The Duality of Skull Cracking!!!
Fixes a IC standpoint of what the sectech should be threatening to beat, go crack syndicate skulls not non-existent communist skulls silly
* Added stonk pockets
* Give me a little credit
* Update Resources/Textures/Objects/Consumable/Food/Baked/donkpocket.rsi/meta.json
* Update Resources/Textures/Objects/Consumable/Food/Baked/donkpocket.rsi/meta.json
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Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Adds Visitor role and ShowInIdCardConsole property
* Add visitor to Agent ID card
* Fixes yaml test
* Fixes based on feedback
* Fixes based on feedback
* Change emagged laws to append modifiers instead of completely changing them.
* Maybe fix everything not working
* bugfix
* Fix missing secrecy law and allow basic borgs to be emagged correctly
* Localization
* Actual localization
* test
* Test
* Remove dummy debug value
* Fix bad law ordering
* Tweak the secrecy law
* Minor law tweaks
* Remove obsolete argument
* Fix YAML
* Remove wheelchairs
Vehicle code is dogwater and wheelchairs just keeps exposing edgecases. If someone wants it brought it back they can do vehicle refactor.
* Also this one
* Remove vehicles
* goodbye vehicles
* Remove this check
* sasd
* Cronch
* Add sprites back
* jani
* move spider charge target from role
* shorter field names
* remove ninja role comment
* remove unused systems in SpaceNinjaSystem
* GenericAntagObjectivesAddedEvent
* check if warp point is on same map
* remove unnecessary import
* add missing loc when spider charge has no target
* a
* remove spider charge target requirement comp
* inline SpiderChargeTitle
* allow planting charge without objective
* remove map check
* fix role check when planting
* obj.Target
* Fix merge
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Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Revert "Make flare gun explode, damage and stun the player when used with the wrong ammo (#22349)"
This reverts commit e301378114.
# Conflicts:
# Content.Shared/Weapons/Ranged/Components/GunComponent.cs
# Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/shotgun.yml
# Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/shotgun.yml
* Fix revert conflicts
* Update Content.Shared/Weapons/Ranged/Components/GunComponent.cs
* PACMAN generators show network load/supply.
This gives more feedback to players that their PACMAN is properly connected and what the network status is (i.e. you don't have enough generators).
* Buff JRPACMAN to 8 kW.
Shifted all power values up by +3 kW.
They're frequently too weak to power even single rooms so they deserve a buff.
* Change unit format helpers number format.
Always displays one digit of precision. This avoids jumping around when a value is changing live.
* Implemented electricity speech verb masking
* Handle speech verb override elsewhere in the system, even though we're not using it
* Fix that protoId business
* No nullable component fields
* Use ProtoId, and try going back to a nullable.
Specifiy DataFields on VoiceMaskComponent.
* Minor tweaks to department descriptions
* Tweaks to job-descriptions
Especially doctors, they still talk about cloning lol. Also removed Brigmedic entirely
* Add back brigmed to see if its the reason for the error
* ShuEd's edit
Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com>
* Rainbeon edits (thanks)
* .
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Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com>
* localize beacons
* No not like that
* Tesla beacons were already depreciated, time to give the reaper their due
* Entity name fallback
* The real treasure was the far easier solution we missed along the way
* weh
* Shared mapinit
* fix RT version
* a single line break