* Initial commit
* Fixing merge conflict
* Merge conflict fixed
* Anchorable entities can now be marked as 'unanchorable'
* Revert "Anchorable entities can now be marked as 'unanchorable'"
This reverts commit 6a502e62a703cf06bd36ed3bdefe655fc074cfc5
This functionality will be made into a separate PR
* Error sprite
* Update AI core appearance with sustained damage, spawn scrap on destroyed
* Added intellicard sprite
* AI damage overlays
* Added fixtures
* AI core accent changes when damaged or low on power
* Bug fix and pop up messages for inserting AIs into inoperable cores
* Updated 'dead' sprite
* Destroying the AI core reduces the number of AI job slots available
* AI battery duration set to 10 minutes
* Initial commit
* Allow MMIs used in the construction of AI cores to take them over
* Initial resources commit
* Initial code commit
* Sprite update
* Bug fixes and updates
* Basic console UI
* Code refactor
* Added lock screen
* Added all outstanding UI features
* Added purge sprites
* Better appearance handling
* Fixed issue with purge sprite
* Finalized UI design
* Major components finalized
* Bit of clean up
* Removed some code that was used for testing
* Tweaked some text
* Removed extra space
* Added the circuitboard to the RD's locker
* Addressed reviewer comments plus tweaks
* Addressed reviewer comments plus tweaks
* Removed instances of granular damage
* Various improvements
* Removed testing code
* Fixed issue with disabled buttons
* Finalized code
* Addressed review comments
* Added a spare Station AI core electronics to the research director's locker
* Fixing build failure
* Addressed review comments
* Addressed review comments
* Added reverse path for construction graph
* Removed unneeded reference
* Parts can be purchased through cargo
* Fixing merge conflict
* Merge conflict resolved
* Fixing merge conflict
* Code update
* Code updates
* Increased AI core health and gave it a sell price to fix test fail
* Added screen static sprite
* Added better support for ghosted AI players plus code tweaks
* Various improvements and clean up
* Increased purge duration to 60 seconds
* Fixed needless complication
* Addressed reviewer comments part 1
* Addressed reviewer comments part 2
* Further fixes
* Trying lower battery values to see if it fixes the test fail
* Adjusted power values again
* Addressed review comments
* Addressed review comments
* Fixed test fail
* Fixed bug with endless rebooting. Using rejuvenation on an AI core revives the AI inside.
* Added pop up text
* Bug fix
* Tweaks and fixes
* Fixed restoration console not updating when the AI finishes rebooting
* Update SharedStationAiSystem.Held.cs
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Co-authored-by: ScarKy0 <scarky0@onet.eu>
* Added Waterjug, a low-mid pop map with a tropical theme and custom evac shuttle
* Fixed postmapinittest issues (Hopefully)
* Actually fixed the afformentioned issue.
* Added Warden Spawnpoint which I forgot
* Named APCs, Substations, & Cameras, added some more decals
* Decorated some more, notably the bar.
* Minor adjustments, added cans, slightly reworked salv and maints bar
* Fixed some small issues, notably weird closed doors, added a few small things (shutters mostly)
* Added 2 new astrotiles, dark grass and desert sand.
* Removed map. Fixing issue. Please hold.
* Forgot to remove a comma, please god forgive me maptainers. I blame Rider IDE for it's autoaddition of all changes made even on seperate branches.
* Added localization for stacks.
* Actually fixed the loc. issue. Maybe. Please.
* Hopefully fixed the last localization issue.
* Added Light Astro-tiles, and edited the names of the inhand png's for the dark grass astrotiles to be more internally consistant
* Fixed some issues caused by another PR I made, added more maints stuff
* Made some small decorative and practical changes
* Fixed, changed, and added a ton of stuff. I don't think I can list it all, honestly.
* Removed shields to try to fix an issue with the test
* Hopefully fixed issues relating to a failed test.
* Replaced grass/flora decals with randomized ones, readded shields to armory
* Fixed some YML issues, whitelisted files for flora decal spawners
* Added a bridge-beach, added some misc. items and objects.
* Small changes to buttons, fixed wires and flooring
* Fixed AME-Holopad issue.
* Added a Custom Waterjug Parallax, made it so the parallaxes actually work, and made some minor adjustments to the map
* Fixed an accidental adjustment to CoreStation's parallax prototype YML
* Changed some Salvage and Cargo stuff
* Fixed some merge issues, updated Adriatic with a locker and added some little details to Waterjug
* Fixed some stuff, added docking arm near evac
* meta json fix tiles
* fixed again
* fixed once more
* Removed all the waterjug stuff.
* fix spacing
* fix unnecessary formatting
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Co-authored-by: SharkSnake98 <sharksnake87@gmail.com>
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Add More Holy Books
* Revert "Add More Holy Books"
This reverts commit 665eb0de10fe0784d634f9eaf672e60f18a62995.
* Fix eyes
* Add the undergarments and ftl designations.
* Missed something.
* second edited line didnt save for some reason
* Im tired dont judge me
* Fix eyes
* Reverting stuff
* fix markings
* Its joever
* Update meta.json
* small tweak
---------
Co-authored-by: ScarKy0 <scarky0@onet.eu>
* Rat and armor
Added rat mob and rat armor.
Slightly changed interaction popup system to allow for both picking up
and hugging interaction. This adds an "Interact" item to context menu of
interactable (huggable) objects.
Trying to make it in a way that allows for more pets to be added later.
* Rat ghost role
Rat:
- added ghost role with descriptions and rules
- added hand
Rat armor:
- added crafting recipe
* Ghost role, armor and adjustments
Added:
- Ghost role spawner for rat
Changed:
- AI-controlled rat will now retaliate if attacked
- Rat is now a bit slower
- Playable humanoid races can no longer wear rat armor
Removed:
- Rat's hand because it leads to unwanted interactions
- Rat will no longer stabilize the demiplane, so it will collapse if rat
is the only player-controlled entity left. This is done because without
a hand rat cannot leave the demiplane on it's own
* Armor cost, Rat hunger, Rat ghostrole
Tweaks and Fix
Added:
- Rat's hunger level is now visible when examining it
Changed:
- Rat gets hungry slower than before. When starving it takes less damage and slows
down by less amount
- Rat ghostrole prototype moved to it's own directory
Fixed:
- Rat armor physical composition now makes sense and costs exactly like
it's ingredients
* fixing the rat armor composition... again
* Armor and HP tweaks
Changed:
- Lowered protection values given by rat armor to lower the price
- Increased crafting price for rat armor from 2 iron ingots to 6. A lot
of wasted material for such delicate work I suppose.
- Increased rat's HP by 10 to counter armor changes
* Removed interaction
Reverted InteractionPopupSystem and deleted interaction texts for rat
* Updated licenses and authorships of sprites
* fixed license and removed interaction from rat prototype
* Fixed armor looking wrong in rat's dead state
* Removed unnecessary images from rat.rsi
* Removed IronSmelting skill requirment since currently smith is removed
* Rat's size changed from Tiny to Normal to reflect how bigass this rat really is
---------
Co-authored-by: Nim <128169402+Nimfar11@users.noreply.github.com>
* delete all modular content
* clean up
* Update guard.yml
* spear first pass
* Add imperial two-handed sword and update spear
Introduces the imperial two-handed sword with new sprites, prototype, and animations. Refines spear configuration: adjusts damage, animation, and offsets, and updates its sprites and prototype to use a new resource path. Improves melee weapon animation logic for both thrust and slash attacks.
* neck displacement
* Update neck.png
* Update migration.yml
* dagger
* Add sword prototype and refactor melee weapon swing logic
Introduces a new sword entity and associated textures. Refactors melee weapon swing logic by renaming SwingLeft to CPSwingLeft and updating related code. Adjusts animation offsets and rotation values for daggers, spears, and two-handed swords. Moves and updates dagger texture assets to a new directory structure.
* hatchet
* sickle
* Add skimitar sword entity and sprites
Introduced a new 'skimitar' sword entity with description and associated sprite assets, including icon, in-hand, and equipped states. Also updated the imperial sword's name and description for clarity.
* Add rapier weapon and adjust melee weapon balance
Introduced the imperial rapier weapon with associated prototype and textures. Increased the default single-target melee damage modifier to 1.3 and removed per-weapon clickDamageModifier overrides from dagger, spear, sword, and two-handed sword. Also increased sword base damage to 10 for better balance.
* Add iron tool/weapon variants and update wall thresholds
Introduces iron variants for pickaxe, shovel, dagger, rapier, spear, sword, and two-handed sword, including new sprites and YAML prototypes. Adjusts wall and ore vein damage thresholds for destruction and sound triggers. Updates migration.yml to map modular iron weapons to new iron variants and spawns stone blocks on stonebrick wall breakage. Also refactors dagger textures to use an 'iron' directory.
* Refactor ice dagger and adjust blacksmith skills
Replaced CP14IceDagger with CP14WeaponDaggerIce, updating its parent, stats, and components for consistency. Adjusted base dagger damage types. Blacksmith job and related melting skills are now commented out or disabled, reflecting a change in skill progression and job setup.
* Update ice_dagger.yml
* Deprecate sword mastery skills and update melee swing logic
Commented out SwordMastery, RapierMastery, and SkimitarMastery skills and removed their assignment from guard and artisan job prototypes. Renamed CPSwingLeft to SwingLeft in melee weapon code for clarity and updated related logic.
* Remove requiredSkills from anvil and furnace recipes
Eliminated the 'requiredSkills' field from all recipes in Anvil/misc.yml and furnace.yml. This simplifies recipe definitions and removes skill prerequisites for crafting these items.
* Update guard_commander.yml
* Comment out freeLearnedSkills for T1 and T2 skeletons
Disabled the freeLearnedSkills entries, including SwordMastery and SkimitarMastery, in both T1 and T2 DemiplaneAntag skeleton YAML prototypes. This change may be for balancing or testing purposes.
* Update migration.yml
* Update migration.yml
* guidebook
* r
* spear passive + hammer passive
* tool hammer + skimitar refactor
* balance tweak
* kick nerf
* TOWER DEFENCE UPDATE
* default shield refactor
* buckler (only sprites)
* Update migration.yml
* buckler parry
* some fixes
* Update T2.yml
* Update T2.yml
* Update instruments.yml
* Update migration.yml
* M O P
* war axe
* Update migration.yml
* Keen Eye skill
* arrows + bow + loadouts
* Update tools.yml
* trading
* fix
* Update misc.yml
* Update migration.yml
* Added docked and spiked tails, added talisman for vox
* Tail Talisman ftl
* adjusts talisman to be its own tail to avoid having to deal with other tails at all
* vox tail stuff
* Added amputated tail (courtesy of flareguy) and split tail
* adds TODO regarding marking conditionals
* rsi run check pls stop screaming at me
* Shelving the talisman for later, keeping the sprites around
* Add RSI credits
* Remove unnecessary files
* renamed amputated to vestigial
* Reptilian helmets and tail sprites for hard/softsuits (and a few others)!
* Removed the new fins from helmets.
* don't know how the caustic resistances got doubled? oops
* Update pirate helm sprites for lizards
* fixin errors
* ugh
* softsuit updates
* okay maybe this works now
* Corgi fixes. Boy it sure would be nice to not have to do this again.
* please work
* Helmets removed, will be done in another PR.
* missed a few.
* evil punctuation killed
* scream
* Re-parented clothingvisuals.
* Suits modified with tails
* oops chaplain tail was misnamed
* a
* one more time
* Update Resources/Prototypes/Entities/Clothing/OuterClothing/suits.yml
* Update Resources/Prototypes/Entities/Clothing/OuterClothing/suits.yml
* Update Resources/Prototypes/Entities/Clothing/OuterClothing/suits.yml
* Update Resources/Prototypes/Entities/Clothing/OuterClothing/suits.yml
* Update Resources/Prototypes/Entities/Clothing/OuterClothing/bio.yml
* Update Resources/Prototypes/Entities/Clothing/OuterClothing/base_clothingouter.yml
* Update Resources/Prototypes/Entities/Clothing/OuterClothing/base_clothingouter.yml
* oops chaplain lost their suit
* Small fix
* roll back unrelated fix
---------
Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com>