* Removed Initilization For The Scream Action
* Commetet out code instead of Deleting it outright
* Commetet Out The Code Inititzilazing The Scream Action
* Update Content.Server/Speech/EntitySystems/VocalSystem.cs
* Update Content.Server/Speech/EntitySystems/VocalSystem.cs
---------
Co-authored-by: Red <96445749+TheShuEd@users.noreply.github.com>
* 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>
* Added reset all (non-free) skills
* I don't know why I didn't do this the first time
* Formatting fixes
* Removed old code and made removal function iterate in reverse order
* skelemake
* sharded
* mastery
* Not so slow cast
* ok no demi deipletion
* skillstorage and Species
* ressurection dead
* fixed
---------
Co-authored-by: Red <96445749+TheShuEd@users.noreply.github.com>
* make heat and freeze work on reagents
* has to run before AdjustTemperature
* implement suggested changes
* almost missed this edge case
* 0k is the limit
* cleanup
* Added Guidebook entry for Locks, Keys and Lockpicking
* Created a Mechanics Catagory for the Guidebook and allocated the two entries to it.
* Reorganized Lock and Lockpicking along adding TODO on mechanics
* Oops! Correcting a mistake at Lockpicking 101. Thank you @Woolpix18!
* Added a small fun fact about Lockpicks.
* Added Guidebook entries for Russian (IN NEED OF TRANSLATION) and simplified the guidebook entries for ease of reading.
* Update mechanics.yml
* Update mechanics.yml
---------
Co-authored-by: Red <96445749+TheShuEd@users.noreply.github.com>
* Add some salvage ruins (#36814)
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Amber Station - Added Genpop (#36997)
* Automatic changelog update
* MapManager warning cleanup on tests (#36940)
lets see if this works.
* Clear MIDI masters properly to avoid replay freezes (#36809)
While trying to play a replay I noticed that the replay would freeze
when seeking in some cases. After some debugging, I discovered that two
MIDI renderers had each other as master, which caused an infinite loop
processing MIDI events.
I'm not entirely sure of the sequence of events that leads to this
during replay playback, but I did notice that MIDI render masters are
never set to null. This is in the best case just a memory leak, in the
worst case probably the source of the bug, so... I fixed that.
* make scrubber widenet in panic mode (#37013)
* Automatic changelog update
* Shoulder-length hairstyles resprite (#37000)
* sprite
* final
* final (final fr)
* Automatic changelog update
* Fix mail cutting thinking your arms are infinite length (#37019)
* init
* hand
* Automatic changelog update
* Xenoborgs part 2 (#36844)
* add lawsets for the xenoborgs and mothership core
* add xenoborg names
* add xenoborg radio
* add xenoborg device frequency
* add xenoborg access
* add xenoborg contraband
* Update Resources/Locale/en-US/station-laws/laws.ftl
Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
* add xenoborg access to the universal Id card and universal access config
* remove 6th law of xenoborg and mothership lawset (got jointed into the 5th law)
* added xenoborg and mothership law boards
* add more names
* add Xenoborg faction
* moved all lawboards into a separate yml file
* removed custom xenoborg contraband severity
* add Xenoborg and Mothership components
* add xenoborg laser guns
* add self recharging fire extinguisher
* add mothership pinpointer
* add material bag
* add infinite jetpack
* add a only blue energy dagger
* add xenoborg jammer
* add refueling welding tool
* add nocturine hypo
* add nuclear small power cell
* add cloaking device
* add xenoborg door remote
* add custom sprites for xenoborg modules
* add custom sprites for xenoborg module actions
* removed Xenoborg Comp until is actually needed
* add xenoborg module tags
* spelling
* add xenoborg module bases
* organazied xenoborg modules sprites better
* add generic xenoborg modules
* add heavy xenoborg modules
* add engi xenoborg modules
* small fix to meta file in actions_borg.rsi
* renamed mothership comp to XenoborgMothership
* fixed the base for the xenoborg engi modules
* add scout xenoborg modules
* add stealth xenoborg modules
* localization for names and descriptions of the xenoborg modules
* fixed issues related to the XenoborgMothership component
* revert localization (it wasn't working for some reason)
* fixes
* fixed issue with container slot in the cloaking device
* Update description of small capacity nuclear power cell
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Fix indentation in material bag
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Spelling
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* fix parameter order in some prototypes
* rename proto id InfiniteJetpack to JetpackXenoborg
* localize pinpointer targets
* Revert "localize pinpointer targets"
doesn't work
* added lines in the end of files (and in the middle of one)
* reorder paramenter in some entities
* fixed some descriptions
* minor fixes
---------
Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Disown atmos and botany (#37017)
* Disown atmos and botany
* Update .github/CODEOWNERS
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Fix t-ray scanner exception spam (#37018)
* Automatic changelog update
* Remove Contact Slowdown when Weightless or in the Air (#33299)
* removed contact slowdowns from entities that are weightless or in the air
* fixed kudzu not applying contact slowdown to airbone entities
* revert kudzu fix
* reimplemented kudzu fix with bool datafield
* update variable serialization format
Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com>
* empty commit
* cleaned up and added documentation
* cached airborne check
* rerun tests
* minor review
---------
Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com>
Co-authored-by: Milon <milonpl.git@proton.me>
* Automatic changelog update
* Theatre access to Service Request Computer (#37003)
* Automatic changelog update
* BatteryWeaponPowerCell tweaks (#33500)
* BatteryWeaponPowerCell tweaks
* add update ammo ev & shuttle guns tweaks
* MilonPL requested changes
* revert changes in OnPowerCellChanged
* Add events to get charge info & change current charge
---------
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
* Buffing slugs and replacing beanbags from the Bulldog bundle (#33517)
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
* Automatic changelog update
* Rebalance magnet debris, update worldgen (#37025)
* Automatic changelog update
* Display obvious plant mutations in examine text (#32650)
* Effect mutations now display on examine
* ChangeSpecies shouldn't stay on the list after running. Name cleanup
* EmoGarbage Review - convert description to LocId and add minor logic fix
* fix the dastardly yaml
---------
Co-authored-by: PraxisMapper <praxismapper@gmail.com>
Co-authored-by: EmoGarbage404 <retron404@gmail.com>
* Automatic changelog update
* SSD sleep take 2 (#34039)
* ssd sleep part 2
* forgot this
* apply review
* yeah
* add onmapinit
* cache cvar values
---------
Co-authored-by: EmoGarbage404 <retron404@gmail.com>
* Automatic changelog update
* More Mail Sprites (#37023)
* Commit
* Sprite update
* Last push for real for real
* Final Commit for real for real for real
* oasis genpop (#37031)
* Automatic changelog update
* re-buffs proto kinetic accelerator (#37012)
* new ruins
* genpop
* nvm
* abc
* fuckin
* turnstyle
* ruins
* stamp
* abc
* bruh
* efg
* pka fixed
* range tweak
* Automatic changelog update
* Chem master more unit transfer buttons (#36995)
* Changes chem master unit transfers to be the same as the chem dispenser
* adds chem master transfer buttons for 15u, 20u, and 30u
* Automatic changelog update
* Add borders to the asteroid sand (#35397)
* tiles
* Fix
* borderless
* Astrosand
* Add tile
* Fix
* Push horn (#36009)
* Empty commit
* epic super duper cool fr push horn draft
* whoops turns out theres a system that does that thingi already x.x
* bunch of like fixis and generalization
* general progress
* most stuffies done
* last thingi hopefully
* small fixies, mostly preventing bypassing the delay by spamming
* rename to fit better
* rename for real i forgor to add
* weird fixie but last commit didn workie
* oki shold be fine now
* lastish cleanup
* fixies
* missed a space
* removed unnecessary component check
* getting the typos out of the way first
* moved the component to shared
* rest of fixies
* Automatic changelog update
* Fix solution visualization after drawing with a whitelist (#36657)
* Fix clientsided alerts being overwritten by server (#37033)
Initial commit
* Automatic changelog update
* Added Space Carp Tooth Arrows and Sharkminnow Spears, buffs sharkminnow teeth. (#31257)
* carp arrow, sharkminnow tooth spear
* review
---------
Co-authored-by: EmoGarbage404 <retron404@gmail.com>
* Automatic changelog update
* Add inhand sprites for mini jetpack (#37041)
* Inhand sprites for mini jetpack
* Attribution
* Show other speso colours, add larger denominations (Frontier#1496) (#37030)
* Automatic changelog update
* Added warning when attempting to run RUN_THIS on a zip repo download (Attempt 2) (#36922)
* Added warning when attempting to run RUN_THIS on a zip repo download
* Fix it actually
* Update git_helper.py
* Add toolbox sound effects (#37048)
* Automatic changelog update
* Mail visual update (#37049)
* Automatic changelog update
* Un-copypaste wallmount substation prototype to give them a UI (#37047)
*sigh*
* Automatic changelog update
* Centcomm carapace, moved armour from vests.yml to armor.yml (#35301)
* centcomm carapace, loadout for CC official, move armoured vests from vests.yml to armor.yml
* revert rename from previous commit; command carapace returned to captain's carapace
* meta.json 4 space
* restored deleted comments for some armours and original description for slim armour
* Add recently added elite web vest
---------
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Automatic changelog update
* Fix NPCs stalling when too many exist (#37056)
Fix NPC stalling when too many exist
* Automatic changelog update
* feex oasis portal (#37058)
* fix so that the meat patty uses the meat patty sprite on custom burgers (#37064)
* Fix examine prediction (#36999)
If our current ID is different to the received one we should just discard it even if it's for the same entity.
Note that this doesn't quite fix my prediction issue as client and server are using slightly different timings for the event.
* add StationTrackerComponent (#36803)
* maybe I am cooking
* logmissing
* copy paste oops
* add some stuff
* review
* fix
* rerun tests
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Minor ReflectionSystem refactor (#37039)
* ReflectComponentLogicFix
Added bool InRightPlace and updated relevant system
* Using SlotFlags
* edits
* refactor
* add missing relay
---------
Co-authored-by: BIGZi0348 <svalker0348@gmail.com>
* Automatic changelog update
* Update submodule to 255.1.0 (#37071)
* new salv ruins (#36947)
* add new salv ruin: telesci (#36653)
* Automatic changelog update
* Fix turnstile collision with firelocks (#37074)
* Automatic changelog update
* Skeletons leave glove fiber evidence (#37077)
Fix skeleton forensics
* Automatic changelog update
* Fix action ent prediction (#37076)
Buttons don't get created in the predicted methods only on state handler.
* Automatic changelog update
* Make universal access config better (#37079)
* add a universal ID card to the universal access config
* make the admin access config have infinite range
* now checks for the BypassInteractionRange Tag instead
* Add suggested fix to the AccessOverrider system
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* remove other stuff I added
* another suggested change to avoid weird behaviour where you can use it from a distance
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Automatic changelog update
* Fix listcontainer constantly disposing children (#37089)
* Fixes battery weapons changing firemode on wield (#37085)
Credit to Happyrobot33 for the implementation
Co-authored-by: Matthew Herber <32679887+happyrobot33@users.noreply.github.com>
* Automatic changelog update
* cleanup snipers.yml (#37094)
* cleanup revolvers.yml (#37095)
* Localizable craftmenu (#32339)
* Now the name of the target craft items is taken directly from the prototypes
* Deleting unnecessary fields
* Deleting unnecessary fields
* Added suffix field
* Added override via localization keys
* My favorite ItemList and TextureRect have been replaced with ListContainer and EntityPrototypeView
* Fix suffix
* Fix construction ghosts... maybe
* Remove suffix from UI
* Suffixes have been removed from prototypes
* Added a description for the secret door
* Fix search..?
* The Icon field of ConstructionPrototype has been removed
* StackPrototypes used in the construction menu have been localized
* TagConstructionGraphStep used in the construction menu have been localized
* The search bar has been localized
* Fix localization and prototypes
* Recipes are now only loaded when the crafting window is opened.
* Fix crooked merge grid of the crafting menu.
* Localization update
* Fix cyborg graph
* Revert "Recipes are now only loaded when the crafting window is opened."
This reverts commit 97749483542c2d6272bda16edf49612c69a0761a.
* Fix loc
* fix merge
* Fix upstream
* Some of the logic has been moved to Shared
* fix
* Small adjustments
* Very small change
---------
Co-authored-by: EmoGarbage404 <retron404@gmail.com>
* Vox now can eat trash other other inedible things (#35681)
* EAT TRASH EXHALE AMMONIA
Update to files
* Forgot to port this file
* 1D4 Guidance
* Summary (required)
Suggested changes and fixes
* Cries in conflicts
* Why do we exist? To suffer?
* 1 citation for being stupid
* THE ANTIDOTE, THE ANTIDOTE FOR THE POISON
* I was inverted sir
* vox organs cleanup
* vox reagents
* guidebook
* weh
---------
Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com>
* Automatic changelog update
* Fix food slicing showing utensil popup (#37105)
Fix knife slicing showing utensil popup
* Select current target in mailing unit UI, prevent UI jumping (#37098)
* Atmos air (6500 kPa) marker (#37061)
* air GM atmosphere
* atmos fix air miner
* Automatic changelog update
* Updates the Pirate Captain Hardsuit Helmet light sprites. (#37027)
* Add noir glasses (#36923)
hardboiled
* Automatic changelog update
* Overhauled stamina slowdown behavior (#36336)
* Automatic changelog update
* Fix vending machine manager wire error (#37100)
Skip updating amounts for removed entries
* fix asteroid tiles (#37103)
aw
* Pointing arrow smite no longer lasts forever (#37102)
fix: pointing arrow smite no longer lasts forever
* Automatic changelog update
* Wizard Helmet in the Magic Vend (#37084)
Whats the limit for stuff you can put in a commit message lol
* Automatic changelog update
* fix logic gate draw depth (#37053)
fix logic gate layering
* Species are now picked at random in the developer environment! (#37057)
* Various changes to random species in dev
* This should be split
* Mob Movement Major Refactor (#36847)
* Conveyor optimisations
- Optimise movement for moving stuff. Better flags + less resolves + slapped parallelrobustjob on it.
- Sleeping for entities getting conveyed into walls.
* Blocker version
* Finish
* Final
* Fix conveyor power mispredict
* Bagel save
* Revert "Bagel save"
This reverts commit 1b93fda81fb852d89b89b0beae0b80f8a61165f2.
* Conveyor resave
* Init Commit
* windows yelling at me to update commit
* working commit, need prediciton and more dehardcoding
* Project 0 warnings
* Working Commit (Near Final)
* ryder got confused commit
* I love Merge Conflicts :)
* Working commit, no prediction
* Forgot the yaml changes
* Comments and typos
* Apparently while the reduced launch mult of lube was initialized it was never used so I revered back to default
* Fixed an incorrect divisor
* bit of cleanup
* Prediciton fixed, and puddles now affect all entities
* FORGOT TO RENAME A VERY IMPORTANT VARIABLE OOPS
* Really big I forgor moment
* Even bigger I forgor moment
* four more merge conflicts to fix four more oopsies
* fixed actual divide by zero moment and also im very dumb
* Even bigger I forgor moment
* four more merge conflicts to fix four more oopsies
* fixed actual divide by zero moment and also im very dumb
* Fix all test fails
* code cleanup
* Webedit whitespace
* Code cleaup
* whitespace webedit
* whitespace webedit
* whitespace webedit
* whitespace removal
* Comments and cleanup
* Re-Added 20 warnings as per Ork's request
* Cleanups
* Spacing fix
* bugfixes and cleanup
* Small bugfix
* Fix prediction
* Mob movement rewrite
* Bandaid
* Working version
* Tentatively working
* Friction to fix cornering
* More fixes
* Refactor mob movement
Trying to cleanup relay ordering / tryupdaterelative being cooked, purge ToParent, and fix all the eye rotation shenanigans.
* Building
* Re-implement jetpacks
* Reorganise weightless movement
* More work
* Fix camera
* reh
* Revert bagel
* Revert this
* Revert held move buttons
* Puddles work but are unpredicted and unoptimized
* Fixes
* Puddle code...
* Actually dirty the slipComp for real
* Sliding component done plus an extra suggestion from ArtisticRoomba
* Atomized Commit
* Added Friction field to Reagent Prototype per design discussion
* Cleaned up Working Commit
* a
* Delete stinkers
* Fix this code smell
* Reviewed
* Funky re-save
* Our conveyance
* Better conveyor sleeping
* Remove this
* Revert "Better conveyor sleeping"
This reverts commit f5281f64bbae95b7b9feb56295c5cf931f9fb2e1.
* Revert that
Way too janky
* Also this
* a
* Working Commit - Still a lot to do
* Acceleration refactor
* Minor jetpack cleanup
* frictionnomovement no longer nullable
* Shared Mover Feels 99% done
* OffGrid/Weightless/Throwing Friction saved
* Fix merge conflicts
* Fix a debug assert
* Final Commit for today
* Some fixes
* Actually use those CCVars Properly
* Need to fix throwing
* Second to last Commit for real
* Jetpack bug fixed
* Jetpack bug fixed
* Test fail patch
* Small patch
* Skates Component cleanup + Bring Accel back to 5 (oops)
* Fix test fail oops
* yaml cleanup make dragons not fat
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Automatic changelog update
* Predicted internals (#33800)
* Predicted gas pumps
I wanted to try out atmos and first thing I found.
* a
* Atmos device prediction
- Canisters
- Tanks
- Internals
AirMixes aren't predicted so nothing on that front but all the UIs should be a lot closer.
* Remove details range
* Gas tank prediction
* Even more sweeping changes
* Alerts
* rehg
* Popup fix
* Fix merge conflicts
* Fix
* Review
* Automatic changelog update
* Add condition support to entity tables (#36819)
* Fix AI movement (#37114)
Don't relay blocking anymore.
* Automatic changelog update
* New Salvage Ruin - Atmos Interchange (#37115)
* Automatic changelog update
* Fix station beacon not updating (#37121)
* Automatic changelog update
* Fix for vox dropping all bodyparts when gibbed (#37111)
vox parts cleanup
* Automatic changelog update
* Movement Rewrite Hotfix (#37122)
* One line bugfix
* also divide friction by 5
* Undo that
* Clarify that PA crate order includes boards (#37109)
init
* Automatic changelog update
* noRot on 2-way lever (#37125)
* Traumoxadone (#37126)
* init
* salicylic acid
* Automatic changelog update
* fix clone appearance (#37130)
* New Weapon: Knuckle Dusters (#33470)
* New Weapon: Knuckle Dusters
* Tag YAML Error Fix
* Crafting Graph Node Error
(Thank you slarticodefast)
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Crafting Node Error Part 2 Electric Boogaloo
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Contraban & QM Dusters Nerf
* Stun Knuckledusters (Unfinished)
* Typo
* Fix test fails
* The dastardly maintainer balance webedit
* Fix contraband parenting
* Fix construction failure
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
Co-authored-by: EmoGarbage404 <retron404@gmail.com>
* Automatic changelog update
* Renders reagent grinders over lights (#31218)
* Adds a new layer to DrawDepth.cs for use with objects similar to the reagent grinder and properly summarises its uses
* applies new layer in DrawDepth.cs to reagent_grinder.yml
* Fix merge conflict
* oops
* fix atmos grid markers (#37142)
* fix atmos grid markers
* 1984 CL
* randomize names for mindshielded eventhumanoids (#37143)
* Automatic changelog update
* make node scanner don't show interface if scanned entity not a artefact (#37146)
* a
* a
* Revert "a"
This reverts commit 2b9ba4ea67a9395d30b7ab37c8065f627f1a961a.
* Fix some maintenance doors not using wires configuration + cleanup + minor changes (#36735)
* Kill useless maints doors + general fixes
* Migrate the common maints airlock
* Fix parenting
* Service Theatre
* migrate out the other removed airlock
---------
Co-authored-by: EmoGarbage404 <retron404@gmail.com>
* Automatic changelog update
* Fix throwing prediction (#37086)
* Fix throwing prediction
- Disposals is still janky but I think that's disposals in general not being predicted and the disposals throw not being predicted and short-lived.
- Would need to check RMC.
- Couldn't repro the underlying issues however thrown items don't slip anymore so (and we also don't predict their land / stopping anymore so).
* primary constructor
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Explosions warnings cleanup (#36167)
* Explosions warnings cleanup
* Revert unnecessary change
* Cleaner Entity instantiation
* Remove conflicting changes with #36098
* ClothingOuterEVASuitSyndicate (#36738)
* ClothingOuterEVASuitSyndicate
* Update migration.yml
* Resolve merge conflict in migration.yml
---------
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
* Sentry turrets - Part 5: Reuseable UI components (#35149)
* Initial commit
* Updated how monotone buttons are styled
* Removed unnecessary textures
* Updated attributions
* Addressing reviewer comments
* Adjusted monotone checkbox styling
* Revert "Resprited the Chief Engineer's mantle/manica" (#37060)
Revert "Resprited the Chief Engineer's mantle/manica (#36697)"
This reverts commit d0c2a64436.
* Fix skeletons spawning in folded body bags (#37151)
* Fix skeleton spawning
* Add comments
* Fix the comments
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Automatic changelog update
* Replace uplink thieving gloves with chameleon thieving gloves (#36369)
* replace thieving gloves with chameleon thieving gloves
* increase TC cost by one
* add a TODO comment
* Automatic changelog update
* Omega Update (Genpop) (#37157)
* Automatic changelog update
* Add more ruins (#37161)
* Update Credits (#37163)
Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com>
* Salvage Threat: Gibtonite (#37160)
* Automatic changelog update
* Revert "add material composition to some salv treasure" (#37149)
* Revert "add material composition to some salv treasure (#31970)"
This reverts commit 125258ea48.
* Remove ring materials as well
* Automatic changelog update
* Don't despawn off-grid salv mob corpses (#37169)
* Automatic changelog update
* Bagel Station - Removed Gamer Loot (#37171)
* Automatic changelog update
* Update GDPR erase script to latest DB schema (#37162)
* Remove update from DeviceLinkSystem (#37152)
The tick updates were purely used to decrease the invoke counter once per tick. Now instead we just calculate the effective counter value with some trivial math on the tick number. This completely removes the need for an update function.
The relative tick is not stored to map files. If we really need this, we can add a TickOffsetSerializer (similar to TimeOffsetSerializer), but I doubt it matters.
* Refactor magic speak system to be a component added to actions (#36328)
* Allow shelves to be placed rotated when built by hand (#37186)
fix: shelves can be placed rotated when built by hand
* Automatic changelog update
* Fix for Whoopie Cushions (Fixes#32028) (#36984)
* Fixes whoopie cushions so they no longer launch you into oblivion when stacked in a large pile.
* Update Resources/Prototypes/Entities/Objects/Fun/toys.yml
* streamlined the components for the prototype
---------
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
* Automatic changelog update
* Salv Ruins Again (#37193)
* Fix `ComponentTogglerSystem` deletion error (#37198)
Don't try to toggle if target is terminating or deleted
* Fland Update (Genpop) (#37207)
* Automatic changelog update
* Convex genpop update (#37216)
* Automatic changelog update
* Ghost friction fix (#37124)
* commit
* fix for real
* More filters for station records (#37213)
* Automatic changelog update
* Removing redundant trash tags on medipens (#37215)
removes redundant tag components
* StaminaSystem to SharedStaminaSystem (#37199)
* Init Commit
* Partial class
* Hands system slipped through
* AI Law Board File Clean Up (#37195)
* Allow Pacifists to Use Bola (#37188)
* Automatic changelog update
* Fix dough rolling (#37183)
* Automatic changelog update
* Fix effects of hosted anomaly when transform is parented (#37179)
* hosted anomaly effects now are at the correct location when the host is in a container or buckled
* oops, not keeping the uid and transform together
* use world positions to get the position of the anomaly -- my previous method was reinventing the wheel.
* Automatic changelog update
* Split out the CloneComponents into its own method (#37155)
* Split out the CloneComponents into its own method
* CR - Move some extra info in
- add TryComp for status effects
- Move some remcomps around
- Make Special event raising components to handle special
components that reference entities that have ownership
* CR - Extra recommendation on the prototype
thanks slarti
* Solve the yaml linter problem
* CR - Typos, grammar and some extra Status effect
* cleanup
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Fix brains, borgs etc not counting as marooned (#37148)
* init
* comments
* comment
* no more debug
* Add collapse button to lobby right panel (#37140)
* Add collapse button to lobby right panel
* Half sized buttons
* Automatic changelog update
* Port fancy speech bubbles (#29349)
* Automatic changelog update
* Water bottle dispenser fix & Bottle Yaml Organizing (#37108)
* A New Parent/Category For The Soda & Tonic Water Bottle
Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com>
* New Parent For water bottle & Cleanup
Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com>
* More Cleanup
Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com>
* Details
Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com>
* Organizing For Additions
Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com>
* Streamlining waterbottle to be compatible with DrinkBottleVisualsAll Parent
Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com>
* Replacing/Renaming Parents
Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com>
* New Tonic/Soda Water Bottle Sprites
Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com>
* Misc Fixes
Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com>
* New Parent for Small Glass Bottles & Organizing
Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com>
* Organizing & uSize Parity.
Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com>
* File Parity
Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com>
* Merged Categories & Misc Fixes
Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com>
* Removed Silly
Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com>
* Parent Name Parity & Cleanup
Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com>
* Large Glass Bottles Category & Cleanup
Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com>
---------
Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com>
* Automatic changelog update
* Ichor double-metabolize fix + Very minor cleanup (#37107)
Not a yaml vacation apparently
* Darken reptilian eye sockets to reduce the effect of mixels (#37082)
Initial commit
* Fixed holy water metabolism rate (#37106)
* Fixed holy water metabolizing at 1u instead of .5u a second
* Update Resources/Prototypes/Reagents/medicine.yml
---------
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
* Automatic changelog update
* Make departmental orders consoles print slips (#36944)
* Make departmental orders consoles print slips
* feed back cycle
* Automatic changelog update
* Fix borg soap (#36961)
* Create SoapBorg and replace SoapNT with SoapBorg in BorgModuleCustodial
* Reparent SoapBorg
No longer a container so the soap reagent cannot be extracted from the soap, no longer a food, no longer slippery since it can't be removed from the borg to be placed on the ground
* Move SoapBorg to end of soap.yml
* correct comp order
* fix failing tests
* Automatic changelog update
* Cryotube draw-depth (#37240)
* removes changing draw depth when occupied
* changes collision to square
* small texture changes
fixes slight perspective size when comparing side columns to the direct column facing the camera
removes the baked in pipe exit (the yml's sprite adds it anyway)
* Fire damage system fixes (#37241)
Fire fixes
* Automatic changelog update
* Make animals drop giblets into container or floor when they inserted into container (#37228)
* a
* Revert "a"
This reverts commit 2b9ba4ea67a9395d30b7ab37c8065f627f1a961a.
* auausasuasuausuuAUSTRALIA!!!!!!aausuasusdasda
* 77+33!=100
* Moth displacement maps (#37231)
moth displacement maps
* Automatic changelog update
* Four-way pipe junction, swapping junction construction fix (#37092)
* pipe x-junction assets, yml, construction
* remove duplicate asset
* attribution
* x junction instead of junctioncross for utilities.yml
* Automatic changelog update
* Raises max chest markings for all species (except Reptilian) to 2 (#37065)
* Update arachnid.yml
* Update diona.yml
* Update human.yml
* Update moth.yml
* Update slime.yml
* Update vox.yml
* Automatic changelog update
* make throw insert container code more clear (#36873)
make throw insert container more clear
* fix pka admin log (#37255)
* Genpop closet cargo orders (#37237)
* Genpop closet cargo orders
* change icon to locker base
* Automatic changelog update
* Make container draw disableble for mob-affecting Hyposprays (#30683)
* Seperate container draw from affects mobs
* Spaces
* More spaces
* Fix toggle
* Use better ands
* Reorder checks for Performance™️
---------
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
* Fix chairs deleting players (#37261)
Unbuckle entities when a strap is about to be deleted
* Add 3 new Exomorph posters (#37260)
Initial commit
* Automatic changelog update
* AI context menu fix (#37224)
* AI context menu fix
* Revert "AI context menu fix"
This reverts commit 86a0476fcb0aa952c0dcadb1bc4246532abd62b7.
* Better implementation
* Retry
* Automatic changelog update
* Cleanup warnings: CS0414 (#36950)
* Clean up
* Use #pragma
* Cleanup warnings: CS8321, CS0105, CS0168 (#36949)
* Clean up
* CS0168
* Cargo request and bounty console deny sound cooldown (#37234)
* Cargo bounty console deny sound cooldown
* ordering computer cooldown
* Update Content.Shared/Cargo/Components/CargoBountyConsoleComponent.cs
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Update Content.Shared/Cargo/Components/CargoBountyConsoleComponent.cs
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Update Content.Server/Cargo/Systems/CargoSystem.Bounty.cs
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* AutoGenerateComponentPause
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Move random species selection earlier in player spawning logic (#37258)
* Select random species earlier in spawning logic
* ternary operator
* Move it even earlier to fix more bugs
* For DamagedSiliconAccent use Destructible threshold for default "DamageAtMaxThreshold" (#37252)
* set DamageAtMaxCorruption as nullable with null default and use destructible trigger threshold for this if null.
* fix documentation
* these really don't need to be passed by reference
* Small InventorySystem.Equip Unequip Reason bugfix (#37265)
Fix small bug
* Amber Station - Security and AI Sat Overhaul (#37262)
* Automatic changelog update
* Fix debug asserts in WoolySystem and UdderSystem (#35314)
* Implement Rules amendment (#37200)
* Implement Rules amendment
* Update Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR9MassSabotage.xml
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Update RuleR9MassSabotage.xml
---------
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
* Fix borg chassis gibbing not dropping items (#37276)
BeingGibbedEvent and TryEjectPowerCell
* Automatic changelog update
* Revert "Traumoxadone (#37126)"
This reverts commit efc8d8600d.
* Add ratelimit retry to discord changelog bot and continue publish changelog error. (#37051)
* Add ratelimit retry to discord changelog bot and continue publish changelog error.
oops we missed some changelogs cause of this... this should prevent anything funny
* Update actions_changelogs_since_last_run.py
* fuck the cl
* Tweaks to the push horn so its less of a shitter tool (#37281)
* Empty commit
* tweaks to the push horn
* forgor to change the delay
* keeping the speed the same for now
* Automatic changelog update
* [HOTFIX] Ensure that mobs wake up when zombified (#37346)
zombie sleep fix
* Update CP14SharedMagicSystem.cs
* Update LockSystem.cs
* remove desc name icon from recipes
* Update ContentLocalizationManager.cs
* Update walls.yml
* part of fixes
* gf
* f
* Update asteroid.yml
* s
---------
Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com>
Co-authored-by: IProduceWidgets <107586145+IProduceWidgets@users.noreply.github.com>
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* Added stone brick and marble brick windows to the crafting menu proper.
Sanitized capitalization of construction graph ids and nodes (but not entities).
Sanitized stone and marble structure descriptions.
* Windows that are built with frames now leave those frames behind when you smash them instead of disintegrating entirely.
* Syntax error because entity id
* wooden windows
* Added a base window frame as well as a wooden window frame and its broken variant.
Frames can be vaulted through, and the broken glass variant will deal slash damage and a short stun upon entering.
Wooden windows now deconstruct and shatter into both types of frames, which can also be deconstructed.
Fixed an issue with window collisions when connected across tiles.
Gave wooden windows their own prototype file and construction graph.
* stonevrick windows
* Added functionality to stone window frame types.
Fixed an issue where shattered windows weren't triggering unless they were flammable.
* some parenting work
* fix fixtures
---------
Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com>
Co-authored-by: Ed <edwardxperia2000@gmail.com>
* Rat King Chat Indicator
* BUFFRATWHEN
* Added it to the crown wawa
* Ignore this
* Whats the limit for stuff I can put here?
* Fix da merge conflicts for real this time
* WE DID ITgit add -A
* Errant Requested Changes
* Add disposal signalers
* Sprite changes
* Some requested changes
* Requested changes + change spelling to be with two l's to be consistent with the remote signaller
* 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.
* Use velocity along normal for shuttle impacts
Scrapes shouldn't have the same level of destruction as full-on ramming anymore. Also detecting scrapes should be a lot easier for future stuff.
* Update Content.Server/Shuttles/Systems/ShuttleSystem.Impact.cs
* Optimise storage a quadrillion times
* How sweaty can we get
* Add fast angle checks
* Fix chunk indices
* Optimise the refresh method
Helps on client a lot as the clientside is suboptimal atm.
* Better name
* wawawewa
* Add single-angle path
* Okay FINE rider
* Added Epinephrine antihistamine effect when at least 45u. Removed Histamines causing Radiation damage.
* Indentation fixed
* had coffee, able to see how to fix indentation now.
* Fixes and adds many localization keys from #34343
Open
* Fix comment, that is not how that works.
* Update Resources/Locale/en-US/components/screen-component.ftl
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Fixes cmd-parse-failure-int -> cmd-parse-failure-integer in OptionsUIController.cs, removes cmd-parse-failure-int from options-menu.ftl
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* 1 warning in MechAssemblyVisualizerSystem
* 2 warnings in RecyclerVisualizerSystem
* 1 warning in ClusterGrenadeVisualizerSystem
* 2 warnings in BarSignSystem
* 4 warnings in AlertControl
* 1 warning in ToolSystem
* 2 warnings in PinpointerSystem
* 2 warnings in ClientSpriteMovementSystem
* 2 warnings in OptionsVisualizerSystem
* 1 warning in FlatpackSystem
* 1 warning in ZombieSystem
* 1 warning in StackSystem
* 1 warning in MiningOverlay
* 1 warning in FlippableClothingVisualizerSystem
* Guard clause for MechAssemblyVisualizerSystem
* Get SpriteSystem in AlertControl constructor
* wowwww batterie
* americanized the spelling of "maximised" to "maximized"
* changed recipe to be more unique from microreactors
* addressing requested changes
* Reduces forcewall time to 10 seconds
* Increases force wall action delay to 15
* Adds Special Wall Layer
* Fixes indenting. Changes Mask and Layer to Special Wall Layer
* Update Resources/Prototypes/Entities/Structures/Walls/walls.yml
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* 1 warning in KudzuVisualizerSystem
* 2 warnings in ChameleonProjectorSystem
* 1 warning in MarkerSystem
* 2 warnings in ItemSystem
* 1 warning in GhostToggleSelfVisibility
* 1 warning in FoamVisualizerSystem
* 1 warning in ClickableTest
* 1 warning in ThrownItemVisualizerSystem
* 2 warnings in InfantSystem
* 1 warning in ChasmFallingVisualsSystem
* 1 warning in PotencyVisualsSystem
* 2 warnings in OrbitVisualsSystem
* 2 warnings in BeamSystem
* 1 warning in JitteringSystem
* 1 warning in CardboardBoxSystem
* 2 warnings in StationAiSystem
* 2 warnings in FirelockSystem
* 2 warnings in CargoSystem.Telepad
* 1 warning in StasisBedSystem
* 2 warnings in WeldableVisualizerSystem
* 2 warnings in DeliveryVisualizerSystem
* 1 warning in TimerTriggerVisualizerSystem
* 1 warning in StorageFillVisualizerSystem
* 2 warnings in RadiationCollectorSystem
* 2 warnings in BorgSwitchableTypeSystem
* 1 warning in TurnstileSystem
* 1 warning in SurveillanceCameraVisualsSystem
* 1 warning in BurnStateVisualizerSystem
* 2 warnings in CableVisualizerSystem
* 1 warning in JetpackSystem
* Adds marker component to roof markers
So now you can show and hide them properly.
* a
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Medical and Science Servers
Resprited medical and science servers
* Delete server-off-Recovered.png
* Telecoms and Camera Servers
* Add Copyright
* Fix Rsi
* Minor Stripe Displacement Fix
* Telecoms Sprites
* Telecoms Display Update
Partial Update of the Sprites, Copyright and some YML and JSON changes
* Fix Linter and YML and Finalize
* Remember Lost Router Child
Fix Linter Again (hopefully) and add sprite to entertainment and wireless camera routers
* Requested Review Changes and ect
Changed how the servers dictate how to display whether they have no keys or if they have a mix of keys.
* Re-Run Checks
* Handful of requested changes
* Fix?
* Revert Last
* old yeller
* pushforpr
* Remove Old Files
* Fix Json
* fix rsi for real...?
* Fix Camera Servers
Servers were still calling to telecoms instead of the server sprites
* New Telecom Darken Attempt #1
* Slight stripe change
* Random Whitespace fix
* Fix2boogaloo
* Cleanup warnings in ClickableSystem
* Cleanup warnings in FultonSystem
* Cleanup warning in HolidaySystem
* Cleanup warning in DoAfterOverlay
* Cleanup warning in EntityHealthBarOverlay
* Cleanup warning in SmokeVisualizerSystem
* Cleanup warning in VaporVisualizerSystem
* Cleanup warning in ColorFlashEffectSystem
* Cleanup warnings in StealthSystem
* Cleanup warnings in TrayScannerSystem
* Cleanup warnings in InventoryUIController
* Cleanup warnings in HideMechanismsCommand
* Cleanup warning in ShowMechanismsCommand
* Cleanup warnings in EntityPickupAnimationSystem
* Cleanup warnings in PointingSystem
* Cleanup warning in StickyVisualizerSystem
* Cleanup warnings in TabletopSystem
* Cleanup warnings in PillSystem
* Cleanup warnings in DiceSystem
* Cleanup warnings in ProjectileSystem
* Persist construction menu favorites to player profile
* Use `ProtoId`s for construction favorites
* Validate construction favorites updates from the client
* Actually await the async database call
* fax upgraded
* improve resizable
* move Paper type settings & change margins
* change margins & Aling of text
* Rearrange Fax UI
Group paper-type with print-file.
Group refresh button with destination list.
Add some panels to differenciate functionality for faxing an inserted
sheet of paper and printing a local file to a new paper.
* Whitespace
* Remove unnecessary style definition
* Remove whitespace
---------
Co-authored-by: VideoKompany <135313844+VlaDOS1408@users.noreply.github.com>
* changed HideLayerClothing on some entities YAML
* Use HideLayerClothing with slots, layers does not work for some reason
* Hattened again
* Mooore ! I touched the clown mask, beware
* Fix typo from "Slide" to "Side"
* Build issue, test with commenting out error part
* Trying again...
* Trying for fix
* Cleanup warnings in MagazineVisualsSpriteTest
* Cleanup warnings in WiresVisualizerSystem
* Cleanup warnings in GunSystem.SpentAmmo
* Cleanup warnings in GunSystem
* Cleanup warnings in GunSystem.ChamberMagazine
* Cleanup warnings in MeleeWeaponSystem.Effects
* Cleanup warnings in ToggleableLightVisualsSystem
* Cleanup warnings in StatusIconOverlay
* Cleanup warnings in SpriteFadeSystem
* Cleanup warnings in PdaVisualizerSystem
* Cleanup warnings in EnvelopeSystem
* Cleanup warnings in MechSystem
* Cleanup warnings in MappingOverlay
* Cleanup warnings in LockVisualizerSystem
* Cleanup warnings in DragDropSystem
* Cleanup warnings in GhostSystem
* Cleanup warnings in TriggerSystem.Proximity
* Cleanup warnings in DragonSystem
* Cleanup warnings in PortableScrubberVisualsSystem
* File-scoped namespace for PortableScrubberVisualsSystem
* Cleanup warnings in DamageMarkerSystem
* Cleanup warnings in CuffableSystem
* Cleanup warnings in DeployableTurretSystem
* Cleanup warnings in StorageContainerVisualsSystem
* Cleanup warnings in ItemMapperSystem
* Cleanup warnings in ItemCounterSystem
* Cleanup warnings in RandomSpriteSystem
* Cleanup warnings in PowerCellSystem
* Cleanup warnings in ParticleAcceleratorPartVisualizerSystem
* Cleanup warnings in PaperVisualizerSystem
* Cleanup warnings in PoweredLightVisualizerSystem
* Cleanup warnings in LightBulbSystem
* Cleanup warnings in EmergencyLightSystem
* Cleanup warnings in DoorSystem
* Cleanup warnings in ClockSystem
* Cleanup warnings in BuckleSystem
* Cleanup warnings in JukeboxSystem
* Cleanup warnings in PuddleSystem
* Cleanup warnings in HandsSystem
* Cleanup warnings in EnsnareableSystem
* Cleanup warnings in ElectrocutionHUDVisualizerSystem
Also simplify some if statements
* Cleanup warnings in PlantHolderVisualizerSystem
* Cleanup warnings in AlertLevelDisplaySystem
* Cleanup warnings in TetherGunSystem
* Fix error in PlantHolderVisualizerSystem
* I hate var _
* Creates a secondary digestible whitelist that is not exclusive. Additionally reworks the Vox stomach.
* Update FoodSystem.cs
Remnants of an old attempt. Cleaning it.
* Update vox.yml
Remnants of an old attempt. Cleaning up.
* Whitelist no longer, now the diet exclusion var is a bool.
* Clean-up
* Update Content.Server/Body/Components/StomachComponent.cs
Typo fixing
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Update Content.Server/Body/Components/StomachComponent.cs
Clarifications.
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Update Content.Server/Nutrition/EntitySystems/FoodSystem.cs
Typo fixing
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Update Resources/Prototypes/Body/Organs/vox.yml
Typo fixes
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
---------
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* New conveyor sprites - arrows!
* Revert "New conveyor sprites - arrows!"
This reverts commit 3b540be0d89d93af5028a9ae6533bbdf2954cb75.
* Reworked to only be the lever sprite update.
---------
Co-authored-by: RedBookcase <Usualmoves@gmail.com>
* Bananium Horn .rsi
* Bike Horn .rsi
* Cluwne Horn .rsi
* Gold Bike Horn .rsi
* Push Horn .rsi
* Bike horn (Instrument) .rsi
* better inhand sprite for pushhorn
* Revert "Push Horn .rsi"
This reverts commit 243b3662c6bd23abad331658eb2c75b5c9183d1d.
* rsi meta attributions
* slight tweak to the golden honkers colour and energy
* adds back castShadows false
* position corrections for inhand and belt for bananium
* inhand corrections for bikehorn inhands and belt
* inhand corrections for cluwnehorn
* inhand corrections for goldbikehorn
* inhand corrections for bike_horn (instrument)
* adds 'far-side held' sprites, bikehorn
* adds 'far-side held' sprites, bikehorn(instrument)
* bikehorn belt, i made the horn cone a shade too dark whoops
* adds 'far-side held' sprites, goldbikehorn
* adds 'far-side held' sprites, cluwnehorn
* adds 'far-side held' sprites, bananiumhorn
* cluwnehorn belt, same change as bikehorn belt earlier
* Acquisition Slips in folders and clipboards
* Adding Paper tag to slips
* No more repeated error messages on write attempt on slips
* Update PaperSystem.cs
Didn't mean to change this in this pr.
* Add smart corgi prototype
* 1984 - exploded dog names
* Tag fixes
* exploded anomalyhost tag
* Demolish the mysterious corgi flesh-pocket
* Review changes: yml convention tweaks and reparenting of Corgi and Smart Corgi to new abstract base
* new week, new review, new me
* Shuttles now use their proper friction values
* Documentation
* Shuttles now use their proper friction values
* Documentation
* What the instrumentsystem doin
* what the instrumentsystem doing 2
* Meat and Potatoes
* Whoops
Whoops
* entityTables my beloathed
reworked the cig fill for Dan's soaked smokes to use an entity table. There was just, a useless bit of code calling for a cig that didn't exist the in mixed cig parent for dan's and it was what was fucking it up and making it SO HARD for me to get it to work. Thanks Dan.
* ehhh, its good for the diff I guess
* Augh
* Why mappers why
* Welp
* migration.yml is pretty cool
Also like there is no reason for nasty and medical, they probably originally were made as a workaround.
* fix: don't retroactively drain disabled batteries
If something that used PowerCellDraw temporarily disabled said draw,
once it became re-enabled the system would play catch-up trying to
drain the battery for all the time since the component was disabled.
* fixup! fix: don't retroactively drain disabled batteries
* Add news article Discord webhook
* Send all station articles on round end
* Changed event subscrice to RoundEndMessageEvent
* Review remarks fix
* Added new cvar discord.news_webhook_embed_color
Default color taken from news manager console sprite.
* Using EntityQueryEnumerator instead of GetStationInMap with TryComp
* Extra review remarks fixing
* Sorted imports
* Added article publication time in embed
* Removed markup from article content
* Added sorting for articles iteration
* Discord hook embed color cvar is string now
* Added comment about limits
* Added new cvar for posting articles during round
* Shitty discord rate limit handling
* Fixing copypaste accident
Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>
* Null initialization of webhook id
* SendArticleToDiscordWebhook is non-void now
---------
Co-authored-by: Morb0 <14136326+Morb0@users.noreply.github.com>
Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>
This simplifies the code and makes the experience of examining contents
easier without the reagent dispenser UI, as well as adding the possibility
for dispensers to have items of heterogeneous sizes in them, which would
allow configuring reagent dispensers to accept smaller containers such
as beakers or vials in order to allow for more types of smaller quantities
of reagents, or other flexibilities brought by using a standard storage
component.
* Make the ComponentToggle remember what entity it gave components to
* fix the null problem by just ignoring the null problem
* Add documentation to the new datafield + removing the "= null" that is not necessary
* small fixes and cleaning the code
* whitespace my beloved
* wait, I dont need those lines, why did I add them?
* Add in-page links for guidebook reagent recipes
* Add links to microwave recipes
* This function is too specific to be in Control extensions
* Better naming
* Wrap RichTextLabel instead of subclassing
* "Activate" is ambiguous
* Add ratelimit retry to discord changelog bot and continue publish changelog error.
oops we missed some changelogs cause of this... this should prevent anything funny
* Update actions_changelogs_since_last_run.py
* set DamageAtMaxCorruption as nullable with null default and use destructible trigger threshold for this if null.
* fix documentation
* these really don't need to be passed by reference
* removes changing draw depth when occupied
* changes collision to square
* small texture changes
fixes slight perspective size when comparing side columns to the direct column facing the camera
removes the baked in pipe exit (the yml's sprite adds it anyway)
* Create SoapBorg and replace SoapNT with SoapBorg in BorgModuleCustodial
* Reparent SoapBorg
No longer a container so the soap reagent cannot be extracted from the soap, no longer a food, no longer slippery since it can't be removed from the borg to be placed on the ground
* Move SoapBorg to end of soap.yml
* correct comp order
* fix failing tests
* Fixed holy water metabolizing at 1u instead of .5u a second
* Update Resources/Prototypes/Reagents/medicine.yml
---------
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
* Split out the CloneComponents into its own method
* CR - Move some extra info in
- add TryComp for status effects
- Move some remcomps around
- Make Special event raising components to handle special
components that reference entities that have ownership
* CR - Extra recommendation on the prototype
thanks slarti
* Solve the yaml linter problem
* CR - Typos, grammar and some extra Status effect
* cleanup
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* hosted anomaly effects now are at the correct location when the host is in a container or buckled
* oops, not keeping the uid and transform together
* use world positions to get the position of the anomaly -- my previous method was reinventing the wheel.
* Fixes whoopie cushions so they no longer launch you into oblivion when stacked in a large pile.
* Update Resources/Prototypes/Entities/Objects/Fun/toys.yml
* streamlined the components for the prototype
---------
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
The tick updates were purely used to decrease the invoke counter once per tick. Now instead we just calculate the effective counter value with some trivial math on the tick number. This completely removes the need for an update function.
The relative tick is not stored to map files. If we really need this, we can add a TickOffsetSerializer (similar to TimeOffsetSerializer), but I doubt it matters.
* Fix throwing prediction
- Disposals is still janky but I think that's disposals in general not being predicted and the disposals throw not being predicted and short-lived.
- Would need to check RMC.
- Couldn't repro the underlying issues however thrown items don't slip anymore so (and we also don't predict their land / stopping anymore so).
* primary constructor
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Kill useless maints doors + general fixes
* Migrate the common maints airlock
* Fix parenting
* Service Theatre
* migrate out the other removed airlock
---------
Co-authored-by: EmoGarbage404 <retron404@gmail.com>
* Adds a new layer to DrawDepth.cs for use with objects similar to the reagent grinder and properly summarises its uses
* applies new layer in DrawDepth.cs to reagent_grinder.yml
* Fix merge conflict
* oops
* Predicted gas pumps
I wanted to try out atmos and first thing I found.
* a
* Atmos device prediction
- Canisters
- Tanks
- Internals
AirMixes aren't predicted so nothing on that front but all the UIs should be a lot closer.
* Remove details range
* Gas tank prediction
* Even more sweeping changes
* Alerts
* rehg
* Popup fix
* Fix merge conflicts
* Fix
* Review
* Conveyor optimisations
- Optimise movement for moving stuff. Better flags + less resolves + slapped parallelrobustjob on it.
- Sleeping for entities getting conveyed into walls.
* Blocker version
* Finish
* Final
* Fix conveyor power mispredict
* Bagel save
* Revert "Bagel save"
This reverts commit 1b93fda81fb852d89b89b0beae0b80f8a61165f2.
* Conveyor resave
* Init Commit
* windows yelling at me to update commit
* working commit, need prediciton and more dehardcoding
* Project 0 warnings
* Working Commit (Near Final)
* ryder got confused commit
* I love Merge Conflicts :)
* Working commit, no prediction
* Forgot the yaml changes
* Comments and typos
* Apparently while the reduced launch mult of lube was initialized it was never used so I revered back to default
* Fixed an incorrect divisor
* bit of cleanup
* Prediciton fixed, and puddles now affect all entities
* FORGOT TO RENAME A VERY IMPORTANT VARIABLE OOPS
* Really big I forgor moment
* Even bigger I forgor moment
* four more merge conflicts to fix four more oopsies
* fixed actual divide by zero moment and also im very dumb
* Even bigger I forgor moment
* four more merge conflicts to fix four more oopsies
* fixed actual divide by zero moment and also im very dumb
* Fix all test fails
* code cleanup
* Webedit whitespace
* Code cleaup
* whitespace webedit
* whitespace webedit
* whitespace webedit
* whitespace removal
* Comments and cleanup
* Re-Added 20 warnings as per Ork's request
* Cleanups
* Spacing fix
* bugfixes and cleanup
* Small bugfix
* Fix prediction
* Mob movement rewrite
* Bandaid
* Working version
* Tentatively working
* Friction to fix cornering
* More fixes
* Refactor mob movement
Trying to cleanup relay ordering / tryupdaterelative being cooked, purge ToParent, and fix all the eye rotation shenanigans.
* Building
* Re-implement jetpacks
* Reorganise weightless movement
* More work
* Fix camera
* reh
* Revert bagel
* Revert this
* Revert held move buttons
* Puddles work but are unpredicted and unoptimized
* Fixes
* Puddle code...
* Actually dirty the slipComp for real
* Sliding component done plus an extra suggestion from ArtisticRoomba
* Atomized Commit
* Added Friction field to Reagent Prototype per design discussion
* Cleaned up Working Commit
* a
* Delete stinkers
* Fix this code smell
* Reviewed
* Funky re-save
* Our conveyance
* Better conveyor sleeping
* Remove this
* Revert "Better conveyor sleeping"
This reverts commit f5281f64bbae95b7b9feb56295c5cf931f9fb2e1.
* Revert that
Way too janky
* Also this
* a
* Working Commit - Still a lot to do
* Acceleration refactor
* Minor jetpack cleanup
* frictionnomovement no longer nullable
* Shared Mover Feels 99% done
* OffGrid/Weightless/Throwing Friction saved
* Fix merge conflicts
* Fix a debug assert
* Final Commit for today
* Some fixes
* Actually use those CCVars Properly
* Need to fix throwing
* Second to last Commit for real
* Jetpack bug fixed
* Jetpack bug fixed
* Test fail patch
* Small patch
* Skates Component cleanup + Bring Accel back to 5 (oops)
* Fix test fail oops
* yaml cleanup make dragons not fat
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* EAT TRASH EXHALE AMMONIA
Update to files
* Forgot to port this file
* 1D4 Guidance
* Summary (required)
Suggested changes and fixes
* Cries in conflicts
* Why do we exist? To suffer?
* 1 citation for being stupid
* THE ANTIDOTE, THE ANTIDOTE FOR THE POISON
* I was inverted sir
* vox organs cleanup
* vox reagents
* guidebook
* weh
---------
Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com>
* Now the name of the target craft items is taken directly from the prototypes
* Deleting unnecessary fields
* Deleting unnecessary fields
* Added suffix field
* Added override via localization keys
* My favorite ItemList and TextureRect have been replaced with ListContainer and EntityPrototypeView
* Fix suffix
* Fix construction ghosts... maybe
* Remove suffix from UI
* Suffixes have been removed from prototypes
* Added a description for the secret door
* Fix search..?
* The Icon field of ConstructionPrototype has been removed
* StackPrototypes used in the construction menu have been localized
* TagConstructionGraphStep used in the construction menu have been localized
* The search bar has been localized
* Fix localization and prototypes
* Recipes are now only loaded when the crafting window is opened.
* Fix crooked merge grid of the crafting menu.
* Localization update
* Fix cyborg graph
* Revert "Recipes are now only loaded when the crafting window is opened."
This reverts commit 97749483542c2d6272bda16edf49612c69a0761a.
* Fix loc
* fix merge
* Fix upstream
* Some of the logic has been moved to Shared
* fix
* Small adjustments
* Very small change
---------
Co-authored-by: EmoGarbage404 <retron404@gmail.com>
* add a universal ID card to the universal access config
* make the admin access config have infinite range
* now checks for the BypassInteractionRange Tag instead
* Add suggested fix to the AccessOverrider system
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* remove other stuff I added
* another suggested change to avoid weird behaviour where you can use it from a distance
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
If our current ID is different to the received one we should just discard it even if it's for the same entity.
Note that this doesn't quite fix my prediction issue as client and server are using slightly different timings for the event.
* centcomm carapace, loadout for CC official, move armoured vests from vests.yml to armor.yml
* revert rename from previous commit; command carapace returned to captain's carapace
* meta.json 4 space
* restored deleted comments for some armours and original description for slim armour
* Add recently added elite web vest
---------
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Empty commit
* epic super duper cool fr push horn draft
* whoops turns out theres a system that does that thingi already x.x
* bunch of like fixis and generalization
* general progress
* most stuffies done
* last thingi hopefully
* small fixies, mostly preventing bypassing the delay by spamming
* rename to fit better
* rename for real i forgor to add
* weird fixie but last commit didn workie
* oki shold be fine now
* lastish cleanup
* fixies
* missed a space
* removed unnecessary component check
* getting the typos out of the way first
* moved the component to shared
* rest of fixies
* Effect mutations now display on examine
* ChangeSpecies shouldn't stay on the list after running. Name cleanup
* EmoGarbage Review - convert description to LocId and add minor logic fix
* fix the dastardly yaml
---------
Co-authored-by: PraxisMapper <praxismapper@gmail.com>
Co-authored-by: EmoGarbage404 <retron404@gmail.com>
* removed contact slowdowns from entities that are weightless or in the air
* fixed kudzu not applying contact slowdown to airbone entities
* revert kudzu fix
* reimplemented kudzu fix with bool datafield
* update variable serialization format
Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com>
* empty commit
* cleaned up and added documentation
* cached airborne check
* rerun tests
* minor review
---------
Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com>
Co-authored-by: Milon <milonpl.git@proton.me>
* add lawsets for the xenoborgs and mothership core
* add xenoborg names
* add xenoborg radio
* add xenoborg device frequency
* add xenoborg access
* add xenoborg contraband
* Update Resources/Locale/en-US/station-laws/laws.ftl
Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
* add xenoborg access to the universal Id card and universal access config
* remove 6th law of xenoborg and mothership lawset (got jointed into the 5th law)
* added xenoborg and mothership law boards
* add more names
* add Xenoborg faction
* moved all lawboards into a separate yml file
* removed custom xenoborg contraband severity
* add Xenoborg and Mothership components
* add xenoborg laser guns
* add self recharging fire extinguisher
* add mothership pinpointer
* add material bag
* add infinite jetpack
* add a only blue energy dagger
* add xenoborg jammer
* add refueling welding tool
* add nocturine hypo
* add nuclear small power cell
* add cloaking device
* add xenoborg door remote
* add custom sprites for xenoborg modules
* add custom sprites for xenoborg module actions
* removed Xenoborg Comp until is actually needed
* add xenoborg module tags
* spelling
* add xenoborg module bases
* organazied xenoborg modules sprites better
* add generic xenoborg modules
* add heavy xenoborg modules
* add engi xenoborg modules
* small fix to meta file in actions_borg.rsi
* renamed mothership comp to XenoborgMothership
* fixed the base for the xenoborg engi modules
* add scout xenoborg modules
* add stealth xenoborg modules
* localization for names and descriptions of the xenoborg modules
* fixed issues related to the XenoborgMothership component
* revert localization (it wasn't working for some reason)
* fixes
* fixed issue with container slot in the cloaking device
* Update description of small capacity nuclear power cell
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Fix indentation in material bag
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Spelling
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* fix parameter order in some prototypes
* rename proto id InfiniteJetpack to JetpackXenoborg
* localize pinpointer targets
* Revert "localize pinpointer targets"
doesn't work
* added lines in the end of files (and in the middle of one)
* reorder paramenter in some entities
* fixed some descriptions
* minor fixes
---------
Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
While trying to play a replay I noticed that the replay would freeze
when seeking in some cases. After some debugging, I discovered that two
MIDI renderers had each other as master, which caused an infinite loop
processing MIDI events.
I'm not entirely sure of the sequence of events that leads to this
during replay playback, but I did notice that MIDI render masters are
never set to null. This is in the best case just a memory leak, in the
worst case probably the source of the bug, so... I fixed that.
* feat: node scanner now auto-updates artifact details if in range
* refactor: minor cleanup
* refactor: optimization for update and query of range checking
* refactor: fix xml-doc
---------
Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
* Add ENERGYWATTHOURS() loc function
Takes in joules (energy), displays as watt-hours.
* Add simple OnOffButton control
* Re-add Inset style class
This was sloppily removed at some point?? Whatever, I need it.
* Add helper functions for setting title/guidebook IDs on FancyWindow
Reagent dispenser uses these, more in the next commits.
* Add BuiPredictionState helper
This enables me to implement coarse prediction manually in the battery UI.
Basically it's a local buffer of predicted inputs that can easily be replayed against future BUI states from the server.
* Add input coalescing infrastructure
I ran into the following problem: Robust's Slider control absolutely *spams* input events, to such a degree that it actually causes issues for the networking layer if directly passed through. For something like a slider, we just need to send the most recent value.
There is no good way for us to handle this in the control itself, as it *really* needs to happen in PreEngine. For simplicity reasons (for BUIs) I came to the conclusion it's best if it's there, as it's *before* any new states from the server can be applied. We can't just do this in Update() or something on the control as the timing just doesn't line up.
I made a content system, BuiPreTickUpdateSystem, that runs in the ModRunLevel.PreEngine phase to achieve this. It runs a method on a new IBuiPreTickUpdate interface on all open BUIs. They can then implement their own coalescing logic.
In the simplest case, this coalescing logic can just be "save the last value, and if we have any new value since the last update, send an input event." This is what the new InputCoalescer<T> type is for.
Adding new coalescing logic should be possible in the future, of course. It's all just small helpers.
* Battery interface
This adds a proper interface to batteries (SMES/substation). Players can turn IO on and off, and they can change charge and discharge rate. There's also a ton of numbers and stuff. It looks great.
This actually enables charge and discharge rates to be changed for these devices. The settings for both have been set between 5kW and 150kW.
* Oops, forgot to remove these style class defs.
* Added inhand visuals to (most) ammo magazines and speedloaders
* whoops mixed up a single inhand on the rifle mag
* Didn't realize rubber ammo got removed.
* added attributions
* adjusted inhand visuals to account for magazine types
* missed one :eye:👁️
---------
Co-authored-by: EmoGarbage404 <retron404@gmail.com>
* Parcel Wrap
* fix TG sprite licenses
update attribution on modified `unwrapped` sprite to better conform to CC's guidance
* ContainerContainer test failure fix
* Just easy changes for now.
* Imagine building your code before pushing it for review
* The rest of the PR comments
* PR comments
* more comments + cargo orderability
* whitespace: deduplicated.
* use limitedcharges
replace mostly-duped client/server with if(onserver)
* cabinet perspective sprites
* web edit detected
fite me
* @ps3moira 's new sprites for me :)
* add a touch of attribution
* EmoGarbage Review
* Merge with master
* Merge with master
---------
Co-authored-by: EmoGarbage404 <retron404@gmail.com>
* resolve a warning and deal with some linter whining.
* Update Content.Shared/Anomaly/SharedAnomalySystem.cs
---------
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
While trying to play a replay I noticed that the replay would freeze
when seeking in some cases. After some debugging, I discovered that two
MIDI renderers had each other as master, which caused an infinite loop
processing MIDI events.
I'm not entirely sure of the sequence of events that leads to this
during replay playback, but I did notice that MIDI render masters are
never set to null. This is in the best case just a memory leak, in the
worst case probably the source of the bug, so... I fixed that.
* Adds cotton burgers
* Rephrased copyright
* Added an extra comment
* Adds CottonBurger to tags.yml, Not sure if i am supposed to do this or not.
* Reordered Cotton bun YAML, and fixed overwritten tags
* Merge issue fix?
* Add experiment plushie and remove rubber chicken from cotton burgers
* Minor comment change
---------
Co-authored-by: beck-thompson <beck314159@hotmail.com>
* Land Mine is now armable, it will not explode unless armed.
* Land Mine is now armable, it will not explode unless armed.
* Explicitly have Armed as false
* SharedLandMineSystem.cs adds the "Arm"-verb in "Content.Shared" with the Arming logic being implemented in "Content.Server"
* Land Mines now blink only when armed.
* Added prediction components, moved logic to SharedLandMineSystem.cs and inherit it in client content.
* Accessing the datafield directly instead of using methods
* Mines are now armed by default with a unarmed prototype
* Land mine now shows if it is armed when examined and in range.
* Landmine is unarmed by default with an armed variant for mapping purposes.
* Removed properties that were already defined by inheritance.
* Access the bool directly from the component
* Add booleans to change if the Arm-verb is showed and if examining the mine shows the status.
* Added status message for unarmed mine, removed using PushGroup since only one string is displayed.
* Added properties to the explosive floor sign to ensure that it is armed, not showing neither status nor arm-verb.
* The prototypes work now as before with added unarmed versions. Sprite is now only one toggable layer.
* Make the craftable land mine unarmed.
* Refactored the arming mechanic into own component and system.
* Reverted the explosive wet floor sign to previous prototype and added the Armable component and ItemToggle to the landmines.
* Moved the examination strings from land-mines.ftl to armable.ftl.
* Removed unused property.
* Formatting and fixing imports
* Added prefixes to the ftl naming. Moved LocId from system to component
* Added documentation. Moved check for armable to HandleStepTriggerAttempt.
Moved the LocId to component.
* Removed the TryArming method. Added documentation.
* Removed unnecessary TryComp
* Simplified the logic for the trigger attempt
* HasComp instead of TryComp on logic
* EmoGarbage Review
---------
Co-authored-by: Franz - Josef Björck <kaiserbirch@proton.me>
Co-authored-by: EmoGarbage404 <retron404@gmail.com>
* Initial commit
* Minor edit
* it's very hard to fit "disorder"
* Revert No ERP poster, fix spawner
* Attribution
* Update text
* Missed poster spawner
---------
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
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## Media
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PRs which make ingame changes (adding clothing, items, new features, etc) are required to have media attached that showcase the changes.
Small fixes/refactors are exempt.
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**Changelog**
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Пулл реквесты, которые несут за собой игровые изменения (добавления одежды, предметов и так далее) требуют чтобы вы прикрепили скриншоты или видеоролики, демонстрирующие эти изменения.
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