Commit Graph

9381 Commits

Author SHA1 Message Date
lzk
9b3f37f5af Improve solar panels descriptions a little (#34925)
* improve solar panels descriptions a little

* Apply suggestions from code review

Co-authored-by: Whatstone <166147148+whatston3@users.noreply.github.com>

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Co-authored-by: Whatstone <166147148+whatston3@users.noreply.github.com>
2025-04-17 20:42:39 +10:00
lzk
0ad56dfddd Fix simple hostile (#32898) 2025-04-17 20:39:45 +10:00
Callmore
c979370d57 Make borgs require prying to open instead of screwing (#32796)
make borgs require prying to open instead of screwing...
2025-04-17 20:38:00 +10:00
Leon Friedrich
779fdefa7e Fix explosion visuals (#36644) 2025-04-17 20:12:13 +10:00
ScarKy0
bfe739e0af Hydroponic trays can now be bought (#36630) 2025-04-16 16:51:00 -07:00
SpaceRox1244
6ef5f8e2f1 Adds handheld artifact container to cargo orders (#33327)
* Adds handheld artifact container

* Adds inhands and missing details

* Reduces use delay on unlocking and opening hand arti container

* Adds handheld arti container to cargo orders

* Fixes build error i think

* Removes extra whitespace

* Adds static price to handheld arti container
2025-04-16 19:35:57 -04:00
Mercer Bray
31185fbff3 Added Junkeys (#34121)
* Added Junkeys

Monkeys can now tote the syndicate Juggernaut suit! With a nifty little sprite.

Update meta.json

Update Equipped-HELMET-monkey.png

Delete Equipped-HELMET-monkey.png

Create equipped-HELMET-monkey.png

* Update meta.json

Credit attributed.

* Update meta.json

Credited edit.
2025-04-16 19:14:28 -04:00
Linkbro
0d70d6bfdf New Sprites for cables (#34955)
* initial textures

* Makes it have layers because Milon wanted it

* Makes it have layers because Milon wanted it

* in do NOT understand github

* tested, works

* Update Content.Client/Power/Visualizers/CableVisualizerComponent.cs

Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com>

* Update Content.Client/Power/Visualizers/CableVisualizerComponent.cs

Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com>

* remove extra newline

* EmoGarbage Review - Adjust MV cables to use orange stripes

---------

Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com>
Co-authored-by: Milon <milonpl.git@proton.me>
Co-authored-by: EmoGarbage404 <retron404@gmail.com>
2025-04-16 16:26:25 -04:00
Emisse
89526cfa01 Box but I finally fix the armory power (#36632) 2025-04-16 14:11:41 -06:00
Nox38
aec0edfd64 Miscounted by one 2025-04-16 12:50:27 -07:00
Nox38
4e60387bd1 Fixed armory power! 2025-04-16 12:49:01 -07:00
pathetic meowmeow
5d38ae56de Add chatty lathes (#34959) 2025-04-16 21:29:25 +02:00
ScarKy0
56412d4b4e Basic Resources Crate (#36419)
* init

* 1660

* I never webedit

Co-authored-by: Tayrtahn <tayrtahn@gmail.com>

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Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
2025-04-16 15:20:36 -04:00
UpAndLeaves
1c7e6592e9 Zombification resistance rework (#36485)
* initial commit

* Commit cuz beck said so 👍

* Implement balance changes, and revert some stuff

* fix yaml test real

* Added full stop, ensured display of infection chance, buffed biosuit speed

* Maint reviews, I commit

* Review completed, winter coats nerfed, CMO bio suit removed for future PR

* Final-final commit-REAL (2)-COPY
2025-04-16 14:21:45 -04:00
ArtisticRoomba
a94f64d942 New Arsenal T3: Temperature Gun Revitalization (#35447)
* tempgun real

* fixin shit

* Warios Couch

* fix tests. i hope

* add to lathes

* tests begone

* RIP svalinn

* maintainer for the project btw

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Co-authored-by: Flareguy <woaj9999@outlook.com>
Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com>
2025-04-16 13:58:35 -04:00
Errant
fb388d2265 Role subtypes (#35359) 2025-04-16 19:04:48 +02:00
SlamBamActionman
cbf0f6fdd0 Remove fixture MachineLayer from pet carriers (#36627)
Initial commit
2025-04-16 16:12:30 +02:00
J
b1c08582d5 Various system spring cleaning (#36206)
* Various systems warnings cleanup

* Last changes before submitting PR

* Add guard for transform component, fix failing test

* Small corrections

* Audio params to specifiers datafields

* Using audio params on components and configs
2025-04-16 13:08:22 +02:00
RedBookcase
ca1e5e0942 Blueprint tweaks. (#36609)
* Blueprint tweaks.

* Inhand fixes.

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Co-authored-by: RedBookcase <Usualmoves@gmail.com>
2025-04-16 12:12:22 +02:00
Samuka-C
cb7bb7623a Add bluespace flash effect (#36607) 2025-04-16 12:26:19 +10:00
Flareguy
92b0f62500 New Experimental Science T3: Desynchronizer (#35752)
* desynchronizer real

* yaml stuff from slarti branch

* C# stuff

* oops

* review

* improve

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Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
2025-04-16 11:33:39 +10:00
Nemanja
83c2fdb619 Restore Artifexium Effect (#36595)
* Restore Artifexium

* popup

* small tweaks
2025-04-16 00:49:58 +02:00
Nemanja
bbc0a09493 XenoArch Rebalancing (#36604)
* Miscellaneous XenoArch Rebalancing

* Miscellaneous XenoArch Rebalancing

* 1 durability anomaly node

* better version
2025-04-16 00:38:26 +02:00
Nemanja
22468b4d40 Sentient Artifacts Can Self-Activate Again (#36598)
Sentient Artifacts
2025-04-16 08:24:58 +10:00
Minemoder5000
28e3660e37 Remove elite and juggernaut hardsuits from traitor uplink, add elite webvest (#36225) 2025-04-15 14:39:18 -07:00
Crazydave91920
10e37f7e50 Contraband Fix - ZooKeeper - Double barrel shotgun (#36583)
* Contraband Fix

* Update base_contraband.yml

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Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
2025-04-15 20:27:29 +02:00
Nemanja
bf84924067 Fix shadow anomalies dropping stacks of artifact fragments (#36578) 2025-04-14 20:44:09 -07:00
Nemanja
07b7d839cb Fix skeletons not becoming skulls on gib (#36571) 2025-04-14 20:38:31 -07:00
Fildrance
d38042a0c0 3mo xeno archeology (first phase) (#33370)
* DAG Adjacency Matrix & Tests

* Fix sandbox type errors

* First pass on procgen

* Procgen adjustments

* Networking

* Cruft and god and beauty and analysis console

* convert to data types that dont make me want to kill myself

* starting work on console UI

* drawing nodes n shit

* damn that ui FUCKS

* XAT

* Add a bunch of basic triggers

* Fix trigger gen

* Add node info into the analysis console UI

* Add node unlocking

* more trigger cuz thats pretty cool

* final triggers + incorporate gnostic faith

* some ui changes, mostly

* Fix orphaned procgen segments

* its not random dipshit

* yeah... this one will make pjb happy....

* we call it a day for the UI

* imagine... shared power code...

* extraction WIP but we gotta sidequest momentarily

* oh hey would you look at that its the actual functionality

* distrotrased

* Small departure for randomness.

* ok yep yep indeed that is an effect very cool.

* thanos snap oldcode

* fuck it we ball

* feat: node scanner now displays triggered nodes. Removed unused old artifact systems and related code (most of it). xml-doc and minor fixups.

* refactor: most of preparations, cleanup and groundwork. also segment-related tests

* feature: all basic effects returning

* feat: finished effects lits, created weight lists for struct and handheld artifacts, fixed throw trigger and music ApplyComponent artifact effects not working

* feat: prevent non-first-time-predicted calls in shared artifact effect systems

* fix: remove gun effect from artifact effects - as it interferes with 'activate artefact' action

* fix: foam reagent selection, neat ApplyComponents art effect scenarios, handheld art is RadiationReceiver again

* fix: moved spawn/ pry&throw effect systems back to server part of code - entity duplication bugs were not quite fun

* refactor: fix protos

* refactor: fix linter

* fix: fix old artifact component names in yml

* fix: no more throwing error on artifact spawn with empty XAEFoamComponent.Reagents

* fix: removed old component usage in maps

* fix: remove more deleted components from map

* fix: ContainerContainer is now part of initial artifact entity, it won't be affecting UninitializedSaveTest

* refactor: fix tests, add loc description to toolshed commands

* Changed node scanner to tell the whole story about current artifact state

* refactor: remove excessive get of EntityCoordinates in XAE systems, removed Value access in NodeScannerDisplay

* fix: turned off TriggerInteraction, removed XAESpawn usage and system, EmpSystem now can use EntityCoordinates,

* fix: moved SharedXenoArtifactSystem.CancelUnlockingOnGraphStructureChange into RebuildXenoArtifactMetaData to lessen code coupling

* fix: XenoArtifactEffectJunkSpawn moved invalid rolls declaration

* refactor: set default value for XenoArtifactComponent.EffectsTable for tests

* fix: now explosions XAE can be activated for effect

* refactor: added some usedelay so artifactuse would'nt be spammed

* refactor: artifact-related hints improvements

* fix: artifact no longer spawns fauna into itself

* refactor: xml-doc and minor refactoring

* refactor: xml-doc for Xeno Artifact systems, renaming of questionable XAT systems

* map for playtest, TODO REVERT THIS

* fix: magboots trigger art from a mile

* refactor: bind artifact animation to unlocking state

* feat: radiation dmg now have reference to source (and artifacts won't irradiate themselves)

* fix: random artifact node durability now is rolled for max and not current value

* refactor: gas effects are more rare, hand-held artifact effects are filtered properly now, rad dmg trigger now requires only 20 dmg for activation

* feat: animations and sound effects for artifact force-use and failed finish of unlocking phase

* use only 1 file with art use animation

* refactor: minor artifact dmg triggers tuning

* feat: now nodes that CAN be unlocked are displayed with specific color in console.

* feat: now unlocking stage time is dynamic and it depends on amount of triggers player activated correctly. Failed one stops incrementing

* feat: now non-active unlocked nodes return more points if durability was not wasted

* feat: now puddle/foam effects change description of node

* fix: fix test failure

* refactor: renamed phasing effect, fixed failing test for elkridge

* minor balance changes

* refactor: split rare materials into separate effects

* feat: unlocked nodes without successor wont listen to unlocks, node unlock is not activating node

* fix: removed OnIrradiatedEvent duplicate c-tor

* revert changes of reach for playtest

* revert last row empty line removal on reach.yml

* fix: fix PVS bug, born from attempt to relay event to art nodes that were not synced yet to the client

* fix: fix elkridge for tests (again)

* refactor: xml-doc, more stuff predicted, allocation optimization in XAE/XAT systems

* refactor: naming

* refactor: extract variable refactor for XAEApplyComponentsSystem.OnActivated insides

* fix: duplicate xeno artifact unlocking sound fixed

* feat: CreatePuddle xeno artifact effect now can have min and max borders for chamicals to be drafted, minor XAECreatePuddleSystem refactor

* feat: networking for shared XAE components + xml-doc leftovers

* refactor: more xml-doc, fix XAEApplyComponentsComponent.Components not being serializable but trying to be

* refactor: xml-docs and XAEThrowThingsAroundSystem now uses circle and not box for prying tiles

* refactor: xml-docs, minor refactors

* revert XenoArtifactCommand.ArtifactPrototype being PrototId

* refactor: simplify the way ExtractionResearchLabel works

---------

Co-authored-by: EmoGarbage404 <retron404@gmail.com>
Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
2025-04-15 10:34:53 +10:00
Will-Oliver-Br
1a95418e94 Now you can see if there's a beaker in the chemmaster (#36472)
* fix

* fix

* Update Resources/Prototypes/Entities/Structures/Machines/chem_master.yml

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Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
2025-04-14 16:27:46 -07:00
Token
ace3682de3 Item HeldPrefix and Clothing EquippedPrefix toggler (#33054)
* Item and clothes prefix toggler
Handles Item.HeldPrefix and ClothingComponent.EquippedPrefix respectively

* stunbaton and magboots sprites activations to Toggler yml

* review

---------

Co-authored-by: Milon <milonpl.git@proton.me>
2025-04-14 15:50:21 -07:00
Brassica Prime
05ee55fa3e Edited the elite hardsuit description to be more accurate (#33900) 2025-04-14 14:46:07 -07:00
SlamBamActionman
61fd345214 Increase chest rig explosive resistance (#35889)
Improve chest rig explosive resistance
2025-04-14 22:45:38 +02:00
SlamBamActionman
140963852a Remove deathrattle functionality from tracking implants (#35995)
De-rattle
2025-04-14 22:23:11 +02:00
Southbridge
1947b47d92 Amber Station - Small Improvements (#36335) 2025-04-14 11:58:21 -07:00
Голубь
3dfaac808a Add the knock spell to the grimoire (#36562) 2025-04-14 14:57:47 -04:00
Tayrtahn
110ed2736f Convert spam letters to a LocalizedDataset (#36393)
* Convert spam letters to a LocalizedDataset

* Error -> warning

* Comments

* Add migrations for old spam mail entities
2025-04-14 19:38:21 +02:00
SlamBamActionman
18bedfec0a Add implant names to implanters (#36555)
* Initial commit

* Add tips!
2025-04-14 18:50:42 +02:00
SlamBamActionman
69f9d531f9 Add SolutionContainerVisuals to the hypospray (#30703)
* Hypovisuals

* Syndie hypo

* Include attribution
2025-04-14 08:58:55 -07:00
BramvanZijp
cf14cb3eb5 The long overdue downfall of stun meta - Stamina resists on Nukie & ERT Suits. (#35580)
* Add stamina damage resistance

* Probably starting a civil war within the community.

* Tweak some values, my chart was outdated.

* Tone down the values

* Allow a way to bypass the resistances, which forks downstream can use.

* Apply suggestions from code review

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

* Comment out the changes to non-deathsquad suits.

* minor text fix e

* review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
Co-authored-by: SlamBamActionman <slambamactionman@gmail.com>
Co-authored-by: Milon <milonpl.git@proton.me>
2025-04-14 17:27:26 +02:00
slarticodefast
8700d10f98 Stable merge (#36557) 2025-04-14 17:06:45 +02:00
metalgearsloth
dfa5ccf625 Fix shuttle arrival visualizer (#35772)
* Fix shuttle arrival visualizer

It was at a fixed spot but if the target is rotating it wasn't handled.

* hew

* Fixes
2025-04-15 00:34:18 +10:00
Pieter-Jan Briers
843d79be5f Fire extinguishers can now extinguish items, including when held/worn (#36267)
* Fire extinguishers now put out candles

This did not actually require any changes to flammable or extinguishers directly, the only necessary changes were to make the collision actually work.

Vapor entities (also used for fire extinguishers) now have a collision layer, so they can hit items.

Added a new FlammableSetCollisionWake component to actually enable collision on candles while they are lit, because otherwise CollisionWake on entities gets in the way too.

* Extinguishing items is now relayed to held/worn items

This means held candles get extinguished too.

Involved moving the core logic of ExtinguishReaction into an event so that it can be relayed via the existing hand/inventory relay logic.

* Add helper functions for subscribing to relayed events.

Use these in FlammableSystem

* Make extinguishers work on cigarettes too

A bunch of renaming to make the rest of my code work with SmokableComponent

---------

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2025-04-14 19:00:47 +10:00
K-Dynamic
25902b5dd0 Change colour tone of blue and green crayons (#36532)
* change crayon lightblue to blue

* recolour both green and blue to match crayons
2025-04-14 18:58:41 +10:00
YoungThug
dc41bd33f3 Binocular Neck Slots! (#35759)
* binoculartweaks

* WhoNeedsArtApprovalQuestionMark

* Roomba Can You Merge Now?
2025-04-13 23:34:20 -07:00
K-Dynamic
ae3918c268 Adds 10% slowdown to syndicate commander hardsuit (#35805)
commander hardsuit slowdown
2025-04-13 22:37:51 -07:00
chromiumboy
87b6eb55e5 Hotfix for water/fuel tank fixtures (#36527)
Sharing the same fixture layer as walls causes dragged water/fuel tanks to be blocked by things that they really shouldn't be, such as lights and holopads

Being PRed as a hotfix in order to fully finalize #36341
2025-04-13 22:02:29 -07:00
TeenSarlacc
1be56fedf2 Added a crate of shark plushies to cargo (#36338)
* shark time

* cargo

* unfucked a typo maybe

* unfucked a fuckup

---------

Co-authored-by: TeenSarlacc <baddiepro123@gmail.com>
2025-04-14 03:33:04 +02:00
Unisol
021ad0f8e0 New deathmatch map: DM01 Entryway (#31533)
* added plastitanium walls and windows

* Added DM01 Entryway to pool of deathmatch arenas

* replaced non-occluding walls with occluding ones

* added more details and fluff to empty rooms and hallways; added floor drains around the map

* Fixed failing integration test

* fixed YML syntax error causing test failures. What kind of retard thought that using whitespace as structural syntax is a good idea?

* minor map changes

---------

Co-authored-by: Unisol <pavelyakushevich@gmail.com>
2025-04-13 18:21:53 -07:00
Pieter-Jan Briers
7bb35889ce Revert "Feature/shader radial menu" due to shader issue (#36470) 2025-04-13 23:55:27 +02:00