
* Adjusted volume of ring tone
* Added machine board
* Minor features and tweaks
* Resolving merge conflict
* Recommit audio attributions
* Telephone chat adjustments
* Added support for AI interactions with holopads
* Building the holopad UI
* Holopad UI finished
* Further UI tweaks
* Station AI can hear local chatter when being projected from a holopad
* Minor bug fixes
* Added wire panels to holopads
* Basic broadcasting
* Start of emergency broadcasting code
* Fixing issues with broadcasting
* More work on emergency broadcasting
* Updated holopad visuals
* Added cooldown text to emergency broadcast and control lock out screen
* Code clean up
* Fixed issue with timing
* Broadcasting now requires command access
* Fixed some bugs
* Added multiple holopad prototypes with different ranges
* The AI no longer requires power to interact with holopads
* Fixed some additional issues
* Addressing more issues
* Added emote support for holograms
* Changed the broadcast lockout durations to their proper values
* Added AI vision wire to holopads
* Bug fixes
* AI vision and interaction wires can be added to the same wire panel
* Fixed error
* More bug fixes
* Fixed test fail
* Embellished the emergency call lock out window
* Holopads play borg sounds when speaking
* Borg and AI names are listed as the caller ID on the holopad
* Borg chassis can now be seen on holopad holograms
* Holopad returns to a machine frame when badly damaged
* Clarified some text
* Fix merge conflict
* Fixed merge conflict
* Fixing merge conflict
* Fixing merge conflict
* Fixing merge conflict
* Offset menu on open
* AI can alt click on holopads to activate the projector
* Bug fixes for intellicard interactions
* Fixed speech issue with intellicards
* The UI automatically opens for the AI when it alt-clicks on the holopad
* Simplified shader math
* Telephones will auto hang up 60 seconds after the last person on a call stops speaking
* Added better support for AI requests when multiple AI cores are on the station
* The call controls pop up for the AI when they accept a summons from a holopad
* Compatibility mode fix for the hologram shader
* Further shader fixes for compatibility mode
* File clean up
* More cleaning up
* Removed access requirements from quantum holopads so they can used by nukies
* The title of the holopad window now reflects the name of the device
* Linked telephones will lose their connection if both move out of range of each other
* Updated to latest master version
* Added gas pipe analyzer
* Completed prototype
* Playing with UI display
* Refinement of the main UI
* Renamed gas pipe analyzer to gas pipe sensor
* Added focus network highlighting and map icons for gas pipe sensors
* Added construction graph for gas pipe sensor
* Improved efficiency of atmos pipe and focus pipe network data storage
* Added gas pipe sensor variants
* Fixed gas pipe sensor nav map icon not highlighting on focus
* Rendered pipe lines now get merged together
* Set up appearance handling for the gas pipe sensor, but setting the layers is bugged
* Gas pipe sensor lights turn off when the device is unpowered
* Renamed console
* The gas pipe sensor is now a pipe. Redistributed components between it and its assembly
* AtmosMonitors can now optionally monitor their internal pipe network instead of the surrounding atmosphere
* Massive code clean up
* Added delta states to handle pipe net updates, fixed entity deletion handling
* Nav map blip data has been replaced with prototypes
* Nav map blip fixes
* Nav map colors are now set by the console component
* Made the nav map more responsive to changes in focus
* Updated nav map icons
* Reverted unnecessary namespace changes
* Code tidy up
* Updated sprites and construction graph for gas pipe sensor
* Updated localization files
* Misc bug fixes
* Added missing comment
* Fixed issue with the circuit board for the monitor
* Embellished the background of the console network entries
* Updated console to account for PR #32273
* Removed gas pipe sensor
* Fixing merge conflict
* Update
* Addressing reviews part 1
* Addressing review part 2
* Addressing reviews part 3
* Removed unnecessary references
* Side panel values will be grayed out if there is no gas present in the pipe network
* Declaring colors at the start of some files
* Added a colored stripe to the side of the atmos network entries
* Fixed an issue with pipe sensor blip coloration
* Fixed delay that occurs when toggling gas sensors on/off
* Initial commit
* hoili moili
* now to add sherlock and doctor who
* funny stick
* Oops it was meant to be called metaphysical
* Attribution
* Even BETTER attribution