* Added salt to ore.yml
Added salt to ores.yml
Added salt walls to asteroid.yml
Added salt to BaseAsteroidDebris' list of ores to generate in asteroids.yml
Added OreSalt to biome_ore_templates.yml
Added salt to guaranteed salvageLoot in salvage_loot.yml
Added salt entry under salvage-magnet-resources in salvage-magnet.ftl
Added WIP sprites for salt.
* Renamed salt's id to SaltOre inside Entities/Objects/Materials/ore.yml
Fixed salt not being grindable due to using an incorrect reagent name
Added salt to ore.rsi/meta.json and rock.rsi/meta.json
* Added chlorine to the list of solutions salt gives when used in the grinder.
* Gave salt ore and salt rock overlay unique sprites.
* Added raw salt to materials/materials.ftl
Updated SaltOre definition in ore.yml to have RawSalt under materialComposition
* Updated saltore definition to give 10 units of tablesalt and 5 units of iodine when ground.
* Whisper bleed update v3
* missed a few
* Add bleeding message to health analyzer.
* Fix bleed notification not updating.
* Apparently this either doesnt exist
* Creat Execution Component and add to sharp items
* Kill Server ExecutionSystem. Create ExecutionSystem in shared. Create ActiveExecution Component.
Transferred the Execution system into shared. Heavily re-wrote the system in order to reduce duplication,
and remove gun code from the system.
The melee weapon modifier which was dependant on swing rate was removed.
The ActiveExecutionComponent was created in order to apply the damage modifier to the shot from a gun execution.
It is added just before the gun fires and removed after an attempt is made.
* Fix bugs
The execution completed text will now only show up if the gun fires.
The client also no longer crashes because I forgot to network the component.
* Remove clumsy text
* Make BaseSword abstract
* Add ExecutionComponent to every weapon
* Fix bug
* Remove execution comp from battery weapons
Currently the gun system does not have a way to alter hitscan damage like it does with projectiles.
* Cleanup
* Revert "Remove clumsy text"
This reverts commit a46da6448d5d179a4e936f9213d5622bedb58a16.
* Actually fix the ExecutionSystem
Everything about the shot goes through the gun system now.
The Damage multiplier is only applied when a projectile impacts the target so people that get in the way don't get hit
with 9 times damage for no reason.
In order to make suicides work I needed to create fake EntityCoordinates because the gun system and the projectile
system do not play well with a projectile that has the same start and end position.
* Make launchers able to execute
* Fix prediction bug
The OnAmmoShotEvent is only raised on the server.
* Readd ability for clowns to accidentally shoot themselves while executing
* Cleanup
* Reset melee cooldown to initial value
* Address reviews fix bug
Addressed reviews on overriding messages.
Now I actually mark doafters as handled.
Return normal cooldown to some meleeweapons I forgot on the previous commit.
* Address Reviews
Remove duplication
* Exorcise codebase
Remove evil null coercion that I was sure I removed a while ago
* Address reviews again
* Remove melee weapon attack logic and rely on the system. Remove gun and
melee checks.
* Make system functional again and cleanup
* Remove code I forgot to remove
* Cleanup
* stalled
* Selectively revert gun penetration
The collision layer check doesn't work and I don't have time to fix it.
* Fixes
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Create ratvar.yml
* restore balance to the universe
* scale issues
mfw nar-sie is smaller
* spawner + spawn anim
a shitty spawn anim is better than no spawn anim
* undenseify
no longer as dense as a dying neutron star
* Add option for admins to disable bwoink
In a vain attempt to get people to ahelp more, provide the possibility
for admins to not play the bwoink sound if they don't want to scare the
player.
* Add silent indicator to discord relay
* Use string interpolation
The Radioisotope Thermoelectric Generator (RTG) isa power source that
players may encounter in the game that doesn't have an entry in the
guidebook yet. This commit fixes that.
* Fix drones
* They dont need a full bloodstream
* Incorrect indentation
* Nuke drones
* Fix ClothingHeadHatCatEars
* Remove last mention of drones
* Implement requested changes
* Porting & implementation
* Fix two stupid errors
* Human not humans
* fix audio path
* Fix test fails & update cooldown
* Work on reviews & test fail
* Rework nymph organ system.
* Make the nymph organs nospawn.
* IsDeadIC
* Facelift Microwave UI
Includes new background light in UI, Uses predictive input, UI now properly disables buttons when microwave is active
* Microwave now shows Elapsed time
* Fixed bad formatting
* Added new term for "BottomMargin"
* Change yellow color
* Update StyleNano.cs
just spacing fixed
* Cook time countdown now detached from server
Instead of the server constantly sending out messages for the cook countdown, it is now predicted client side using TimeSpan
* Update MicrowaveMenu.xaml
forgot to re-add item space
* Implement closing; add open/close verbs
* Add breakable seals
* Allow custom verb names; make condiment bottles closeable
* Remove pointless VV annotations and false defaults
* Split Sealable off into a new component
* Should have a Closed event too
* Oh hey, there are icons I could use
* Ternary operator
* Add support for seal visualizers
* Moved Sealable to Shared, added networking
* Replaced bottle_close1.ogg
* Adds option to disable character names in chat/speechbubbles
* Moved the coloring of names to clientside
* Move string functions to SharedChatSystem to avoid duplicate code in SpeechBubble.cs
* Changed to be put under Accessibility section
* Cache CVar