* Localize first names
* Localize last names
* Correct prototype ids to follow naming conventions
* Combine first.yml and last.yml into base.yml
* Forgot about = in last
* Implements a Dynamic Lighting System on maps.
* Edit: the night should be a little bit brighter and blue now.
* Major edit: everything must be done on the client side now, with certain datafield replicated.
Changes were outlined in the salvage to accommodate the new lighting system.
* Edit: The offset is now serverside, this makes the time accurate in all situations.
* Removing ununsed import
* Minor tweaks
* Tweak in time precision
* Minor tweak + Unused import removed
* Edit: apparently RealTime is better for what I'm looking for
* Fix: Now the time is calculated correctly.
* Minor tweaks
* Adds condition for when the light should be updated
* Add planet lighting
* she
* close-ish
* c
* bittersweat
* Fixes
* Revert "Merge branch '22719' into 2024-09-29-planet-lighting"
This reverts commit 9f2785bb16aee47d794aa3eed8ae15004f97fc35, reversing
changes made to 19649c07a5fb625423e08fc18d91c9cb101daa86.
* Europa and day-night
* weh
* rooves working
* Clean
* Remove Europa
* Fixes
* fix
* Update
* Fix caves
* Update for engine
* Add sun shadows (planet lighting v2)
For now mostly targeting walls and having the shadows change over time. Got the basic proof-of-concept working just needs a hell of a lot of polish.
* Documentation
* a
* Fixes
* Move blur to an overlay
* Slughands
* Fixes
* Apply RoofOverlay per-grid not per-map
* Fix light render scales
* sangas
* Juice it a bit
* Better angle
* Fixes
* Add color support
* Rounding bandaid
* Wehs
* Better
* Remember I forgot to do this when writing docs
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Co-authored-by: DoutorWhite <thedoctorwhite@gmail.com>
* Added variable PercentageDrain to SinguloFoodComponent
* Set percentageDrain to 0.03 (3%) for anti particles
* Added percentageDrain logic in public OnConsumed
* Simplify SinguloFoodComponent and set percentageDrain to negative
* EnergyFactor now applies to positive values too
* Better commenting on EnergyFactor
* Update Content.Server/Singularity/Components/SinguloFoodComponent.cs
* Documentation of EnergyFactor
* Fixing spelling mistake
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Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
Sprites and file changes
Adds the variants for arachnid and moth glasses, adds the code for those in the meta.json files, and adds the speciesID tag in both arachnid and moth prototype files.
* cloning refactor
* cleanup and fixes
* don't pick from 0
* give dwarves the correct species
* fix dna and bloodstream reagent data cloning
* don't copy helmets
* be less redundant
* DetGadget Hat
* uh... half-assed item description
* Reduce hat range to one tile, you have to stand on someone to steal their hat items
* Fix Integration Errors
* Only the wearer can access voice commands
* init work - handscomp is unable to be pulled
* second bit of progress
* basic working implementation
* nuke storageslots and add adminlogging
* disallow trolling nukies or hiding objective items
* remove unnecessary tags additions
* finish nuking unused tags
* death to yamllinter
* int tests be damned
* milon is a furry
* address review
* upd desc
* address reviews part 2
* address more reviews
* remove unused refs
* fix order of dependencies
* add ShowVerb to SharedStorageSystem.cs
This will allow or disallow showing the "Open Storage" verb if defined on the component.
* orks is a nerd
* add proper locale, fix adminlogging
* orks is a nerd 2
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Co-authored-by: Coenx-flex <coengmurray@gmail.com>
* staff of animation fixes and system
* requested changes
* size back to normal
* Update AnimateSpellSystem.cs
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Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
* Initial commit
* Clean-up
* Fix ftl, new damage
* ftl fix for real
* Updates based on feedback
* Child implant fix
* Make the UI only open when implanter is in draw mode
* Review fixes
* shunting
* add EntityName at the bottom of LogProbe
* pass User into CartridgeMessageEvent
* add button to print logprobe logs
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Co-authored-by: deltanedas <@deltanedas:kde.org>
* t-rays show above catwalk
* a
* RevealSubfloorComponent
* revealSubfloorOnScan, add it to catwalk
* TrayScanReveal sys and comp
* Rr
* handle anchoring
* use tile indices for vector2i
* fix IsUnderRevealingEntity reset on pvs pop in reanchor
* fix exception on TrayScanRevealComponent remove
* fix IsUnderRevealingEntity not updating on pvs enter
* update to ent
* make subfloor retain respect for their relative draw depth
* fix carpets not revealing subfloor on plating
* chapel carpet
* ??
* draw depth gap for subfloor entities.
* revert alpha change
* remove abs from draw depth difference
* move TrayScanReveal to client
* delete old refactor
* let's show them above puddles too
* Remove superfluous component classes
---------
Co-authored-by: SlamBamActionman <slambamactionman@gmail.com>