* cant disguise to thing in a container
* copy cigarette visualiser
* prevent aghost throwing an error
* make disguises die in space
* fuck it rewrite it to not use polymorph
* fix action troll
* oop
* add vebr
* add access to the components
* 2/3
* fix
* relay damage from disguise to user
* fix integrity
* :trollface:
* :trollface:
* m
* kill integrity
* fix a bug
* review
* remove them from component
* relay flash effect to the disguise
* fix icon being weird
* change method since multiple systems cant handle same network event
* :trollface:
* actually network Disguise real
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
* Rework flaregun and add security shell gun
* Make flare gun twice as likely to appear in emergency lockers
* Security shell gun can now fire lethal shells like the flare gun used to be able to.
* Rebalance the sec shell gun material cost to primarily be steel instead of plastic
* Define the ShellShotgunLight tag in tags.yml
* Leave the no lethal shells for normal flareguns to a different PR.
* Move a comment to re-run checks.
* Bye bye lethal shells from plastic guns.
* Fix weird whitespace issue.
* Make the sec shell gun inherit the normal flare gun.
* Remove the rack verb and update the sec shell gun description
* Remove the ability to fire lethals from flare guns, pending blowing up the gun
---------
Co-authored-by: SlamBamActionman <slambamactionman@gmail.com>
* add an emergency light node to the LightFixture construction graph
* add a recipe entry to the construction menu for emergency light
* make emergency light entity at the emergency light node on the graph
* Make emergency light destroy to 1 steel and 1 glass shard to match
the construction recipe
Co-authored-by: BooleanBuckeye <booleanbuckeye@gmail.com>
Made the SpeciesChange mutation no longer persist.
There was an issue where swabbing a mutated plant species: I.e Blood Tomato to a regular Tomato sapling would transfer the species mutation. It would not actually get the effect, which is probably why it went under the radar. This change makes it so that the SpeciesChange mutation cannot be transferred via swabbing.
* clean up tools lathe recipes
* add medical and cooking tools
* add result
* add result to others
* review
* engine
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
* idk how to revert a pr so I just deleted some lines
* pill destructible with explosion resistance
* comment for explosion resist
* "and" to "but"
---------
Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com>
* Make shark plush janitor-bucketable
* fix bucketed grey shark texture
* Make sprites less shiny and adapt copyright notice
* Made shark way way less shiny
* Allow carp plush and rehydratables in mop bucket.
* Remove old mop bucket shark sprites
* Fix post-merge bugs
* Fix errors
* Move ReactiveContainer stuff to shared
That should mean it is now predicted.
* Custom eject verb for the mop bucket
* Fixes OnSolutionChange, removes pop-up as there already is one.
* .ftl is not necessary as the custom pop-up was removed
* Review fixes
* Update Content.Shared/Chemistry/Components/ReactiveContainerComponent.cs
* Update Content.Shared/Chemistry/EntitySystems/ReactiveContainerSystem.cs
---------
Co-authored-by: Psychpsyo <psychpsyo@gmail.com>
Co-authored-by: Psychpsyo <60073468+Psychpsyo@users.noreply.github.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Rebalance the max programs that a PDA can hold
* Give Caps PDA more programs too.
* Make the max programs a static 8
* I forgor sec and med
* CaseCase
* Empty commit to re-run checks
* The final change, I hope.
* adjusted minimum timers in meteorswarms.yml
* Updated timer minimum from 20 to 15 minutes
* Reduced minimum timer to 10 minutes as a result of other meteor changes
---------
Co-authored-by: august-sun <45527070+august.sun@users.noreply.github.com>