* parrots have ears. add poly
* high tech parrot functionality
* adjust times
* add accent to radio message
* don't spam everything all at once probably
* learn about the existence of prob(float)
* actually use Prob(float) correctly
* newline
* add pet spawner for poly
* move chance to talk on radio to component
* missing comment
* minor edits and doc additions
* the reviewerrrrrrr
* parrot can't learn when crit or dead
* increase default memory
* rename poly to polly
* crude way to ignore whispers. chatcode please
* This is Polly. It is set to broadcast over the engineering frequency
* add missing initialize
* add displacement map for parrot ears
* review comments - Errant
* minor things
* large rework
* fix attempting to talk when entity has no channels
* use list of active radios again to track channels
* fix bad return, some comments
* fix long learn cooldown
* minor adjustments
* use FromMinutes
* the voices told me to make these changes
* remove default reassignment
* Review changes
* remove polly's accent
* decouple radio stuff from parrotsystem
* minor stuff
* split vocalization and parroting
* minor review work
* re-add missing check
* add admin verb for clearing parrot messages
* minor action icon update
* oops
* increase icon number text size
* Admin erase parrot messages associated with players
* part 1 beck review
* add whitelist and blacklist for parrots
* Downgrade missing component error to warning
* Add comment
* add some missing comments
* Remove active radio entity tracking, use all inventory slots
* Minor changes
* small review stuff
* review radio stuff
* swap ears displacement to invisible death displacement
* remove syncsprite
* vscode why do yo have to hurt my feelings
* review changes
* use checkboth
* Allow non-preference living things to be added to a devourer's stomach
* Fix ordering of devour logic
* Minor refactor for whitelist on storage and food preference
* Fix linter issue
* Coerce workflow to run again; also fix bad indenting error
* Code review changes
* Adding contraband to some items missing it
- This includes updating contraband to follow more consistently where items are expected to be used
- Fixing the spacing in arrays to be more consistent with other files
* Updating PPD to be Eng contra
* Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl
* Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl"
This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15.
* locale key fix
* Changed top surgery scar names to be more generalized
* Adjusted face scars
* Formatting fixes
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Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>
- Removes inaccurate 'armor piercing 14.5mm shells' reference
- Replaces it with a more funny description, matching the style of the other snipers and guns
- Keeps ammunition type '.60 anti-materiel ammo' specification
- Fixes issue #38590
Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br>
* initial system (this math is probably WRONG)
* General code cleanup and OnExamined support
(holy moly this code sucks)
* UICode and related events foundation
TODO:
- Actually write the XAML UI and the underlying system
- Un-shitcode the entire thing
- Actually test everything...
* Working UI code
TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't.
* Remove one TODO for unshitcoding the examine code
* Add reminder
yea
* Make predicted (defenitely isn't)
(also defenitely isn't a copypaste from pressure pump code)
* It's predicted!
TODO:
- Give it snazzy predicted visuals!
- Have a different field for pressure entry, lest it gets bulldozed every UI update.
* Improve gas pressure relief valve UI
TODO: Reminder to reduce amount of dirties using deltafields
* Implement DirtyField prediction
* Entity<T> cleanup
A lot of Entity<T> conversions and lukewarm cleanup.
Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell.
* More cleanup and comments
* Remove TODO comment on bulldozing window title
* """refactoring"""
- Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance.
- More Entity<T> conversions because I like them.
- Move UI creation handling over entirely to the ActivatableUI system.
- Fix a hardcoded locale string (why????).
* Add visuals
* Revert debugging variable replacememt
yea
* Revert skissue
* Remove unused using directives and remove TODO
* Localize, cleanup, document
* Fix adminlogging discrepancy
* Add ability to construct, add guidebook entry
* Clear up comment
* Add guidebook tooltip to valve
* Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor
* Adds more input handling and adds autofill on open
* Un-deepfry input validator shitcode
Genuinely what was I smoking
* improve visuals logic
* Refactor again
- Update math to the correct implementation
- Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs
* I'm sorry but I hate warnings
* Remove unused using directive in AtmosphereSystem.Gases.cs
* Review and cleanup
* Lukewarm UI glossup
* Maintainer for the upstream project btw
* Remove redundant state sets and messy logic
* Unduplicate valve updater code
* Redo UI (im sorry Slarti)
* run tests
* Test refactored UI messaging
* Second round of UI improvements
- God please find a way to improve this system. Feels bad.
* Update loop implementation
* Further predict UI
* Clear up SetToCurrentThreshold
* cleanup
* Update to master + pipe layers and bug fixes
want to run tests
* fixes
* Deploy rename pipebomb
* Documentation and requested changes
* Rename the method that wiggled away
* Undo rounding changes
* Fix comment
* Rename and cleanup
* Apply suggestions from code review
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Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* added HoP beret
* added beret to loadout
* added craft to machine
* added beret to hop ddresser
* Updated the authorship
* Change on request
* added 4-spaced
* Hot fix of dresser
* Add CloningEvent and an action entity prototype
* Remove redundant action prototype from Yaml
* Add a field that might be changed
* CR
* CR - guard statement and Dirty
* checkpoint
* pt 2
* pt... i forgot
* pt 4
* patch
* More test fixes
* optimization!!!
* the REAL hand system
* fix RetractableItemActionSystem.cs oversight
* the review
* test
* remove test usage of body prototype
* Update Content.IntegrationTests/Tests/Interaction/InteractionTest.cs
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* hellcode
* hellcode 2
* Minor cleanup
* test
* Chasing the last of the bugs
* changes
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Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* spectra
* documentation
* added into liquid anomaly
* Update TemporaryStealthComponent.cs
* Update TemporaryStealthComponent.cs
* integrated
* new system
* mark old status effect system as obsolete
* ForcedSleeping new status effect
* work with reagents
* networking???
* Revert "integrated"
This reverts commit bca02b82bae18ae131af593d7eb86e6de2745157.
* Revert "Update TemporaryStealthComponent.cs"
This reverts commit 4a5be8c4b704a0d1ff9544b2e245d8b2701ec580.
* Revert "Update TemporaryStealthComponent.cs"
This reverts commit a4875bcb41347638854bd723d96a51c3e6d38034.
* Revert "added into liquid anomaly"
This reverts commit df5086b14bb35f1467158a36807c0f2163a16d99.
* Revert "documentation"
This reverts commit 3629b9466758cbdfa4dd5e67ece122fa2f181138.
* Revert "spectra"
This reverts commit 2d03d88c16d16ad6831c19a7921b84600daeb284.
* drowsiness status effect remove
* reagents work
* polish, remove test changes
* first Fildrance review part
* Update misc.yml
* more fildrance review
* final part
* fix trailing spaces
* sleeping status effect
* drowsiness status effect
* Create ModifyStatusEffect.cs
* some tweak
* Yay!!! Manual networking
* minor nitpick
* oopsie
* refactor: xml-docs, notnullwhen attributes, whitespaces
* fildrance and emo review
* refactor: simplify check in SharedStatusEffectsSystem by using pattern matching, TryEffectsWithComp now returns set of Entity<T, StatusEffectComponent>
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Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>