* 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
---------
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>
---------
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
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Avoid rebuilding all buttons on action state change
Allows for drag events to continue when actions change
* Remove excess action buttons
---------
Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es>
There is no point in these silicon being sentient, they have basically zero role play potential and are not meant to be controlled by players. The janibot can be played somewhat but at that point we have janitor borgs which are way better at this. You can only clean floors and even then it does a terrible job at doing that and only that. A player playing as a janibot will get bored quickly. No amount of RP will save you.
A player taking over a mediborg just makes it useless as you cant inject anymore. And again, medical borg. There's no point in adding the feature. It's too much work then its worth when we have borgs.
They don't have ghost role info for a reason. They are not meant to be played.
* Fix borg hands showing up in stripping menu
Borgs can't drop their items anyways, and the amount of hands borgs have causes the UI to just bug out.
* Add more checks
* initial commit
* adds cartridge to cmo's locker
* tidies up yml, adds default scanner sound, makes it so the silent property silences the scanner sound too
* fixes ert medic pda not having it preinstalled
* adds attribution
* removes redundant dependencies
* fix agent pda
---------
Co-authored-by: archrbx <punk.gear5260@fastmail.com>
* when tryInsertBlueprint is called it now also calls UpdateMaterialWhitelist on the ent so that it can accept new materials if needed.
* Changed the previous commit to now just have sharedMaterialStorageSystem subscribe to TechnologyDatabaseModifiedEvent which will call UpdateMaterialWhitelist.
* Empty-Commit
* Add Firebots
Had to add OnActivateInWorld to the spray system to get the bot to work. Checks for the flammable component and if the onFire boolean is true.
* Make SpraySystem actually use useDelay
got rid of that TODO
* Added firebot speech
Fire detected!
The comparison for doing gas exchange used current and not archived
moles. This could lead to update order-dependent gas spreading effects.
To fix this, convert TileAtmosphere's MolesArchived and
TemperatureArchived to a AirArchived, and use that in the comparison
method.
---------
Co-authored-by: PraxisMapper <praxismapper@gmail.com>
Co-authored-by: Kevin Zheng <kevinz5000@gmail.com>
* Exec.System now uses IdentityManagement; added the where necessary
* Included attacker in check for Identity
---------
Co-authored-by: Celene <maurice_riepert94@web.de>
* Fix multiple door issues
- Doors should no longer cycle open-and-closed anymore (at least nowhere near as easily).
- Door sprites shouldn't flicker as much (needs my engine PRs to remove all but one of them).
* woops conversion
* Add files via upload
png of hairs
* Update meta.json
hairs meta
* Update human_hair.yml
hairs yml
* Update human-hair.ftl
hairs named
* second try
* fix meta
* Add files via upload
* Add files via upload
fix again
* Add files via upload
again again
* Add files via upload
again again fix again
* Add files via upload
i hate yourself
* Add files via upload
fixxxxx!
* Add files via upload
aaagaaaaiiin
* dd
dddddd
* Add files via upload
fix again
* Add files via upload
ddsdssddssddsdsds
* Update human-hair.ftl
* Update human-hair.ftl
screw this im just going to update it myself
webops time
* Update human_hair.yml
* Update meta.json
* Rename capsdaughter.png to longbow.png
* Rename artist.png to shaped.png
---------
Co-authored-by: Ubaser <134914314+UbaserB@users.noreply.github.com>
* Optimise drains
If it's still a problem then we do what I did for rmc14 and just dump all the active drains onto a job to getentitiesinrange in parallel.
* Fixes
* Detective grey coat available in loadout
* Revert "Detective grey coat available in loadout"
This reverts commit 3697e15518b300cbc110872dc92d7905b7ef2605.
* Reapply "Detective grey coat available in loadout"
This reverts commit 8e5f43a035d70a7076ba26d43ed683b135af1d99.
* Hoping I got this right?
* Fixing a oversight
* Update Resources/Prototypes/Entities/Clothing/OuterClothing/coats.yml
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Boom! Emergency access!
* Emergency access sound
* locale
* Updated sounds
* bleh
* Door electrify base
* feat: popups on attempt to activate AI action when wires cut
* refactor: use SharedApcPowerReceiverComponent to check if AI can interact with door
* refactor: added icon and sound for door overcharge
* meta.json should use tabs not spaces
* refactor: extracted sounds for airlock overcharge to static field in system
* refactor: cleanup, ScarKy0 mentions for resources
* refactor: removed unused textures
* feat: now notification is displayed when AI attempting to interact with door which have wire cut
* StationAiWhitelistComponent is properly gating BUI OnMessageAttempt, SharedPowerReceiverSystem.IsPowered is now used to check if device powered
* refactor: use PlayLocal to play electrify sound only for AI player
* refactor: SetBoltsDown now uses TrySetBoltDown, checks for power.
* bolts now check for power using SharedPowerReceiverSystem
* electrify localization and louder electrify sounds
* extracted ShowDeviceNotRespondingPopup, reverted airlocks not opening/closing when ai wire was cut
* refactor: cleanup
* New sprites and fixes
* Copyright
* even more sprite changes
* refactore: cleanup, rename overcharge => electrify
---------
Co-authored-by: ScarKy0 <scarky0@onet.eu>
Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Fix airlock autoclose mispredict
It was hard to see this ingame due to animations masking it. The only way you'd notice currently is the light mispredicting.
* cudin
Mostly feature proofing but these should not have binary access. ESPECIALLY pais
Say we had malf ai and it was talking with other borgs about its plans. The owner of the pai (or any of these silicons) can just listen into this. Someone can just wake up a pai and ask it to monitor the binary channel. There's a reason the binary radio chip is a syndicate item.
Some of these also have no reason to be able to talk on binary, are you gonna ask the ai to bother someone to refill your vend stock? Are you gonna clown with the AI and other borgs as a clown borg and annoy them?
* fix contraband never getting added to vend inventory
* Revert "fix contraband never getting added to vend inventory"
This reverts commit e7fb3a60c3cb6fcbf41d7f015f13dbc7b1c1901d.
* readd setter method to system
* fix again without reparenting
Lol .AsSingleQuery().
Some people's preferences wouldn't load on Lizard. Turns out the entire preferences set is loaded with a morbillion joins in a single query and one person had 240,000 (!!!) rows returned for their preferences query. Yeah.
* initial commit
* adds astronav cartridge to QM locker
* changes requested in review
* fix merge conflicts
* fixes the statuscontrol disappearing if you eject the cartridge but still have it installed
* fix notificationsenabled on salv pda proto
* fixes lingering statuscontrol on eject while held
---------
Co-authored-by: archrbx <punk.gear5260@fastmail.com>
From what I can tell this was merged with this on accident.
Maintainers see the maint review thread on this.
The original pr also claimed this was as an example.
In my opinion wizden should not have an age requirement for command.
The ChatSystem code for re-enabling OOC only ran during PostRound, which gets skipped over when doing restartroundnow. Now it does this on PreRoundLobby too.
* Don't add newlines (fixes#32357)
* Improve UI around max paper length (Fixes#32344)
* Display a "fill progress" indicator so users know how close they are to filling it
* Don't allow users to save a paper which went over the limit, to avoid them losing data they want to keep.
---------
Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es>
* Revert "Update mechs.yml"
This reverts commit 4a44065b11c427581462a9bfa46fc66ff8878cf4.
* Reapply "Update mechs.yml"
This reverts commit fb5db29f4ae58106180ac836d01f953b816e7a61.
* Revert "Reapply "Update mechs.yml""
This reverts commit c845b6bb3d3e6e80ce7a8aa290b10e2f71bca726.
* Reapply "Reapply "Update mechs.yml""
This reverts commit 41b8934fd100337c31b26fc5e269f65e1f459970.
* VIM Door Stuck Fix
Vim No longer gets stuck in doors.
* VIM has Passenger Access
Debug Tested on the wrong map. Much easier solution. Just give the mech Access tags.
* Moved tags to proper VIM.
Moved access tag to the non-admin VIM.
* local helper update
* Delete entities.ftl
* Helper Refactor
* Revert "Helper Refactor"
This reverts commit 4aca315593.
* Helper Refactor
* Жееесть, я не знал про setdefault у словарей
* Update localization_helper.py
* Ревёрт "Жееесть, я не знал про setdefault у словарей"
Лучше бы я продолжал не знать о них
* чтооооо
* Update yml_parser.py
* Update entities.ftl
---------
Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com>
* builds
* doesn't crash
* seems to work
* distance cap was dumb
* Requested changes
* can't find any issues from making the changes
* Check for anchor and minor optimisation
* Removed unnecessary usings
* Code less verbose and cleanup
* Added directory to station maps
* Add null checks to map directory sorting/filtering
* Reworked station map directory to be more readable and responsive
* hide spriteview from health analyzer while inactive
* add out of range indicator if analyzer becomes inactive
* hide out of range icon if there is no patient data
* SodaWater and Vodka recipes
* Changed crystals recipe in fun.yml
* plasma is now a catalyst to create crystals
* Revert "plasma is now a catalyst to create crystals"
This reverts commit 1002d9927a3597f7a02611071ef3f706cd056a41.
* Revert "Changed crystals recipe in fun.yml"
This reverts commit 30b6b602228ec1b11a46e390c6a5868494e2b61f.
* Stir to make Vodka
* Shake to make soda water
* fix
* added sprite and began implementation
* fixed sprite name, fixed meta files
* silly whitespace
* added paper-stamp file
* figured out where to add the componet, added 'credits'
* spelling is hard
* hmm
* GAHHHHH
* how did i do this again
* increase thieving beacon range to 2
* add obstruction check
* review
* Entity<T?> strikes again
* webedit ops because github died or something
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
* updoooooooooooot
* had to change to closed shutters
* I press wrong button
* ngl logic gates kinda ass to work with
* get linked
* Why is it so easy to place entities twice!?
* camer
* WantedListCartridge has been added
* WantedListCartridge user interface works
* WantedListCartridge is added as standard in some PDAs
* The CriminalRecordsSystem can now also take into account who created the record
* Added offense history table
* Fix of missing loaderUid for a cartridge without installing the program
* Added personalized information about the target
* The crime history has been finalized
* Added StatusList
* The officer's name has been added to the automatic history
* WantedListCartridge has been added to the HOS locker
* WantedListCartridge has been removed from brigmedic's preset programs
* The StealConditionSystem now takes into account whether a cartridge is inserted or installed
* Added target to thief on WantedListCartridge
* Merge fix
* Removing copypaste
* Fix merge 2
* The sprite of WantedListCartridge has been changed
* Update pda.yml
* Fix scrollbar in the history table
* Upstream localization fix
* `StatusList` has been replaced by `ListContainer` with `TextureRect`
* Margin fix
* Filter Set Outfit menu to exclude loadout sets
* Apply loadouts to job outfits
* Use appropriate species for Urists
* squishy
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Back in the saddle again! <(8o)
* if you like my STYLE you should see my SHEETS ;-)
* stylesheet change works for ItemStatusNotHeld but broken for ItemStatus. Just using xaml for now.
* teehee
* beeg
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Move placeable check to PlaceableSurfaceSystem
This check stops entities from being inserted into a storage entity
when it has a PlaceableSurfaceComponent.
The entity is instead placed on top of the entity like a table.
* Move SetPlaceable to PlaceableSurfaceSystem
* Update to transform system and consolidate code
* Fix interaction with storage that has a placeable component
* deadlock
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* clean up solution regen and drain comps
* Tape applied.
* Update Content.Server/Chemistry/Components/SolutionRegenerationComponent.cs
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* remain entity
* That has to be a rogue test fail.
---------
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* adds coord label beneath iff label
* fixed wrong coordinate system being used
* changes the clamping on the label UI to instead normalise the UI's distance vector from the centre of the screen, fixes corner-hugging
* cleaned up if-statement by moving the calc ahead of it
* fixed clamping, fixed parenting issue, added draw cull on coord label
---------
Co-authored-by: archrbx <punk.gear5260@fastmail.com>
* move component to shared
* add fake systems
* update server explosion system and remove duplicate transform query
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
* let FlashArea be called from shared
* untroll
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Add failing unbuckle InteractHand test
* Skip trybuckle if strap doesn't have space
* Unbuckle others not just user
* Fix test failing due to delay
* Change to raise event instead of calling OnInteractHand
* Add test for buckle and unbuckle on InteractHand
* Add tick delay
* Remove unneeded tick delay and clean up
* Comment code
* Cleanup
* Swap to fastest checks first
* Fix reading empty sequence when there are no buckled entities
This uses multiple API requests to directly send the publish to the CDN server, no more GitHub artifacts.
Faster, less moving parts.
Needs Robust.Cdn 2.2.0
Lists are a reference type, so each component should get a new one, not point at the previous one.
Co-authored-by: PraxisMapper <praxismapper@gmail.com>
$"Tried to play lobby soundtrack '{{Filename}}' using {nameof(SharedAudioSystem)}.{nameof(SharedAudioSystem.PlayGlobal)} but it returned default value of EntityUid!",
@@ -234,7 +233,7 @@ public sealed partial class ContentAudioSystem
_parallax.DrawParallax(worldHandle,worldAABB,sprite,curTime,position,weatherProto.OffsetSpeed,modulate:(weatherProto.Color??Color.White).WithAlpha(alpha*weatherProto.Alpha));//CP14 alpha and offset scrolling
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