Commit Graph

179 Commits

Author SHA1 Message Date
Ed
7328f3449c Merge remote-tracking branch 'upstream/master' into ed-16-02-2025-planet-light-upstream
# Conflicts:
#	Content.IntegrationTests/Tests/EntityTest.cs
#	Content.IntegrationTests/Tests/PostMapInitTest.cs
#	Content.Server/Medical/HealthAnalyzerSystem.cs
#	Content.Server/Procedural/DungeonSystem.Rooms.cs
#	Content.Server/Procedural/RoomFillComponent.cs
#	Content.Server/Procedural/RoomFillSystem.cs
#	Content.Shared/Inventory/InventorySystem.Relay.cs
#	Content.Shared/Projectiles/SharedProjectileSystem.cs
#	Content.Shared/Storage/EntitySystems/SharedStorageSystem.cs
#	Resources/Prototypes/Maps/Pools/default.yml
#	Resources/migration.yml
2025-02-16 11:58:47 +03:00
ActiveMammmoth
9fad86342f Wizard Staff of Animation (#34649) 2025-02-12 23:46:02 -05:00
Ed
a0a827ea5a Upstream sync (#846)
* Additional Ionstorm Law Updates (#34197)

* Added a couple entires, removed the references to IRL countries, and fixed a grammar mistake on "Telecomunications Equipment"

* Fixed another awkward grammar situation

* Commented out a bunch of law elements I felt weren't good for discussion, added some new ones to help fill in the missing areas

* Reverted pylons, and added more entries to help fill out the lists more

* reverted all deletions

* implemented feedback, also realized the IonStormActions section was rather short, so I added a bunch there

* realized I didn't remove the extra resources line, also added more things, and fixed one grammatical error

* Removed Portugal again, added more Musts since that list was the new shortest one.

* Automatic changelog update

* Add option to disable bwoink sound. (#33782)

* Add option to disable bwoink sound.

* Now it's working only with active admin status.

* No bwoink, only "notification sound"

* Moar changes

* Another one

* Automatic changelog update

* Pride Scarves  (#34448)

* More scarfs (#216)

* Sprites + Colored Scarf Implimentation

Doesn't include into quickthreads or other clothing vendors

* File Paths are important

* Metas, items exist, winterdrobe

I'm iffy on them being in the winterdrobe but the other option is quickthreads so idk

* File Path Fix

* Typo fix

* Resolved merge conflict

* Moved scarves around

* Moved scarf textures out of the _CD directory

* Removed final CD folder

* Removed extra scarfs

* Removed extra scarfs, again

* Replaced ClothingNeckBase with ClothingScarfBase

---------

Co-authored-by: PursuitInAshes <91865152+PursuitInAshes@users.noreply.github.com>
Co-authored-by: TakoDragon <69509841+BackeTako@users.noreply.github.com>

* Automatic changelog update

* Replace the djstation intercoms with freelance intercoms (#34478)

* Add Freelance intercom prototype, and replace the djstation ruin with them instead of three master keys

* removed a new line

* Update nix flake for .NET 9 (#34480)

* Automatic changelog update

* Holopad networking rework (#34112)

* Initial commit

* Finalizing main changes

* Addressed reviews

* Fixed a few issues

* Switched to using global overrides

* Removed unnecessary references

* Make GasMixture enumerable

I noticed that enumerating gases is frequently done in an annoying way with Enum.GetValues. So I made it better. Now GasMixture is IEnumerable<(Gas gas, float moles)> and it just works.

* Improve canister admin logs.

1. Now clearly says "opened"/"closed" when changing the release valve.
2. Clearly says whether the valve was opened while a canister was inserted or not.
3. When a tank is ejected, logs if the valve is open and the ejection started spilling into the environment.

Fixes #34488

* Optimize & clean up RadiationSystem (#34459)

* Optimize & clean up RadiationSystem

* comments

* Update Content.Server/Radiation/Systems/RadiationSystem.GridCast.cs

Co-authored-by: Thomas <87614336+Aeshus@users.noreply.github.com>

---------

Co-authored-by: Thomas <87614336+Aeshus@users.noreply.github.com>

* Update engine to v240.0.1 (#34497)

* Various Locale Typo Fixes (and spaces) (#34483)

Random spelling error and FTL linting (+PowersinkSystem because there was an misspelt locale for that)

* Space lizard plushie can now be worn on your head (#33809)

* space weh can now be work on top of head

* space weh can now be worn on top of head

* trim out unnecessary comps

* Automatic changelog update

* Adds bullet collision to wall mounted cameras (#34500)

* Automatic changelog update

* Change MaskComponent to accommodate sprites namings (#33451)

Co-authored-by: Winkarst <74284083+Winkarst-cpu@users.noreply.github.co>

* Automatic changelog update

* Add a 10u vial of plasma to the chemical locker (#33871)

Add 10u plasma to the chemistry locker so the chemists stop stealing tables.

* Automatic changelog update

* Rarer Highcaps (#34469)

* Removed highcap from seclite

* Changed cyborg starting battery to highcap, reduced seclite wattage to make it last as long as it used to.

* Gave cyborgs back their medcap

* Rounded seclite wattage down to 0.5

* Automatic changelog update

* New dry fire sound (#34447)

* new empty.ogg

* source to tg commit

* Automatic changelog update

* CentComm Map Updates (#34475)

* Bandage fix denied animations playing on devices without them

* CentComm blast door prototype

* CentComm button

* CentComm window shutters

* CC Updates

* Save as grid

* Remove an extra detective figurine

I like them better in the interrogation room

* Remove paramed locker, let pumps shut off

* Fix wrong HOP locker prototype

* Automatic changelog update

* Cog power setup fix (#34188)

* many changes

* contentingregrationtests

* serialized invalid removed

* blank

* "Changes and fixes as suggested"

* blank

* blank

* added desk bells

* engi rework rework rework

* added gate to content integration

* tweaks

* aaa

* bbb

* added holopads

* ccc

* Update default.yml

* hotfix

* aaa

* bbb

* many many tweaks and fixes

* aaa

* decals and maints

* aaa

* bbb

* ccc

* cog power setup was bad

* made it artsy

---------

Co-authored-by: Emisse <99158783+Emisse@users.noreply.github.com>

* Add Airlocks with Bar and Kitchen access (#33821)

* Add kitchen access to Bar-Cafeteria airlocks on Cog

* Fix merge conflict

* Remove mapping changes

* Add Glass and Maints versions

* Fixed minor spelling mistake in Noir Trenchcoat description. (#34519)

Update coats.yml

* Update Credits (#34507)

Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com>

* Make storage implant drop items on gibbing (#33493)

* Make storage implant drop items on gib/removal

* Better way

* Fix error

* Forgotten trash

* Cleanup

* Unused var

* Update Content.Server/Implants/ImplantedSystem.cs

Co-authored-by: 0x6273 <0x40@keemail.me>

---------

Co-authored-by: Winkarst <74284083+Winkarst-cpu@users.noreply.github.co>
Co-authored-by: 0x6273 <0x40@keemail.me>

* Automatic changelog update

* Fix `emergency_elkridge` being saved as a map (#34496)

Save `emergency_elkridge` as a grid

* Update engine to v240.1.0 (#34524)

* Fixes some mobs not being able to honk/weh (#33777)

* fixes some mobs not being able to honk/weh

* addresss review

* Automatic changelog update

* Welding gas mask toggleable with action (#32691)

welding mask removable

* Automatic changelog update

* Update engine to v240.1.1 (#34527)

* Automatic changelog update

* Plasma Dirt Fix (#34534)

did the dirt thing

* Plasma station population tweak (#34549)

* Plasma Station initial commit

* Map fixes 1

Expanded science's SMES array
Added advanced SMES
Redone stamped documents with custom stamps
Expanded atmospherics with more storage tanks
Added status displays
Add missing beacons to solars
Replaced the passive gates in science with valves
Removed protolathe in engineering
Added guitar to CE office
Replaced throngler plushie with weh cloak
Add a lattice tile outside the atmos burn chamber and storange tanks
Added atmos network monitor in bridge

* Add cargo and emergency shuttle

* Updated maps

* Add plasma to map testing list

* Map fixes 2

Reworked pipenets to not go under walls
Redid salvage and disposals
Reworked the bar to include a new bar extension facing the pool
Replaced arrivals cryo with an arcade
Replaced the toilets in the service plaza with cryo
Removed the cryo in dorms
Added more details to hallways
Redid tools room to include a front desk for the janitor closet
Reconnected sci to power roundstart
Removed some unideal spawns
Expanded the TEG airlock to be 2x3 instead of 1x3
Reduced the size of the SMES bank from 10 to 6
Disabled the plasma miners (downstreams or admins can re-enable them)
Replaced illegal maint items

* Fixes a 6 pack destroying the universe

Ok maybe cracking a cold one with the boys wasn't a great idea.

* Map fixes 3

* Quick research assistant fix

* Map fixes 4

* Map fixes 5

* webedit go brrrt

* Map fixes 6

* Map fixes 7

* Map fixes 8

* Fixes non-existent object

It's amazing this game runs at all

* Map fixes 9

* update pools

* Map fixes 10

* forgot to clear my multitool

I love mapping I love mapping I love mapping I love mapping I love mapping

* Tweaked player counts

* Update population caps

Removed population cap of 60 players to make plasma into a highpop map - it's that easy!

---------

Co-authored-by: jbox1 <40789662+jbox144@users.noreply.github.com>
Co-authored-by: Emisse <99158783+Emisse@users.noreply.github.com>

* Automatic changelog update

* Job contraband rework (#33385)

* contraband system rework to allow restriction by job, not just department

* Fixing detective trenchcoat inheritance

* removing unnecessary using declarations

* trying to fix testing error by re-adding diagnostics using declaration

* removing unecessary dependency, making allowedJobs nullable

* Adding all of slarti's requested changes except for the hacky job icon method fix

* removing accidental whitespace

* choosing to use the non-localized version because we're comparing the string against the AllowedJobs field, and the contraband classes that fill that field are written in english

* removing unneeded using dec, fixing nesting logic problem

* didn't remove the old nesting, doing that now

* using localized job title and localizing the allowed jobs string, removing usages of JobTitle field. Also networked the _jobTitle field instead.

* rewrite some stuff

* fixes

* fix energy pen

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Automatic changelog update

* Electrified doors/windoors now spark, new tips to deal with doors without access or when electrified (#34502)

* new tips to open doors (throwing PDA/ID, dragging body)

* electrified door sprite for players

* tooltip to reset AI electrified doors

* windoor electrified sprite

* highsec electrified visual

* increase tip dataset to 138

* corrected square bracket convention in this commit

* removed door corpse tip from prior commit

* Automatic changelog update

* Blueprint double emergency tank (#34232)

* blueprint

* NitrogenTank

* description

* Automatic changelog update

* Add system to kick people if they connect to multiple servers at once. (#34563)

* Automatic changelog update

* bagel update (#34572)

* bagel update

* Decal fault tolerance

* Also fix writes

* fix mv cable, decal issues, yar

* fix a floor tile and some other shit

---------

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>

* remove tropico from devmap (#34585)

* Update wizden config to disallow multiple connections to multiple wizden servers (#34584)

* Give the chef access to cloth boxes (#34403)

* Give the chef access to fiber bags

* Update Resources/Prototypes/Entities/Objects/Consumable/Food/Containers/box.yml

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Automatic changelog update

* lecter visual update (#34589)

* Automatic changelog update

* Box Station - Update (#34605)

* Various changes

* Implemented a bunch of changes Emisse wanted, finished up all my atmos changes I wanted to make as well

* Added reporter to prototype, and fixed dirt

* Resolved outstanding issues

* Fixed a floating camera

* pluralize the job name in the contra description (#34559)

* pluralize the job name in the contra description

* pluralization specific to contraband descriptions

* Automatic changelog update

* Feature/make radial menu great again (#32653)

* it works! kinda

* so it works now

* minor cleanup

* central button now is useful too

* more cleanup

* minor cleanup

* more cleanup

* refactor: migrated code from toolbox (as it was rejected as too specific)

* feat: moved border drawing for radial menu into RadialMenuTextureButton. Radial menu position setting into was moved to OverrideArrange to not being called on every frame

* refactor: major reworks!

* renamed DrawBagleSector to DrawAnnulusSector

* Remove strange indexing

* Regularize math

* refactor: re-orienting segment elements to be Y-mirrored

* refactor: extracted radial menu radius multiplier property, changed color pallet for radial menu button

* refactor: removed icon backgrounds on textures used in current radial menu buttons with sectors, RadialContainer Radius renamed and now actually changed control radius.

* refactor: in RadialMenuTextureButtonWithSector all sector colors are converted to and from sRGB in property getter-setters

* refactor: renamed srgb to include Srgb suffix so devs gonna see that its srgb clearly

* fix: enabled any functional keys pressed when pushing radial menu buttons

* fix: radial menu sector now scales with UIScale

* fix: accept only one event when clicking on radial menu ContextualButton

* fix: now radial menu buttons accepts only click/alt-click, now clicks outside menu closes menu always

---------

Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es>

* Automatic changelog update

* Return Drozd full-auto and semi-auto firing modes (#34604)

return drozd full auto and firerate, arrange available modes in alphabetical order

* Automatic changelog update

* added missing allowed department to the restricted severity (#34558)

* added missing allow job to the base restricted severity

* no need to make a list

* no more linq in ContrabandTest

* less nesting in ContrabandTest

* Automatic changelog update

* C4 Helmet (#34076)

* worn bomb

* Update meta.json

* Update meta.json

* Automatic changelog update

* Make radioactive material radioactive (#34436)

* Make radioactive material radioactive

* Increase the slopes of item uranium

No free power for engineering

* Glowing uranium

* Revert "Increase the slopes of item uranium"

This reverts commit 2acbda26

* Nerf Wall Rocks

* Automatic changelog update

* Small fixes for Meta station (#34613)

* Fixed a few minor things, removed salvage's shuttle parts (sorry), added more equipment to armory.

* Added back salvage shuttle equipment, now in a crate

* Fix

* replace all instances of "department-{id}" with department.name (#34607)

replace all instances of "department-{id}" with department.name"

* Renaming sexy mime and clown mask (#34258)

* Renamed sexy clown and mime mask and removed lusty xenomorph poster.

* removing odd file changes. not sure why these were edited at all.

* gaaaahhh

* removed some of the old templates

* Renaming sexy mime and clown instances.

* removed unwanted gitignore edit

* Renaming sexy clown and sexy mime mask and
Removing lusty exomorph poster.

* Remove lusty xenomorph poster.

* reverted changes to maps files, actually. Other contrib is learning, appologies for excessive commits

* requested changes

* lusty migration removal

* dirty hanging whitespace

* correct date format comment

---------

Co-authored-by: NathanielJ14 <nathanielalbert1202@gmail.com>

* Automatic changelog update

* Moved Cyborg Recharging Circuit Board from Lathe to Circuit Imprinter (#34612)

Moved Cyborg Recharging Cirbuit Board from Lathe to Circuit Imprinter

* Automatic changelog update

* Replace starter borg brain with Positronic (#34614)

THE FLESH IS WEAK

* Automatic changelog update

* Elkridge Depot fixes and changes (#34539)

* fixed grav gen room, gave atmos room to branch off, replaced AME controller crate with AME controller

* added rust to maints, expanded atmos, expanded bar, expanded cap bedroom, fixed some tiles under doors, removed some gamer loot

* removed interrogator lamp and some more gamer loot

* fixed some more tiles under doors, replaced intercomall with intercomcommand in bridge and vault

* added clothing drobes to arrivals, added bin to HoP, more stuff i forgot

* i forgot to move the file from /bin to /resources...

* delete radstorm locale (#34630)

* display the current version in the changelog window (#34556)

* just works first try

* introduce more magic numbers into the codebase

* idiot doesnt know the difference between AND/OR

* Update Credits (#34644)

Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com>

* New solar sprites, new solar panel upgrades, and some solar panel fixes. (#29224)

* New solar sprites, new solar panel upgrades, and some solar panel fixes.

This adds and changes a few things for solar panels!

* New sprites for all solar panels and all related states.
* Move from xform.WorldRotation to _xformSystem.SetWorldRotation within
  the solar code.
* Few random fixes that Rider suggested as warnings.
* Solar Tracker Electronics was using what looks like to be the airlock
  controller electronics, so that's now updated to something a bit more
  realistic. It also uses the engineering circuit sprite instead of the
  generic
* New Solar Panels! Adds Plasma and Uranium Glass solar panels. These
  can be constructed by adding the respective glass to the panel. Plasma
  is a slight increase of power and health, and uranium is double the
  power and health of glass. Thus giving engineers something to update
  if they want to use solar panels and possibly giving small outposts
  a way to make a bit more power without a large and complex power
  setup.

* Add in solar sprites that were not in the meta file.

* Updated sprites based on feedback.

* Fix the rotation of the solar panel sprites.

* Automatic changelog update

* Added Unused HoS's Flask to HoS locker (#34658)

added hos flask to locker spawn

* Automatic changelog update

* Fland Fix (#34670)

Update fland.yml

* Reroute Meta station power, engineering cosmetic changes, minor fixes  (#34669)

* reroute meta power plus cosmetic fixes

* fix a lot of other things

* make changes from conflict

* Amber Station Changes (#34656)

* various changes

* Increased player limit

* slight modification

* Followed proper yaml formatting, increased lawyers

* Box Station Changes (#34655)

* Various changes

* Implemented a bunch of changes Emisse wanted, finished up all my atmos changes I wanted to make as well

* Added reporter to prototype, and fixed dirt

* Resolved outstanding issues

* Fixed a floating camera

* Added cameras to TEG, and some minor changes

* Fix mv cable crate typo (#34673)

fix mv cable crate typo

* Plasma station patch 1 (#34602)

* Plasma Station initial commit

* Map fixes 1

Expanded science's SMES array
Added advanced SMES
Redone stamped documents with custom stamps
Expanded atmospherics with more storage tanks
Added status displays
Add missing beacons to solars
Replaced the passive gates in science with valves
Removed protolathe in engineering
Added guitar to CE office
Replaced throngler plushie with weh cloak
Add a lattice tile outside the atmos burn chamber and storange tanks
Added atmos network monitor in bridge

* Add cargo and emergency shuttle

* Updated maps

* Add plasma to map testing list

* Map fixes 2

Reworked pipenets to not go under walls
Redid salvage and disposals
Reworked the bar to include a new bar extension facing the pool
Replaced arrivals cryo with an arcade
Replaced the toilets in the service plaza with cryo
Removed the cryo in dorms
Added more details to hallways
Redid tools room to include a front desk for the janitor closet
Reconnected sci to power roundstart
Removed some unideal spawns
Expanded the TEG airlock to be 2x3 instead of 1x3
Reduced the size of the SMES bank from 10 to 6
Disabled the plasma miners (downstreams or admins can re-enable them)
Replaced illegal maint items

* Fixes a 6 pack destroying the universe

Ok maybe cracking a cold one with the boys wasn't a great idea.

* Map fixes 3

* Quick research assistant fix

* Map fixes 4

* Map fixes 5

* webedit go brrrt

* Map fixes 6

* Map fixes 7

* Map fixes 8

* Fixes non-existent object

It's amazing this game runs at all

* Map fixes 9

* update pools

* Map fixes 10

* forgot to clear my multitool

I love mapping I love mapping I love mapping I love mapping I love mapping

* Tweaked player counts

* Update population caps

Removed population cap of 60 players to make plasma into a highpop map - it's that easy!

* Map fixes 11

* Map fixes 12

* Map fixes 13

* Map fixes 14

Now it's personal

* Map fixes 15

---------

Co-authored-by: jbox1 <40789662+jbox144@users.noreply.github.com>
Co-authored-by: Emisse <99158783+Emisse@users.noreply.github.com>

* Automatic changelog update

* add a chem dispenser to the nukie planet (#34674)

* add a chem dispenser to the nukie planet

* begone test fail

* Adds better description to pneumatic valve and build menu description (#32655)

* adds description to pneumatic valve and build menu description

* Change one atmosphere to kPa

* Automatic changelog update

* fixrotations - Modified Targetted Entities (#34638)

* Fix match box (#34632)

FixMatchBox

Now you can't put anything but matches in a box of matches.

Co-authored-by: Helm4142 <Helm4142@users.noreply.github.com>

* Automatic changelog update

* Hi-viz vest now actually hi-viz (#34087)

* 27-12-2024-light-hi-viz

* 28-12-2024-meta-fix

* Storage UI V2 (#33045)

* Automatic changelog update

* Added Pain Numbness Trait (#34538)

* added pain-numbness component and system

* added numb as a trait that pulls the pain numbness component

* removed new event as mob threshold event as already being fired

* checked for MobThresholdsComponent first before running VerifyThresholds

* refacted force say to using LocalizedDatasetPrototype and added numb messages

* added severity check alert

* added comment for BeforeForceSayEvent

* removed space formatting

* changed Cancelled to CancelUpdate, fixed spacing and added two more damage-force-say-numb

* changed prefix damage-force-say-numb to 5 (whoops)

* Automatic changelog update

* Update submodule to 241.0.0 (#34678)

* Add puddle drawdepth (#32369)

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Automatic changelog update

* Revert "Fix match box" (#34681)

Revert "Fix match box (#34632)"

This reverts commit 88456a4a8c.

* update .editorconfig (#34677)

* Make crew monitor update blips at consistent rates (#32555)

* Added the ability for pAIs and station maps to be stored in engineering belts (#33048)

Co-authored-by: august-sun <45527070+august.sun@users.noreply.github.com>

* Automatic changelog update

* Engineering guidebook megaupdate v2 (#33062)

Significantly updates the Engineering guidebook (more explicitly the Atmos section) to have a lot more relevant and useful information.

Right now engineering has been getting update after update with no real change to the relevant guidebook entry. This has lead to a lot of out of date information and bad practices being prevalent in the guidebook, something that pains me to read.

* Automatic changelog update

* Omega: fix cryo pipe (#34663)

fixed the freezer pipe in cryo room

* Add more escape pods on Packed (#34628)

* add escape pods north and south of station

* move south escape pod a bit to the east

* Storage sidebar fix (#34680)

* Add conditional camera offset based on cursor - Hristov Rework, Part 1 (#31626)

* Automatic changelog update

* Amber Station Stuff (#34686)

* Removed salv upper docking airlock, gave south west solars some uranium glass.

* Routed HV wire through maints more, gave disposal blast doors a lever, added beacons and signs to escape pods

* Fake mindshield componentry and Implanter (#34079)

* Fake Mindshield (With some bad sprites)

- Add FakeMindshield System and Component

- Add FakeMindsheildImplantSystem and Component

- modify ShowMindShieldIconsSystem to check for FakeMindshields

- add all supporting yaml for the Implants, action and uplink

- add loc file stuff

- add unfinished sprites

* Cleanup, add to thief toolbox, remove metagame

- Move Implant sameness check to AFTER the implant DoAfter
to prevent instant identification of Deception Implants

- cleanup the systems and components

- add the fake mindshield to the Thief toolbox

* part 1 of fixing the folder problem

* Make the fakemindshield sprite folder lowercase

* CR - Move ImplantCheck into shared, cleanup

- Moved ImplantCheck and eventsubscription into Shared

- Remove Client/Server extensions of FakeMindshieldImplantSystem and
FakeMindShieldSystem and make shared Sealed

- make OnToggleMindshield Private, use the event!

* CR - Cleanup extra lines, fix some Prototype

- cleaned up extra liens in ImplanterSystem and
SharedFakeMindshieldSystem from when i was developing

- Uplink catalog no longer lists the implant in 2 spots,
only implants now, also uses the On state action icon

- added a comment about why it's reraising the action event
rather than directly interacting with the FakeMindshield Component

* Fake Mindshield CR:

- Added a comment about IsEnabled

- moved OnFakeMindShieldToggle to Entity<> from Uid, Comp

- fixed some formatting in uplink_catalog

* CR - Add a bit more comment

* Automatic changelog update

* reworking the chunked telecomms salv ruin (#34529)

* aaa

* bbb

* ccc

* ddd

* switched to grid

* pain

---------

Co-authored-by: TytosB <duanlaintytos@yahoo.com>

* loop update (#34688)

loop loot gone

* bagel update (#34690)

* bagel update

* fixe

* move tesla gen

* Fix airsensors not having a nitrogen threshold (#34689)

* Buff frezon to acceptable values, pending a frezon rework (#34049)

buff frezon

* Automatic changelog update

* Stun baton precise attack thrust animation (#34693)

use weaponarcthrust instead of wide swing on single attack

* Automatic changelog update

* Add disposal units to marathon chapelroid (#34709)

add disposal units to marathon chapelroid

* Oasis: add some emergency O2/N2 lockers (#34715)

Added O2, N2, and Fire lockers to Oasis station as per discussions in the issue thread

Co-authored-by: Orange-Winds <sebastian.pelka@hotmail.com>

* Removes radioactive suppermatter from Plasma Station (#34726)

Removes radioactive suppermatter

Literally 1984 can't have shit on SS14 e.t.c. e.t.c.

Co-authored-by: jbox1 <40789662+jbox144@users.noreply.github.com>

* New salvage ruin: the ruined prison ship (#34651)

* aaa

* little tweaks

* changed to grid and added to protos

* ccc

* we dont talk about it

* ddd

---------

Co-authored-by: TytosB <dunalintytos@yahoo.com>

* Buff savlage vault-medium-1's loot (#34732)

* aaa

* little tweaks

* changed to grid and added to protos

* ccc

* we dont talk about it

* ddd

* aaa

---------

Co-authored-by: TytosB <dunalintytos@yahoo.com>

* drozd visual update (#34574)

* drozd visual update

* fix wielded sprotes

* update sprotes

* Automatic changelog update

* Nuke Timer MinimumTime (#34734)

* Implemented the thing

* Made requested changes

* Automatic changelog update

* Fix thrust animation rotation (#34713)

* Fix thrust animation rotation

* directly update sprite instead

* Automatic changelog update

* Fix vulture spawning additional salvage debris (#34593)

fix vulture spawning additional salvage debris

* Nukie briefing fix (#34737)

payloadpayloadpayloadpayloadpayloadpayload

* Sentient medibot now can inject (#32110)

medibot player injection

Co-authored-by: YourUsername <you@example.com>

* Criminal Records Computer Better UX + Filtering (#32352)

* First pass at new Criminal Records Computer

need buttons to highlight.

* Filter status tabs/buttons now activate correctly via UpdateState

* Removed unneeded Directives

* Fix typo + undo VSCode changes

* Implement Emo Feedback

Loc NA and use inject deps
Cannot use inject deps on sprite system.

* try to undo vscode launch.json change

* Added requests + Filter dropdown list + jobs

Fixed maintainer fix requests,
Added Job to announcement channel output
Removed toggle buttons in-place of a dropdown list

* Fixed missed merge conflict

+ fixed an bug with filterstatus not showing on re-open ui

* Update criminal-records.ftl

Fixed lint error. whoops.

* Update Content.Server/CriminalRecords/Systems/CriminalRecordsConsoleSystem.cs

typo

Co-authored-by: chromiumboy <50505512+chromiumboy@users.noreply.github.com>

* impliment chromiumboy feedback

hopefully this will do it....

---------

Co-authored-by: chromiumboy <50505512+chromiumboy@users.noreply.github.com>

* Added some more borg names (#32502)

added a handful of new names

* Automatic changelog update

* Update ScalingViewport for Engine PR (#28786)

* Update submodule to 242.0.0 (#34739)

* fix stop bleeding popup (#34729)

* fix stop bleeding popup

* add identity

* Fix RoleTimeRequirement localization (#34735)

* fix job restriction localization

* Update Content.Shared/Roles/JobRequirement/RoleTimeRequirement.cs

* Update Content.Shared/Roles/JobRequirement/RoleTimeRequirement.cs

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* reworking chem and adding psychology to loop (#34749)

* aaa

* little tweaks

* changed to grid and added to protos

* ccc

* we dont talk about it

* ddd

* aaa

* psychology real

---------

Co-authored-by: TytosB <dunalintytos@yahoo.com>

* Fix shuttle console angular velocity (#34748)

* Syndicate and CentComm Radio Implanters (#33533)

* Add Syndicate Radio Implant

* Fix description grammar

* remove unused var

* Update - Small fixes

* Un mess with imports

* Remove unused tag

* Correction

* Clear lists instead of remove

* Update 0 check

* Add Centcomm implant

* Correct centcom channel

* Correct params

* No more crying

* Update Content.Shared/Implants/Components/RadioImplantComponent.cs

* Update Content.Server/Implants/RadioImplantSystem.cs

* Update Content.Server/Implants/RadioImplantSystem.cs

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Automatic changelog update

* New Highpop map: Convex recreational complex (#33346)

* start ig

* command work +AI

* finished bridge, added signs to departments

* engi partly done

* finish engi + atmos except for cams

* added med yippie

* carGODO

* nerd department finished

* se(x)c finish

* courtroom + service power

* man im tweaking out

* service propa done

* hallways

* added cams everywhere and named all the doors :pain:

* arrivals maints + exterior catwalk

* more maints

* voxob

* draft done

* holopadpilled + gaspipesensor based

* added convex name everywhere it needed to be

* nvm i guess we dont do oxford comma

* redid ALL THE HGOLOPADS FAAAAAAAAAAAAAAAAAAAAA

* Fix conflicts?

* ok let me try something

* this works right?

* atmos updated + jani lights

* uniform hallway tiles +roundstart TEG

* fixed some hidden atmos stuff

* Update map_attributions.txt

* :finnadie: no map review ...

* the fog is coming

* maints theater redone

* light dirt and the murder of most trims

* 💔

* decal based and tileoverlay pilled

* updated arrivals/library

* bungus

* yvgh

* 6 hours later...

* finished for real?

* Automatic changelog update

* Update cigarette.yml (#34756)

simple change to one of Dan's Smokes that fixes a typo.

* Seperate EMAG into EMAG and Authentication Disruptor (#34337)

* Automatic changelog update

* Astro Asteroid Sand (#34463)

* Added astro asteroid sand

* fixed the stack name

* adjusted tile sprites for asteroid and ice

* Adjusted meta.json

* Realized the other tile sprites all have solid lines on their perimeters

* Update Resources/Prototypes/Stacks/floor_tile_stacks.yml

that works

Co-authored-by: Thomas <87614336+Aeshus@users.noreply.github.com>

* Update tiles.yml

* Update Resources/Locale/en-US/tiles/tiles.ftl

Co-authored-by: Thomas <87614336+Aeshus@users.noreply.github.com>

* adjusted the snow sprite

* Update meta.json

---------

Co-authored-by: Thomas <87614336+Aeshus@users.noreply.github.com>

* Automatic changelog update

* The Goliath Hardsuit (#34721)

* Entities for hardsuit and helmet, graph and crafting recipe; modifies goliath hide drop rate

* Added hardsuit sprites, corrected some crafting YAML

* fixed crafting recipe, adjusted resource requirements

* Added durathread material req

---------

Co-authored-by: august-sun <45527070+august.sun@users.noreply.github.com>

* Automatic changelog update

* make RefreshOverlay default to the player session (#32354)

* Loop station minor tweaks (#34758)

* small fixes

* eee

* Juice that makes you go boom (#34730)

* Juice that makes you go boom

* moved explosive juice to fun yml - fixed ExplosionReactionEffect.cs not having TileBreakScale parameter - made Drazil plushie major contraband (they are evil!!!!!)

* removed JASON!!!! JASOOON!!! JASON!!!

* don't do commits at 1am

* Update fun.yml

fix ident

* no more bullying the server (only 1 explosion)

* Automatic changelog update

* Adjust inventory size of ginormous scrap (#33454)

Adjusts the size of ginormous scrap to fit in bags of holding

* Automatic changelog update

* After getting banned, you now have to re-read the rules! (#33270)

* first commit

* opps

* Reset cooldown instead

* Added ccvar

* Not replicated!

* More robust Particle Accelerator menu (retry) (#34037)

Particle Acceleratir fixed

Co-authored-by: VideoKompany <135313844+VlaDOS1408@users.noreply.github.com>

* Serializable emag flags (#34766)

* serializable idk

* guh

* Fix Double Muzzle Flash (#33981)

* Pass user to effects to properly fix double muzzle flash.

* Use gun when user is null.

* Update MuzzleFlashEvent.cs

* Update MuzzleFlashEvent.cs

* Update GunSystem.cs

* Update SharedGunSystem.cs

* Update MuzzleFlashEvent.cs

* Update SharedGunSystem.cs

* Update SharedGunSystem.cs

* Update Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.cs

Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>

---------

Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>

* Automatic changelog update

* fix BankClientComponent never updating (#33123)

* fix

* oh right

* Add history tab to bounty console (#33932)

* Add struct for holding historical data on cargo bounties

* Add localisation strings for bounty history

* Add new XAML entry for display bounty history

* Expand cargo bounty menu to include tabs

* Ensure station databases hold historical bounty data

* Add to the bounty history when removing one from active

* Feed bounty history into cargo's bounty system

* Move tab title setting to constructor

* Remove redundant access specifications

* Remove un-needed override

* Fixup BountyHistoryEntry backing code

* Fix formatting in CargoBountyMenu

* Reformat BountyHistoryData

* Rework TryRemoveBounty to use new Entity type

* Add Enum for showing bounty results

* Rework look and feel of History tab

* Add visible text when no bounties have been completed yet

* Remove control

* Swap default to null

* Reverse ordering of bounties so last entry comes first

* Remove redundant Visible

* Move enum docs into the enum

* Automatic changelog update

* Minor shotgun changes and comments for future changes (#33512)

* kammerer ammo, firerate and comment

* bulldog description

* enforcer description and comment

* DB and sawn-off firerate parity, sawn-off comment

* description changes

* reduce kammerer firerate again

* Automatic changelog update

* Fixed: Ore now correctly drops the right amount of ore (#34557)

Fixed bug

* Automatic changelog update

* Implement mrp rule changes pursuant to community votes (#34772)

* #34771 Fix door system assuming all door layer states are in single RSIs (#34775)

* #34771 Fix door system assuming all door layer states are in single RSIs

* Delta confirmed monarch of sloggery

* Do a dirty, rotten web edit

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* HOTFIX update staging submodule to 242.0.1 (#34833)

* HOTFIX revert lecter visual update #34589 (#34826)

* Allowed windows to be properly clicked on (#34751)

* Fix hitting through directional windows (and more!) (#34793)

* Revert "Add taped logo back for 10th anniversary" (#34831)

* Hristov & .60 changes - Hristov Rework, Part 2 (#31662)

* Initial commit

* Updated values to reflect new resistances

* Review fixes

* Review fixes

* LINQ BEGONETH

* revert engine

* Revert "Storage sidebar fix (#34680)"

This reverts commit 3e091c4dfa.

* Revert "Storage UI V2 (#33045)"

This reverts commit fd25dac720.

* Revert "Update ScalingViewport for Engine PR (#28786)"

This reverts commit 3ad83378bb.

* Update physical.yml

* Update CP14SharpeningSystem.cs

---------

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2025-02-06 13:57:14 +03:00
Coolsurf6
012c835559 Added Pain Numbness Trait (#34538)
* added pain-numbness component and system

* added numb as a trait that pulls the pain numbness component

* removed new event as mob threshold event as already being fired

* checked for MobThresholdsComponent first before running VerifyThresholds

* refacted force say to using LocalizedDatasetPrototype and added numb messages

* added severity check alert

* added comment for BeforeForceSayEvent

* removed space formatting

* changed Cancelled to CancelUpdate, fixed spacing and added two more damage-force-say-numb

* changed prefix damage-force-say-numb to 5 (whoops)
2025-01-27 11:34:20 +01:00
Ed
9f798b4f6c Sprint loadout action (#698)
* SpellStorage restruct

* Update CP14SpellStorageSystem.cs

* Sprint
2025-01-05 17:46:54 +03:00
Ed
36d02fdf6e Magic spells code expansion (#692)
* split manacost in separate component

* stamina spells

* toggleable actions

* swap activeCasting on ActiveDoAfter

* remove dublication

* Update CP14SharedMagicSystem.ToggleableActions.cs

* EntityWoldTarget

* mana glove done

* fix spell scrolls interrupting

* fix cooldown problem

* clean up, edit stamina system
2025-01-04 21:35:59 +03:00
Ed
4173d96d83 Merge remote-tracking branch 'upstream/staging' into ed-22-12-2024-upstream
# Conflicts:
#	Content.IntegrationTests/Tests/PostMapInitTest.cs
#	Content.IntegrationTests/Tests/ResearchTest.cs
#	Resources/Prototypes/Entities/Objects/Decoration/flora.yml
#	Resources/Prototypes/Entities/Objects/Misc/spaceshroom.yml
#	Resources/Prototypes/Maps/Pools/default.yml
2024-12-22 15:48:30 +03:00
Plykiya
a4d6f09a4f Cluster grenade refactor and contra markings (#31108)
* Cluster grenade refactor

* oopsies on the name

* Solve client-side errors

* reviews addressed

* filling scattering grenades is now predicted

* reviews addressed
2024-12-16 13:08:07 +01:00
Ed
677e5194d6 Merge remote-tracking branch 'upstream/master' into ed-20-11-2024-upstream-sync
# Conflicts:
#	Content.Server/Chemistry/EntitySystems/InjectorSystem.cs
#	Content.Server/Traits/TraitSystem.cs
#	Content.Shared/CCVar/CCVars.cs
#	Content.Shared/Inventory/InventorySystem.Relay.cs
#	Resources/Maps/box.yml
#	Resources/Maps/core.yml
2024-11-23 01:48:24 +03:00
Ed
e79b046c4a Magic redesign (#594)
* water spell textures

* water creation spell

* mana consume, and mana glove

* remove mana transfer ring

* Update migration.yml

* copy Wizden loadout PR

* add sprite component to all spells

* spell dummy loadouts

* delete spell traits

* really give spells from loadouts

* update crates fill and demiplane spawners

* beer creation spell, fix passivedamage

* Update PassiveDamageSystem.cs
2024-11-20 00:23:44 +03:00
Preston Smith
2801ebea8d Optimization! 2024-11-10 00:45:54 -06:00
Preston Smith
03843734e4 Add no damage phrase and logic 2024-10-29 22:25:42 -05:00
Nemanja
e510504596 Hivelord mob (#31322)
* Hivelord

* make it longah
2024-09-11 09:52:27 -04:00
Kirus59
c5f19fd2ed Damaged by contact fix (#31921) 2024-09-07 17:46:24 -06:00
Mervill
3414abb970 Remove unused IoC dependency references. (#31704)
Remove unused IoC dependencies
2024-09-01 23:22:50 +02:00
Dimastra
e345aa3333 fix method OnEntityEnter in DamageContactsSystem (#31494)
fix

Co-authored-by: Dimastra <dimastra@users.noreply.github.com>
2024-08-27 02:30:42 +02:00
SlamBamActionman
9ee43eed2c Add Galoshes slowdown over slippery surfaces (#30967)
* first draft

* Fixed it all, just need to rename stuff

* Rename and add comments

* Clean-up

* Access added
2024-08-23 19:59:51 +10:00
Nemanja
5c21b4e174 Small strange jackboots buff (#30586)
* Small strange jackboots buff

* Update ClothingSlowOnDamageModifierComponent.cs
2024-08-22 10:56:46 -04:00
beck-thompson
ee922e37f6 Replaced some AddMarkups with AddMarkupOrThrow (#30632)
* First commit

* Silly me

* bruh
2024-08-11 13:06:33 +10:00
slarticodefast
e0d30aff4e Add tooltips to the agent ID job icons and improve status icon prototypes (#28575)
* add tooltips to agentid job icons

* forgot to stage this

* make StatusIconPrototype abstract

* minor visual improvements

* cleanup

* use currentculture to sort job names

* review
2024-08-09 16:14:07 +10:00
Plykiya
b266c9b545 Create Generic DamageOnInteract/Attacked Comps/Systems (#30244)
* Everything but the submodule

* stuff I forgot

* heat

* missed lights

* behonky

* LocId

* I guess it was a skill issue?

* predicted audio

* It works with lights now

* Borg equality

* Gorilla gauntlet grants protection from anomaly returned damage when attacking it

* woops, there we go

* NONE

* Use DamageModifierSets, remove Behonker damage

* Reviews dealt with

---------

Co-authored-by: plykiya <plykiya@protonmail.com>
2024-08-09 15:32:41 +10:00
slarticodefast
bb2981400c replace all uses of TryGetContainingContainer with non-obsolete overload (#30583)
* replace all uses of TryGetContainerContainer with non-obsolete overload

* rerun
2024-08-04 15:38:53 +10:00
slarticodefast
577f30fb13 Add haloperidol, potassium iodide (#27454)
* add haloperidol, potassium iodide

* review fixes

* review and tuning

* shader review

* use timespan and AutoPausedField
2024-08-03 03:12:08 +10:00
Plykiya
961a553fa2 Fix stun batons using excess charges when thrown (#30136)
Fix stun batons

Co-authored-by: plykiya <plykiya@protonmail.com>
2024-07-18 10:48:08 +10:00
Cojoke
19a06b6cc0 Fix the ability to shoot out of crates (#28961)
* Fix the ability to shoot out of crates

* Makes it check what inventory the player is in

* use IsEntityOrParentInContainer

* Fix Issues Github had

* gaahhh... Prevents lasers from being shot out of crates

* gaahhh... Prevents lasers from being shot out of crates

* Fix laser?

* hmmm... this is better looking I think?

* Uncook indentation

* Rerun tests?
2024-07-11 15:14:49 +10:00
Cojoke
e784f2cf3c Make projectiles not hit crates unless clicked on (#28072) 2024-06-03 09:04:07 -04:00
Plykiya
d6ba166d3b Replace obsolete EntityWhitelist IsValid usages (#28465)
* Replace obsolete whitelist is valid with whitelist system

* Consistency

* Fix logic

* Bork

* I figured out how to get whitelists on the client lol

* test fail

* woops

* HELP ME FUNCTIONS

* Fix errors

* simplify

---------

Co-authored-by: plykiya <plykiya@protonmail.com>
2024-06-01 23:10:24 -04:00
Leon Friedrich
54337911d3 Only auto-enable internals when necessary (#28248)
* Only auto-enable internals when necessary

* Add toxic gas check

* Rename Any -> AnyPositive
2024-05-31 12:28:11 +10:00
DrSmugleaf
436344c36d Make it possible to hide full health bars below a total damage threshold (#28127)
* Make it possible to hide full health bars below a total damage threshold

* Fix not setting state
2024-05-25 17:07:27 -04:00
Nemanja
8a95cb186c Remove AlertType and AlertCategory (#27933) 2024-05-23 22:43:04 -04:00
KrasnoshchekovPavel
3fcbbc0732 Added localization of groups and types: damage, metabolism (#27368)
* Added localization of groups and types: damage, metabolism (displayed in the guide book). The text for the health analyzer, weapon damage inspection is now taken from damage prototypes

* fix damage tests

* fix damage test yml

* fix damage test prototypes

* Update Content.Shared/Damage/Prototypes/DamageGroupPrototype.cs

* Update Content.Shared/Damage/Prototypes/DamageTypePrototype.cs

---------

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2024-04-28 14:48:19 +10:00
DrSmugleaf
5eae6335e1 Make remaining IPrototypes partial (#27157) 2024-04-20 17:48:38 +10:00
Tayrtahn
4a83c36585 Code cleanup: Dirty(Comp) (#26238)
* Replaced uses of Dirty(Component) with Dirty(Uid, Component)
Modified some systems (notably pulling-related) to use uids.

* Missed a few

* Revert changes to pulling

* No
2024-03-19 23:27:02 -04:00
DoutorWhite
8d40bc36a9 Improves Medical Hud interface and functionality (#26027)
* Improvements to the medical hud interface

* Adds an icon for SSD players

* Indentation fix

* Update sprites, changes direction and adds new status icon.

* Adds decomposing icon

* Code cleaning

* Changes Crit Icon sprite

* Simplifies the decision structure

* Changes copyright line

* Changes Critical Icon sprite

* Makes the Critical Icon border darker

* Changes sprites to /tg/ station

* Updates copyright

* Makes Dead Icon animation slight faster

* Code cleaning

* Remove some unused imports

* Code cleaning and rename icon

* Minor code cleaning
2024-03-19 00:56:12 +11:00
Pieter-Jan Briers
e00f74505c Use new ComponentPauseGenerator (#25183)
Also includes some (non critical) changes to the solution file to re-organize the Roslyn components.
2024-02-26 14:36:19 +11:00
Callmore
5a2c744998 Tiny shove fix. (#25353)
* Remove second shove check.

* Change when popups and sounds are created.
Reduces phantom shoves that feel bad.

* why didn't i think of this i saw it earlier...

* Replaced Is fields with prefix

* remove some dependencies to fix tests???
2024-02-21 15:01:45 +11:00
Pieter-Jan Briers
68ce53ae17 Random spontaneous cleanup PR (#25131)
* Use new Subs.CVar helper

Removes manual config OnValueChanged calls, removes need to remember to manually unsubscribe.

This both reduces boilerplate and fixes many issues where subscriptions weren't removed on entity system shutdown.

* Fix a bunch of warnings

* More warning fixes

* Use new DateTime serializer to get rid of ISerializationHooks in changelog code.

* Get rid of some more ISerializationHooks for enums

* And a little more

* Apply suggestions from code review

Co-authored-by: 0x6273 <0x40@keemail.me>

---------

Co-authored-by: 0x6273 <0x40@keemail.me>
2024-02-13 16:48:39 -05:00
LordCarve
c77eb8691d DamageSpecifier Total => GetTotal (#24160)
* DamageSpecifier [Obsolete] Total => GetTotal()

* Remove obsolete Total member from DamageSpecifier.
2024-01-21 18:59:14 -07:00
Dakamakat
b80f7eed6e Make throwable star damage stamina (#23527)
* feat(star.yml): make throwable star damage stamina

* feat(Components): add new StaminaTresholdDamageOnEmbedComponent

* feat(SharedProjectileSystem): update system with new events to change
stamins treshold on embeed projectile remove / add

* feat(StaminaSystem): update system with new subscriptions

* feat(throwing_stars): update yml with new component

* feat(StaminaDamageOnEmbed): add stamina damage on embeed

* cleanup unused / ajust numbers

* fix(StaminaSystem / OnEmbedComponent ) apply requested changes

* Rest of the review

* another warning

---------

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2024-01-14 20:10:50 +11:00
Arendian
464f24d040 Fix roller skates debug assert (#23876)
Networkedcomponent
2024-01-10 16:38:24 -05:00
themias
9115994abf fix cauterization (#23264)
* fix cauterization

* remove if statement

* revert DamageTest change

* fix
2024-01-01 00:08:25 -08:00
Leon Friedrich
35ba42af9c Add some tests and fix some miscellaneous bugs (#22836)
* Add some tests and fix some bugs

* Add more helper methods

* remove submodule

* fix merge

* also fix DirtyAll()

* poke
2023-12-28 10:05:20 +11:00
Darkie
a3fbab84e6 ItemToggle system expansion (#22369)
* Fixed EnergySword and variants having incorrect sound on attacking when in their Off state.

* Removed the unused ItemToggle from the serverside and created a new shared ItemToggleComponent and System, now used for the e-blade family of items. Also added e-blade hum and swing sounds. Thanks Sloth for the initial code!

* Changing Stunbaton system to include the itemToggle system.

* Adapted changes that have come up in the meantime.

* Changed damagespecifier to be serializable and autoNetworked in melee weapon components. Fixes a bug that makes it so client-side, damage values are not updated on toggle.

* Made the ItemToggleSystem have both a shared and a server component. Ported the Stun Baton and Stun Prod to the new toggleable system. Added a failure to activate noise component.

* Ported the welders to the new item toggle system. Set it so deactivated damage and item size default to the item's regular options.

* Removed unnecessary usings.

* Small modification to the stun prod.

* Made the integration test use the new method to turn the welders on.

* Fixed a few testing issues, applied a few changes requested by Delta.

* Updated Stunbaton code for consistentcy when it comes to calling the itemToggle component.

* Removed a redundant return; as per Delta.
Made examining the stun baton for charge rely on the battery component instead.

* Removed the welder visualizer system, now using the generic one. Removed some unused usings. Removed the welder visuals and layers.
Ported lighters to the new system.
Added zippi (sic) lighters.

* Renamed variables used to make them less generic.

* Simplified the light update code.

* Fixed the unit test to use the itemToggle system for welders now.

* Made the name shorter. I can't tell if the welding damage when interacted with actually does anything though. I can't figure out how to trigger it.

* Fixed some YML issues.

* Added a client side item toggle system just to make the shared code run on local UID's too.

* Fixed some more Yaml.

* Made the Zippi lighter have its own parent item, so it doesnt' conflict with the random pattern on the regular lighter.

* Made the zippi lighter its own in-hand sprites.

* Added a summary for the activated property in itemtoggle component.

* Fixed a typo in the itemToggle Component.

* Fixed a typo.

* Added to the remarks for the ItemToggleComponent.

* Fixed up the lighter yaml to make it use a generic term instead of a toggle layer enum for the random skin.

* Fixed a bug I introduced accidentally with the humming sound.

* Removed 2 unnecessary events from the ItemToggleSystem and component.

* Fixed a bug by only making the server run the item activation code, since the client cannot predict whether or not the activation will be cancelled.

* Cleaned up some names and functions getting called.

* Renamed a couple of variables and removed the explicit datafields from the component. Removed "activated: false" from yml since they're already deactivated by default.

* Added an IsActivated function, used it in the welder and stun baton systems code.
Refactored welder code to remove the WelderToggle event, now using the ItemToggleActivatedEvent instead for eye protection check.

* Fixed a typo. Added some comments.

* Split the ItemToggle into smaller components.
Changed the items that used the toggle system to work with the smaller components.
Made the mirror shield reflect energy shots with a 95% chance.

* Fixed the namespaces for the server components and whatnot.

* Fixed a doubled deactivation sound from using activated wieldable items (like the double Esword).
Fixed wrong yml with the e-dagger.
Fixed the disarm malus code.

* Added the zippo lighter to the detective's trench coat.

* Removed the default hit sound for the double e-sword since it was unnecessary.

* Changed e-sword damage numbers to be in line with the changes made by Emisse.

* Made no damage sounds be autoNetworked, so it changes can be changed on activation/deactivation of items.
Made Welders and Eswords sound like themselves but quieter if they hit for 0 damage, instead of taps.
You can choose what sound to play when a weapon does 0 damage when activated now.
Fixed a bug with swing sounds.

* Typo.

* Fixed a bug where the welder would blind you if you used it while it was off.

* Created a single abstract method called when an item has completed its toggle.

* Update Content.Server/Eye/Blinding/EyeProtection/EyeProtectionSystem.cs

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Fixed a comment.

* Made most component variables readOnly for ItemToggle. There is no need to be able to change them from within the variable viewer.

* Removed trailing white spaces.

* Made the Use a field instead of a property in the itemToggleActivation/Deactivation attempt events.

* Small fixes.

* Removed ForceToggle, just use the toggle method instead.

* Fixed a bug with item sharpness staying even after getting deactivated, if the item gained sharpness that way (esword).

* Used ProtoId in the welder component.

* Made damage NetSerializable as well.

* Added networking and data fields to a couple of components.

* Made component variables autonetworked. Added some comments.

* Moved the events that modify item components on toggle to events, handled (where possible) in the systems linked to said components.

* Made all the component variables readWrite again.

* Added the component get to the WelderStatus.

* Added a predictable bool to the item toggle component.

* Replaced the Activated/Deactivated events with ToggleDone, with an Activated argument. Used that to simplify some systems.

* Added a reflect update raise event.

* Removed the Zippo changes. To add in a later PR.

* Removed the zippo from meta.json too.

* Small fix.

* Another small fix.

* Fixed the wieldable system thing in ItemToggle.

---------

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2023-12-24 17:11:05 +11:00
Kara
ee0c3c4a69 Fix glorfcode for real (#22838)
Fix glorfcode
2023-12-21 16:23:22 -08:00
metalgearsloth
269c93245d Unrevert audio (#21330)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2023-11-27 22:12:34 +11:00
deltanedas
f25773ffec explosion minor rework + fix (#21718) 2023-11-20 04:44:42 +11:00
deltanedas
e02bffc28e fix egg debug assert (#21628)
Co-authored-by: deltanedas <@deltanedas:kde.org>
2023-11-13 01:48:47 -07:00
Slava0135
bfd509e7af fix (#21612) 2023-11-12 21:02:39 +03:00
brainfood1183
8be97a20c5 Roller Skates fixes (#21542) 2023-11-08 18:43:27 -07:00
DrSmugleaf
2d58d19b07 Make all prototype types partial (#21374) 2023-11-01 19:56:23 -07:00