Red
8d984b7670
Dash ( #1445 )
...
* dash basic logic + predict spell casts
* dash
* Update kick.yml
* Update CP14SharedMagicSystem.Checks.cs
2025-06-19 00:14:58 +03:00
Red
3a4bbcb289
Area of influence depends on followers MobState ( #1439 )
...
* simple anti-religion zone shader
* observers refactor
2025-06-18 21:46:58 +03:00
Ed
f0e0339c68
boilerfix
2025-06-16 22:59:56 +03:00
Ed
62cd6bfe9b
Merge branch 'master' into ed-10-06-2025-upstream-sync
2025-06-15 21:44:16 +03:00
Red
b24ec5bc80
Bugfixes ( #1432 )
...
* fix #1428
* CodTenAlt review
* fix map tests
* real this time
* fix #1429
* add wheat and cotton into victorian gardens trade faction
* Update PostMapInitTest.cs
2025-06-15 21:25:58 +03:00
Tornado Tech
8498e8d1e0
feat: skill ui scale ( #1423 )
2025-06-15 15:05:24 +03:00
Red
fc0beb5ccf
Gods part 3 ( #1421 )
...
* apprice action, dead notice
* fix refollowing
* mist lumera action
2025-06-14 02:11:36 +03:00
Red
b932d56f15
Gods part 2 ( #1420 )
...
* spooky scary patreons
* Update CP14ReligionSystem.cs
* goodbye radio channel
* gods? no! Mana parasites! Muahahaha
* Update gods.yml
* Update primordial.yml
2025-06-13 19:21:09 +03:00
Red
422a0c5e10
Gods and religions ( #1405 )
...
* basic religion vision
* block god interactions
* skill tree mob specify
* silvania setup??
* clustering shader optimization
* gods department & job
* random gods jobs
* Luxian god
* Update Nature.png
* Update sphere_of_light.yml
* god chat
* Update ChatSystem.cs
* OBSERVATION
* public observation and basic follower api
* shader tweaks
* improve shaders
* spawning and praying on altars
* altars ppvs override
* move pvs overridiation from altars to observers
* shader coloration
* spectral z mover
* god magic radius restricted
* guide how to believe in god
* sends messages to god when smoeone wanna become follower
* follower doAfter
* goodbye luxian, welcome lumera
* goodbye silvania, welcome merkas
* som polish and renamings
* gods fast travel
* Update altar.ftl
* some lumera sfx
* renouncing patrons!
* renounce followers
* followewr percentage calculation
* remove from player-facing
* fix
* Update sphere_of_light.yml
* Update base.yml
2025-06-13 14:15:48 +03:00
Ed
42d39a7c67
Merge remote-tracking branch 'upstream/stable' into ed-10-06-2025-upstream-sync
...
# Conflicts:
# .github/CODEOWNERS
# Content.IntegrationTests/Tests/Atmos/ConstantsTest.cs
# Content.Server/Chat/Managers/ChatManager.cs
# Content.Server/Connection/ConnectionManager.cs
# Content.Shared/Actions/SharedActionsSystem.cs
# Content.Shared/Lock/LockSystem.cs
2025-06-10 11:33:34 +03:00
Red
a04720e2a0
fuck rings ( #1389 )
2025-06-05 12:46:38 +03:00
Funce
148fb5ca23
Blood-Red Magboots now correctly show if magboots are active ( #38013 )
...
* Change JetPack Item Visuals to use GenericVisualizer instead of AppearanceChangeEvents
* Fix YAML indentation for jetpacks.yml
2025-06-04 13:10:06 +02:00
SlamBamActionman
d81e82cef7
Add Diona rooting ( #32782 )
...
* Initial commit
* Add sound
* Review commets
* addressing review
* I think this is what Slart meant?
* Review fixes
* More fixes
* tiny formatting
* Review fixes
* Review fixes
* Fix small timing error
* Follow new action system
* review
---------
Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com >
Co-authored-by: ScarKy0 <scarky0@onet.eu >
2025-06-04 12:52:59 +02:00
vitopigno
f8d0b0cba3
Add text highlighting ( #31442 )
...
Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com >
Co-authored-by: Hans Larsson <hanandlia@gmail.com >
Co-authored-by: Tobias Berger <toby@tobot.dev >
2025-06-04 12:12:37 +02:00
TheKittehJesus
4c7b035c9c
New belt controls ( #1298 )
...
* Work for a madman
* God, that's a lot of hardcoding
* Fixed belt2 smartequip and cleaned up
* Continued clean up
* No scope creep!
* Replaced belt1 for upstream default belt
* Moved CP14OpenSkillMenu to CP14ContentContexts
* Changed naming of belt1 textures to just belt
* Updated new belt1 refrences
* I forgot to edit the RSI meta
* fix all BELT1 Texture instance
---------
Co-authored-by: Red <96445749+TheShuEd@users.noreply.github.com >
2025-06-03 14:39:39 +03:00
slarticodefast
1441effed2
improve noir glasses shader ( #37996 )
...
* improve noir glasses shader
* tweak values
2025-06-02 09:16:10 -07:00
BarryNorfolk
b2d0f7ed28
Add multipart machines system ( #35969 )
2025-06-02 17:02:41 +03:00
chromiumboy
45012cbe1d
Layering for atmospheric pipes ( #36124 )
...
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com >
Co-authored-by: Kevin Zheng <kevinz5000@gmail.com >
2025-06-01 22:01:43 -07:00
Łukasz Mędrek
d2281e20dd
remove empty file ( #38001 )
2025-06-01 11:24:13 -04:00
Red
a3ae67a762
Trade reputation rework + Merchants back + Mining contract ( #1347 )
...
* refactor unlocking
* fix contract debug crashing
* Update dev_map.yml
* bugfixes and content rebalance
* ore buy contract
2025-06-01 15:10:36 +03:00
Red
a99f2fcd50
Remove random reaction system ( #1345 )
...
* wow
* d
2025-06-01 15:01:32 +03:00
Red
71527bb4eb
Merge pull request #1341 from crystallpunk-14/ed-31-05-2025-web
...
Spider content update
2025-05-31 14:31:44 +03:00
Centronias
9053c9692f
Decouple Lights from Toggleable Visuals (and headphone music notes bugfix) ( #35341 )
...
* - Combine enum keys `ToggleableLightVisuals` and `ToggleVisuals` into `ToggleableVisuals`
- Rename `ToggleableLightVisualsComponent` to `ToggleableVisualsComponent` and `ToggleableLightVisualsSystem` to `ToggleableVisualsSystem`
- (The `SpriteLayer` field on the component is now required because the old default of `light` doesn't make sense anymore)
- Make it so that `ToggleableVisualsComponent` works even when there's not a light attached to the entity
- (Amazingly this seems to have only applied to Headphones, but I can only imagine there are many other things people would like to do with simple toggleable visuals)
- Explicitly make `ItemTogglePointLightComponent`'s purpose to make `ToggleVisualsComponent` apply to `PointLightComponent`s on the same entity.
- Add field `ToggleableVisualsColorModulatesLights`, which makes the `Color` appearance value of `ToggleableVisuals` modulate the color of lights on the same entity
- Lots of prototype updates to uptake the above
* fix bad merge
* unbork robust
* blindly letting rider reformat stuff
* I guess I never cleaned up these imports at all
2025-05-30 19:53:56 -04:00
Ed
42fd0fe070
Update GuideReagentReaction.xaml
2025-05-30 23:14:33 +03:00
Ed
4a0c76ba76
Update GuideReagentReaction.xaml.cs
2025-05-30 23:14:22 +03:00
Ed
d5b15f6816
Update GuideReagentReaction.xaml.cs
2025-05-30 21:05:19 +03:00
Ed
a0956a399a
fix reagent guidebook
2025-05-30 15:43:23 +03:00
Ed
f78b1e07c5
cs fix, demiplane fix
2025-05-30 13:28:08 +03:00
beck-thompson
05fac53de6
Chameleon controller implant (Clothing fast switch) ( #33887 )
...
* Add the chameleon controller implant
* address the issues (Git please dont kill me)
* Address the review and fix some merge conflicts!
* Cleanup
* Add use delay
* Silly mistakes
* Making a PR at 2 am: Gone wrong
* Predict use delay and disable the buttons until you can choose another
* First phase custom clothing
* Better system, now relays to agent id and mindshield. Chameleon loadouts are a lot better to work with as well
* Address the review! No more evil goto
* Slams way is better I should have read more closely xD
* Some of the jobs
* Add to Cargo, CentComm, Service, Passenger, Ninja, Cluwne, Wizard + Minor changes to existing; Add chameleon to bandanas, medals, jugsuits and HUDs
* Add everything else
* Fix test
* Job name
* This looks better
* Add department organization
* Minor cleanup
* Added some mindshields
* Remove redudent comment and change funcion name to be clearer
* Fix cluwne outfit
* fix merge conflicts
---------
Co-authored-by: SlamBamActionman <slambamactionman@gmail.com >
2025-05-30 12:07:25 +02:00
mhamster
caf18f4bc6
Chameleon clothes + EMP behaviour ( #30924 )
...
* resolving conflicts??
* Controlled clothes changing
+ time stuff
+ EmpChangeIntensity
* Single clothes change
+ EmpContinious
+ moved random pick logic into GetRandomValidPrototype
* Changes from reviews
Co-Authored-By: Nemanja <98561806+emogarbage404@users.noreply.github.com >
* Update ChameleonClothingComponent.cs
* repairing irreparable damage
i failed, did i?
* damaging repaired irreparable
uh???
* 2025 FUN ALLOWED!!!!
* Minor changes from reviews
Co-Authored-By: beck-thompson <107373427+beck-thompson@users.noreply.github.com >
* Fix merge conflicts
* Fix that last bug
* cleanup
* Remove VV attr.
* AutoPausedField on emp time change
---------
Co-authored-by: Nemanja <98561806+emogarbage404@users.noreply.github.com >
Co-authored-by: beck-thompson <107373427+beck-thompson@users.noreply.github.com >
Co-authored-by: beck-thompson <beck314159@hotmail.com >
Co-authored-by: EmoGarbage404 <retron404@gmail.com >
2025-05-29 20:06:03 -04:00
Red
7642f49b00
Merge branch 'master' into ed-27-05-2025-upstream-sync
2025-05-29 00:50:36 +03:00
Ed
9b6ceb8d18
caves fix
2025-05-29 00:45:41 +03:00
Red
cde388f5dd
Another Merchant gameplay attempt ( #1308 )
...
* setup UI
* setup debug data
* graph control setup
* reputation trade component
* unlocking logic
* smoe real reputation costing
* remove sponsors part, add trading specific UI nodes
* port to default pricing system
* buy cooldown
* fuck off trading cabinets
* real good cooldown UI
* Cool unlock sound
* reputation earning
* cool purchare sound
* coin & sprite work
* delete old guidebooks
* cool purcharing VFX
* better ui
* victoria gardens
* Update migration.yml
* Update migration.yml
* cooldown removed
* contracts
* Update migration.yml
* remove CP14Material
* materials appraise
* food appraise
* auto economy pricing system
* alchemy reagents appraise
* coins resprite
* alchemy appraise 2
* modular weapon appraise
* selling platform
* Update PricingSystem.cs
* Update CP14TradingPlatformSystem.cs
* merchants returns + map update
* Update CP14StationEconomySystem.Price.cs
2025-05-29 00:22:47 +03:00
deltanedas
b3825dce97
action refactor proper ecs edition ( #27422 )
2025-05-28 15:52:11 -04:00
Tayrtahn
a9f7cfbcb6
Update UIControllers to use Log ( #37792 )
...
Update UIControllers to use Log
2025-05-28 12:50:31 -04:00
Tayrtahn
721d224fd7
Cleanup some misc warnings ( #37904 )
...
* Fix warning CS8524 for TurretControllerWindow
* Fix warning CS0660 for AtmosAlarmThreshold
2025-05-28 12:45:38 -04:00
metalgearsloth
ea7350f3f1
Content changes required for physicsmap purge ( #37878 )
...
* PhysMap changes
* Fix call
* Avoid tilefriction resolve
yummy
* a
2025-05-28 19:38:47 +10:00
TemporalOroboros
10dee14893
Fix radiation system warnings ( #37892 )
...
* Use SharedMapSystem for GetTileIndices
* Fix formatting errors in Server
* Fix formatting errors in Client
2025-05-28 11:34:58 +02:00
Perry Fraser
d2add64897
tweak: add confirm to server restart button ( #37849 )
2025-05-27 19:44:15 -04:00
Ed
2af8553f03
Update ConstructionMenuPresenter.cs
2025-05-27 23:15:14 +03:00
Ed
d5fbdbdec0
Merge remote-tracking branch 'upstream/stable' into ed-27-05-2025-upstream-sync
...
# Conflicts:
# .github/CODEOWNERS
# Content.Client/Guidebook/Controls/GuideReagentReaction.xaml.cs
# Content.IntegrationTests/Tests/Chemistry/TryAllReactionsTest.cs
# Content.Server/Procedural/DungeonJob/DungeonJob.OreDunGen.cs
# Resources/Prototypes/Entities/Effects/chemistry_effects.yml
# Resources/Prototypes/Entities/Mobs/Customization/Markings/human_hair.yml
# Resources/Prototypes/GameRules/meteorswarms.yml
# Resources/Prototypes/Procedural/dungeon_configs.yml
2025-05-27 12:21:14 +03:00
chromiumboy
f99850e1fb
Sentry turrets - Part 6: Sentry turret control panels ( #35235 )
2025-05-26 16:00:50 +03:00
Kyle Tyo
2ec019dc0f
Add a safety net to the round controls in the Admin window. ( #37836 )
...
some changes.
2025-05-25 22:37:21 -04:00
Tayrtahn
05d3d9350d
Cleanup logging in guidebook embeds ( #37794 )
2025-05-25 00:47:47 +02:00
Tayrtahn
bd6645b021
Cleanup redundant SpriteSystem dependencies in VisualizerSystems ( #37758 )
...
Cleanup redundant SpriteSystem dependencies in VisualizerSystems
2025-05-23 14:12:20 -04:00
Tayrtahn
f3f655a8f9
Cleanup warnings in SalvageExpeditionConsoleBoundUserInterface ( #37757 )
...
Clean 2 warnings in SalvageExpeditionConsoleBoundUserInterface
2025-05-23 13:12:28 -04:00
Red
40246e9b13
Merge branch 'master' into ed-12-05-2025-upstream
2025-05-23 12:58:11 +03:00
Tayrtahn
5a93099509
Update SharedBiomeSystem methods to use Entity<T> ( #37698 )
...
* Fix warning in TryGetBiomeTile
* Overload TryGetBiomeTile
* Overload more methods, fix internal warnings
* Update TryGetEntity uses
* Update TryGetTile uses
* Cleanup TryGetDecals use
* Formatting
* Two more warnings while we're here
2025-05-21 22:10:52 -04:00
Pieter-Jan Briers
1d5a06612a
Optimize parallax VRAM usage ( #37180 )
...
* Disable parallax texture preloading
Many parallax layers are specific to a single map and will likely never be loaded for the duration of the game. Save VRAM by not loading them always.
Requires engine master
* Put generated parallax identifier in texture name
Makes it show up properly in debugging tools
* Don't load generated parallaxes multiple times
Many parallax prototypes re-use the same generated parallax configs. These generated parallaxes were being loaded multiple times at once, which was a massive waste of VRAM.
We now move these into a separate cache for deduplication. I had to write a lot of logic to handle loading cancellation and ref counting. Yay.
Also fixes some spaghetti with the previous parallax loading system: cancellation didn't work properly, give proper names to generated texture names, etc.
This saves like 100+ MB of VRAM.
2025-05-22 11:22:08 +10:00
Tayrtahn
73031ee5a0
Cleanup warnings in NodeVisualizationOverlay ( #37707 )
...
Cleanup 2 warnings in NodeVisualizationOverlay
2025-05-22 02:23:12 +02:00