* A looooooooot of new cotton foods for the moffs
* address slam's comments on the food for moffs not having any moff food in the food (the food that's intended for moffs)
* alternative sprites for bagel-cottondough.png, baguette-cotton.png, and croissant-cotton.png
* update requested sprites
* change requested sprites
* address part of sloth's review, awaiting response
* address second half of review, fix magical food nutriment mitosis bug
* Added support so that smile can use hats
Changed Prototypes/Entities/Mobs/NPCs/pets.yml
Added smile_inventory_template.yml in Resources/Prototypes/inventoryTemplates
Added dir smile_displacement.rsi inside Resources/Textures/Mobs/Pets/smile.rsi
Added smile_displacement.rsi/meta.json
Added smile_displacement.rsi/head.png
* Fixed sprite path in ProtoTypes/Entities/Mobs/NPCs/pets.yml mapping to wrong smile_displacement.rsi
Fixed smile_inventory_template.yml using uiWindowPos as 1,2 instead of 0,1
Moved Resources/Textures/Mobs/Pets/smile.rsi/ to .../Pets/smile/smile.rsi/
Moved Resources/Textures/Mobs/Pets/smile.rsi/smile_displacement.rsi to .../Pets/smile/smile_displacement.rsi
* Minor fixes: removing comments and change naming
Renamed Resources/Textures/Mobs/Pets/smile/smile.rsi To .../Mobs/Pets/Smile/smile.rsi
* Removed smile_inventory_template.yml and used head_inventory_template.yml instead
* Defined sprites for Atmospheric Alerts and Monitoring computer boards. Added research unlocks and lathe recipes for them.
* Defined default engineering sprite for atmospherics computer boards. Removed Power Monitoring Computer board from research and lathe recipes.
* Defined engineering sprite for atmos computer boards. Removed Power Monitoring Computer board from research and lathe recipes.
* Ensure Arrivals Blacklist in Bluespace Locker rule
* While I'm at it, stop the QSI too
* fix thing I broke somehow
* Every bluespace locker arrivals blacklisted
* Add ArrivalsBlacklist to the prototypes too
* Link Core cargo shuttle atmos devices
* Remove configurator lines
This matches what the DeviceNetworks in core.yml look like now. Hopefully it works?
* Removed protolathe from cargo on Amber
* Removed protolathe from cargo on Cog
* Revert "Removed protolathe from cargo on Amber"
This reverts commit 422db6e34a54c9256e3e1aad2098b64ff4cf0f96.
revert commit that should have been done on another branch
* Added a check for if the entity trying to drink is a borg.
* Fixed missing namespace issue.
* Improved code conciseness.
* Removed borg chassis check, added stomach check.
* Removed unused namespace
---------
Co-authored-by: dankeaj <andrewjdanke@gmail.com>
* Wood wall is now built from barricade congraph and on top of a barricade instead of using rods
* Fixed construction instructions for wooden wall
* Wood wall is now built from barricade congraph and on top of a barricade instead of using rods
* Fixed construction instructions for wooden wall
* fixed linter error
* Update Resources/Prototypes/Entities/Structures/Walls/walls.yml
Reasonable suggestion
Co-authored-by: Thomas <87614336+Aeshus@users.noreply.github.com>
* Update Resources/Prototypes/Entities/Structures/Walls/walls.yml
spelling error
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* removed ability to build wall from 'junk' wood barrier'
* fixed ability to pry overlay barricades and not allow them to extend to full wood walls
* renamed incorrectly named entity
* fixed default entity graph so as to not complain for unit tests
* corrected my incorrect assumptions and fixed destroy cost
---------
Co-authored-by: Thomas <87614336+Aeshus@users.noreply.github.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
Mainly useful for medicalborg so you can get a looping sound and not footsteps playing over and over.
Didn't actually update medborg because footsteps need updating.
Not needed for AI.
* Initial commit
* AIs get a warning when trying to answer long distance calls
* Better handling of ending telephone calls
* Fixed issue with duplicated holopad window when an AI answers a summons
* Changed how ranges are handled, added the bluespace holopad
* Bug fixes
* More bug fixes
* More bug fixes
* Update Resources/Prototypes/Entities/Structures/Machines/holopad.yml
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Update Resources/Prototypes/Entities/Structures/Machines/holopad.yml
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Added loc versions of holopads to Amber, and made some adjustments given Acorn's feedback
* fixed the name of the gameroom
* Fixed it in the map file
* Use class instead of out variables
* Show battery level in power monitoring console
* Better color contrast for battery level + localized string
* Add visualization to battery percentage
* Reverts random ChatSystem.cs whitespace change
* Address review
* Show BatteryLevel stats in child view when selecting devices
---------
Co-authored-by: Crotalus <crotalus@users.noreply.github.com>
* Add a festive lemon-lime soda variant: cranberry!
* Gave lemon-lime a brand name
* Make the CrateFoodSoftdrinksLarge slightly larger to accomodate the extra drinks.
* Extend the Christmas anomaly with extra jolliness
* Minor spelling mistake. Jollyness will not be denied.
* Removed redundant delay from meta file
* Reach/Cargo Update
Adds holopads and new atmos tech to Reach, and replaces cargo shuttle/ATS holopads with localized versions.
* Fix Invalid
invalidinvalidinvalidinvalidinvalidinvalid
* Check buckle.BuckledTo value before hugging interaction
* Make InteractHandEvent to be used by BuckleSystem before InteractionPopupSystem instead of after
* reduce network burden of the hunger system
* explicit start + last updated
* remove auto reformat changes to otherwise untouched code
add clamp helper
* imagine making breaking changes, documenting them, and then not thinking to check the yaml
* comments
* Remove unused net manager in hunger system
Remove lastAuthoritativeHungerValue from prototypes
* Made the Armory Gun Safe craftable with 10 steel, 10 plasteel, and 5 LV cables.
* Changed gun safe price to 335, to match the cost of its material components. Changed gun safe to start with no accesses when constructed.
* adress the review
* yeah
* wrah
* test fail is not real
---------
Co-authored-by: Ty Ashley <42426760+TyAshley@users.noreply.github.com>
* fix power
* Rebalance power, add holopads, add pipenet sensors
* recolor that one pipe I missed + remove invalids
* resave map, if this fails tests one more time, no more cake
* Added holopads and atmos network monitoring.
* Added the advanced SMESes to the station and evac shuttle
* Removed an accidentally mapped vox air alarm
* Fixed invalids in the escape shuttle
* Adds Advanced SMES machine and board to autolathe roundstart
* Make Advanced SMES T2 Advanced Powercells research, reduce cost, remove from random spawner, add sprites by augustsun
* fix attribution formatting
* Update smes.yml to address review
Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
* add new sprites and change naming scheme, testing something
* address review, tested it a bit more, works ingame
---------
Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
* Initial resources commit
* Initial code commit
* Added additional resources
* Continuing to build holopad and telephone systems
* Added hologram shader
* Added hologram system and entity
* Holo calls now have a hologram of the user appear on them
* Initial implementation of holopads transmitting nearby chatter
* Added support for linking across multiple telephones/holopads/entities
* Fixed a bunch of bugs
* Tried simplifying holopad entity dependence, added support for mid-call user switching
* Replaced PVS expansion with manually networked sprite states
* Adjusted volume of ring tone
* Added machine board
* Minor features and tweaks
* Resolving merge conflict
* Recommit audio attributions
* Telephone chat adjustments
* Added support for AI interactions with holopads
* Building the holopad UI
* Holopad UI finished
* Further UI tweaks
* Station AI can hear local chatter when being projected from a holopad
* Minor bug fixes
* Added wire panels to holopads
* Basic broadcasting
* Start of emergency broadcasting code
* Fixing issues with broadcasting
* More work on emergency broadcasting
* Updated holopad visuals
* Added cooldown text to emergency broadcast and control lock out screen
* Code clean up
* Fixed issue with timing
* Broadcasting now requires command access
* Fixed some bugs
* Added multiple holopad prototypes with different ranges
* The AI no longer requires power to interact with holopads
* Fixed some additional issues
* Addressing more issues
* Added emote support for holograms
* Changed the broadcast lockout durations to their proper values
* Added AI vision wire to holopads
* Bug fixes
* AI vision and interaction wires can be added to the same wire panel
* Fixed error
* More bug fixes
* Fixed test fail
* Embellished the emergency call lock out window
* Holopads play borg sounds when speaking
* Borg and AI names are listed as the caller ID on the holopad
* Borg chassis can now be seen on holopad holograms
* Holopad returns to a machine frame when badly damaged
* Clarified some text
* Fix merge conflict
* Fixed merge conflict
* Fixing merge conflict
* Fixing merge conflict
* Fixing merge conflict
* Offset menu on open
* AI can alt click on holopads to activate the projector
* Bug fixes for intellicard interactions
* Fixed speech issue with intellicards
* The UI automatically opens for the AI when it alt-clicks on the holopad
* Simplified shader math
* Telephones will auto hang up 60 seconds after the last person on a call stops speaking
* Added better support for AI requests when multiple AI cores are on the station
* The call controls pop up for the AI when they accept a summons from a holopad
* Compatibility mode fix for the hologram shader
* Further shader fixes for compatibility mode
* File clean up
* More cleaning up
* Removed access requirements from quantum holopads so they can used by nukies
* The title of the holopad window now reflects the name of the device
* Linked telephones will lose their connection if both move out of range of each other
* Adds in-hand sprites to the Anomaly Scanner.
* Revert "Adds in-hand sprites to the Anomaly Scanner."
This reverts commit 257efd032a15d6459043f47106bd537abfe18fad.
im very stupid and need to undo my dumb commit.
* okay actually making sure these are committed this time like a smart boi
* Better version of the sprites based off of /tg station's health analyzer.
* Updated copyright to include link to sprite
* Updated copyright license and commit link
* Update Resources/Textures/Objects/Specific/Research/anomalyscanner.rsi/meta.json
Co-authored-by: Thomas <87614336+Aeshus@users.noreply.github.com>
* Update Resources/Textures/Objects/Specific/Research/anomalyscanner.rsi/meta.json
Aeshus adjusted indentation to better match original file.
Co-authored-by: Thomas <87614336+Aeshus@users.noreply.github.com>
---------
Co-authored-by: Thomas <87614336+Aeshus@users.noreply.github.com>
* Zombies keep their anomalies on zombification
* Refactor anombies to isolate anomalies and zombies
InnerBodyAnomalies now send an event when the host dies.
Zombies cancels this event if the host is turning into a zombie.
* Anomazombies: deprecate CancellableEntityEventArgs
CancellableEntityEventArgs is deprecated. Use structs
with bool Cancelled instead.
* Fixed various issued identified during playtests.
* Fixed a firelock stuck closed
* Added more cameras and moved others
* Fixed an issue with disposals
* Modified the map a bit after watching some matches and listening to feedback
* Reworked sec some more. Moved perma out into its own separate ship (another design from Frontier) Also performed various improvements to the station.
* Added final touches, ready to PR
* Added some more loot rooms throughout the map
* Changed up some areas in maints that I didn't like
* Removed footprints outside detective's room and wrenched down the logic gates in the ship building airlock
* I totally didn't forget to add the lights
* Updated to latest master version
* Added gas pipe analyzer
* Completed prototype
* Playing with UI display
* Refinement of the main UI
* Renamed gas pipe analyzer to gas pipe sensor
* Added focus network highlighting and map icons for gas pipe sensors
* Added construction graph for gas pipe sensor
* Improved efficiency of atmos pipe and focus pipe network data storage
* Added gas pipe sensor variants
* Fixed gas pipe sensor nav map icon not highlighting on focus
* Rendered pipe lines now get merged together
* Set up appearance handling for the gas pipe sensor, but setting the layers is bugged
* Gas pipe sensor lights turn off when the device is unpowered
* Renamed console
* The gas pipe sensor is now a pipe. Redistributed components between it and its assembly
* AtmosMonitors can now optionally monitor their internal pipe network instead of the surrounding atmosphere
* Massive code clean up
* Added delta states to handle pipe net updates, fixed entity deletion handling
* Nav map blip data has been replaced with prototypes
* Nav map blip fixes
* Nav map colors are now set by the console component
* Made the nav map more responsive to changes in focus
* Updated nav map icons
* Reverted unnecessary namespace changes
* Code tidy up
* Updated sprites and construction graph for gas pipe sensor
* Updated localization files
* Misc bug fixes
* Added missing comment
* Fixed issue with the circuit board for the monitor
* Embellished the background of the console network entries
* Updated console to account for PR #32273
* Removed gas pipe sensor
* Fixing merge conflict
* Update
* Addressing reviews part 1
* Addressing review part 2
* Addressing reviews part 3
* Removed unnecessary references
* Side panel values will be grayed out if there is no gas present in the pipe network
* Declaring colors at the start of some files
* Added a colored stripe to the side of the atmos network entries
* Fixed an issue with pipe sensor blip coloration
* Fixed delay that occurs when toggling gas sensors on/off
* first migrate
* clean up prototypes
* Update polymorph.yml
* Update flora.yml
* and this one
* and this one x2
* and this one x3
* Update migration.yml
* chemmaster buffer has colors now
* I have saved chemists everywhere
* implimented panelcontainers instead of labels, slight visual rework
* added UI changes to input buffer
* fixed some unsightly indentation on brackets and removed redundant minheight specification from verticalstretch elements
* Formatting and code cleanup
* pills still not rendering correctly
* more tinkering, entities finally display correctly
* entities display correctly, pill fields default to max now
* fixed stripes
* fixed excess pillCount bug
* removed cache, fixed tab swapping
---------
Co-authored-by: Saphire <lattice@saphi.re>
* Initial commit
* hoili moili
* now to add sherlock and doctor who
* funny stick
* Oops it was meant to be called metaphysical
* Attribution
* Even BETTER attribution
* Makes admins not count towards the playercount cap
* Update Content.Shared/CCVar/CCVars.Admin.cs (thx Aeshus
Co-authored-by: Thomas <87614336+Aeshus@users.noreply.github.com>
* Actually fixes whitespace on the comments
Thanks VScode very good IDE
---------
Co-authored-by: Thomas <87614336+Aeshus@users.noreply.github.com>
* add hold sprites for lizard plushie
* make the lizard plushie sprites slightly chonkier for those who are not wearing winter clothes.
* me when i hit the noise button and pretend it's shading.
* lizard plushie is not legally-distinct green dinosaur with a long tongue™ (front sprite tongue has been shortened)
* update meta.json
* Changed comments to be more clear and uniform.
EggLayer uses NextGrowth instead of frame accumulation.
Egglayer uses much less energy to make eggs, and lay time is randomized for player and AI chicken.
* UdderComponent ReagentId can be changed now
UdderSystem and WoolySystem use SharedSolutionContainerSystem now
* Entities with udders can be examined to see a rough hunger level
udders and wooly stop reagent generation/extra nutrient usage once the solution container is full
* Moved stuff to Shared
AutoPausedField now
* Cleanup moving stuff to Shared
* Oops. Make UdderSystem sealed instead of abstract.
* Switch PopupEntity for PopupClient
* Didn't mean to delete Access
* new() instead of default! prototype
revert egglayer balance change
NextGrowth += timespan in egglayer
* forgot [Datafield] for NextGrowth
* forgot NetworkedComponent again...
* Renaming Shared Animal to Shared Animals to match Server
Hopefully also resolve merge conflicts.
* Fix incorrect filename
* Update with requested changes
Put UdderSystem dependencies in alphabetical order.
Initialise NextGrowth for Udder and Wooly components on MapInitEvent.
Clean-up EggLayerSystem a little.
Re-write OnExamine function for UdderSystem, improving clarity.
Add full stops to end of udder examine locales.
And more :)
* Add some additional descriptions for cow hunger levels.
* Add Udder and Wooly quantity to AutoNetworkedField
* Account for less than starving threshold.
---------
Co-authored-by: sirionaut <sirionaut@gmail.com>
Co-authored-by: Sirionaut <148076704+Sirionaut@users.noreply.github.com>
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Add a test to check that all lathes accept the materials for all their recipesy
* Add check for storage limit
* Track total recipe material volume
* Check dynamic and emag recipes too
* Move AllLatheRecipesValidTest from ResearchTest to LatheTest
* Extremely minor modernization
* working mind swap spell
* Removing unncessary spacing
Co-authored-by: Thomas <87614336+Aeshus@users.noreply.github.com>
* Changing mind swap speech
Co-authored-by: keronshb <54602815+keronshb@users.noreply.github.com>
* All requested changes in review
* Stores owned by mind instead of body
* Requested changes, traitor uplink fixed
* Revert "Requested changes, traitor uplink fixed"
This reverts commit 2ceac6733d6a28890f60d2ccef3dafa160a702fd.
* Revert "Stores owned by mind instead of body"
This reverts commit dfb72ab70ed66db50312617f2dce02d0a4e4dfce.
* Separate target and performer stun duration
---------
Co-authored-by: Thomas <87614336+Aeshus@users.noreply.github.com>
Co-authored-by: keronshb <54602815+keronshb@users.noreply.github.com>
* Rename Dungeon Master Laws to not run into copyright problems
* Revert direct map changes
* Added renaming of DungeonMasterCircuitBoard to migration.yml
* Remove whitespace changes to oasis.yml
---------
Co-authored-by: Litrax <email@emal.com>
* Fixed various issued identified during playtests.
* Fixed a firelock stuck closed
* Added more cameras and moved others
* Fixed an issue with disposals
* Modified the map a bit after watching some matches and listening to feedback
* Reworked sec some more. Moved perma out into its own separate ship (another design from Frontier) Also performed various improvements to the station.
* Added final touches, ready to PR
Amber Station - Playtest Fixes (#33773)
* Fixed various issued identified during playtests.
* Fixed a firelock stuck closed
* Added more cameras and moved others
* Fixed an issue with disposals
Co-authored-by: Southbridge <7013162+southbridge-fur@users.noreply.github.com>
* Add meat tag to Five Alarm Burger
* Revert "Add meat tag to Five Alarm Burger"
This reverts commit e483b5effe63a8cbdcce81eeddc622f5555ae240.
* Re-add tag, but in notepad
* Move tag down to follow hierarchy
---------
Co-authored-by: LevitatingTree <None>
* Rebalance HoS's Energy Shotgun
* SLIGHTLY Up the max charge so the gun properly recharges all of its charges, which matters a lot more with the self charge cooldown system.
* Prevent recharge cooldown if 0 power is used.
* Makes the clientside HUD actually update to reflect the changes in firecost and thus max/current charges.
* Properly fix that recharging to just under full issue instead of applying a budget fix to only the eshotgun.
* Clean up the client ammo UI fix.
* Update the self recharger component to comply with maintainer request.
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Remove code that was made redundant by a hotfix from another PR.
* Make the recharge pause on EMP, document things where needed, clean up code as per maintainer request, add a note to make the code better when power is moved to shared.
* Fix another internal issue
* Code cleanup + fix the rapid recharge verb to remove pause.
* cleanup
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Fix Meta TEG power issues, give singulo more scaffold, give AI two cams in singulo containment like other stations
* remove serialized invalids because it happens to the best of us
* properly setup cameras, label substation and atmos APC while I'm here
* Fixed various issued identified during playtests.
* Fixed a firelock stuck closed
* Added more cameras and moved others
* Fixed an issue with disposals
* Give silicons proper lobby/character editor previews
No more naked dummies, properly show a borg/AI sprite now.
This means taking the JobEntity into account when spawning the dummy. For AIs I had to add a "JobPreviewEntity" field because they'd look like a posibrain otherwise. AI therefore uses a custom dummy entity I defined.
Also I had to add some margins to the UI, because otherwise the 32x32 sprite of the AI would look bad.
* Update Content.Shared/Roles/JobPrototype.cs
* Update Content.Client/Lobby/LobbyUIController.cs
* Update Resources/Prototypes/Entities/Mobs/Player/silicon.yml
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Organize Sandbox Panel
* Map Editing -> Editing
* Unset ToggleMode on Suicide button. Can hardly un-suicide, no?
* Remove 'Link machines' button that has done nothing for 3 years
* Remember Sandbox window's position instead of forcing to center
* Shows Spawns -> Show Spawns
* Remove SandboxSystem.MachineLinking
* Added evac shuttle and fixed various issues brought up during playtests
* Updated Amber with playtest feedback, removed waste loop and firelocks from evac shuttle
* Adds wand of locker and locker projectile
* Adds IsOpen method to check if storage is open
* Adds store on collide
* Adds Store On Collide to Wizard Locker
* Adds Lock API
* Adds locking support
* Adds resist override and custom visual layers
* Fixes decursed states, adds comment for a future visualizer
* adds locker wand visuals and descriptions
* shrinks locker radius, moves TODO for throw support
* Adds whitelist and moves storage and lock logic into their own methods
* Adds support to disable store on collide after the first open. Fixes prediction issues with disabling.
* Adds wand of locker to the grimoire
* Adds wizard access prototype
* Adds Wizard to universal access
* Moves Lock on collide to on collide method
* Comments
* Changes layer order
* Fixes prediction issues when locking.
* Adds Wiz access to universal ID
Layout would break for machines with >6 lights because the column count was hardcoded. Uncap the UI width and fix the rows count instead.
Lights with less than 4 characters of text weren't aligned right, now they are.
* Fix AutoDrain
Per the system comments, AutoDrain is designed to automatically move
puddles into the drain (like a floor drain). Drains without AutoDrain
are still supposed to gradually empty the buffer, but not remove puddles
(like sinks and toilets).
However, a logic error in the original implementation causes drains with
AutoDrain set to false to simply not work. Hence sinks never emptied.
* Update documentation
* Nacho recipes, nutrition, and trash
In meal_recipes.yml: Add recipes for Nachos, Cheesy Nachos, and Cuban Nachos.
In meals.yml: Add a solutions container to regular nachos so it lines up with the others, and add a small plate as trash to each one.
* Volumes, nutritional tweaks, and flavor
In meals.yml: Lowered maxVol on nachos to leave 5 units of space. Nachos nutriment and vitamin lowered for costing so little. A cheese wedge is 3.75 nutriment, so cheesy having 4 more total nutritional value lines up nicely to me.
Cuban nachos had too little volume to fit its reagents in the first place, so increased maxVol by 10. Chili peppers are 4 nutri / 4 vitamin and ketchup has a touch of tomato, so bumped to 8 and 5. Capsaicin lowered partly to make it an even 20u. Ketchup dilutes I guess. Also they don't have cheese so I changed the flavor profile to tomato instead.
In meal_recipes.yml: Cuban Nachos recipe tweaked to require one less pepper. Given above numbers, this fits the nutritional value imo.
* Initial Commit with two departments done
* Checkpointing work
* Added most of service and science
* Started work on medbay
* Modified TEG setup and set up atmos pipes for engineering
* Re-added medbay, added chapel and janitorial, started routing disposals and generally the final layout of the map is coming together
* Plenty of additions, too many to list in a commit message
* Major update
* Nearly done with the map, just have to do decals and emergency lights
* Added all decals, only thing missing is department signs
* Toned back the dirt decals a bunch, added hallway signs and other decorations
* Finishing touches on the map before testing.
* Fixed invalids
* Renamed the station to Amber, and made a couple adjustments
* Completely redid cargo, added maints around sec
* Added Amber to the map post init integration test
* Many small updates addressing issues.
* Ran a script to update all the camera names, also ran fixgridatmos, fixrotations, tilewalls, and variantize
* Started addressing some of the issues brough up by Emisse and others
* Addressed all issues mentioned by reviewers. Added mail system.
* Wrapped up meeting all the issues raised by reviewers, also did a bunch of testing and resolved issues found during those tests
* Addressed additional requested changes, and nabbed some ship designs from Frontier. Redesigned south east maints and surrounding meteor nets based off of those designs
* Making a couple more requested changes
* Reduced the amount of Nitrogen Closets, made several small adjustments. Ready for review again!
* Removed invalids!
* web edit lmao
---------
Co-authored-by: Emisse <99158783+Emisse@users.noreply.github.com>
* fix ghost role rules for some syndicate familiars
* change from monkey rules to Team Antag rules.
* Resolve reviews + Fix rules for LoneOp and Xenos
* ghostrole rules
---------
Co-authored-by: JIPDawg <JIPDawg93@gmail.com>
Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com>
* Touching up Bagel Security Brig
* Added a few missing door names
* Last door name I promise
* Address feedback
* Forgot to delete old shutter button
---------
Co-authored-by: dylanstrategie <188926747+dylanstrategie@users.noreply.github.com~>
* Update Snowasis
* Appease test gods
* Woops had the leftward animation backwards. Fixed.
* add santa suits and envelopes to chapel
* It looks worse unscaled but whatever.
* fix ghost role
* examines
* Fix borgs not getting names on roundstart
* Glory to the NT
* Allow riggable to take in multiple reagents
* Revert
---------
Co-authored-by: Winkarst <74284083+Winkarst-cpu@users.noreply.github.co>
* adjust min blindness back to 0 when PermanentBlindnessComponent is removed
* mapinit changes
* remove OnRemove, move changes to OnShutdown
* goodbye event
* dependency removal
* final adjustment
---------
Co-authored-by: lunarcomets <luanrcomets2@gmail,com>
Adds FTLSmashImmune to nuke prototype to stop it from arrival smashing
Adds a comment in FasterThanLight to indicate where the FTLSmashImmuneComponent is checked
Co-authored-by: aa5g21 <aa5g21@soton.ac.uk>
* Cleanup `ScrubberControl.xaml.cs`
* Minor cleanups
* Another pile of minor cleanups
* Apply requested changes
* Rename "which" into "bound". Add whitespace after "if"
* baby proof the terminal
* Make a couple exceptions for items that you might take with you.
* alwayspoweredlights
* Uncuttable cables since cablecomp is a snowflake construction system
* chairs and vendors
* rerun heisentests
* rerun tests again
* Fix door animations mispredicting if closing is interrupted
On master it will flicker states a little bit partially due to it not being predicted.
Instead we'll just set it straight back to opening (no animation is ever played anyway).
* no log
* Fix grids and docks being culled from display prematurely
* Fix inconsistent disabling of "Undock" buttons
* Add a radar icon to indicate where the controlling console is
* Tidy up math
Remove lots of sketchy transforms-of-transforms, which should have been
as single matrix multiply. Assign proper names to matrices. Remove some
redundant calculations.
* Feedback
* baby proof the terminal
* Make a couple exceptions for items that you might take with you.
* alwayspoweredlights
* Uncuttable cables since cablecomp is a snowflake construction system
* chairs and vendors
* rerun heisentests
* rerun tests again
* Initial commit
* Monitored pipe node is now referenced by name
* Review changes
* Simplified construction
* Tweaked deconstruction to match other binary atmos devices
* Helper function removal
* Updated attribution
* 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
* Changes the Server Worker job icon to a bowtie.
* Removes grey from icon to better fit existing art.
* Updated ID card sprite.
* Edit respective meta.json files.
* Shift Air Alarm sprites to better reflect their direction
* Fix two frames of west-facing sprite being one pixel off
* Indicate that sprites are no longer exactly tgstation's
* butcherable surgery caps
* readded cardboard box
* butcherable now?
* butcherable now?
* one day ill figure this out
* changed label of hyperzine syringe
* removed the thing in hats.yml that wasn't supposed to be here
* Update Resources/Prototypes/Entities/Objects/Specific/Medical/healing.yml
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* mostly done but there's a bug with spawning
* RandomGlobalSpawnSpellEvent now actually works
* Summon Guns/Magic is working
* Added sound, cap gun, and auto pick up
* Added all requested changes/fixes from reviews
* Halving cooldowns
* Added holiday decorations, and modified emergency lights to have a better layout.
* Added a couple more emergency lights after finding a couple spots that were wway too dark during testing, also gave the warden a crew monitor
* Adds storage sprite for gorilla gauntlet
* Specifies a heavier hitsound for gorilla gauntlet
* Modifies gauntlet icon and storage sprite
* Updates credit to my new username
* Borg type switching.
This allows borgs (new spawn or constructed) to select their chassis type on creation, like in SS13. This removes the need for the many different chassis types, and means round-start borgs can actually play the game immediately instead of waiting for science to unlock everything.
New borgs have an additional action that allows them to select their type. This opens a nice window with basic information about the borgs and a select button. Once a type has been selected it is permanent for that borg chassis.
These borg types also immediately start the borg with specific modules, so they do not need to be printed. Additional modules can still be inserted for upgrades, though this is now less critical. The built-in modules cannot be removed, but are shown in the UI.
The modules that each borg type starts with:
* Generic: tools
* Engineering: advanced tools, construction, RCD, cable
* Salvage: Grappling gun, appraisal, mining
* Janitor: cleaning, light replacer
* Medical: treatment
* Service: music, service, clowning
Specialized borgs have 3 additional module slots available on top of the ones listed above, generic borgs have 5.
Borg types are specified in a new BorgTypePrototype. These prototypes specify all information about the borg type. It is assigned to the borg entity through a mix of client side, server, and shared code. Some of the involved components were made networked, others are just ensured they're set on both sides of the wire.
The most gnarly change is the inventory template prototype, which needs to change purely to modify the borg hat offset. I managed to bodge this in with an API that *probably* won't explode for specifically for this use case, but it's still not the most clean of API designs.
Parts for specific borg chassis have been removed (so much deleted YAML) and specialized borg modules that are in the base set of a type have been removed from the exosuit fab as there's no point to printing those.
The ability to "downgrade" a borg so it can select a new chassis, like in SS13, is something that would be nice, but was not high enough priority for me to block the feature on. I did keep it in mind with some of the code, so it may be possible in the future.
There is no fancy animation when selecting borg types like in SS13, because I didn't think it was high priority, and it would add a lot of complex code.
* Fix sandbox failure due to collection expression.
* Module tweak
Fix salvage borg modules still having research/lathe recipes
Engie borg has regular tool module, not advanced.
* Fix inventory system breakage
* Fix migrations
Some things were missing
* Guidebook rewordings & review
* MinWidth on confirm selection button
* Act
* Adds Jaunt ECS and related prototypes
* Adds jaunt sounds
* Adds enter and exit sound support to polymorphs
* Updates jaunt description
* Adds jaunt action sprite and changes jaunt polymorph to use it
* Adds Jaunt and upgrade to the wizard grimoire
* Makes base mob jaunt parent off of incorporeal and basemob, adds blue ghost sprite for ethereal jaunt
* Update Resources/Locale/en-US/store/spellbook-catalog.ftl
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Update Resources/Prototypes/Entities/Mobs/Player/jaunt_mobs.yml
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Update Resources/Prototypes/Entities/Mobs/Player/jaunt_mobs.yml
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Update Resources/Prototypes/Entities/Mobs/Player/jaunt_mobs.yml
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Update Content.Shared/Polymorph/PolymorphPrototype.cs
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Update Content.Shared/Polymorph/PolymorphPrototype.cs
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* removes meta changes
* removes other meta changes
* adds context menu and a description to basemobjaunt
* comments for jaunt component and adds on component shutdown method
* Update Content.Shared/Jaunt/JauntComponent.cs
* Update Content.Shared/Jaunt/JauntComponent.cs
* Update Content.Shared/Jaunt/JauntComponent.cs
* Update Resources/Prototypes/Catalog/spellbook_catalog.yml
---------
Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* First round of anomaly core functionalities added
* Added sliceTime to anom meat mass and cooked version
* Adds SmokeOnUse component, system and shared system, adds new functions to inert electrical anom core
* Added more functions
* Final touches to branch
* Cleaning up some of the metadata for sprites and component definitions
* PR_Changes_v2_rev.0_Final_FINALFORREALTHISTIME.yml
* Lol jk these goddamn tests why me
* Quick updates based on feedback
* more changes to improve
* additional fixes and edits
* Changed tech core functionality
* added magboot functionality to grav core
* fixed issue with bluespace core sizing
* Reverting changes per request
* extra file to be deleted
* File cleanup
* Update chemicals.ftl
* Update cores.yml
* Update cores.yml
* Update meta.json
* Update chemicals.yml
* Update Resources/Prototypes/Entities/Objects/Consumable/Food/meat.yml
Co-authored-by: chromiumboy <50505512+chromiumboy@users.noreply.github.com>
* Update meal_recipes.yml
* Update cores.yml
---------
Co-authored-by: august-sun <45527070+august.sun@users.noreply.github.com>
Co-authored-by: chromiumboy <50505512+chromiumboy@users.noreply.github.com>
* Adds new sprites for shotgun shell boxes
* Adds second set of mag visuals for slug and uranium casings
* Fixes yaml that I messed up
* Changes credit to new username before merging happens
This should be the primary changes for the future-proof "Modern HWID" system implemented into Robust and the auth server.
HWIDs in the database have been given an additional column representing their version, legacy or modern. This is implemented via an EF Core owned entity. By manually setting the column name of the main value column, we can keep DB compatibility and the migration is just adding some type columns.
This new HWID type has to be plumbed through everywhere, resulting in some breaking changes for the DB layer and such.
New bans and player records are placed with the new modern HWID. Old bans are still checked against legacy HWIDs.
Modern HWIDs are presented with a "V2-" prefix to admins, to allow distinguishing them. This is also integrated into the parsing logic for placing new bans.
There's also some code cleanup to reduce copy pasting around the place from my changes.
Requires latest engine to support ImmutableArray<byte> in NetSerializer.
Fixes formatting of owned entity type property names. These are normally named "FooBar_Baz" by EF Core, but the snake case thing was turning them into "foo_bar__baz". The double underscore is now fixed.
We don't *yet* have any EF Core owned entity in use, but I am planning to add one. I don't know if downstreams are using any so this should still be marked as a breaking change.
Also fixed it creating and dropping a Compiled Regex instance for every name, the regex is now cached (and pregenerated).
* 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>
* healing staff sprite
* new back slot and move all big things to whis slot
* replace ring to staff
* caster sowdown! Mole rebalance
* loadouts fix
* fix weapon rotation
* Update spawners.yml
* Silicon Law Sound cue refactor
- Added CueEntityMind to Silicon Law system to more uniformally
send sounds to minds
- Switch all previous MindPlaySound to instead call to the new method
* Change SiliconLawEui to cue the mind
* CR: TryGetComponent and Change the Documentation
- Remove GetComponentOrNull for _entityManager.TryGetComponent
- Change SiliconLawProviderComponent.LawUploadSound to be more general
rather than just referencing lawboards
* Update Content.Server/Silicons/Laws/SiliconLawEui.cs
* Update Content.Shared/Silicons/Laws/Components/SiliconLawProviderComponent.cs
* Silicon-law-cue-refactor - CR:
- Roll the cuing into NotifyLawsChanged via an optional variable for the
cue
- Modify "SetLaws" to take in an optional soundProvider for the cue
- modify Emagged, Ion, Eui and SetLaws to instead send the sound cue via
NotifyLawsChanged
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* add simple end screen common goals
* finish common objectives endscreen
* personal objectives endscreen
* Update personal_objectives.yml
* new empire objectives
* 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.
* Added Popup for the Ligneous plant mutation when using hands.
There was some confusion for players with the Ligneous mutation which makes the plant harvestable only with sharp tools. Adding a popup with the message "The plant is too tough." to give them a hint to use something other than just their hands.
I decided to only put the message when attempting to harvest using hands, as the intent is clear that the player just wanted to harvest, but wasn't able to. Using any other tools like a crowbar or a screwdriver will not trigger the popup.
* Update Resources/Locale/en-US/botany/components/plant-holder-component.ftl
Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com>
---------
Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com>
* Make ghost roles collapsible
* Save `BodyVisible` state of each `Collapsible` box
* Make ghost role collapsible only when group has more than 1 role
* Make it a little prettier
* Make only ghost role buttons collapsible
* Apply requested changes
* Typo
* Small cleanup
* Store in list, instead of iterating
* Make unique ids more unique
* Move it out of the cycle
* Make _collapsibleBoxes into dictionary and use key instead of Collapsible boxes names
Added TODO. So after the problem will be fixed in `GhostRolesEui`, it should be mirrored and fixed here too.
* Put TODO in GhostRolesEui. I guess Issue must be made for this
* Use HashSet instead of Dictionary as suggested. Invert the HashSet, so being present means it uncollapsed
I decided to invert HashSet to _uncollapsedStates, because players surely will have more collapsed buttons than opened, so we optimise memory usage a little bit.
* Remove extra space from ghost roles window
* Add buttons stretching. Size 3:1
* 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>
* Changes the AME sound effect to not be the default MetalThud.
* Was told on discord to make a minor change to autorerun the tests due to the Build & Test Debug failing!
* Attribution and licensing, as requsted by deathride58
* Fixes the high-pitched squeak audible to some people!
* Audio file tweaked by SlamBamActionMan to eliminate a weird squeak they were still able to hear. Thanks!
* 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>
* Add on-call functionality for adminning
The first time an ahelp gets SOS it gets relayed to the specified channel with the specified ping. Every time after that it doesn't until it gets a non-SOS response received.
* Remove redundant name
Pretty sure this already gets chucked on the name of the msg itself I think it just didn't show in screenshot because they were subsequent.
* Update Content.Server/Administration/Systems/BwoinkSystem.cs
Co-authored-by: Chief-Engineer <119664036+Chief-Engineer@users.noreply.github.com>
---------
Co-authored-by: Chief-Engineer <119664036+Chief-Engineer@users.noreply.github.com>
Co-authored-by: deathride58 <deathride58@users.noreply.github.com>
* took a two month nap. accidentally pushed too many buttons. let's try this again. added thieves to antagonists.xml
* even after that nap, i don't feel well-rested at all.
* please don't kill me for using webedit
* capitalization, typo
* Apply suggestions from code review (more period moving)
Thanks Evan, very cool
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* guess you could say im not pro-proper noun
* typo
* Update Resources/ServerInfo/Guidebook/Antagonist/Nuclear Operatives.xml
* ok
Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com>
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
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.
* add notification for dependent wearables being dropped
* fix dropped item popup redundancy
- did a check to see if any item was dropped, instead of making a notification for each item being dropped.
* change popup to client-only variant
* fix redundant messages, add plural locale string
* fix conventions, fix locale input to be more intuitive
---------
Co-authored-by: Justin <justinbrick1@gmail.com>
* 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>
* Atmospheric alerts computer
* Moved components, restricted access to them
* Minor tweaks
* The screen will now turn off when the computer is not powered
* Bug fix
* Adjusted label
* Updated to latest master version
* Initial commit
* Tidy up
* Add firelocks to the nav map
* Add nav map regions to atmos alerts computer
* Added support for multiple region overlay sets per grid
* Fixed issue where console values were not updating correctly
* Fixing merge conflict
* Fixing merge conflicts
* Finished all major features
* Removed station map regions (to be re-added in a separate PR)
* Improved clarity
* Adjusted the color saturation of the regions displayed on the atmos alerts computer
* Fix several jank issues with space ninja cell upgrades.
* Rework the code to comply with maintainer request.
* Fix some naming convention & formatting errors.
* Change from a custom check to an item whitelist to avoid power cages from fitting.
* Make the EntityUid of GetCellScore non nullable.
* Remove a line from a previous solution to the above problem I forgot to remove.
* Fix the magic number issue.
* Initial implementation
* currently it crashes on load, don't know why, maybe changing the products will provide some insight
* I was overlooking part of the yaml formatting.
* init
* im so confused
* clean
* sprite update
* :|
* further attempts
* be blessed for it works
* Very prestigious pAI
* cleaning up
* Intellicard in RD locker
* PAIn't
* .Clear()n't
* .Clear()n't for real this time
* Cleaning up
* Whoopsie Daisy
* Init testing
* copyright
* oops
* Tracking the embed entity uid
* testing stuff for gradual injection
* work
* weh
* god save me
* bleh
* Yippee!
* Again
* Mini syringe ammo
* cleaning up
* mini syringes have a texture for fill amount
* -3 cool points :(
* hitboxes
* init cleanup
* much needed fixes
* Fixes
* Reduce player softcap for wizden servers and panic bunker wizden Leviathan
* Fix bunker message
* Make sure it actually activates by default and make it turn off when an admin joins
* Update Resources/ConfigPresets/WizardsDen/wizardsDen.toml
The voices
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
You were already able to strip more items at once from somebody than you could hold, and they would drop to the floor. This matched the behavior in SS13.
Annoyingly, however, you were not allowed to *start* a stripping action if you're holding something. This just feels like an annoying paper cut, so this is no longer a thing.
* Towels
* make smoler
* Huh, wonder why that didnt fail locally. The curse of CaPiTaLiZaTiOn
* Teal swapped for LightBlue for medical.
* Appease the linter?
* magic?
* mimery
* lefthandedness
* fixed warden being and qm being not considered head for traitor kill head objective
* fixed hypothetical warden traitor not getting disk objective
* change suggested by deltanedas
* cleanup
* cleanup
* fix
* changed as suggested
* removed a dot in the comment
* removed an empty line
* reformulation
* Rename ChatSanitizationManager to ChatEmoteSanitizationManager
The prior name was kind of confusing as there's a emote one and
then now there's also chat expansion happening in the accent system,
so knowing which I actually need to edit is useful.
So, I just need to keep myself not confused.
* Rename smileyToEmote and remove punctuation duplicates
The name SmileyToEmote is just... Bad.
Plus, I needed to remove the punctuation duplicates as that would
break any kind of regex parsing that I tried.
* Switch to regex from checking end of string
I also changed from System.Globalization to ILocalizationManager.
Writing that regex was definitely an experience.
* Document regex and the manager
* Rename it back
* Simplify regex
* Subversion Board Insertion Audio Notification
Add Subversion flag and SubversionSound to SiliconLawProviderComponent
Add new Method (OnSubversionInserted)
to SiliconLawSystem to handle a Subversive
SiliconLawProviderComponent and play it's SubversionSound
Add Check for Subversive law provider to OnUpdaterInsert that
calls OnSubversionInserted if the SiliconLawProviderComponent is
Subversive
* Fix subversion Sound
- Change out Weh sound used to test that subversion sounds can be
changed by prototype for a a not yet present Antimov subversion sound
* Make it not just subversive
- Remove OnSubversionInserted and move the MindPlaySound in the
OnUpdaterInsert so long as LawUploadSound exists
- Modify SubversionSound into LawUploadSound
- Remove the Subversion flag
- Just use emagged_borg.ogg until the better one is made
* Remove errant spaces and a errant namespace
* CR Fixes - Add generic Lawboard insert cue
- Combine the If statements per /pull/32625#discussion_r1786926400
inside OnUpdaterInsert
- Remove the ViewVariables(VVAccess.ReadWrite) per
pull/32625#discussion_r1786924433
- Add Cryo_warning.ogg from TGStation, the sound utilized for Law Upload
cue, Attribution.
* CR Add a placeholder Antimov notification sound
- Add a new sound kitbashed from the cryo_sound used for uploading
and the emagged noise
* Add self referential source attribution
- also fix an errant space
* Add more bespoke Sound by ps3moira + attributions
* Several small sfx tweaks
* fix small yml oopsie
* Redo the basin code to use events
* now uses an event for when the transfer is successful, not when there's just an attempt
* forgot to remove this
* Update Content.Server/Botany/Components/PlantHolderComponent.cs
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
* Update Content.Server/Botany/Systems/PlantHolderSystem.cs
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
* adds sound variations to shoes as well
* variations on honkbots and the H.O.N.K mech
* Update Content.Server/Botany/Systems/PlantHolderSystem.cs
* Update Content.Server/Botany/Systems/PlantHolderSystem.cs
* fix compile issue
* oops forgot to delete this
* cleanup
---------
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Add robo control comp, also de-reinforce a lot of walls.
* Revert "Add robo control comp, also de-reinforce a lot of walls."
This reverts commit b6be6b616aa9732b81e02bed76e3c9ae103cf7cb.
* FTLdiskburner command to make FTL disks.
* Elegant failure on mistyped ID.
* even more more eleganter failures.
* foo
* bar
* I have reached completion
* prevent id confusion
* I'm givin' her all she's got captain!
* a bit more hug boxing for safe destinations.
* comments for foo
* extra thoughts.
* cleanup
* continuen't
* Improve feedback strings
* reviewer QOL
* Reviewer QOL 2
* handle easy reviews
* Add comments to clarify reviews
* howdoicode to the rescue.
* ftldisk in hand
* ftl.ftl
* funny disk case
* loc
* unusing
* Adds emotes to the Reptilian species: Tailthump, Hiss
Todo: Huff
* Adds emotes to the Reptilian species: Tailthump, Hiss
Todo: Huff
* Added ReptilianBodyEmotes to speech_emote_sounds.yml, yada yada yada
* added sound and changed volume
* fix thingies
* fixed bug with reptilians not being able to do default emotes
* lowered the volume of the hiss and huff
* reformat the yml
* Add sigh keywords to the huff
* Undo changes to BuildChecker.csproj
* Add icons to the emotes
* Remove sigh triggers from the huff emote since it breaks normal sighing.
* Remove the Huff and Hiss since i cant find good audio for it
* i forgor
* Changed attribution
* Credit Sarahon for the tailslap
---------
Co-authored-by: nicho <nicholasnewsom577@gmail.com>
* rearranged existing arcade rewards for clarity and added more
* removed tesla toy
* removed plushie throngler
* removed singularity toy, readded tesla toy
* removed tesla toy again :(
* Readded accidentally removed PlushieRainbowLizard
* does work?
* fix
* shrunk organs to normal size of small
* made brains and liver look better
* made stomach slightly less bright
* unique sprite for diona lungs + inhands
* unique sprite for vox lungs + inhands
* Added checks to not target AIs and people in containers
* made the change to use IsEntityInContainer. Much Better!
* returned old Mindquerry and removed wrong use of admin logger
* guard statment
* removed unnecessery refs and fixed position swap
* Minor change
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Format job requirements as hours and minutes
* Use TimeSpan.ToString for playtime instead of custom method
* wehflicts
---------
Co-authored-by: jmcb <joelsgp@protonmail.com>
This code was a mess. Now it's less of a mess and user UserDbDataManager now.
Fixes the following bugs:
* If you connect to a server, restart your client, connect again in the same round, you role bans would not be visible in the client.
* If you role ban somebody who is not connected to the server, then they connect within the round, they will only have the recently-applied ban.
Likely fixes#24781, #27282
* Fix some rounds failing to end due to mind roles
Fixes#32791
This is caused by ShowRoundEndScoreboard running into a bug trying to display antags: some player is showing up as antag with MindIsAntagonist(), but has no antag roles listed in MindGetAllRoleInfo().
This was caused by one of the roles of the player having the Antag boolean set, but having no AntagPrototype set.
The responsible mind role appeared to be MindRoleSubvertedSilicon which is missing a set for the SubvertedSilicon antag prototype.
I also added resilience to the round-end code to make it so that an exception showing the scoreboard (and sending the Discord message) would not cause the round end logic to completely abort from an exception.
I am planning to add an integration test to cover this bug (no prototype in mind roles), but I'll leave that for not-the-immediate-hotfix.
* At least one maintainer approved this tiny PR without reading it, not naming names.
* Fix some rounds failing to end due to mind roles
Fixes#32791
This is caused by ShowRoundEndScoreboard running into a bug trying to display antags: some player is showing up as antag with MindIsAntagonist(), but has no antag roles listed in MindGetAllRoleInfo().
This was caused by one of the roles of the player having the Antag boolean set, but having no AntagPrototype set.
The responsible mind role appeared to be MindRoleSubvertedSilicon which is missing a set for the SubvertedSilicon antag prototype.
I also added resilience to the round-end code to make it so that an exception showing the scoreboard (and sending the Discord message) would not cause the round end logic to completely abort from an exception.
I am planning to add an integration test to cover this bug (no prototype in mind roles), but I'll leave that for not-the-immediate-hotfix.
* At least one maintainer approved this tiny PR without reading it, not naming names.
* Increase AI Playtime Requirement
* Change silicon supervisor message
* Slightly lower AI time requirement and change borg supervisor to be just its laws for now.
* Leave the supervisor to another PR
* Comply with maintainer request
* Comply with another maintainer request because they forgor.
What happened was that the new tech anomaly randomly triggered a signal sink on the portable generator, which is currently broken and throws an error if the that sink is activated.
The resolve needed logMissing = false because it does not expect the ActiveGeneratorRevvingComponent to exist.
* Make APC UI work correctly with multiple users
* Check access only on client, when constructing UI
* Do TODO (Thanks, Robust 236.1)
---------
Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es>
* Make NameIdentifier Ids get refreshed after round restarts
Before this commit the existing values would just get shuffled.
This means that eventually the server would run out of ids to give to
new entities for different groups. As a result everything would get id 0
* Comply with what seemingly is the convention for sawmills
* Make it impossible to insert a bounty with a duplicate id
* Reduce duplication
* Remove unused sawmill
* Fix rustbrain and skill issue
* Aaaa
* Apply suggestions from code review
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Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
* Mind Role Entities wip
* headrev count fix
* silicon stuff, cleanup
* exclusive antag config, cleanup
* jobroleadd overwerite
* logging stuff
* MindHasRole cleanup, admin log stuff
* last second cleanup
* ocd
* minor cleanup
* remove createdTime datafield
* now actually using the event replacement I made for role time tracking
* weh
* Fix error log when recycling something with small material counts.
MaterialStorageSystem.SpawnMultipleFromMaterial now doesn't call StackSystem.SpawnMultiple if it tries to spawn zero. This happens because the recycler calls SpawnMultipleFromMaterial for everything recycled, even if the amount it has stored is < the amount for one sheet.
* Update Content.Server/Materials/MaterialStorageSystem.cs
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
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Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* First commit
* I forgot silly me
* Actually added comments
* spellin
* fixes
* more blacklists
* Minor fixes
* Speech Verb also changes now
* Simple name stuff
* Other fixes
* remove one line of whitespace
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Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
@@ -30,7 +30,7 @@ public sealed class ClientClothingSystem : ClothingSystem
/// For some context, im currently refactoring inventory. Part of that is slots not being indexed by a massive enum anymore, but by strings.
/// Problem here: Every rsi-state is using the old enum-names in their state. I already used the new inventoryslots ALOT. tldr: its this or another week of renaming files.
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