* Новый геймплей кузнеца и алхимика (#1084)
* anvilvat
Vat is now anvil
* deleted layers
* я даун
* тесты скажите что не так
* fuck documentation
* finally ok
* Alloys
* test not give up
* fix tests mk2 and anvil rename
* anvilgril
* FUCK TABS
* cattle
* meow
* the чистка
* armor
* fuck
* Update tags.yml
* ДА КАК ЭТО Я ВООБЩЕ БЛЯТЬ МОГ СДЕЛАТЬ НАХУЙ
* garde
* yes
* сохранить забыл
* голова потекла
* упс
* b
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Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com>
* Viator's april fools (#1091)
* uno reverse
* comos!
* desery special
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Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com>
* [April Fools] Mob Pumpkin King!!! (#1092)
* MobPumpkinKing
* generation
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Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com>
* asdsasdd (#1110)
* wait what???
* some fixes
* Поправка локализации на завтра (#1108)
* локаль
* упс
* Create TOPSECRET.xml
* Update entry.yml
* Update TOPSECRET.xml
* ч
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Co-authored-by: Deserty0 <86846189+Deserty0@users.noreply.github.com>
Co-authored-by: Viator-MV <egor44148@gmail.com>
Co-authored-by: Nim <128169402+Nimfar11@users.noreply.github.com>
* Add smuggler stashes
* Prevent anchor/collision test fail
* Enabled = false
* Oops, missed one
* NYAH!1984
* Split/Rebalance loot pools and fix test fail
* Errg, still with the canCollide thing
* Removed notes, additional balance tweaking, removed some blank lines
* Replace generator IDs
* Adjust briefcase fill
* Node moved
* Use noSpawn
* Goldschlonger
* Adjusts fills for grid-inv
* Replace removed items
* Replace removed items part 2
* Add empty satchel to clothesmate contraband inventory
* Merge master and switch spawning to roundstart event
* Cleaned up and converted to entity spawn tables + Added funny clown satchel
* Adds comp to prevent stacking bags
* Inital cleanup
* More changes
* ff
* Some fixes but yaml needs to be organized and a few bugs remain
* Final fixes
* Cleanup
* good
* One more
* minor tweaks
* Rename
* Combine dupe fields
* address review
* review
* make linter happy
* names, contraband status
* uplink
* small bugfix
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Co-authored-by: Jeff <velcroboy333@hotmail.com>
Co-authored-by: beck-thompson <beck314159@hotmail.com>
Co-authored-by: Milon <milonpl.git@proton.me>
Co-authored-by: ScarKy0 <scarky0@onet.eu>
* refactor(src): Minor refactor of Draw in "AdminNameOverlay. And new info about playtime player
* fix(src): Add configure classic admin owerlay
* fix
* antag status indication rework
* the cvars are free, you can just take them
* update playerlist on cvar change
* more overlay options
* tweak(src): Use _antagLabelClassic and tweak style
* tweak(src): Add config display overlay for startingJob and playTime
* tweak(src): Vector2 is replaced by var
* tweak(src): return to the end of the list
* add new option checkboxes
* passing ConfigurationManager through constructor, some format changes
* made sorting values more futureproof
* comments
* labels
* no point commenting this out when the overlay stack PR will uncomment it again anyway
* sorting prototype
* localize symbols because why not
* symmetry
* Revert "localize symbols because why not"
This reverts commit 922d4030300285a45777d62fcfd9c74b25fe7a60.
* layout and formatting stuff
* fix errant space
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Co-authored-by: Schrödinger <132720404+Schrodinger71@users.noreply.github.com>
* Add test for disconnecting the client while a projectile is embedded
* Add check for non-terminating grid or map
* Add test that an embeddable detaches when the target is deleted.
* Remove Explicit tag from TestDisconnectWhileEmbedded
* hover examine verbs (not aligned to the left yet)
* handle click hovers and align them to the left
* revert contrabandsystem changes (this is for another PR)
* add support for markup tags
* Fix broken layer hiding on clothes with multiple equipment slots
* Refactor ToggleVisualLayers, HideLayerClothingComponent, and ClothingComponent to allow more
precise layer hide behavior and more CPU efficient layer toggling.
* Adjust HumanoidAppearaceSystem to track which slots are hiding a given layer (e.g. gas mask and welding mask)
Add documentation
Change gas masks to use the new HideLayerClothingComponent structure as an example of its usage
* Fix the delayed snout bug
* Misc cleanup
* Make `bool permanent` implicit from SlotFlags
any non-permanent visibility toggle with `SlotFlags.None` isn't supported with how its set up. And similarly, the slot flags argument does nothing if permanent = true. So IMO it makes more sense to infer it from a nullable arg.
* Split into separate system
Too much pasta
* Remove (hopefully unnecessary) refresh
* Fisk mask networking
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
* Keep old behaviour, use clearer names?
I'm just guessing at what this was meant to do
* english
* Separate slot name & flag
* dirty = true
* fix comment
* Improved SetLayerVisibility with dirtying logic suggested by @ElectroJr
* Only set mask toggled if DisableOnFold is true
* FoldableClothingSystem fixes
* fix bandana state
* Better comment
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Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
* SharpeningUpdate
* BreadSlicingFix
Before that, bread slices could be cut endlessly into new bread slices.
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Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com>