* Separated "thank you" messages from general ads
* Moved MessagePackPrototype to shared, cleaned up AdvertiseComponent, and actually killed AdvertisementsPackPrototype.
+More suggests changes.
* Rename PackPrototypeID to Pack in both components.
* add Name field to SpeechVerbPrototype
* extra locale for voice mask ui
* SpeechVerb ui and handling
* raaaaaaaaa
* reeeeeeeeal
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* fix sort
* did you hear john syndicate died of ligma
* Update Content.Client/VoiceMask/VoiceMaskNameChangeWindow.xaml
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Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* 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* Fix outdated YAML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.
As far as I know, the Box of Hugs only spawns on the clown and is used in the construction of a honkbot such that if the clown decided earlier to craft a honkbot or if the low price of some 3000 spesos is insufficient this bounty is impossible. Similarly, Donk Pockets are not a renewable resource and it has happened that a station has eaten too many for the bounty to be completed only to get it in rotation and esssentially lose a bounty slot forever. I would like it if each bounty was at least theoretically possible on any station it's likely to occur in, and there are too many where there aren't enough of these obtainable to complete the bounty, which is no fun.
* 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.
* Wearable Instrument Base + Changed harmonica base
Created the BaseWornInstrument base and updated the Harmonica to use it, being equipable in the neck slot.
* Update instruments_wind.yml
* compositions are cool and awesome
Adds versions of the holoprojectors (janitoral, fan, and field) that start without a battery and changes the lathe recipe to use these instead. This is consistant with flashlights, which when made do not start with a cell.
Also it's a bit silly to have cargo printing a bunch of these to sell.
* Adds variations to immovable rod
* slash oopsie
* Changed prototypes from being hardcoded to being defined in the rules component
* Changed from 10% chance to 5%
* Changes based on feedback
* Fix nullable error
* Moved randomized logic to .yaml. Probabilities of alternate rods add up to 5%.
* Check for CRLF in actions workflow
Make emisse weep
* Copy paste bottom text
* I would like to thank StackOverflow for this spite PR.
* Mention file name in message because the workflow tab doesn't display it.
* dos2unix everything
* make landmine work on stepping off
* update methods naming
* made both step modes possible
* updated stepoff event raise to not interfere with game physics internals
* added comments
* figuring out how audiosystem works
* added beep sound effect, updated how stepoff trigger works to make it more consistent
* updated source in attributions.yml
* made stepoff working every time
* introduced suggested changes
* updated janitor's WetSignMine to have audio
* made cleaner events and bashing my head at OnEndCollide event raise
* inverted conditional where applicable
* review
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Co-authored-by: Yurii Kis <yurii.kis@smartteksas.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* haunted dungeon
* Initial work
Still needs prefab gen work to make it interesting.
* ime a worm
* weh
* Work
* Slight tweaks
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Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Split mice from rats and made rats eye glow
+ added red eyes to regal rats (Both king and buff) + normal rats
- removed mouse-3 sprites from mice and moved it into a dedicated rat rsi
+fixed admin smite wording (you turn players into mice, not rats)
* minor formatting fix
* removed version numbers float.
* Typo fix + removed unneeded layer name