* Adjust vampire features and add construction category
Increased vampire skill points from 1 to 3 and removed SendOnlyToOwner override. Updated power punch spell: removed cast slowdown, increased paralyze durations, and raised cooldown. Added new construction category for vampires with English and Russian localization, and updated vampire construction recipes to use this category. Reduced furnace recipe craft times from 4 to 1. Cleaned up unused usings in vampire components.
* Improve vampire skill popups and clan heart features
Added missing popup when no essence is left to gather and improved popup handling for skill point changes. Updated localization for clan progress and essence messages, added WarpPoint to vampire clan heart, and adjusted vampire skill tree structure and UI positions.
* Add vampire hypnosis skill and rebalance vampire content
Introduces the Hypnosys vampire skill and associated spell, including new status effects and alerts for forced sleep. Adjusts vampire skill tree progression, rebalances bite spell effects, modifies construction recipes to use stone instead of iron, and updates entity drop behaviors. Also tweaks skill point defaults and hunger/thirst effect order for plant growth spells.
* Adjust hunger settings and map spawner modifiers
Removed baseDecayRate and starvationDamage from Hunger components for NightChildrens, Devourers, and Unnameable in subgamemodes.yml. Updated comoss.yml and venicialis.yml to replace or add spawner modifiers, introducing Boar and Rabbits while removing EnemyFlem, MonsterMosquito, and MobSlimeIce.
* Add SSD block to magic system and vampire bite spell
Introduced CP14MagicEffectSSDBlockComponent to prevent magic use on SSD (disconnected) players. Updated the magic system to check for SSD status and added localization strings for SSD block messages in English and Russian. Applied the SSD block effect to the vampire bite spell. Also fixed a typo in the PacifiedBlockComponent filename.
* Make blood reagents unrecognizable and adjust effects
Set all blood reagent variants to 'recognizable: false' to prevent easy identification. Simplified and unified damage effects for blood reagents, removing some specific reactions and adjusting damage groups, particularly for vampire-related blood types. Also fixed a duplicate 'allowedStates' key in the vampire bite spell action.
* Enable map initialization and clean up power punch spell
Changed map creation in Demiplane and CrashToWildlands systems to run map initialization by setting runMapInit to true. Removed redundant map initialization check in CP14SpawnProceduralLocationJob. Also removed the CP14ActionSpellVampirePower2 entity from the vampire power punch spell prototype.
* vampire returns + transformstions redo
* carcat fangs fix + greetings music update
* vampire skill trees
* Blood essence gathering
Introduces the vampire blood essence mechanic, including the CP14SpellVampireGatherEssence spell, new skill point consumable component, and related UI/localization updates. Adds clientside effects for spell casting, new vampire skill and action, and refines skill point gain/loss popups. Also restructures vampire components, updates spell logic for client/server prediction, and removes unused parallax files.
* perma damage
* Add skill point cost to magic system and vampire essence spell
Introduced CP14MagicEffectSkillPointCostComponent to allow magic effects to consume skill points. Updated the shared magic system to handle skill point checks and consumption. Added a new vampire spell for creating blood essence, including new icons and localization. Adjusted vampire component to grant and remove skill points, and updated related skill tree and spell prototypes. Minor fixes and refactoring in spell logic and descriptions.
* blood step + blood vision skills
* vampire clans icons
* 50 players limit + vampire objectives
* fixes
* devourers altar transmutation
* Remove StealTarget component from animal, dino, and mole NPCs
The StealTarget component and associated stealGroup were removed from boar, dinosaur, and mole NPC definitions. This likely disables these entities from being targeted for stealing, possibly to adjust gameplay balance or fix unintended behavior.
* fix
* essence creation improve
* altars
* voice masks
* transmutation fix
* teleportation glyph
* crimson candles
* candle crafting
* fix pointer predictions
* Add Vampire Clan Battle gamemode and update vampire roles
Introduces the 'Vampire Clan Battle' gamemode with new localization in English and Russian, updated game preset definitions, and secret weights. Refactors vampire antagonist briefings and objectives for multiple clans, adjusts vampire role preferences and team settings, and reduces the damage of the Vampire Gather Essence spell. Also includes minor improvements to spell and game mode descriptions, and corrects file naming for game preset locales.
* powerful kicks in
* time gates + vampire tree
* vampire proto faction
* fix
* fixes
* tree progression
* search enemy
* Update CP14SharedVampireSystem.cs
* blood essence gathering redo
* essence gathering refactor 2
* blood healing
* Update secret_weights.yml
* tree planting
* boodgrass
* tree upgrade announcement
* construction graph integration
* delete transmutation system
* workbench crafting returns
* cloaks crafting + cloak invisibility
* make vampire tree is generic red tree (sad)
* clan heart sprite
* Refactor vampire tree to clan heart system
Replaces the CP14VampireTreeComponent with CP14VampireClanHeartComponent, updating all related logic, appearance, and localization. Adjusts skill requirements, examination, and level progression to use the new clan heart system. Updates entity prototypes, visuals, and adds new orb sprites for clan heart levels. Localization strings and logic are updated to reflect the new terminology and mechanics.
* Update SpeciesBlacklist.cs
* Refactor vampire clan heart and remove tree spell
Refactored the vampire clan heart to support essence regeneration over time and adjusted level thresholds. Removed the vampire tree planting spell and related prototype fields, as well as unused tree system code. Updated localization, entity prototypes, and faction definitions to reflect these changes.
* Add clan heart construction for vampire clans
Introduces construction graphs, entities, and conditions for building unique clan hearts for each vampire clan (Unnameable, Devourers, NightChildrens). Adds new construction conditions (all clan vampires required, singleton enforcement), updates skill tree to unlock constructions, and removes the now-obsolete CP14MagicEffectAllVampireClanRequiredComponent. Also adds new frame sprites and updates localization and prototype files accordingly.
* level up vfx
* VFX + lobby track
* orb resprite
* sprites
* Add vampire altar mechanics and improve clan heart behavior
Introduces the CP14VampireAltarComponent and altar entity, which doubles blood essence extraction when victims are strapped to the altar. Adds a custom explosion behavior for vampire clan hearts upon destruction, updates construction graphs and recipes for altars, and improves localization. Also refines skill description handling and adjusts vampire bite action text.
* essence get when heart destruction
* Add clan heart damage and destruction announcements
Introduces announcements for when a vampire clan heart is damaged or destroyed, with cooldown to prevent spam. Refactors examination logic and updates localization files for both English and Russian to support new messages and sender formatting.
* glyph adaptation
* resurrection
* Add round end summary for Vampire Clan Battles
Implemented detailed round end text for the Vampire Clan Battles game mode, displaying victory, defeat, or draw outcomes based on surviving factions and population percentage. Refactored alive player percentage logic into a shared method and updated localization files with new outcome messages in English and Russian. Also removed an unused field from the defence condition component.
* Update vampire_cloak.yml
* fix
* fix
* Update portal_glyph.yml
* help me ed
* skills
* god defence
* lantern gaze
* mask nerf
* tomer
* move lamp
* oops
* i hate new night vision
* like this?
* meh
* wizard
* atheism
* memory of health
* starting to add recipe book
* Guidebook for cooking
* added cookbook to the game, and the closet
* fix dishes
* typo fix
* another one
* even more typo fix
* fixing my shit from past
* final fixes to the guidebook
* fixing my mess
* Directly use vanilla alerts & make stamina as custom
* Fix mix size for alert of 96px
* Revert "Directly use vanilla alerts & make stamina as custom"
This reverts commit 3298202f8a.
* Update AlertsUI.xaml
---------
Co-authored-by: Red <96445749+TheShuEd@users.noreply.github.com>
All test methods in several integration test files have been commented out, effectively disabling these tests. This may be for temporary troubleshooting, refactoring, or to address failing or unstable tests.
* Add Crash to Windlands survival gamemode and map
Introduces the CP14CrashToWindlandsRule and its component for a new survival gamemode where a ship crashes into wildlands. Adds the 'nautilus_ship' map, updates English and Russian locale files with new gamemode titles and descriptions, and modifies relevant prototype and map pool files to support the new mode.
* fix FTL map
* firebombing is real
* fix biome dungen all grid overriding
* Update PostMapInitTest.cs
* Update DungeonJob.CP14Biome.cs
* Refactor demiplane generation and crash rules
Replaces the old demiplane job system with a new procedural location generation system (CP14LocationGenerationSystem and CP14SpawnProceduralLocationJob). Splits the crash-to-windlands rule into CP14CrashingShipRule (handles explosions) and CP14ExpeditionToWindlandsRule (handles map generation and FTL), with corresponding new components. Updates roundstart game rule prototype and moves/renames several files for clarity and modularity.
* Refactor location generation to support optional seed and position
Updated the GenerateLocation method to accept an optional seed and position, defaulting to a random seed if none is provided. Adjusted all call sites and the procedural job to support these changes, improving flexibility and consistency in procedural location generation.
* procedural integration into game map
* Demiplanes deletion
* clear demiplane content
* remapping procedural + frigid coast deletion
* clear demiplane guidebook
* dungeons generations
* Refactor procedural location configs and add ComossIsland
Consolidated and renamed procedural location and dungeonConfig prototypes for demiplane locations, replacing T1-prefixed and legacy IDs with new, consistent names. Updated map YAMLs to reference new location IDs and configs. Added a new ComossIsland location and dungeonConfig. Refactored code to support passing custom dungeon layers and removed unused ExamineProb field from CP14ProceduralLocationPrototype.
* Enhance procedural world gen and location configs
Improved procedural world generation by adding location generation probability, adjusting level ranges, and refining modifier uniqueness. Updated CP14ProceduralLocationPrototype and CP14ProceduralModifierPrototype, refactored node data generation logic, and made related test and map changes. Added new venicialis_fort station map and updated several procedural location and modifier YAMLs for consistency.
* fix
* connections room spawners
* track finishing global world generation
* real connection
* Update PostMapInitTest.cs
* Update venicialis.yml
* Update venicialis.yml
* fix raids, decrease city island sizes
* Update migration.yml
* Update migration.yml
* fix shutdowning
* Update CP14SpawnProceduralLocationJob.cs
Introduces the Air Saturation spell, which heals suffocation damage, including its entity definition, visual effects, and icon. Adds the spell to the Healing skill tree and updates the healing.rsi texture set with a new icon and metadata. Also cleans up the plant_growth spell by removing unused telegraphy effects and sprite references.
* Update bucket and barrel solution components
Replaces SolutionTransfer with Injector for buckets, adjusting transfer parameters and solution handling. Enables RefillableSolution for barrels, allowing them to be refilled. These changes improve consistency and functionality for liquid transfer between containers.
* 1306
* fix lobby audio
* Adjust uplink buy button to be under item icon (#38596)
* Adjusted uplink buy button to be under item icon
* Put the discount subtext under the icon
* Indent fixes, added margin
---------
Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>
* Automatic changelog update
* More guidebook fixes (#38699)
* First commit
- Resolving a few different pages, fixing typos and updating spellings and phrasing to be more coherent.
* More slight changes
* Reverting slightly the salvage page change
* Fixing Science wording inconsistency
* Few other small guidebook fixes
- Updating NukeOps page to properly refer to "Corpsman" rather than "Agent".
- Typo and slight wording change in Traitors.xml.
- Updating small typos in Antagonists.xml and Zombies.xml pages.
* Automatic changelog update
* Fixes missing underwear FTLs (#38720)
* Validate `ShaderPrototype` IDs (#38728)
* Convert all shader prototype string literals to protoids in overlays
* Convert more shader prototype literal strings to protoids
* Convert ValidatePrototypeId to ProtoId
* Later
* Janitor Tool: Wire Brush (#38667)
* Wow! It's -brush-
* spacing.
* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* fixed changes
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Automatic changelog update
* [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664)
* fixed
* clean up
* orks fix smart
* review fix 1
* more requested changes
* less cursed
* more descriptive description
* better wording
* Automatic changelog update
* Tiny Tiny Cleanup of the EyeClosingSystem. (#38734)
Update EyeClosingSystem.cs
* Typofixes for figurine dialogue (#38737)
* Typofixes for figurine dialogue
* Forgot two
* fix: Use PredictedQueueDel for gib spell (#38729)
* Fix human skin tone distribution (#38701)
* fix: don't default to uncharged sprite state for cells (#38730)
* Fix Hristov description - remove inaccurate technical specs (#38746)
- Removes inaccurate 'armor piercing 14.5mm shells' reference
- Replaces it with a more funny description, matching the style of the other snipers and guns
- Keeps ammunition type '.60 anti-materiel ammo' specification
- Fixes issue #38590
Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br>
* Validate `ProtoId`s in tests (#38745)
* Convert string literals to protoids in Content.Tests
* Convert string literals to protoids or consts in Content.IntegrationTests
* Fix linter failures
Tricksy static using misled me
* Validate remaining `ProtoId` strings (#38747)
Validate remaining ProtoId strings
* feat: allow mopping evaporating puddles (#38743)
* Automatic changelog update
* Cleanup warning in StomachSystem (#38748)
you did not see this
* Vox scars (#38592)
* Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl
* Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl"
This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15.
* locale key fix
* Changed top surgery scar names to be more generalized
* Adjusted face scars
* Formatting fixes
---------
Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>
* Automatic changelog update
* UnlockNode command to LEC. (#38751)
* commit
* Update UnlockNodeCommand.cs
* commit
* move command locale to its own file.
* Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* fix: spellbooks can have infinite charges (#38376)
* fix: spellbooks can have infinite charges
* refactor: indicate infinite spellbook charges with null
Not sure if I like this much better...
* Automatic changelog update
* Minor escape menu UX improvements (#38650)
* Automatic changelog update
* Meta.json cleanup - pins.rsi (#38781)
cleanup
* Log an error when adding an admin log containing a null char (#38782)
* Log an error when adding an admin log containing a null char
* Also log LogType and LogImpact
* Remove them
* Fix incorrect conditions on black pepper's forced cough (#38783)
no one to blame but myself
Co-authored-by: iaada <iaada@users.noreply.github.com>
* Update Credits (#38786)
Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com>
* Fixing incorrect headset being given to QM visitor (#38785)
* Stasis bed cleanup and bugfixes. (#38762)
* Stasis bed sent to shed
* Code Review
* Code Review 2
* Automatic changelog update
* Cleanup warnings: CS0414 (#38793)
Cleanup
* Move moth movement modifiers to the Base (#38795)
* fix centcom pda (#38796)
* Catchable items, playable basketball (#37702)
* catching
* fix
* improve
* fix linter
* cleanup
* fix prediction
* do the same here
* fix comment
* Automatic changelog update
* Fix storage voice control bug after handssystem refactor (#38810)
* Automatic changelog update
* Reducing the amount of space in the gogo hat (#38808)
Reducing the amount of space in the hat from 7*4 to 4*3 to make a bit more sense with the fact it is only a hat.
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Automatic changelog update
* Golden pai (#38549)
* Golden pai
* Make golden PAI public and rare
* Golden PAI = legendary salvage
* Automatic changelog update
* Cleanup: Remove ``TelephoneComponent.RequiresPower`` (#38823)
* Cleanup
* Forgot about yml
* Branded lighters addition (#35514)
* newlighters
* port complete
* donk pocket box addition
* should fix test fail, proper credit
* captalisation issue
* fixed
* typo corrected
* removed accidental change to combat bakery
* fixed lock message, made NT flippo start fueled.
* Requested changes
* fixed discount dan
* moved matchbox
* requested changes, discount dan more broken than ever (somehow)
* unbungle
* uhhhhh
* maybe fixes?
* changed inheritance
* fixed enum?
* nevermind
* finally fixed
* breaking changes
* inheritance unbungled
* Automatic changelog update
* Cleanup: Remove ``TryInsert`` method from the ``DisposableSystem`` and use event subscriptions instead (#38819)
Cleanup
* JumpBoots Attempt №2 (#36862)
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
Co-authored-by: unknown <wainzor1337@gmail.com>
Co-authored-by: ScarKy0 <scarky0@onet.eu>
* Automatic changelog update
* Replace `ValidatePrototypeId` uses with `ProtoId` or `EntProtoId` (#38814)
* The easy ones
* For certain values of easy
* Easy test
* Hair
* Fix sandbox violations
* Sort usings
* Fix SSD sleep misprediction (#38831)
init
* New science unlock: the H.A.R.M.P.A.C.K (#38824)
* Automatic changelog update
* Fix: Add cluwne translation in ftl (#38835)
Fix
* Artifact glue reagent (#38670)
* a
* Revert "a"
This reverts commit 2b9ba4ea67a9395d30b7ab37c8065f627f1a961a.
* f
* dev it
* a?
* ad
* forgor
* Revert "f"
This reverts commit 39228c7cbe4d28ba43b73580b55e01c3979eb869.
* derandomisation!
* reviv
* flavor
* fixe
* dwwasdwasdwa
* dwasdwasdwas
* fuck you
* Automatic changelog update
* Contraband category fixes (#38698)
* Adding contraband to some items missing it
- This includes updating contraband to follow more consistently where items are expected to be used
- Fixing the spacing in arrays to be more consistent with other files
* Updating PPD to be Eng contra
* Automatic changelog update
* Added Vox Heterochromia (#38595)
* Added Vox Heterochromia
* Forgot to change moth to vox
* minor formatting fix
---------
Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>
* Automatic changelog update
* Make mopping predicted (and some other stuff) (#38749)
* refactor: move puddle evaporation + absorbents to shared
* refactor: move SolutionRegeneration to shared
* refactor: make AbsorbentSystem visuals clientside
* style: general formatting/cleanup on touched files
- Few logical simplifications
- Add field for hard-coded sparkle effect ent
- Switch stuff to Entity<T>
No actual prediction fixes in this commit (though in
retrospect I should've done this commit last).
* fix: use predicted variants for predicted code
* fix: average out evaporation rates in mixtures
* refactor: move SolutionPurge to shared
* style: Basic SolutionPurgeComponent field cleanup
* fix: general prediction + timing + networking fixes
- Moves client side visuals back to shared because other
players exist
- Don't accumulate CurTime in Purge/RegenerationSystem
- Network the next update field in Purge/RegenerationSystem to
deal with UI mispredictions???
* fix: add udder bug workaround
Not needed for SolutionPurgeSystem which doesn't resolve
solutions (probably fine that SolutionPurgeSystem doesn't
cache since it's much rarer, though it probably should), and
likely not needed for AbsorbentSystem since it only resolves
against puddles which, I don't think can be in containers.
* fix: don't divide by zero for evaporation speed = 0.
* refactor: revert evaporation changes
Will cherry-pick these out in another PR.
Also reverting the evaporation speed bugfix since it's easier
to revert all at once. :)
* fix: component cleanup; autopause fields, use ProtoID
* fix: remove unused AbsorbentComponentState
* fix: ProtoId is not string
* refactor: move PuddleSystem.UpdateAppearance to shared
* style: general PuddleSystem.UpdateAppearance tweaks
- Switch to Entity<T>
- Use ProtoIds
- Minor simplifications
* fix: add udderly silly PVS workaround
* cleanup
* fix
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* fix: Register OnRequestMovePulledObject under the right system (#38484)
* fix: Register OnRequestMovePulledObject under the right system
* nukeops test flake
* fix: correct ToggleableVisuals for toy sword and pirate helm (#38867)
* Fix lingering ghost roles (and expand tests to catch it) (#38788)
* Improve and expand `TakeRoleAndReturn` to fail on bug #38292
* fix#38292 and expanded test cases
* use validated EntProtoIds for tests
remove unusued using declarations
* use const strings that match the TestPrototypes
* Automatic changelog update
* Fix non-humanoid mobs being destroyed on devour (#38087)
* Allow non-preference living things to be added to a devourer's stomach
* Fix ordering of devour logic
* Minor refactor for whitelist on storage and food preference
* Fix linter issue
* Coerce workflow to run again; also fix bad indenting error
* Code review changes
* Automatic changelog update
* Prefer file-scoped namespaces in `.editorconfig` (#38879)
Prefer file-scoped namespaces in .editorconfig
* Parroting Parrots part 1: Help maints! SQUAWK! Maints! (#38243)
* parrots have ears. add poly
* high tech parrot functionality
* adjust times
* add accent to radio message
* don't spam everything all at once probably
* learn about the existence of prob(float)
* actually use Prob(float) correctly
* newline
* add pet spawner for poly
* move chance to talk on radio to component
* missing comment
* minor edits and doc additions
* the reviewerrrrrrr
* parrot can't learn when crit or dead
* increase default memory
* rename poly to polly
* crude way to ignore whispers. chatcode please
* This is Polly. It is set to broadcast over the engineering frequency
* add missing initialize
* add displacement map for parrot ears
* review comments - Errant
* minor things
* large rework
* fix attempting to talk when entity has no channels
* use list of active radios again to track channels
* fix bad return, some comments
* fix long learn cooldown
* minor adjustments
* use FromMinutes
* the voices told me to make these changes
* remove default reassignment
* Review changes
* remove polly's accent
* decouple radio stuff from parrotsystem
* minor stuff
* split vocalization and parroting
* minor review work
* re-add missing check
* add admin verb for clearing parrot messages
* minor action icon update
* oops
* increase icon number text size
* Admin erase parrot messages associated with players
* part 1 beck review
* add whitelist and blacklist for parrots
* Downgrade missing component error to warning
* Add comment
* add some missing comments
* Remove active radio entity tracking, use all inventory slots
* Minor changes
* small review stuff
* review radio stuff
* swap ears displacement to invisible death displacement
* remove syncsprite
* vscode why do yo have to hurt my feelings
* review changes
* use checkboth
* Automatic changelog update
* Predict RepairableSystem (#38886)
* commit
* Update SharedRepairableSystem.cs
* compo
* final touches.
* Update RepairableComponent.cs
* Update RepairableSystem.cs
* Update Content.Shared/Repairable/RepairableSystem.cs
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Replace usages of customTypeSerializer PrototypeIdListSerializer with something that doesn't take 20 separate words to type out (#37959)
* Replace usages of customTypeSerializer PrototypeIdListSerializer with something that doesn't take 20 separate words to type out
* Missed one
* Missed another
* Fix data field ids
* Fix yaml linter and misc errors (#37444)
* Fix yaml linter
* Revert "fix cluwne pda pen slot (#35611)"
This reverts commit 66e926843f.
* More fixes
* Try again with the engine requirement removed
* Decrease number of brass sheets dropped by clockwork windoors
---------
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Add VV button to the solution editor (#38889)
add vv button to solution editor
* Automatic changelog update
* fix: wide swings with resistanceBypass now bypass resists (#38496)
* Allow pAIs to emote like a borg (#38425)
* Automatic changelog update
* reduced motion flash effect version 3 (#37824)
* V3
* Apply suggestions from code review
* Automatic changelog update
* feat: allow admins to interact under subfloors (#38813)
* feat: allow admins to interact under subfloors
* feat: use BypassInteractionChecks instead
* Automatic changelog update
* Operation Remove Gun Bloat (#38104)
* Remove long-unused magazines
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Not sure why that failed, going to rerun tests real quick
* Testing if this resolves the tests. Anyone know how to run tests locally, without waiting for github?
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Fully removed boxes of vector ammo and the vector ammo tag
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* This might fix the tests
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Nulled more =
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Nulled more migrations
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
---------
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Minigun inhands + HMG multihand and slow move speed (#35344)
* hmg move speed
* minigun inhands
* even better inhands
* touch-up
* Automatic changelog update
* Add Bolas to SecTech vendor (#38902)
* Automatic changelog update
* Kobold/monkey AI holograms (#38888)
* Added kobold/monkey AI holograms
* Updated meta.json
* Automatic changelog update
* Fix localization error when trying to change hair on someone with a hat (#38907)
* change Identity.Name to Identity.Entity for delivery popups (#38909)
* Replace `AdvertiseComponent` with `DatasetVocalizerComponent` (#38887)
* Replace AdvertiseComponent with DatasetVocalizerComponent
* No vocalizing while broken or without power
* Kill AdvertiseComponent/System
* This really shouldn't be here
* xmldoc for VocalizerRequiresPowerComponent
* TryIndex -> Index
* Bagel genpop (#38829)
* skelaton (skeleton)
* basic genpop
* genpop mostly done
* general layout
* all details
* maints firelocks, tweaks
* invalids bye, remove residual air and fire alarm
* uhh tweaked something dont remember
* remove actions
* armory: truncheon and riot crate
* remove more invalid devices
* armory holopad, graffiti tweak
* no windoor into sec substation, add flasher
* Revert "no windoor into sec substation, add flasher"
This reverts commit a7b919fb74433b82f48f92f98d5521ecb1f3eae4.
* no sub windoor, flasher
* fix camera blocking turret
* move warden and armory, restyle decals
* maints flashlights :D
* fix locker room dark tile placement
* Automatic changelog update
* fix clones not getting the thieving skill (#38914)
* Automatic changelog update
* Make more objects spray paintable (Reviving #31328) (#37341)
* PaintableAirlockComponent and AirlockGroupPrototype have been replaced
* Slightly redesigned SprayPainterSystem for greater versatility
* Added handling of changes to the appearance of doors and storages
* PaintableGroup prototypes have been created
* Generating tabs with styles in the UI
* Fix error with undiscovered layer
* Slight improvement
* Removed unnecessary property
* The category for `PaintableGroup` was allocated to a separate prototype so that the engine itself would check if the category existed
* Added canisters, but repainting doesn't work
* Added localization to styles
* Fix sprite changing
* Added the ability to paint canisters
* slight ui improvement
* Fix yamllinter errors
* Fix test
* The UI now remembers which tab was open
* Fix build (?)
* Rename
* Charges have been added to the spray painter
* Added a charge texture for the spray painter
* Now spray painter can paint decals
* Increased number of charges
* Spawning dummy objects has been replaced by PrototypeManager
* added a signature about the painting of the object
* fix
* Code commenting
* Fix upstream
* Update Content.Shared/SprayPainter/Components/SprayPainterAmmo.cs
Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>
* review
* Now decals can only be painted if the corresponding tab in the menu is open.
* Fixed a bug with pipe and decal tabs not being remembered
* Update EntityStorageVisualizerSystem.cs
* record
* loc
* Cleanup
* Revert electrified visuals
* more cleanup, fix charges, del ammo4
* no empty file, remove meta component
* closet exceptions, storage visualizer fixes
* enable/disable decal through alt-verb
* Fix missed merge conflicts
* fix snap offset, button event handlers
* simpler order, fix snap loc string
* Remove PaintableViz.BaseRSI, no decal item, A-Z
* State-respecting UI, BUI updates, FTL fixes
* revert DecalPlacerWindow changes
* revert unwanted changes, cleanup function order
* Limit SprayPainterAmmo write access to AmmoSystem
* Remove PaintedSystem
* spray paint ammo lathe recipe, youtool listing
* category as a list, groups as subtabs
* Restore inhand copyright in meta.json
* empty spray painter, recipe produces an empty one
* allow alpha on spray painter decals
* add comments
* paintable wall lockers
* Restrict painting more objects
* Suggested event changes, event cleanup
* component comments, fix ammo inhands
* uncleanable decals, dirty styles on mapinit
* organize paintables, separate emergency/closet grp
* fix categories newline at EOF
* airlock group whitespace cleanup
* realphabetize
* Clean up EntityStorageViz merge conflict markers
* Apply requested changes
* Apply suggestions from sowelipililimute's review
Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>
* betrayal most foul
* Remove members from EntityPaintedEvent
* No emerg. group, steelsec to secure, locker/closet
* Enable repainting the medical wall locker
* comments, no flags on PaintableVisuals
* Remove locked variants from closets/wall closets
* removable decals
* off value consistency
* can't paint away those bones
* fix precedence
* Remove AirlockDepartment, AirlockGroup protos
Both unused.
* whitelist consistency re: ammo component
* add standing emergency closet styles
* alphabetize the spray painter listings
---------
Co-authored-by: Ertanic <black.ikra.14@gmail.com>
Co-authored-by: Эдуард <36124833+Ertanic@users.noreply.github.com>
Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>
* Automatic changelog update
* Add Serializable, NetSerializable attributes to DecalPaintMode (#38921)
Serializable, Net" on DecalPaintMode
* Rotated turret wall panel sprites (#38464)
rotated sprites
* Stun and Stamina Visuals (#37196)
* Stun animation
* Commit 2
* Almost working commit
* Best commit
* Minor cleanup and value adjustments
* Fix animation data getting wasted and cleaned up some stuff
* Don't animate if dead
* AppearanceSystem is for chumps
* Cleanup
* More cleanup
* More cleanup
* Half working commit
* Documentation
* Works
* ComponentHandleState my beloved
* AppearanceComp compatibility
* Address review
* Borgar
* AND NOW THE END IS NEAR
* AppearanceSystem compliance (Real)
* Don't need to log missing there
* I actually hate mob prototypes so much you don't even know
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Automatic changelog update
* Fix AddHandCommand not working on aghosts (#38866)
* Component for clothes to suppress emotes and scream action in general, and the muzzle to suppress vocal emotes in particular (#32588)
* Component for clothes to suppress scream noise
GaggedComponent + AddGaggedClothingComponent and relevant systems to make them work.
Currently only stifles the scream _action_, not all emotes
because if a mime can silently emote, so can gagged you!
* fix comments
* swap to inventory relay
and make it more general such that specific emotes or emotes of a given category can be blocked
* power gloves shouldn't block snapping
* easy fixes
* blockable emote event
* pr comments, switch to using emote event mostly
* pr comments
add beforeEmoteEvent
add emote blocker name to popup
maybe some other stuff, I forget
* get rid of emoteevent's source because I don't need it anymore
* smol clean
* formatting, style, and one minor thing where having a muzzle in your pocket would gag you
* Automatic changelog update
* Tweaks to ShowRulesCommand structure, localization, and autocomplete. (#38855)
commit
* Automatic changelog update
* Convert Locker/Closet fills to Entity Tables: Part 2 (#38254)
Co-authored-by: Velcroboy <velcroboy333@hotmail.com>
* Fixing a singular pixel on the frame of the AI (#38936)
* Singular pixel ops
* Third commit - upholding CC-BY-SA by indicating changes made
* Bottle Drink Inhands (#38937)
* there is now bottles of booze in your hands
* Messed up the vermouth inhand fills slightly.
* oh whoops that's redundant
* Automatic changelog update
* refactor: rework the new status effect system to use containers (#38915)
* refactor: rework the new status effect system to use containers (#38915) (#38943)
Co-authored-by: Perry Fraser <perryprog@users.noreply.github.com>
* fix: don't divide by zero in FragmentIntoProjectiles (#38946)
* Accents Event to Shared (#38948)
* 27 file diff
* 27 file diff 2
* Apply suggestions from code review
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Update Credits (#38955)
Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com>
* SharedGunSystem spread bugfix (#38960)
two bytes
* Fixed error thrown when examining indestructible plastitanium windows (#38950)
* Fixed error thrown when examining indestructible plastitanium windows
* Fixed indentation to match yaml standards
* Fix extra dollar sign in admin log for machine toggle (#38961)
* Don't compile EF Core designer files on release builds (#38927)
* Hats (and glasses) for pets - Part 1 - Ian and McGriff (#38634)
* new branch new me
* cursed displacement
* 2 pixels of death
* forgot a line
* fixed some edge cases on corgis with the displacement
* fix conflict
* fix indentations
* a bit more displacement fixes
* Automatic changelog update
* [BUGFIX] Stops scurrets from suffocating in crates (#38951)
Prevent scurrets from dying!
* Automatic changelog update
* Cleanup warnings: CS0649 (#38797)
* make ocarina small (#38971)
Update instruments_wind.yml
* Automatic changelog update
* Add contraband parent to war declarator (#38972)
* Automatic changelog update
* Remove prototype caching from `ZombieComponent` (#38979)
Remove prototype caching from ZombieComponent
* Vox customization additions (+eyeshadows) (#38906)
vox customization stuff
* Automatic changelog update
* Refactor ExaminableDamage (#38978)
* Remove prototype caching in ExaminableDamageComponent
* Replace ExaminableDamagePrototype with LocalizedDatasetPrototype
* Allow null
* Voltage enum to shared (#38964)
* fix: ghosts shouldn't see whisper obfuscation (#38202)
* Fix devices in terminal mispredicting power state (#38647)
* The simple solution
* The better solution
* Revert "The better solution"
This reverts commit 611e56e031636734abab1ad3e77bf88b69a4de13.
* make biogenerator not accept low-nutrient plants (#38427)
* anti-noob
* dsaswa
* Minor grammar change
---------
Co-authored-by: beck-thompson <beck314159@hotmail.com>
* Make RunVerbAs take and return EntityUids (#38155)
fix: make RunVerbAs take and return EntityUids
* Automatic changelog update
* Buff parrot learn rates and radio chatter (#38984)
* buff parrots
* ok but not that smart
* oop
* Remove prototype caching from `TransformableContainerComponent` (#38988)
Remove prototype caching from TransformableContainer
* New holy books (#38986)
* Adds a few new holy books, implements one existing, and makes them pickable from loadout
* Almost forgot the yaml
* Forgot to change fork-specific paths
* Modified copyright to be less specific as requested by maintainer
* Newlines
* Replaced scroll torah with a book-bound tanakh, as recommended by dvir001
* Changed all mentions to use tanakh instead of torah
* Made the Mosin bayonet usable. (#38295)
* Made mosin an alt-melee weapon, added reagent fill for the weapon.
* fixes
---------
Co-authored-by: RedBookcase <Usualmoves@gmail.com>
Co-authored-by: beck-thompson <beck314159@hotmail.com>
* Automatic changelog update
* Adjust throwables hitboxes to match sprites (#38985)
Initial commit
* Automatic changelog update
* Moproaches (#38700)
* MOPROACHES
* rerun test - random test fail of doom
* added to random pest event, with same prob as cancer mouse
* rerun test - random test fail of doom 2 electric boogaloo
* changed moproach obtain methods
* no crafting of moproaches allowed :(
* Reverted content of file.
* requested changes
* requested changes
* requested changes
* Increase moproach health by 5 - requested by Emo on discord
* spaaaaaaaaaaaaaaaaaaaaaaaaace
* microwave recipe added
* no surgery this week
* spaaaaaaaaaaaaaaaaaaace 2 more space for your space
* space
* new mopshoes sprite
* in-hands
* inhands v2
---------
Co-authored-by: ScarKy0 <scarky0@onet.eu>
* Automatic changelog update
* Remove the Qur'an (#39000)
* Mostly fix reaction sound effect stacking :( (#38999)
* fix: band-aid the reaction sound effect stacking
It's so funny I'm so sad I'm writing this commit :(
* fix: remove unused hashset
Drive by fix. 'Tis never read from.
* fix: switch to just making it server only
* fix: uncomment the if lol
Commented it out for recording video oopsie
* Convert some voice samples to mono (#39002)
* Convert Xenoborg voice sounds to mono
* Convert female human cough sounds to mono
* PressureEvent removed (dead code) (#39004)
yep
* Predict DevourSystem. (#38970)
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Whitelist extension for tool belt (#35212)
* sd
* xd
* im so dumb
* revert to just remote signaller
* forgot
* add code comment
---------
Co-authored-by: shampunj <140359015+shampunj@users.noreply.github.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Automatic changelog update
* Fix firelocks failing to drop fast enough (#38918)
* Automatic changelog update
* Fix Mjollnir throw while on delay (#39018)
* init
* fuck dirty
* yippee
* Automatic changelog update
* Give admin bags explosion resistance (#38384)
Co-authored-by: youtissoum <51883137+youtissoum@users.noreply.github.com>
* Automatic changelog update
* Inconsistent Produce Inhands Fix (#38860)
* V1 Sprites
* Adding heldPrefix
* Updated Sprites
* 4 New Inhands & Sprite Tweak
* WaterMelon/HolyMelon Front Change
* Meta Guh
* Sugarcane Updated Inhands
* Re-id 'Medical Doctor' guide entry to 'MedicalDoctor' (#39029)
chore: re-id 'Medical Doctor' guide entry
* Make diagonal windows prevent electrocution (#39032)
Add the window tag
* Automatic changelog update
* Carps Can No Longer Suicide (#39033)
Update carp.yml
* Wearable banana peels (#38868)
* Add wearable helmet sprites for banana and mimana peels
Made it so banana peels and their variants can be worn as head gear. The sprites were done by myself, so feel free to change or update them! Includes hamster compatibility.
* fixed a minor state bug
* Review fixes
- Removed blank space
- Added "FlipBrooke" to all modified meta.jsons, with the added note of which sprites I got the colors from/referenced.
* I forgot a comma
adds a comma and some periods
* NPC spiders sometimes spin webs 🕷️🕸️ (#38319)
* NPC spiders now spin webs
* oops
* move logic to always update next spawn, to prevent rare web spam
* WebSpawnCooldown is timespan
* remove vv
* add web spawn method, no sus action event method call
* dont spin web immediately at spawn
* move NextWebSpawn value init to update
* oop
* remove unused game timing
* web spawn cooldown to 45
* Automatic changelog update
* Fix Respirator Asserts (#38911)
* Fix errors
* Cleanup CanMetabolizeInhaledAir
* Wait no don't do that
* Revert changes for real
* Fix
* Code cleanup and some safety rails
* Better tests and also comments
* Better comments
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Add supercritical sounds for ALL anomalies (#36425)
* add supercritical sounds for flesh anomaly and shadow anomaly
* fix attribution yml
* use sound collections, add TWO -- count em TWO tech anomaly supercrit sounds.
* add sound for present anomaly
* wrong soundcollection for flesh
* actually add the present anomaly sound...
* add fire anom sound
* add gravity anomaly supercritical sound
* add electric anomaly supercritical sound
* add bluespace anomaly supercritical and explosion sound
* add ice anomaly supercritical sound
* add fluid anomaly supercritical sound
* fix busted link
* typo
* add floral supercritical sound, fix typos
* Add supercritical sounds to injected anomalies
* add rock anomaly supercritical sound
* supercritical sound follows the entity, important for injected anomalies
* make the rock crit rumble a little less subtle at the start
* use CC0 freesound alternatives where available
* New pyro anomaly sound by GonTar
* New sounds by GonTar. Change AnomalyComponent so that you can change the length of supercritical properly in the prototype.
* oopsie, forgot the traps
* use TimeSpan for duration
* Automatic changelog update
* Metashield Rules Update (Removal) (#38953)
* Revert "Don't compile EF Core designer files on release builds" (#39057)
* Revert "Kobold/monkey AI holograms (#38888)"
This reverts commit 97fcebb92b.
Please check the maintainer meeting and the recording at time 41:58 for further information
https://docs.spacestation14.com/en/maintainer-meetings/maintainer-meeting-2025-07-19.html
* Replace SharedStatusEffectsSystem with StatusEffectsSystem
Updated references from SharedStatusEffectsSystem to StatusEffectsSystem in spell and magic weakness systems to use the correct status effects system implementation.
* Update examine_messages.yml
* fix
* Update round_end.yml
---------
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
Co-authored-by: Mora <46364955+TrixxedHeart@users.noreply.github.com>
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* soo hungry going back for more lipolicide
* too much lipolicide.....
* fixes
* it moved
* typo
---------
Co-authored-by: iaada <iaada@users.noreply.github.com>
* Changed Head Branch Due To Broken Merge
* Changed Head Branch Due To Broken Merge
* Readds the removal of bic/advanced mix.
* TFW Breaking changes break changes
* TFW Breaking changes break changes
* Vox displacement map fixes
* Adds neck displacement map and changes sprite layering to prevent the tank from rendering on top of a Vox's facial hair strangely
* Make melee sounds respect their audio params
* Make food sounds respect audio params
* Plushie sound 1984
Most plushies have been made quieter (by varying degrees depending on how obnoxious the original sound was)
Made plushies 3x slower to use (squeak every 3 seconds / hit somebody every 3 seconds)
* Current Potato Sprite In
* Bit of Cleanup
* Update Resources/Textures/Objects/Weapons/Bombs/hot_potato.rsi/meta.json
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Refactor food holder visual update logic
Simplified UpdateVisuals method in CP14ClientCookingSystem by consolidating parameters and using component fields directly. Also ensured FoodData field is dirtied after updating visuals in CP14SharedCookingSystem to trigger proper synchronization.
* add sprites
* candles redo
* candles and candelabras
* mapping
Simplified UpdateVisuals method in CP14ClientCookingSystem by consolidating parameters and using component fields directly. Also ensured FoodData field is dirtied after updating visuals in CP14SharedCookingSystem to trigger proper synchronization.
* Add CP14RoomsDunGen for procedural room placement
Introduces the CP14RoomsDunGen layer for generating rooms across the grid based on tags and tile masks. Updates DungeonJob and DungeonSystem to support the new layer, and modifies relevant YAML prototypes to use CP14RoomsDunGen instead of OreDunGen for room spawning in demiplane modifiers.
* some fixes
* its done done done
* exit room
* additional entry points
* fix
* Update migration.yml
* Refactor skill points to support multiple types
Reworked the skill point system to support multiple types (e.g., Memory, Blood) instead of a single experience cap. Added CP14SkillPointPrototype, updated skill storage and UI to handle per-type points, and adjusted related logic and prototypes. Updated localization and assets to reflect these changes.
* oopsie
* Update human.yml
* Update CP14SkillUIController.cs
* Refactor skill storage to use skillPoints config
Replaced 'experienceMaxCap: 0' with 'skillPoints: Memory: max: 0' in Skeletons T1, T2, and undead mob prototypes. This change standardizes skill storage configuration and improves clarity.
* Mana trance slight buff
* ELF TAXI!!!
* Elf only mana trance
* No more mana regen for you
* guide book changes
* i should really not write something while eepy
* Update mana_trance.yml
---------
Co-authored-by: Red <96445749+TheShuEd@users.noreply.github.com>
* Properly cache regexes in chat sanitization/accents
Wow I wonder if `new Regex()` has a cost to it *looks at server profile*.
* Avoid lag caused by Tippy command completions
CompletionHelper.PrototypeIDs explicitly says *not* to use it with EntityPrototype. Unsurprisingly, reporting a completion result for every entity prototype in the game is a *bad idea*.
* Add active count metrics to some high-load systems
Mover & NPCs
I suspect the thing that caused the Leviathan round to shit itself on performance is NPC spam in space or something. So let's verify that.
* Enable parallel processing on pow3r again
Originally disabled due to a theory of it causing bugs, it was re-enabled on Vulture, and I'm not aware of it having caused any issues there.
* Replace hashset with bitflags for AtmosMonitor alert types.
Allocating these hashsets was like 20% of the CPU of atmos, somehow.
* Cache HashSet used for space movement collider checks
Turns out this was a ton of server allocations. Huh.
* secondary method of fixing the pinpointer arrow rotation axis -- ensuring that the center of the pinpointer screen and arrow is at the center of the sprite.
Thanks to @whatston3 for stretching out the pinpointer sprites.
* update meta.json for pinpointer sprite changes
* camera
* add console command
* change verb name to camera
* placeholder text
* add button to player panel
* orks are indeed the best
* visibility flag fix
* not a datafield
* more follower fixes
* more cleanup
* add zooming
* resizing real
* remove commented out code
* remove AddForceSend
* comment
* Use OS window and add some comments
* fix comments and variable name
* Needs RT update
* Minor grammarchange
* Fix warning
* Cleanup
* almost working...
* fix bug
* oswindow update
* Remove need for RequestClosed.
---------
Co-authored-by: beck-thompson <beck314159@hotmail.com>
Co-authored-by: PJB3005 <pieterjan.briers+git@gmail.com>
* feat: add a component for rejuvenateable effects
* feat: let god mode'd entities get buffs
* fix: handle old status effect system
Didn't realize BeforeStatusEffectAddedEvent was called by both systems,
oops.
* refactor: rename to RejuvenateRemovedStatusEffect
* fix: make forced sleeping a debuff again
Missed in rebase.
* refactor: make BeforeStatusEffectAdded two events
* test one, the light is not showing for some reason
* ToggleableVisuals, not ToggleableLightVisuals
* FIX THIS AGAIN I AM STUPID
* WHY DID THESE PERSIST =(
The file Content.Server/Ensnaring/Components/EnsnaringComponent.cs was empty
and served no purpose. Removing it helps keep the codebase clean and free of
unnecessary files.
Updated references from SharedStatusEffectsSystem to StatusEffectsSystem in spell and magic weakness systems to use the correct status effects system implementation.
* enum -> prototype
* move sprites
* more dirt sprites
* some food data stucking fixing
* pumpkin fix
* pie move sprites
* refactor components
* pie refactor
* remove outdated proto
* new pie types
* Update SliceableFoodSystem.cs
* Refactor food cooking system and add fat flavor
Added 'Fat' to the flavor profile. Refactored food cooking logic to use CreateFoodData and UpdateFoodDataVisuals instead of CookFood and ApplyFoodVisuals. Introduced RenameCooker property to CP14FoodCookerComponent to control entity renaming during cooking. Improved separation of food data creation and visual updates.
* Update migration.yml
* Refactor food visual and sliceable logic in cooking system
Moved sliceable food logic from OnCookFinished to UpdateFoodDataVisuals for better encapsulation. Made UpdateFoodDataVisuals overridable and updated its usage in random food initialization. Added Rename field to CP14RandomFoodDataComponent and cleaned up unused BecomeSliceable field in CP14FoodCookerComponent. Updated pie_pan.yml to add SliceableFood and a new random food entity.
* Update pie_pan.yml
* fill levels
* передача температуры + заготовка для плавления
* Небольшая сортировка + комментарии...
* pp
* Уголь!
* Казан!!
* Лицензия, уборка мусора.
* Лицензия, теперь точно
* Очистка мусора
* пу-пу-пу
* уголь*
* 1
* Up KAZAN
* cleaning up the trash. Sprites for the cauldron. Updating the cauldron
* meta
* wtf is not tag...
* Затычки.... господи..
* Tag
* Fuck, he's been here all this time: FlammableEntityHeating...
* Dead KAZAN
* Coal
* bi
* clo
* up
* cl
* cl6
* cl7
* cl_up
* cl_dm
* wd
* I was working on an outdated version of the upstream resulting in some lines of code having merge conflicts, hopefully I fixed it
* Eversince the "keep X alive and make sure X completes atleast half of their objectives" were removed the parts about them stayed in the guidebook those were changed, aswell as with the removal of thieving gloves parts talking about the thieving gloves were changed to instead talk about the new pickpocketing ability thieves got.
* Apply suggestions from code review
Co-authored-by: Andrew Malcolm O'Neill <105134723+maland1@users.noreply.github.com>
* Apply suggestions from code review
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* requested changes
* Apply suggestions from code review
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* request
* Apply suggestions from code review
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* request2
---------
Co-authored-by: Andrew Malcolm O'Neill <105134723+maland1@users.noreply.github.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Create marble tile textures
* Flatten tiles to better match art style
* Add prototypes and translations for tiles
* Change marble footstep sound to one that makes sense
* Add marble tile object and in-hand sprites
* Add prototypes and translations for marble tile objects
* Add marble tile cutter recipes
* Double number of marble tile variants
* Increase plasma and uranium costs of plasmarble and uranium marble
* Add attributions for marble tile sprites
* Fix whitespace problem hopefully
* Fix trailing whitespace take 2
* Rename just "marble" marble to "white marble"
* Remove cutter recipes for uranium marble and plasmarble
* add supercritical sounds for flesh anomaly and shadow anomaly
* fix attribution yml
* use sound collections, add TWO -- count em TWO tech anomaly supercrit sounds.
* add sound for present anomaly
* wrong soundcollection for flesh
* actually add the present anomaly sound...
* add fire anom sound
* add gravity anomaly supercritical sound
* add electric anomaly supercritical sound
* add bluespace anomaly supercritical and explosion sound
* add ice anomaly supercritical sound
* add fluid anomaly supercritical sound
* fix busted link
* typo
* add floral supercritical sound, fix typos
* Add supercritical sounds to injected anomalies
* add rock anomaly supercritical sound
* supercritical sound follows the entity, important for injected anomalies
* make the rock crit rumble a little less subtle at the start
* use CC0 freesound alternatives where available
* New pyro anomaly sound by GonTar
* New sounds by GonTar. Change AnomalyComponent so that you can change the length of supercritical properly in the prototype.
* oopsie, forgot the traps
* use TimeSpan for duration
* Fix errors
* Cleanup CanMetabolizeInhaledAir
* Wait no don't do that
* Revert changes for real
* Fix
* Code cleanup and some safety rails
* Better tests and also comments
* Better comments
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* NPC spiders now spin webs
* oops
* move logic to always update next spawn, to prevent rare web spam
* WebSpawnCooldown is timespan
* remove vv
* add web spawn method, no sus action event method call
* dont spin web immediately at spawn
* move NextWebSpawn value init to update
* oop
* remove unused game timing
* web spawn cooldown to 45
* Add wearable helmet sprites for banana and mimana peels
Made it so banana peels and their variants can be worn as head gear. The sprites were done by myself, so feel free to change or update them! Includes hamster compatibility.
* fixed a minor state bug
* Review fixes
- Removed blank space
- Added "FlipBrooke" to all modified meta.jsons, with the added note of which sprites I got the colors from/referenced.
* I forgot a comma
adds a comma and some periods
* Update shield.yml
* Add soup bowls
Introduced new bowl entities (wooden, iron, gold, copper) for soups, including their sprites and prototype definitions. Added 'Soup' to the CP14FoodType enum and updated the food holder logic. Removed the unused CP14Plate tag from plate.yml and misc.yml.
* Add misc soup ingredient sprites and metadata
Introduced new 32x32 sprites for various soup ingredients, including flyagaric, flylumish, lumish, meat, meat2, meat_salad, mole, mud, pumpkin, sawdust, trash, and veg_stew. Added corresponding meta.json with state definitions and licensing information.
* veg soup recipe for testing
* soup displacement maps
* meal displacement eating
* fix double cookin plates
* soup cooking
* Update cooking_pot.yml
* Refactor solution handling for cooking and containers
Updated solution component names and types for cooking pots, bowls, buckets, barrels, and wells to improve consistency and functionality. Added and removed solution-related components, adjusted transfer logic, and cleaned up unused solution states and visual metadata. Also added food type checks in cooking system to prevent incorrect transfers.
* new soup recipes
* Unit test
* fix
* trading requests
* Update CP14Cooking.cs
* Update CP14Cooking.cs
* audio improve, egg and bread fix
* fix bugs
* integration
* frying pan start
* fix data saving
* Refactor cooking system and add localization support
Refactored food data handling in the cooking system to use Visuals instead of FoodData on holders, improved food transfer logic, and added popups and examine messages for user feedback. Added English and Russian localization files for cooking examine and meal descriptions, and updated prototype files to increase plate solution volume and add a whitelist for the cooking furnace.
* Refactor cooking system solution handling
Removed Solution field from CP14FoodData and updated CP14SharedCookingSystem to use solution containers directly. Improved solution transfer, mixing, and overflow handling during cooking. Increased pan max volume from 30 to 100 in cooking_furnace.yml.
* Improve cooking system trash handling and update food sprites
Enhanced trash distribution in CP14SharedCookingSystem to randomly assign trash to plates, only adding all trash to the last plate. Updated meat_dish and salad prototypes to use new wooden plate sprites. Added wideAnimationRotation and DrainableSolution to cooking_furnace for improved functionality.
* Remove unused usings and redundant comments in cooking components
Cleaned up CP14 cooking-related components by removing unused using directives and empty XML comments. This improves code readability and maintainability.
* Add tag-based cooking requirements and new meal recipes
Introduces tag-based cooking requirement classes (TagRequired, TagBlocked, SolutionRequired) and updates the cooking system to support tag checks. Adds new tags for food items, updates food and meal prototypes to include relevant tags, and implements new meal recipes (Zellasian Breakfast, Monster Egg) with corresponding sprites and localization. Also refactors and renames some tag and structure prototype files for better organization.
* Refactor and expand CP14 cooking recipes and tags
Reworked meal recipes to use tag-based requirements, added new tags for food categorization (meat, cheese, vegetables, etc.), and removed hardcoded entity recipes for ham in cheese and stuffed potato. Updated and added new meal recipes (bread plate, ham in cheese, stuffed potato), localized their names and descriptions, and migrated/added corresponding sprites. Deprecated SolutionRequired requirement, cleaned up unused tags, and improved TagRequired/TagBlocked logic. Updated prototype files to use new tags and added missing tags to food entities.
* Refactor and expand green salad recipes and assets
Replaces the old green salad entity and workbench recipe with new cooking recipes for green salad and green salad with meat. Updates English and Russian localization, moves and adds new salad textures, and removes obsolete salad assets and trading request.
* mashed potatoes
* Add mashed potatoes with herbs meal
Introduced a new 'mashed potatoes with herbs' meal, including English and Russian localization, recipe definition, and associated sprite. Updated the texture metadata and added the new image asset.
* Update dye.yml
* Fix frying pan item size and update plate recipe
Moved the 'size: Ginormous' property to the correct component in frying_pen.yml. Renamed the plate recipe and result from 'CP14Plate' to 'CP14PlateWooden' in misc.yml for clarity.
* Update meals.yml
* Update migration.yml
* fixes
* fix heating food sounds
* Nyranu temperature transmission
* Update plate.yml
* Cooking DoAfter works
* burning logic
* cooking more work
* auto transform transformable
* Update CP14SharedCookingSystem.DoAfter.cs
* cool burning visuals!
* Add MIT license headers to cooking system files
Added sublicensing notice and MIT license header to all files in the CP14 cooking system. Also made minor code cleanups, such as removing unnecessary default initializations and improving XML documentation for clarity.
* constant heating required
* cooking visuals improve!
* sandwiches with processed cheese + reagent burnt fuckuping
* inhand pan sprites + FIRE fuckup
* crafting & buying pan
* fix predicting
* random food spawner + chef closet
* mapping update
* Update frying_pen.yml
* move WIP to blacksmith lol
* fix: band-aid the reaction sound effect stacking
It's so funny I'm so sad I'm writing this commit :(
* fix: remove unused hashset
Drive by fix. 'Tis never read from.
* fix: switch to just making it server only
* fix: uncomment the if lol
Commented it out for recording video oopsie
* MOPROACHES
* rerun test - random test fail of doom
* added to random pest event, with same prob as cancer mouse
* rerun test - random test fail of doom 2 electric boogaloo
* changed moproach obtain methods
* no crafting of moproaches allowed :(
* Reverted content of file.
* requested changes
* requested changes
* requested changes
* Increase moproach health by 5 - requested by Emo on discord
* spaaaaaaaaaaaaaaaaaaaaaaaaace
* microwave recipe added
* no surgery this week
* spaaaaaaaaaaaaaaaaaaace 2 more space for your space
* space
* new mopshoes sprite
* in-hands
* inhands v2
---------
Co-authored-by: ScarKy0 <scarky0@onet.eu>
* Made mosin an alt-melee weapon, added reagent fill for the weapon.
* fixes
---------
Co-authored-by: RedBookcase <Usualmoves@gmail.com>
Co-authored-by: beck-thompson <beck314159@hotmail.com>
* Adds a few new holy books, implements one existing, and makes them pickable from loadout
* Almost forgot the yaml
* Forgot to change fork-specific paths
* Modified copyright to be less specific as requested by maintainer
* Newlines
* Replaced scroll torah with a book-bound tanakh, as recommended by dvir001
* Changed all mentions to use tanakh instead of torah
* new branch new me
* cursed displacement
* 2 pixels of death
* forgot a line
* fixed some edge cases on corgis with the displacement
* fix conflict
* fix indentations
* a bit more displacement fixes
* Update marble tile textures and attribution
Replaced 'marble.png' and 'double_edge_S.png' with new versions and updated attribution.yml to credit KREKS for the resprite work.
* gold & old chest + fix crate fixtures
* Update r_hand.png
* Update base_chest.yml
Introduces new guard weapon loadouts including guard's sword, halberd, rapier, and a magic electric staff. Adds the 'lightning strike small' spell and related assets, updates spell damage values, and provides new modular grip and staff sprites. Updates localization, trading positions, and integrates new equipment into guard roles.
* Component for clothes to suppress scream noise
GaggedComponent + AddGaggedClothingComponent and relevant systems to make them work.
Currently only stifles the scream _action_, not all emotes
because if a mime can silently emote, so can gagged you!
* fix comments
* swap to inventory relay
and make it more general such that specific emotes or emotes of a given category can be blocked
* power gloves shouldn't block snapping
* easy fixes
* blockable emote event
* pr comments, switch to using emote event mostly
* pr comments
add beforeEmoteEvent
add emote blocker name to popup
maybe some other stuff, I forget
* get rid of emoteevent's source because I don't need it anymore
* smol clean
* formatting, style, and one minor thing where having a muzzle in your pocket would gag you
* Refactor workbench resource handling with provider component
Introduces CP14WorkbenchPlaceableProviderComponent and related event to abstract resource provision for workbenches. Updates system logic to use the new provider event instead of directly accessing ItemPlacerComponent, improving modularity and extensibility. Adjusts entity prototype to include the new provider component.
* map resave
* resave Frigid
* Stun animation
* Commit 2
* Almost working commit
* Best commit
* Minor cleanup and value adjustments
* Fix animation data getting wasted and cleaned up some stuff
* Don't animate if dead
* AppearanceSystem is for chumps
* Cleanup
* More cleanup
* More cleanup
* Half working commit
* Documentation
* Works
* ComponentHandleState my beloved
* AppearanceComp compatibility
* Address review
* Borgar
* AND NOW THE END IS NEAR
* AppearanceSystem compliance (Real)
* Don't need to log missing there
* I actually hate mob prototypes so much you don't even know
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* PaintableAirlockComponent and AirlockGroupPrototype have been replaced
* Slightly redesigned SprayPainterSystem for greater versatility
* Added handling of changes to the appearance of doors and storages
* PaintableGroup prototypes have been created
* Generating tabs with styles in the UI
* Fix error with undiscovered layer
* Slight improvement
* Removed unnecessary property
* The category for `PaintableGroup` was allocated to a separate prototype so that the engine itself would check if the category existed
* Added canisters, but repainting doesn't work
* Added localization to styles
* Fix sprite changing
* Added the ability to paint canisters
* slight ui improvement
* Fix yamllinter errors
* Fix test
* The UI now remembers which tab was open
* Fix build (?)
* Rename
* Charges have been added to the spray painter
* Added a charge texture for the spray painter
* Now spray painter can paint decals
* Increased number of charges
* Spawning dummy objects has been replaced by PrototypeManager
* added a signature about the painting of the object
* fix
* Code commenting
* Fix upstream
* Update Content.Shared/SprayPainter/Components/SprayPainterAmmo.cs
Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>
* review
* Now decals can only be painted if the corresponding tab in the menu is open.
* Fixed a bug with pipe and decal tabs not being remembered
* Update EntityStorageVisualizerSystem.cs
* record
* loc
* Cleanup
* Revert electrified visuals
* more cleanup, fix charges, del ammo4
* no empty file, remove meta component
* closet exceptions, storage visualizer fixes
* enable/disable decal through alt-verb
* Fix missed merge conflicts
* fix snap offset, button event handlers
* simpler order, fix snap loc string
* Remove PaintableViz.BaseRSI, no decal item, A-Z
* State-respecting UI, BUI updates, FTL fixes
* revert DecalPlacerWindow changes
* revert unwanted changes, cleanup function order
* Limit SprayPainterAmmo write access to AmmoSystem
* Remove PaintedSystem
* spray paint ammo lathe recipe, youtool listing
* category as a list, groups as subtabs
* Restore inhand copyright in meta.json
* empty spray painter, recipe produces an empty one
* allow alpha on spray painter decals
* add comments
* paintable wall lockers
* Restrict painting more objects
* Suggested event changes, event cleanup
* component comments, fix ammo inhands
* uncleanable decals, dirty styles on mapinit
* organize paintables, separate emergency/closet grp
* fix categories newline at EOF
* airlock group whitespace cleanup
* realphabetize
* Clean up EntityStorageViz merge conflict markers
* Apply requested changes
* Apply suggestions from sowelipililimute's review
Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>
* betrayal most foul
* Remove members from EntityPaintedEvent
* No emerg. group, steelsec to secure, locker/closet
* Enable repainting the medical wall locker
* comments, no flags on PaintableVisuals
* Remove locked variants from closets/wall closets
* removable decals
* off value consistency
* can't paint away those bones
* fix precedence
* Remove AirlockDepartment, AirlockGroup protos
Both unused.
* whitelist consistency re: ammo component
* add standing emergency closet styles
* alphabetize the spray painter listings
---------
Co-authored-by: Ertanic <black.ikra.14@gmail.com>
Co-authored-by: Эдуард <36124833+Ertanic@users.noreply.github.com>
Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>
* Replace AdvertiseComponent with DatasetVocalizerComponent
* No vocalizing while broken or without power
* Kill AdvertiseComponent/System
* This really shouldn't be here
* xmldoc for VocalizerRequiresPowerComponent
* TryIndex -> Index
* Remove long-unused magazines
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Not sure why that failed, going to rerun tests real quick
* Testing if this resolves the tests. Anyone know how to run tests locally, without waiting for github?
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Fully removed boxes of vector ammo and the vector ammo tag
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* This might fix the tests
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Nulled more =
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Nulled more migrations
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
---------
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Replace usages of customTypeSerializer PrototypeIdListSerializer with something that doesn't take 20 separate words to type out
* Missed one
* Missed another
* Fix data field ids
* parrots have ears. add poly
* high tech parrot functionality
* adjust times
* add accent to radio message
* don't spam everything all at once probably
* learn about the existence of prob(float)
* actually use Prob(float) correctly
* newline
* add pet spawner for poly
* move chance to talk on radio to component
* missing comment
* minor edits and doc additions
* the reviewerrrrrrr
* parrot can't learn when crit or dead
* increase default memory
* rename poly to polly
* crude way to ignore whispers. chatcode please
* This is Polly. It is set to broadcast over the engineering frequency
* add missing initialize
* add displacement map for parrot ears
* review comments - Errant
* minor things
* large rework
* fix attempting to talk when entity has no channels
* use list of active radios again to track channels
* fix bad return, some comments
* fix long learn cooldown
* minor adjustments
* use FromMinutes
* the voices told me to make these changes
* remove default reassignment
* Review changes
* remove polly's accent
* decouple radio stuff from parrotsystem
* minor stuff
* split vocalization and parroting
* minor review work
* re-add missing check
* add admin verb for clearing parrot messages
* minor action icon update
* oops
* increase icon number text size
* Admin erase parrot messages associated with players
* part 1 beck review
* add whitelist and blacklist for parrots
* Downgrade missing component error to warning
* Add comment
* add some missing comments
* Remove active radio entity tracking, use all inventory slots
* Minor changes
* small review stuff
* review radio stuff
* swap ears displacement to invisible death displacement
* remove syncsprite
* vscode why do yo have to hurt my feelings
* review changes
* use checkboth
* Allow non-preference living things to be added to a devourer's stomach
* Fix ordering of devour logic
* Minor refactor for whitelist on storage and food preference
* Fix linter issue
* Coerce workflow to run again; also fix bad indenting error
* Code review changes
* Improve and expand `TakeRoleAndReturn` to fail on bug #38292
* fix#38292 and expanded test cases
* use validated EntProtoIds for tests
remove unusued using declarations
* use const strings that match the TestPrototypes
* refactor: move puddle evaporation + absorbents to shared
* refactor: move SolutionRegeneration to shared
* refactor: make AbsorbentSystem visuals clientside
* style: general formatting/cleanup on touched files
- Few logical simplifications
- Add field for hard-coded sparkle effect ent
- Switch stuff to Entity<T>
No actual prediction fixes in this commit (though in
retrospect I should've done this commit last).
* fix: use predicted variants for predicted code
* fix: average out evaporation rates in mixtures
* refactor: move SolutionPurge to shared
* style: Basic SolutionPurgeComponent field cleanup
* fix: general prediction + timing + networking fixes
- Moves client side visuals back to shared because other
players exist
- Don't accumulate CurTime in Purge/RegenerationSystem
- Network the next update field in Purge/RegenerationSystem to
deal with UI mispredictions???
* fix: add udder bug workaround
Not needed for SolutionPurgeSystem which doesn't resolve
solutions (probably fine that SolutionPurgeSystem doesn't
cache since it's much rarer, though it probably should), and
likely not needed for AbsorbentSystem since it only resolves
against puddles which, I don't think can be in containers.
* fix: don't divide by zero for evaporation speed = 0.
* refactor: revert evaporation changes
Will cherry-pick these out in another PR.
Also reverting the evaporation speed bugfix since it's easier
to revert all at once. :)
* fix: component cleanup; autopause fields, use ProtoID
* fix: remove unused AbsorbentComponentState
* fix: ProtoId is not string
* refactor: move PuddleSystem.UpdateAppearance to shared
* style: general PuddleSystem.UpdateAppearance tweaks
- Switch to Entity<T>
- Use ProtoIds
- Minor simplifications
* fix: add udderly silly PVS workaround
* cleanup
* fix
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Adding contraband to some items missing it
- This includes updating contraband to follow more consistently where items are expected to be used
- Fixing the spacing in arrays to be more consistent with other files
* Updating PPD to be Eng contra
* Fix the tail wagging action being blocked by cuffs. (#38454)
Update types.yml
* Automatic changelog update
* Remove redundant IoC Resolve in `EmptyOrWindowValidInTile` (#38446)
Remove redundant IoC Resolve in EmptyOrWindowValidInTile
* fix: trim five minutes of silence from bottle_clunk_2 (#38463)
* Update patrons (#38470)
* Forbid string literals for `SharedActionsSystem` methods (#38472)
Forbid string literals for SharedActionsSystem methods
* Chameleon Controller Implants can be deimplanted (#38439)
* Automatic changelog update
* Cleanup duplicate dependency in `AdminVerbSystem.Smites` (#38473)
Cleanup duplicate dependency in AdminVerbSystem.Smites
* fix: set correct layer visibility for power cell sprites (#38458)
* fix: set correct layer visibility for power cell sprites
* fix: use a default charge level for power cell sprites' appearance data
* Remove Icon Smoothing for Airlocks, Doors, and Plastic Flaps, and Shutters from Walls (#38456)
* Nuke Icon Smoothing
* Update highsec.yml
* Update plastic_flaps.yml
* Scurrets (#38218)
* Scurrets.
* Add missing equipment YAML
* Fix count of NamesFirstScurret
* Resolve PR comments, wa.
Also add like a bunch more wa replacements
* ed
* Update Resources/Textures/Mobs/Animals/scurret/displacement.rsi/meta.json
* :rivflabbergasted:
* Fixed spacings in scurret_last.ftl
* Fix mangled endings of some last names
* wawa
* the scug has a spear for self defence
* Automatic changelog update
* Fail if we attempt to run publish on master (#38431)
* Fail if we attempt to run publish on master
BREAKING: FORKS REMOVE THIS
* Update publish.yml
* Fix styling for Admin Menu lists (#38261)
* remove styleclass from playertab 'button' lines
* cvar, fix button-style header alignment
* Fix requested changes
And also the extra cvar things I was meant to remove in the upstream merge
* Tiny tweaks
---------
Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com>
* Automatic changelog update
* Add interaction test for retractable arm blade (#38452)
* Add interaction test for retractable arm blade
* Update for HandsSystem refactor
* Revert "Update for HandsSystem refactor"
This reverts commit e01bb9a7e318dd916240d57b30f48af9594bff1f.
* Combine WaitAssertion blocks
* Make... sloths... speak... slowly... (#38142)
* Add SlowAccent
* Apply SlowAccent to sloths
* xmldocs
* Automatic changelog update
* Make gas tank UI a bit more network-happy (#38184)
* fix: network gas tank output pressure
* fix: don't overwrite gas tank output pressure during editing
* allow to publish news without ui (#35262)
* allow to publish news without ui
* the hell was that
* apply
* apply review
* sure
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* okay
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* add some documentation for visiting entity (#38475)
* add some documentation for visiting entity
to prevent someone from spending 5 minutes diving into the codebase
* reviews
Co-authored-by: LaCumbiaDelCoronavirus <90893484+LaCumbiaDelCoronavirus@users.noreply.github.com>
---------
Co-authored-by: LaCumbiaDelCoronavirus <90893484+LaCumbiaDelCoronavirus@users.noreply.github.com>
* SignalSwitchSystem: Check button is locked before toggling (#38474)
Check button is locked before toggling
* Automatic changelog update
* Fix compile (#38477)
* Fix wallmount interaction (#38111)
* Automatic changelog update
* Fix debug asserts when unequipping items (#38274)
* Flask Visual Overhaul & YML Organizing (#38032)
* Adding Back Baseline V1 Changes
Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com>
* Readability Change
Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com>
* icon_open implementation, tidy up & attributions (fix lith/shiny flask ugly af open sprites)
Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com>
* good enough
Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com>
* No mo closed spills
Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com>
* Inhands & Attributions Part 1
Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com>
* Inhands & Attributions Part 2
Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com>
* Flask Sounds & Attributions
Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com>
* Cap flask inhands change
Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com>
* Lith flask Inhand Changes
Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com>
* Spacing
* Fix?
* Man...
* Attributions Back in...
* Im loosing it..
* REAL!
* :/
* Again...
* again :/
* Plz???
---------
Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com>
* Automatic changelog update
* Kills TurfHelpers (#37939)
* Create TurfSystem equivalent for and obsolete TurfHelpers.GetTileRef
* Fix EntitySystem uses of TurfHelpers.GetTileRef
* Fix EntitySystem uses of TurfHelpers.TryGetTileRef
* Fix construction condition uses of TurfHelpers.GetTileRef
* Fix last use of TurfHelpers.IsBlockedTurf
* Create TurfSystem equivalent to and obsolete TurfHelpers.GetContentTileDefinition
* Fix uses of TurfHelpers.GetContentTileDefinition(TileRef)
* Fix uses of TurfHelpers.GetContentTileDefinition(Tile)
* Create TurfSystem equivalent to and obsolete TurfHelpers.IsSpace
* Fix EntitySystem uses of TurfHelpers.IsSpace(Tile)
* Fix EntitySystem uses of TurfHelpers.IsSpace(TileRef)
* Fix remaining uses of TurfHelpers.IsSpace
* Fix uses of TurfHelpers.GetEntitiesInTile
* Delete TurfHelpers.cs
* Add GetEntitiesInTile lookup methods
* Convert some GetEntitiesInTile methods to LookupSystem extension methods
* Use new GetEntitiesInTile methods
* Recycle spiderweb hashset
* Recycle floor tile hashset
* Allow Maintainers to use customvote command (#38385)
Changed from Moderator perm to Round perm
* Automatic changelog update
* Make role ban pannel pretty (#37952)
* Make role ban pannel pretty
* Removed unused depencency
* refactor: wider panel (no jumping due to scroll in english lang) minor readability improvements
---------
Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
* Automatic changelog update
* Generic Numeric Alerts (#38370)
* Fix styles for group button in loadout menu (#38488)
* Fix styles color for group button in loadout menu
* Show selected item count in loadout group UI
Updated the loadout group container to display the number of selected items in a group. Added a new localization string to support this feature in the UI.
* Resolve required changes
* Automatic changelog update
* fix: mops with liquid can hit people again (#38486)
* Automatic changelog update
* Treat duplicate dependency warnings as errors (#38480)
* Treat duplicate dependency warnings as errors
* GitHub workflows
* commas
* Maybe we just don't use these?
* I think we can get rid of these?
* Retractable items get removed by handcuffs (#38441)
* init
* oops
* happens
* review
* fix
* Update Credits (#38493)
Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com>
* Fixed dirt tiles having identical names (#38500)
* added prefix to planet dirt/grass
* prefixes don't work, just doing renaming instead.
* Readds the Hypereutactic Blade for traitors, adds Hypereutatic blade for Nukies (#37182)
* adds hypereutactic back into the uplinks
* Disables hum
* Adds the Hypereutatic Blade for Nukies
* Actually makes the sound so quiet no one can hear it
* Apply suggestions from code review
* Update Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Automatic changelog update
* Allow admins to export round logs to CSV files (#38206)
* Automatic changelog update
* MINOR SPELLING ERROR!!1!!1! (#38510)
Spelling fix in the code of conduct
Comunity ->Community
* Staff of Healing for Pacifists (#38509)
* Automatic changelog update
* Command resolves. (#38519)
* banlist-command
* open-admin-notes-command
* stealthmin-command
* set-alert-level-command
* remove unused usings
* whitelist commands
* Emotional Support Scurret locstrings (#38518)
Missed during the atomization of the Wa Wa PR.
* Content fix for `LocalizedCommands` `Loc` change (#38133)
* Content fix for LocalizedCommands Loc change
* Switch to LocalizationManager
* Predict Flashes (#37640)
Co-authored-by: ScarKy0 <scarky0@onet.eu>
* Automatic changelog update
* Remove excess `SingularityLevelChangedEvent` subscriptions (#38536)
* Remove excess SingularityLevelChangedEvent subscriptions
* RadiationSourceComponent too
* Cleanup commented out code
* Revisions and cleanup to dock and shuttle commands. (#38533)
commit
* Add wall-based ambient occlusion (#38276)
* Add wall ambient occlusion
* wawawewa
* Work
* cvars
* Comment to make slart happy
* Automatic changelog update
* Update submodule to 263.0.0 (#38524)
* update oasis (#37770)
* Add uplink command minor revision and cleanup (#38532)
* commit
* Update AddUplinkCommand.cs
* Fix IsSpace call (#38548)
* Crew manifest command cleanup and LEC (#38544)
commit
* Re-Add Stamina Damage Resistances to Nukie & ERT Suits after the Test Merge. (#38526)
* Add stamina damage resists to the bloodred suits.
* Apply suggestions from code review
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Automatic changelog update
* Update cmd-adminwho-desc (#38539)
Update admin-who-command.ftl
* Added a handheld station map to the cyborg thruster module (#38541)
* Added a station map to the borg thruster module
* Removed HandheldStationMapBorg & replaced it with HandheldStationMapUnpowered
* Automatic changelog update
* fix: correct wall AO having weird sharp edges (macOS only?) (#38552)
* Fix displacement map rendering in UI (#38042)
Fix displacement map rendering
918709cb47 changed the way humans work to completely remove the stencil mask thing for clothing cutouts, in favor of displacement maps. Except it didn't actually remove the stencil parameters from the shader prototype, so this caused the shader to render incorrectly in SpriteView instances.
I introduced a new DisplacedDraw shader that doesn't have the stencil in use, as removing the old one would probably be a more annoying breaking change.
Fixes#37629
* Automatic changelog update
* remove suffix from ChameleonControllerImplanter (#38554)
* Update implanters.yml
* Update Resources/Prototypes/Entities/Objects/Misc/implanters.yml
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Bulldog desc fix (#38558)
Co-authored-by: Vasilis The Pikachu <vasilis@pikachu.systems>
* Automatic changelog update
* cleanup air_alarm.yml and fire_alarm.yml (#38559)
* Update air_alarm.yml
* that too
* Update air_alarm.yml
* Fix cutter machine having free techmaint floor tiles (#38557)
Fix BaseMaintTileRecipe
Changed BaseTileRecipe to BaseMaintTileRecipe
* Automatic changelog update
* Lobby Audio from static to CVar (#38375)
* Changed LobbyMusiccollection over to a Cvar and edited ContentAudioSystem.cs to use Cvar Values
* Addedd Ability to modify the lobbyMusiccollection from the command line
* Fixed changing lobby music while in the round
* Deleted uneeded duplicate line
* Removed additional duplicate lobbyplaylist line
* Alphabatized imports and refactored to use Subs.CVar
* Added error checking and default behaviour to CVar sub.
* Refactored to use TryIndex and Allowed for a empty soundcollection when a sound collection is not found. Edited Cvar comment to reflect changes.
* Made _lobbyMusicCollection nullable and addedd handling for null case where used. Also Changed LobbyMusicCollection Cvar over to audio rather than ambience.
* Update Content.Server/Audio/ContentAudioSystem.cs
---------
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
* Electrocute command cleanup and localization (#38563)
* hey look I knocked out a todo :shockedface:
* Update Resources/Locale/en-US/electrocution/electrocute-command.ftl
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* allow combat mode toggling when unable to interact (#38573)
allow combat mode toggling when cuffed or crit
* update xeno techmaint floor name (#38555)
Update tiles.yml
* New status effect system (#37238)
* spectra
* documentation
* added into liquid anomaly
* Update TemporaryStealthComponent.cs
* Update TemporaryStealthComponent.cs
* integrated
* new system
* mark old status effect system as obsolete
* ForcedSleeping new status effect
* work with reagents
* networking???
* Revert "integrated"
This reverts commit bca02b82bae18ae131af593d7eb86e6de2745157.
* Revert "Update TemporaryStealthComponent.cs"
This reverts commit 4a5be8c4b704a0d1ff9544b2e245d8b2701ec580.
* Revert "Update TemporaryStealthComponent.cs"
This reverts commit a4875bcb41347638854bd723d96a51c3e6d38034.
* Revert "added into liquid anomaly"
This reverts commit df5086b14bb35f1467158a36807c0f2163a16d99.
* Revert "documentation"
This reverts commit 3629b9466758cbdfa4dd5e67ece122fa2f181138.
* Revert "spectra"
This reverts commit 2d03d88c16d16ad6831c19a7921b84600daeb284.
* drowsiness status effect remove
* reagents work
* polish, remove test changes
* first Fildrance review part
* Update misc.yml
* more fildrance review
* final part
* fix trailing spaces
* sleeping status effect
* drowsiness status effect
* Create ModifyStatusEffect.cs
* some tweak
* Yay!!! Manual networking
* minor nitpick
* oopsie
* refactor: xml-docs, notnullwhen attributes, whitespaces
* fildrance and emo review
* refactor: simplify check in SharedStatusEffectsSystem by using pattern matching, TryEffectsWithComp now returns set of Entity<T, StatusEffectComponent>
---------
Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
* Properly evaluate publish condition for master branch (#38556)
* HandsSystem Refactor (#38438)
* checkpoint
* pt 2
* pt... i forgot
* pt 4
* patch
* More test fixes
* optimization!!!
* the REAL hand system
* fix RetractableItemActionSystem.cs oversight
* the review
* test
* remove test usage of body prototype
* Update Content.IntegrationTests/Tests/Interaction/InteractionTest.cs
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* hellcode
* hellcode 2
* Minor cleanup
* test
* Chasing the last of the bugs
* changes
---------
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Fix PowerCellDrawComponent draw rate (#38562)
* fix power cell draw rate
* comment
* Hand refactor bugfix (#38576)
* Fix hand refactor 2 (#38578)
* fix unwielding
* hand refactor bugfix 2
* Added a ConfirmableAction component to ActionRevertPolymorph (#38570)
* Added a ConfirmableAction component to ActionRevertPolymorph
* Update Resources/Locale/en-US/actions/actions/polymorph.ftl
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Automatic changelog update
* Fixup Sericulture to be clonable (#38516)
* Add CloningEvent and an action entity prototype
* Remove redundant action prototype from Yaml
* Add a field that might be changed
* CR
* CR - guard statement and Dirty
* Convert DumpReagentGuideText command to LEC. (#38569)
* commit
* revert linq conversion
* fix: EyeOffset when eyes are closed (#38534)
* fix: EyeOffset when eyes are closed
* fix: Relay only blocked on eyes closed action
* cleanup: whitespace
* fix: missing cancel on PVS, dependencies
* remove: namespace import
* change: apply from review
* Apply suggestions from code review
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Automatic changelog update
* Updated hat descriptions (#38156)
* Updated hat descriptions
* final touches
* typo fix
* final touchups
* Quote fixes
* Automatic changelog update
* Add /showaccessreaders to +MAPPING and +DEBUG (#37759)
feat: add /showaccessreaders to +MAPPING and +DEBUG
* ShowHealthBarsCommand to LEC. (#38588)
* mfw
* Update Content.Client/Commands/ShowHealthBarsCommand.cs
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Forgor changelog for permission change (#38593)
* Automatic changelog update
* MapRenderer code fixes (#38357)
* Fix MapRenderer integration test usage to properly show output.
Added an ITestContextLike interface that can be used to properly run the integration test infrastructure OUTSIDE A TEST.
* Use System.Test.Json instead of Newtonsoft.Json for MapRenderer
* Fix map renderer JSON output being broken
I love not testing or even reading the surrounding code.
* Fix un-reusable integration instances getting leaked.
The pair state was always getting set to Ready even if the instance was killed, meaning it was getting put back into the pool even if killed.
* Mark map renderer integration instances as destructive to avoid memory leak.
* Fix file specification handling.
Map file specification is now backwards compatible again (loose filename match to search prototypes). It also supports proper direct OS filename arguments. The former is the fallback scenario is extremely important for the map server still.
Cleaned up the way that target map files are passed through the application, so mixed file/prototype specifications are now handled properly (which can be caused by the fallback behavior).
Fixes JSON data export to use the proper user-facing map name. This only works if a prototype ID is specified *or* the legacy file behavior is used.
Restructured MapPainter into an instance that has multiple functions called on it, so not all data has to be passed through a single Paint() call.
Clean up the godawful map/grid detection code. Now we just load both in a single call, because yes you can do that. This relies on LogOrphanedGrids = false in the map loader options, which I think is fine for our purposes.
Improved error handling in much of the program.
* Fix duplicate map names in map renderer output
I'm not sure *what* this output is used for, but I'm sure having it duplicated per grid isn't intentional.
* Make maprenderer command line parsing bail on unknown - options
* Fix incorrect docs for --viewer maprenderer argument
It doesn't change directory layout
* Fix parallax layer specification to not use imgur as a fucking CDN
Files are now copied to a separate folder _parallax, and these files are referenced by the parallax configuration.
Parallax data is only output when instructed to via --parallax.
This will break parallax on current map server builds, but it should be graceful. Also, that's fucking good considering we shouldn't be using imgur links. Purge it.
* Fix incorrect assert in test pair clean return
* Restore other map viewer parallax layers, fix attribution.
* This isn't a valid copyright statement but the validator forces me to enter something here.
* Hide mechanism and show mechanism commands to LEC (#38587)
commit
* Fix multi handed items (#38603)
* Automatic changelog update
* fix smart equip (#38605)
* Automatic changelog update
* New Status Effects system: Relay events (#38579)
* Fixed Snacks Mispredicting on Clients (#38522)
* Well this works
* Removed merge conflict bait
* PredictedDel
* Apply suggestions from code review
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Improve lathe queue performance (#38583)
* Use an actual Queue
* Store ProtoIds instead of prototypes
* Network as NetListAsArray
* Remove Serializable & NetSerializable from LatheRecipePrototype
* Convert CurrentlyProducing too
* No point using NetListAsArray<T> if you're going to .ToArray() it anyways.
---------
Co-authored-by: PJB3005 <pieterjan.briers+git@gmail.com>
* Quartermaster's PDA has AstroNav preinstalled (#38445)
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Automatic changelog update
* Bladed flatcaps are minor contraband (#38597)
* Automatic changelog update
* Stop network serializing prototypes (#38602)
* Stop network serializing prototypes
Send the damn proto ID instead.
* Fix sandbox violation
* Clean up all missing `EntitySystem` proxy method uses (#38353)
* Cleanup SharedRoleCodewordSystem (#38310)
* cleanup
* Update Content.Shared/Roles/RoleCodeword/SharedRoleCodewordSystem.cs
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Apply suggestions from code review
---------
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Toy/Plushie Inhands and Wearables (#38514)
* Automatic changelog update
* Thief Guidebook Refresh (#38586)
* Automatic changelog update
* RespiratorSystem Cleanup (#38572)
* Respirator Debodied
* Forgot about alerts (also respirator testa and events)
* Fix Urist eating air and not giving it back
* Stop nuke ops from taking in a breath then taking in a second breath causing them to get a headache from carbon dioxide poisoning and failing TryStopNukeOpsFromConstantlyFailing();
* Consts are smelly,
* Actually we don't need to raise the entity, just the component
* Don't forget to remove the unused code today, said me yesterday
* Remove all fallbacks
* Debody that too
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146)
* Optimize sensor monitoring window graph drawing
* Add shared static Vector2 pool for all GraphView instances
* Address requested changes
* remove lock
* New Status Effects API Overload (#38617)
* I love API changes
* Update Content.Shared/StatusEffectNew/StatusEffectSystem.API.cs
* fix
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Fix silicons looking at their laws crashing the server (#38623)
* fix RCD ghosts not disappearing when changing hand to empty (#38622)
* Automatic changelog update
* Refactor SeeingRainbows to new status effect system (#38620)
* Make Review Requested label get applied to all opened PRs (#38625)
It previously only applied automatically to PRs that have reviews requested, which happens if the PR touches files owned by code owners. Now it applies to *all* opened PRs.
* Fix vocalization emotes (#38627)
* Update submodule to 264.0.0 (#38629)
* HoP's beret (#38601)
* added HoP beret
* added beret to loadout
* added craft to machine
* added beret to hop ddresser
* Updated the authorship
* Change on request
* added 4-spaced
* Hot fix of dresser
* patchfor broken NetworkConfiguratorLinkMenu (#38632)
fix
* Fix solutions flickering when transferring contents (#34838)
* Use Solution clones when applying SolutionComponent states
* Revert "Use Solution clones when applying SolutionComponent states"
This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62.
* Make Solution implement ICloneable and rename Clone method.
* Copy CanReact value when cloning a Solution
* Convert to IRobustCloneable
* Automatic changelog update
* Fix typos in guidebook: Buisness → Business (#38636)
* Fix typo in `MinorAntagonists.xml`
Buisness → Business
* Fix typo in `YourFirstCharacter.xml`
Buisness → Business
* AddBodyPartCommand localization. (#38612)
commit
* Automatic changelog update
* Various Headphones Fixes and Tweaks (#38479)
* sprites, wearables
* neck
* icon-on sprite
* Automatic changelog update
* Cleanup prototype instantiation in `DamageTest` (#38639)
Cleanup prototype instantiation in DamageTest
* Cleanup prototype instantiation in `ExplosionSystem` (#38642)
Cleanup prototype instantiation in ExplosionSystem
* Update Credits (#38646)
Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com>
* fix ItemSlotsSystem debug assert (#38655)
* Automatic changelog update
* Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536)
* Automatic changelog update
* Added directional beacons (#38284)
* Added directional beacons
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Fixed names
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
---------
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Power stat and nuke codes commands get some LEC love. (#38585)
* commit
* requested changes.
* Tweaks to admin CSV exporting (#38531)
* Automatic changelog update
* Dsay Dirty and Follow commands converted to LEC and localized. (#38666)
* commit
* whoopwhoopwhoop
* Retro laser sprite fix (#38676)
* Fixed everything except the icon
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* fixed icon
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
---------
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* fix water coolers (#38681)
* Automatic changelog update
* Monochromacy typo fix (#38686)
* fixes the typo
* Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504
* Apply suggestions from code review
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Validate `CloningSettingsPrototype`s (#38688)
* Validate CloningSettingsPrototypes
* Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Check EventComponents too
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Add test of objective-related console commands (#36400)
* Add test of objective add/list/remove commands
* Not sure why we're validating test prototypes, but sure
* We don't need a map
* CC Genpop and other misc fixes (#37494)
* First commit: genpop and AI satellite
* Revert AI satellite, add representative locker.
* Automatic changelog update
* Improvements and fixups for New Status Effect API (#38660)
* ci: include pull request id in changelog link (#38504)
Signed-off-by: little-meow-meow <204685920+little-meow-meow@users.noreply.github.com>
* Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661)
* Resolving Wizard Recall on Nuke disk making it impossible to disarm
- Adding a DisarmBomb case to nuke status update loop
- Changing a few methods and parameters to properly follow formatting standards
- Updating some names to follow camelCase
* Updating missed tag
* Reverting DataField change
Should prevent this preventative bugfix being a breaking change.
* Automatic changelog update
* Predict healing and bloodstream (#38690)
* initial commit
* reapply 38126
* fix rootable
* someone missed an important minus sign here
* try this
* fix
* fix
* reenable crit hits
* cleanup
* fix status time dirtying
* fix
* camelCase
* make telesci wreck easier (#37569)
rel
* Reduce most salvage mob health, reduce most salvage weapon damage. (#38131)
* Automatic changelog update
* Switch HSV to the default colorspace for character customization (#38434)
* Made HSV default for character editor
* Adds/fixes comments to HSV defaulting
* Added dropbox fix, potentially cursed
* Revert "Added dropbox fix, potentially cursed"
This reverts commit a709883366fbee813e839742125e70844672af29.
---------
Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>
* Automatic changelog update
* Centcomm update (#38697)
* Biome rework (#37735)
* DungeonData rework
Back to fields, serializes better, just make new layers dumby.
* wawawewa
* Fix this
* Fixes
* Port the work over
* wawawewa
* zoom
* Kinda workin
* Adjust wawa
* Unloading work
* Ore + entitytable fixes
Iterate every dungeon not just last.
* Big shot
* wawawewa
* Fixes
* true
* Fixes
# Conflicts:
# Content.Server/Procedural/DungeonJob/DungeonJob.cs
* wawawewa
* Fixes
* Fix
* Lot of work
* wawawewa
* Fixing
* eh?
* a
* Fix a heap of stuff
* Better ignored check
* Reserve tile changes
* biome
* changes
* wawawewa
* Fixes & snow
* Shadow fixes
* wawawewa
* smol
* Add layer API
* More work
* wawawewa
* Preloads and running again
* wawawewa
* Modified
* Replacements and command
* Runtime support
* werk
* Fix expeds + dungeon alltiles
* reh
---------
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
* Fix: Don't deploy foldables when clicking on items inside containers (#38709)
* Fix
* Apply suggestions from code review
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Fix world generation (#38713)
* Fix world generation
* Remove unused impoty
* Scurrets - Audio Improvements (#38482)
* Scurret audio tuning
* Add new sfx
* Update sneezing sfx
* YAML support
* Rename a folder
* Pressure Relief Valve (#36708)
* initial system (this math is probably WRONG)
* General code cleanup and OnExamined support
(holy moly this code sucks)
* UICode and related events foundation
TODO:
- Actually write the XAML UI and the underlying system
- Un-shitcode the entire thing
- Actually test everything...
* Working UI code
TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't.
* Remove one TODO for unshitcoding the examine code
* Add reminder
yea
* Make predicted (defenitely isn't)
(also defenitely isn't a copypaste from pressure pump code)
* It's predicted!
TODO:
- Give it snazzy predicted visuals!
- Have a different field for pressure entry, lest it gets bulldozed every UI update.
* Improve gas pressure relief valve UI
TODO: Reminder to reduce amount of dirties using deltafields
* Implement DirtyField prediction
* Entity<T> cleanup
A lot of Entity<T> conversions and lukewarm cleanup.
Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell.
* More cleanup and comments
* Remove TODO comment on bulldozing window title
* """refactoring"""
- Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance.
- More Entity<T> conversions because I like them.
- Move UI creation handling over entirely to the ActivatableUI system.
- Fix a hardcoded locale string (why????).
* Add visuals
* Revert debugging variable replacememt
yea
* Revert skissue
* Remove unused using directives and remove TODO
* Localize, cleanup, document
* Fix adminlogging discrepancy
* Add ability to construct, add guidebook entry
* Clear up comment
* Add guidebook tooltip to valve
* Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor
* Adds more input handling and adds autofill on open
* Un-deepfry input validator shitcode
Genuinely what was I smoking
* improve visuals logic
* Refactor again
- Update math to the correct implementation
- Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs
* I'm sorry but I hate warnings
* Remove unused using directive in AtmosphereSystem.Gases.cs
* Review and cleanup
* Lukewarm UI glossup
* Maintainer for the upstream project btw
* Remove redundant state sets and messy logic
* Unduplicate valve updater code
* Redo UI (im sorry Slarti)
* run tests
* Test refactored UI messaging
* Second round of UI improvements
- God please find a way to improve this system. Feels bad.
* Update loop implementation
* Further predict UI
* Clear up SetToCurrentThreshold
* cleanup
* Update to master + pipe layers and bug fixes
want to run tests
* fixes
* Deploy rename pipebomb
* Documentation and requested changes
* Rename the method that wiggled away
* Undo rounding changes
* Fix comment
* Rename and cleanup
* Apply suggestions from code review
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Automatic changelog update
* Revert biome rework (#38724)
* Revert "Fix world generation (#38713)"
This reverts commit 10fa6ff4af.
* Revert "Biome rework (#37735)"
This reverts commit fe7b96147c.
* Exo - Minor balance changes and fixes (#38689)
* Automatic changelog update
* Fix TextLinkTag (#32203)
* Scurret PDA slot fix (#38777)
* Scurrets get emergency EVA suit access (#38778)
* Scurrets - spacing protection via adorable outfits
* ALPHABETIZATION!!
* Revert "HoP's beret (#38601)"
This reverts commit e9c90fe66d.
Please check the maintainer meeting for details
* Revert "Readds the Hypereutactic Blade for traitors, adds Hypereutatic blade for Nukies (#37182)"
This reverts commit c03afeb29c.
Please check the maintainer meeting for details
* Changelog removal
* Scurret naming fixes (#38776)
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Scurret displacement map fixes (#38775)
* sanitize MIDI parser (#38806)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
* Add Breach of Permanent Confinement to Space Law (#38663)
* Initial commit
* Fix category in text
* ADAPTATION
---------
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* a
* Revert "a"
This reverts commit 2b9ba4ea67a9395d30b7ab37c8065f627f1a961a.
* f
* dev it
* a?
* ad
* forgor
* Revert "f"
This reverts commit 39228c7cbe4d28ba43b73580b55e01c3979eb869.
* derandomisation!
* reviv
* flavor
* fixe
* dwwasdwasdwa
* dwasdwasdwas
* fuck you
* guard trading
* Refactor trading reputation special and update guard assets
Renamed CP14AddGlobalReputationSpecial to CP14AddTradingReputationSpecial and updated its logic to use a configurable set of factions. Updated job prototypes for guard, guard commander, investigator, and merchant to use the new special and specify relevant factions. Also updated guard helmet textures and metadata.
* Add platform markup to trading platform prices
Introduces a PlatformMarkupProcent field to CP14TradingPlatformComponent and applies it to price calculations in both client and server logic. Adds a new public trading platform entity with a higher markup and updates related sprites and metadata.
* Add platform markup percent to selling platforms
Introduces a PlatformMarkupProcent field to CP14SellingPlatformComponent, allowing selling platforms to apply a markup or markdown to item prices. Updates server logic to use this value when calculating payouts and UI state. Adds a new public selling platform entity with a lower markup in the trade_platform.yml prototype.
* Add Brad Potions trading requests prototype
Introduces a new YAML prototype defining multiple cp14TradingRequest entries for the BradPotions faction, each specifying requirements for various potion effects with minimum purity and amount.
* Apply platform markup to selling prices and payouts
Updated the selling request control and platform window to factor in the platform's markup percentage when displaying prices. Adjusted the server-side payout logic to multiply the payout by the platform markup percentage, ensuring consistency between client display and server rewards.
* replace mapping to public platforms
* bug + remove eepy potions request
* Clarify purity requirement in workbench reagent text
Updated the reagent requirement string in both English and Russian locale files to indicate that the required purity is '{$purity}%+' instead of just '{$purity}%'. This clarifies that the purity must be at least the specified percentage.
* solutionResource
* fuck research system + QoL workbench update
* colorful quartz returns
* Refactor workbench skill requirements handling
Replaces the SkillRequired requirement with a direct RequiredSkills field on CP14WorkbenchRecipePrototype. Updates client and server logic to check skills directly, simplifying recipe skill checks and related UI logic.
* Initial commit
Add initial project files and setup.
* Add brass material, bars
Introduces the new brass material, including its prototype, stack, and bar entities, along with associated sprites. Updates English and Russian localization files to include brass and adds a new construction condition for mana power. Also moves glass sheet entities to the correct file.
* Add CP14ManaFilled construction condition
Introduces a new construction condition that checks if an entity's mana container is fully filled. Includes examination feedback and construction guide entry for user clarity.
* electromancy respawn
* Update T2.yml
* Update meta.json
* ffif
* Update speed_ballade.yml
* Update thaumaturgy.yml
* Update undead.yml
* Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl
* Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl"
This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15.
* locale key fix
* Changed top surgery scar names to be more generalized
* Adjusted face scars
* Formatting fixes
---------
Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>
* Convert string literals to protoids in Content.Tests
* Convert string literals to protoids or consts in Content.IntegrationTests
* Fix linter failures
Tricksy static using misled me
- Removes inaccurate 'armor piercing 14.5mm shells' reference
- Replaces it with a more funny description, matching the style of the other snipers and guns
- Keeps ammunition type '.60 anti-materiel ammo' specification
- Fixes issue #38590
Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br>
* Convert all shader prototype string literals to protoids in overlays
* Convert more shader prototype literal strings to protoids
* Convert ValidatePrototypeId to ProtoId
* Later
* First commit
- Resolving a few different pages, fixing typos and updating spellings and phrasing to be more coherent.
* More slight changes
* Reverting slightly the salvage page change
* Fixing Science wording inconsistency
* Few other small guidebook fixes
- Updating NukeOps page to properly refer to "Corpsman" rather than "Agent".
- Typo and slight wording change in Traitors.xml.
- Updating small typos in Antagonists.xml and Zombies.xml pages.
* Adjusted uplink buy button to be under item icon
* Put the discount subtext under the icon
* Indent fixes, added margin
---------
Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>
* initial system (this math is probably WRONG)
* General code cleanup and OnExamined support
(holy moly this code sucks)
* UICode and related events foundation
TODO:
- Actually write the XAML UI and the underlying system
- Un-shitcode the entire thing
- Actually test everything...
* Working UI code
TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't.
* Remove one TODO for unshitcoding the examine code
* Add reminder
yea
* Make predicted (defenitely isn't)
(also defenitely isn't a copypaste from pressure pump code)
* It's predicted!
TODO:
- Give it snazzy predicted visuals!
- Have a different field for pressure entry, lest it gets bulldozed every UI update.
* Improve gas pressure relief valve UI
TODO: Reminder to reduce amount of dirties using deltafields
* Implement DirtyField prediction
* Entity<T> cleanup
A lot of Entity<T> conversions and lukewarm cleanup.
Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell.
* More cleanup and comments
* Remove TODO comment on bulldozing window title
* """refactoring"""
- Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance.
- More Entity<T> conversions because I like them.
- Move UI creation handling over entirely to the ActivatableUI system.
- Fix a hardcoded locale string (why????).
* Add visuals
* Revert debugging variable replacememt
yea
* Revert skissue
* Remove unused using directives and remove TODO
* Localize, cleanup, document
* Fix adminlogging discrepancy
* Add ability to construct, add guidebook entry
* Clear up comment
* Add guidebook tooltip to valve
* Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor
* Adds more input handling and adds autofill on open
* Un-deepfry input validator shitcode
Genuinely what was I smoking
* improve visuals logic
* Refactor again
- Update math to the correct implementation
- Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs
* I'm sorry but I hate warnings
* Remove unused using directive in AtmosphereSystem.Gases.cs
* Review and cleanup
* Lukewarm UI glossup
* Maintainer for the upstream project btw
* Remove redundant state sets and messy logic
* Unduplicate valve updater code
* Redo UI (im sorry Slarti)
* run tests
* Test refactored UI messaging
* Second round of UI improvements
- God please find a way to improve this system. Feels bad.
* Update loop implementation
* Further predict UI
* Clear up SetToCurrentThreshold
* cleanup
* Update to master + pipe layers and bug fixes
want to run tests
* fixes
* Deploy rename pipebomb
* Documentation and requested changes
* Rename the method that wiggled away
* Undo rounding changes
* Fix comment
* Rename and cleanup
* Apply suggestions from code review
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Resolving Wizard Recall on Nuke disk making it impossible to disarm
- Adding a DisarmBomb case to nuke status update loop
- Changing a few methods and parameters to properly follow formatting standards
- Updating some names to follow camelCase
* Updating missed tag
* Reverting DataField change
Should prevent this preventative bugfix being a breaking change.
* Update round end rules and scheduling logic
Refactored weekend whitelist logic to include both Saturday and Sunday, adjusted language switching to specific days, and changed playtime limits to allow play only between 18:00 and 21:00 except on Mondays. Updated announcement and shutdown times to match new schedule. These changes align server behavior with new event and playtime policies.
* Update CP14RoundEndSystem.CBT.cs
* Add investigator's cloak entity and sprites
Introduced a new investigator's cloak for senior investigators, including its entity definition and associated sprites. Also updated helmet sprites for the guard role.
* Add Investigator job to CP14 roles and assets
Introduces the Investigator job, including English and Russian localization, job prototype, loadout, play time tracker, and status icon. Updates department and role loadout configurations to include the new job. Enables setPreference for Guard and Guard Commander jobs. Adds Investigator job icon and updates related metadata.
* Rebalance mana splitting spell parameters
Reduced mana cost from 15 to 10, adjusted mana change effect, and updated spell event to use a toggleable action with new cast time and distance threshold. Also changed visual effect colors for the spell impact.
* job spawner
* remove mana splitting from mana glove
* Update tools.yml
* reduce memory points to 0.5 for tier magics
* Add CP14 spell to create beams and extend beam system
Introduces CP14SpellCreateBeam, a new spell effect for creating beams using the shared beam system. Adds a virtual TryCreateBeam method to SharedBeamSystem and overrides it in BeamSystem to support shared spell functionality.
* athletic branch refactor
* second wind skill
* minor fixes
* remove skeletons specific spells
* small magic splitting
* Update migration.yml
* clear references
* guidebook species update, -0.5 people memory, innate athletic to carcat, nerf night vision
* disable guards again
* Use Solution clones when applying SolutionComponent states
* Revert "Use Solution clones when applying SolutionComponent states"
This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62.
* Make Solution implement ICloneable and rename Clone method.
* Copy CanReact value when cloning a Solution
* Convert to IRobustCloneable
* added HoP beret
* added beret to loadout
* added craft to machine
* added beret to hop ddresser
* Updated the authorship
* Change on request
* added 4-spaced
* Hot fix of dresser
It previously only applied automatically to PRs that have reviews requested, which happens if the PR touches files owned by code owners. Now it applies to *all* opened PRs.
* Remove poison and vomit effects from precursor reagents
Eliminated poison-related health changes and vomiting effects from several reagent definitions in precurser.yml. Also adjusted the cold damage value for one reagent. These changes likely aim to rebalance reagent effects or simplify their behavior.
* Rename and update vial prototypes to use small parent
Renamed vials_filled_reagents.yml to vials_filled_precursor.yml and updated all vial entities to use 'CP14VialSmall' as their parent instead of 'CP14VialTiny'. This standardizes the vial size for these precursor reagents.
* Update vials_filled_precursor.yml
* Update vials_filled_precursor.yml
* agaric added
* Update vials_filled_precursor.yml
* Respirator Debodied
* Forgot about alerts (also respirator testa and events)
* Fix Urist eating air and not giving it back
* Stop nuke ops from taking in a breath then taking in a second breath causing them to get a headache from carbon dioxide poisoning and failing TryStopNukeOpsFromConstantlyFailing();
* Consts are smelly,
* Actually we don't need to raise the entity, just the component
* Don't forget to remove the unused code today, said me yesterday
* Remove all fallbacks
* Debody that too
---------
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Use an actual Queue
* Store ProtoIds instead of prototypes
* Network as NetListAsArray
* Remove Serializable & NetSerializable from LatheRecipePrototype
* Convert CurrentlyProducing too
* No point using NetListAsArray<T> if you're going to .ToArray() it anyways.
---------
Co-authored-by: PJB3005 <pieterjan.briers+git@gmail.com>
* Add LumeraMagicVision skill and update trading requests
Introduces the LumeraMagicVision skill to the Lumera demigod skill tree, granting access to the Magic Vision action. Also removes several 30-minute jewelry trading requests (Ruby, Emerald, Sapphire, Topaz) from thaumaturgy.yml. Additionally, improves price scanner logic to skip items with non-positive price.
* Remove Rep 3 trading positions from cozy_house.yml
Deleted the CP14KeyMithrilBlank and CP14LockMithril trading positions for reputation level 3 from the cozy_house.yml file, leaving only the gold lock product for HomeDecor.
Introduces the LumeraMagicVision skill to the Lumera demigod skill tree, granting access to the Magic Vision action. Also removes several 30-minute jewelry trading requests (Ruby, Emerald, Sapphire, Topaz) from thaumaturgy.yml. Additionally, improves price scanner logic to skip items with non-positive price.
* Fix MapRenderer integration test usage to properly show output.
Added an ITestContextLike interface that can be used to properly run the integration test infrastructure OUTSIDE A TEST.
* Use System.Test.Json instead of Newtonsoft.Json for MapRenderer
* Fix map renderer JSON output being broken
I love not testing or even reading the surrounding code.
* Fix un-reusable integration instances getting leaked.
The pair state was always getting set to Ready even if the instance was killed, meaning it was getting put back into the pool even if killed.
* Mark map renderer integration instances as destructive to avoid memory leak.
* Fix file specification handling.
Map file specification is now backwards compatible again (loose filename match to search prototypes). It also supports proper direct OS filename arguments. The former is the fallback scenario is extremely important for the map server still.
Cleaned up the way that target map files are passed through the application, so mixed file/prototype specifications are now handled properly (which can be caused by the fallback behavior).
Fixes JSON data export to use the proper user-facing map name. This only works if a prototype ID is specified *or* the legacy file behavior is used.
Restructured MapPainter into an instance that has multiple functions called on it, so not all data has to be passed through a single Paint() call.
Clean up the godawful map/grid detection code. Now we just load both in a single call, because yes you can do that. This relies on LogOrphanedGrids = false in the map loader options, which I think is fine for our purposes.
Improved error handling in much of the program.
* Fix duplicate map names in map renderer output
I'm not sure *what* this output is used for, but I'm sure having it duplicated per grid isn't intentional.
* Make maprenderer command line parsing bail on unknown - options
* Fix incorrect docs for --viewer maprenderer argument
It doesn't change directory layout
* Fix parallax layer specification to not use imgur as a fucking CDN
Files are now copied to a separate folder _parallax, and these files are referenced by the parallax configuration.
Parallax data is only output when instructed to via --parallax.
This will break parallax on current map server builds, but it should be graceful. Also, that's fucking good considering we shouldn't be using imgur links. Purge it.
* Fix incorrect assert in test pair clean return
* Restore other map viewer parallax layers, fix attribution.
* This isn't a valid copyright statement but the validator forces me to enter something here.
* fix firewave error spamming
* basic magic traces entities
* Add magical vision system and mana trace entities
Introduces the magical vision mechanic, including the CP14MagicVisionComponent, marker entities, and related systems for tracking and displaying magical traces. Adds new actions, skill integration, localization strings, and icons for magical vision and trace markers. Magic traces are now spawned on spell use and mob state changes, with directional pointers and localized descriptions.
* Show time passed for magic vision markers
Adds a display of the time elapsed since a magic vision marker was spawned, using a localized string. Updates English and Russian locale files with the new 'cp14-magic-vision-timed-past' entry.
* aura imprints
* Update critical and death messages for inclusivity
Revised the 'critical' and 'dead' messages in both English and Russian locale files to use more inclusive language, replacing references to 'magical creature' with 'someone'.
* Move magic vision spawn on mob state change to server
Transferred the logic for spawning magic vision markers on mob state changes (Critical/Dead) from CP14SharedMagicVisionSystem to CP14AuraImprintSystem. This centralizes the event handling on the server side. Also increased the duration of magic vision markers for spell usage from 20 to 50 seconds.
* Integrate magic vision with visibility mask system
Added a CP14MagicVision flag to VisibilityFlags and updated the magic vision and religion systems to use the visibility mask system. Magic vision markers now use the Visibility component, and visibility is refreshed when relevant components are added or removed. Removed client-side toggling logic in favor of server-driven visibility.
* drowsiness overlay
* noir shader
* sfx design
* Add CloningEvent and an action entity prototype
* Remove redundant action prototype from Yaml
* Add a field that might be changed
* CR
* CR - guard statement and Dirty
* checkpoint
* pt 2
* pt... i forgot
* pt 4
* patch
* More test fixes
* optimization!!!
* the REAL hand system
* fix RetractableItemActionSystem.cs oversight
* the review
* test
* remove test usage of body prototype
* Update Content.IntegrationTests/Tests/Interaction/InteractionTest.cs
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* hellcode
* hellcode 2
* Minor cleanup
* test
* Chasing the last of the bugs
* changes
---------
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* spectra
* documentation
* added into liquid anomaly
* Update TemporaryStealthComponent.cs
* Update TemporaryStealthComponent.cs
* integrated
* new system
* mark old status effect system as obsolete
* ForcedSleeping new status effect
* work with reagents
* networking???
* Revert "integrated"
This reverts commit bca02b82bae18ae131af593d7eb86e6de2745157.
* Revert "Update TemporaryStealthComponent.cs"
This reverts commit 4a5be8c4b704a0d1ff9544b2e245d8b2701ec580.
* Revert "Update TemporaryStealthComponent.cs"
This reverts commit a4875bcb41347638854bd723d96a51c3e6d38034.
* Revert "added into liquid anomaly"
This reverts commit df5086b14bb35f1467158a36807c0f2163a16d99.
* Revert "documentation"
This reverts commit 3629b9466758cbdfa4dd5e67ece122fa2f181138.
* Revert "spectra"
This reverts commit 2d03d88c16d16ad6831c19a7921b84600daeb284.
* drowsiness status effect remove
* reagents work
* polish, remove test changes
* first Fildrance review part
* Update misc.yml
* more fildrance review
* final part
* fix trailing spaces
* sleeping status effect
* drowsiness status effect
* Create ModifyStatusEffect.cs
* some tweak
* Yay!!! Manual networking
* minor nitpick
* oopsie
* refactor: xml-docs, notnullwhen attributes, whitespaces
* fildrance and emo review
* refactor: simplify check in SharedStatusEffectsSystem by using pattern matching, TryEffectsWithComp now returns set of Entity<T, StatusEffectComponent>
---------
Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
* hey look I knocked out a todo :shockedface:
* Update Resources/Locale/en-US/electrocution/electrocute-command.ftl
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Changed LobbyMusiccollection over to a Cvar and edited ContentAudioSystem.cs to use Cvar Values
* Addedd Ability to modify the lobbyMusiccollection from the command line
* Fixed changing lobby music while in the round
* Deleted uneeded duplicate line
* Removed additional duplicate lobbyplaylist line
* Alphabatized imports and refactored to use Subs.CVar
* Added error checking and default behaviour to CVar sub.
* Refactored to use TryIndex and Allowed for a empty soundcollection when a sound collection is not found. Edited Cvar comment to reflect changes.
* Made _lobbyMusicCollection nullable and addedd handling for null case where used. Also Changed LobbyMusicCollection Cvar over to audio rather than ambience.
* Update Content.Server/Audio/ContentAudioSystem.cs
---------
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
Fix displacement map rendering
918709cb47 changed the way humans work to completely remove the stencil mask thing for clothing cutouts, in favor of displacement maps. Except it didn't actually remove the stencil parameters from the shader prototype, so this caused the shader to render incorrectly in SpriteView instances.
I introduced a new DisplacedDraw shader that doesn't have the stencil in use, as removing the old one would probably be a more annoying breaking change.
Fixes#37629
* Fix soap recipe so it actually works (#37923)
Change soap recipe
* Automatic changelog update
* Automatic changelog update
* Added security mime mask (#37890)
* Added security mime mask
* Improved security mime mask equipped sprites
* Improved security mime mask icon sprite
* meta.json spacing fix
* Reorganized Turret Prototypes (#37863)
* Reorganized turret prototypes
* Added circuit board to migrations
* Fixed frequencies
* Fixed typos and set the base control panel to abstract since it's technically not constructable yet
* Fixed the typo in the migrations
* Addressed changes
* Whitespace fixes
* Whitespace check fix
---------
Co-authored-by: chromiumboy <50505512+chromiumboy@users.noreply.github.com>
* Automatic changelog update
* Sellable syndicate contraband (#37835)
* Sellable syndicate contraband
* 1984 tests, laughible
* Balancing
* Standardized running and walking speed debuffs for equipped gear. (#37828)
Co-authored-by: RedBookcase <Usualmoves@gmail.com>
* Add hair back to hardhats (#38086)
adds hair back to hardhats
* Automatic changelog update
* Access Reader Refactor (#37772)
* Initial commit
* Integration test fix
* Removed redundant dirtying of accessreader
* Adds individual Bulldog magazines to the syndicate uplink (#37917)
* Brief commit to update branch
* added more magazines to uplink, corrected spelling in ftl file for uplink, corrected sprite state for incendiary bulldog mag
* removed incendiary drum, increased cost of slug drum
* Emogarbage swoop
---------
Co-authored-by: august-sun <45527070+august.sun@users.noreply.github.com>
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
* Automatic changelog update
* Improve Potted Plant Movability and Availability (#37591)
* Added Purchasable Potted Plant Crate
* Removing some whitespace that made it in elsewhere
* Making Potted Plants Items and pickupable
* Revert Making potted plants not fade
This reverts part of commit a50a7def80c06e5be68a37263306007739952a28.
* Adding self to credits
* Fixing sus spacing
* Automatic changelog update
* Rifle crate order (#35535)
* lecter crate and gift
* revert cargo gift security armor change
* rifle cost down to 8000 spesos
* Automatic changelog update
* Muzzles reduce emote sound (#34444)
* Muzzles reduce emote sound
* update based on review comments
* review comments
* Automatic changelog update
* Added Scrap Armor [Reupload]. (#37601)
* Added Scrap Armor v2.
* Added a note to scrap helmet about vision reduction.
* Removed protection from step triggers.
* The patient needs broken kneecaps to live.
* Add in missing tag
* Missing tags pt 2
---------
Co-authored-by: RedBookcase <Usualmoves@gmail.com>
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
* Automatic changelog update
* Make improvised explosive devices minor contra (#38088)
pipe bomb and fire bombs are minor contra
* Automatic changelog update
* emergency shuttle emergency lockers (#38095)
* Cleanup unused/redundant dependencies (#38099)
* Shark toys use the bite animation. (#38113)
* Automatic changelog update
* Fix throwing items into disposal units (#38106)
* Increase throwing into disposal chance (#38116)
* Automatic changelog update
* Don't show climb verb for objects that cannot be climbed (#38115)
fix climb verb
* Reduce Liquid Frezon Duration (#38100)
testing
* Add player autofill to rename command. (#38074)
* simple enough
* switch to CompletionResult.FromOptions and CompletionHelper.SessionNames
* cleanup
* Light Up Landmines (#38092)
* Adjust landmines to have unshaded lights.
* Someday I will give myself credit for the work I do.
* Adjust animation speed.
* Automatic changelog update
* fix wallmount vending machine dispense direction (#38112)
fix wallmount vending machine direction
* Automatic changelog update
* Fix serialization of `SunShadowCycleComponent` (#38002)
* Use a struct to hold the items for `Directions` in `SunShadowComponent`, fix serialization.
* actually make them datafields...
* Add NetSerializable to datadef
* this is why we can't have nice things
* ShowEmergencyShuttleCommand and MeleeSpreadCommand LEC conversion. (#37993)
progress
* Add name to chameleon controller implanter (#38117)
Update implanters.yml
* Automatic changelog update
* chem.yml cleanup (#38129)
Update chem.yml
* Reduce disabler capacity to 16 shots (#36019)
* 14 shots
* 14 to 16
* Automatic changelog update
* Genpop wall lockers (#38102)
* sprites
* genpop wall lockers
* number 5 alive
* slight boilerplate code, thank you slarti
* fix: allow ejecting diamonds from lathes/silos (#38132)
* Automatic changelog update
* make PacifiedComponent session specific (#38137)
* Fix stripping window for more than 2 hands (#37577)
* Automatic changelog update
* Forbid string literals for `NpcFactionSystem` methods (#38140)
* Add ForbidLiteral attribute to NpcFactionSystem methods
* Cleanup resulting warnings
* Update Credits (#38143)
Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com>
* No raffle for space carp (#38101)
No raffle for carp
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Automatic changelog update
* adjreagent now accepts float (#38134)
* adjreagent now accepts float
* var
* Automatic changelog update
* MapManager warnings cleanup Server Edition 2003 (#36781)
* now you see me
* unused depen
* test fail fix attempt 1
* test fail fix attempt 2
* fix test fail attempt 3
* shot in the dark.
* Does this work?
* import cleanup
* taking a shot at this.
* Convert PersistenceSaveCommand to LocalizedEntityCommands.
* requested changes
* requested changes. also dealt with improperly named private const
* Update Content.Server/GameTicking/GameTicker.Spawning.cs
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Update Content.Server/GameTicking/GameTicker.Spawning.cs
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Convert PlanetCommand to LocalizedEntityCommand
* Update BiomeSystem.cs
* Update Content.Server/Salvage/SalvageSystem.Runner.cs
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Update Content.Server/Procedural/DungeonSystem.Rooms.cs
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Update Content.Server/Salvage/SpawnSalvageMissionJob.cs
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Update Content.Server/Station/Systems/StationBiomeSystem.cs
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* revert to latest master.
* slartis suggestion.
* Update SetMapAtmosCommand.cs
* cleanup
* Update PersistenceSaveCommand.cs
* finish localizing persistencesavecommand
* this is icky, I change.
* :sigh:
* revert whatever I did here?
* oh I see, some inconsistencies.
* revert this
* Update PlanetCommand.cs
* move this ftl to the commands folder
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Missing contraband tags on explosives (#37521)
* Firebombs as minor contraband
* Pipebombs as minor contraband
* Seismic charge as cargo/sec contra (like crushers)
* Modular payloads
* Automatic changelog update
* Improved Health examination text (#38126)
* more health examinations
* better blood
* fix
* tweaks
* sizeable
* silicon fix
* tweaks
* bleeding color tweaks
* fix
* Automatic changelog update
* Assorted device and core inhands (#38162)
* Assorted device and core inhands
* whoops forgot the thief objective
* i missed literally on pixel on the fulton argh
* inhand pinpointer update
* Automatic changelog update
* Add FixedPoint2TypeParser (#38169)
* Update submodule to 262.0.0 (#38174)
* Fix eating and drinking verbs showing up after a short delay and making your verb UI bounce (#38164)
* Fix eating and drinking verbs showing up after a short delay and making your verb UI bounce
* Usings fix
* Usings fix
* Usings fix
* Usings fix
* CVar fix
* Predicted ppups
* Openable predicted popup
* Fix audio prediction
* Automatic changelog update
* Allow cargo request computers to send orders to the primary account (#37943)
* Automatic changelog update
* Revert "Add trailing whitespace check workflow" (#38179)
Revert "Add trailing whitespace check workflow (#37367)"
This reverts commit be35f6e9ce.
* Give unique names to all curtain construction recipes (#38182)
* Give unique names to all curtain construction recipes
* Duplicate entry
* Cleanup unused fields in `DrinkSystem` (#38181)
Cleanup unused fields in DrinkSystem
* New Recipes: Breakfasts (#37279)
* Adds full english and american breakfasts and respective recipes
* sprite tweak and added random spawner
* reagent rebalance
* reagent re-rebalance
* spawner ID fix
* ACTUALLY actually fixed the spawner, also description changes
* reagent re-re-rebalance
* spawner fix so the linter stops screaming at me
* different check failed kekw
* trailing whitespace fix attempt #1
* identation fix? i think?
* indetation fix part 2, also vox cant eat this anymore
* more yaml fixes
---------
Co-authored-by: DispenserDev <mariousjoaquin@gmail.com>
* Typo fix in coffin description (#38193)
* Automatic changelog update
* Derotate and remove several maps, remove unused maps (#38190)
* Automatic changelog update
* Emergency Shuttles Update (#38186)
* Automatic changelog update
* hi-viz vest laser reflect (#38180)
* Update vests.yml
* Update vests.yml
* Update Resources/Prototypes/Entities/Clothing/OuterClothing/vests.yml
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Automatic changelog update
* Bring back low pressure damage to its unnerfed value (#38196)
* Automatic changelog update
* Remade the AI Camera Static Shader (#38093)
Redid the camera static shader
* Automatic changelog update
* stop amber AI core from inducing seizures (#38209)
* Automatic changelog update
* HOTFIX: Stop AI turrets from causing flickering lights (#38212)
no power draw
* Add missing locale in Criminal Records Computer (#38217)
add missing filter locale
* WHYYYYYYY (cleanup) (#38220)
* WHYYYYYYYY
* Delete Resources/Locale/en-US/actions/actions/rootable.ftl
* cleanup mirror.yml (#38222)
* Add stamina damage resists to the bloodred raid/hard-suits (and ERT hardsuits). [TEST MERGE] (#37040)
Add stamina damage resists to the bloodred suits.
* Automatic changelog update
* Fix missing bike horn implant cooldown (#38237)
* Automatic changelog update
* Cleanup `ChameleonJobLoadoutTest` (#38229)
Cleanup ChameleonJobLoadoutTest
* Fix construction menu grid view quirky button selection (#38214)
* make hover and info use construction proto name, not entity name
* recipeButtons uses IDs as keys, not names
* return making item green when selected
* Replace Speech bubble time accumulator with TimeSpan (#38241)
* Replace SpeechBubble time accumulator with TimeSpan
* CurTime -> RealTime
* Add test that entity prototypes don't use LocIds for name/description (#38234)
* Add test that entity prototypes don't use LocIds for name/description
* Fix violation
* Guitar Sprite Fix (#38207)
* Modified Guitar Sprites
Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com>
* Attributions
Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com>
---------
Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com>
* Add technology to tech disk names (#38157)
* Automatic changelog update
* Forbid string literals for `SharedToolSystem` methods (#38250)
* Forbid string literals for ToolSystem methods
* Cleanup violations
* Sort usings
* Fix mops, rags, and towels interacting with drains (#38252)
added the stuff
* Automatic changelog update
* Cherrypick 38241
* Makes the grenadine bottle start closed. (#38219)
* whywhywhy
* removes unneeded line
* Automatic changelog update
* Fix reinforced plasma window blocking laser shots (#38041)
* init
* stuff
* Automatic changelog update
* Improve some `BinSystem` functionality (#38262)
* BinSystem improvements
* Prevent double-add
* Cleanup 2 `SpriteComponent.GetPrototypeTextures` uses (#38263)
Cleanup 2 SpriteComponent.GetPrototypeTextures uses
* Add the instrument names to the MIDI channel selector (#38083)
* Add the instrument to the MIDI channel selector
* Reviews
Adds support for chained masters
Makes the channel UI update on its own when the midi changes (Works with bands too!)
* add to admin logs and limit track count
* Limit track names by length too
* remove left over comment
* Requested changes
* Reviews
* Automatic changelog update
* Add disambiguation to most construction menu recipe names (#38197)
* Magazine rsi Cleanup + Magazine Type Recolor (#37709)
* Automatic changelog update
* Basilisk Nerfs for Gameplay (#38089)
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Automatic changelog update
* Launchers require wielding (#38110)
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Automatic changelog update
* Cleanup exosuit fab recipes, add modules category (#38069)
* Fix `StomachSystem` PVS error (#38268)
Fix StomachSystem PVS error
* scar availability for more species (#35645)
* :D
* updated for new scars
* small eye scar
* Automatic changelog update
* Minor Relic improvements (#38269)
* Automatic changelog update
* Removed Toys.rsi, reorganize toy RSIs, broad /Fun/ cleanup. (#37189)
Co-authored-by: RedBookcase <Usualmoves@gmail.com>
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Add propeller hat & swirl lollipop (#38260)
* Automatic changelog update
* Cleanup chat highlighting code (#38235)
* Cache regexes
* Convert static LocManager to resolved
* Use Any instead of Count > 0
* Use var instead of explicit types
* Make _highlights readonly
* Fix some popup issues with pipe layer changes (#38244)
* fix: only show pipe layer popups to the user changing them
* fix: don't show pipe layer subfloor popup when not using a screwdriver
* fix: properly pass down user and used for serverside pipe layer changes
Technically this doesn't matter as the Shared codepath for this method
doesn't actually use these on the server: only the user is used for a
clientside popup. Still, will be good to have these for future changes
that might need them.
* Make BODAs start with Russian accent. (#38275)
long hand of Kremlin
* fix: Correct respath for lizard smite icon (#38288)
* Fix gas analyzer and anom scanner wrong state (#38285)
* Fix gas analyzer and anomaly scanner UI activation issue
* save
* fix comment
* milkalyzer
* Automatic changelog update
* Use correct on-head rainbow lizard plushie sprite (#38286)
* Prediction for use of utensil on incompatible food (#38297)
Prediction our beloved
* Automatic changelog update
* Fix crafting steps with modular machine parts (#38299)
fixed lines that were messing with construction menu entries for machine parts
* Automatic changelog update
* Transparent tear gas (#36440)
* tweaked tear gas
* changed color of tear gas
* sped up metabolism rate of tear gas
* sped up tear gas passing more
* reduced tear gas content in grenades
* added threshold for better effect end timing
* removed clickable component from foams
* Suggestion changes
* Hide in spawn menu
---------
Co-authored-by: SlamBamActionman <slambamactionman@gmail.com>
* Automatic changelog update
* Fix visitor mindshields (#36537)
* Make visitor mindshields removable, and give disaster victims mindshields.
* Fix whitespace
* Fix ALL the whitespace
* Automatic changelog update
* Rat King changed to Antag (#38124)
* Changed rat king to be antag
Rat King guide updated to show antag rules
Initial infected given zombie faction
Zombies given zombie faction too (not sure if redundant or not)
* Given zombie faction to Initial Infected and Zombies in mind_roles
* Changed MindRoleGhostRoleAntag to MindRoleGhostRoleSoloAntagonist
removed components from antag listings
* Removed changes for zombies
* Update Resources/Prototypes/Roles/Antags/zombie.yml
Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com>
* Update Resources/Prototypes/ai_factions.yml
Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com>
* Changed mob prototype to match
* Forgot solo again
---------
Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com>
* Automatic changelog update
* fix missing locale for Undergarment (#38304)
* Automatic changelog update
* Fix puncturase cauterizing bleeding (#38289)
fix puncturase cauterizing bleeding
* Automatic changelog update
* Added monkey/kobold emergency EVA sprites & the ability for them to wear them. (#37660)
* Added monkey/kobold emergency eva suit sprites, and the ability for them to wear it
* Added tag, fixed indentation
* Ok actually fixed the indentation this time
* Automatic changelog update
* Elkridge - Major Update (#38259)
* swap HOP and vault, fix cams, new genpop, shit ton of stuff
* fixed some initialised open doors, added posters to HOP/EVA
* implemented suggestions and feedback, lots of things
* Automatic changelog update
* Zombies won't attack Initial Infected (#38128)
* Added Zombie faction roles everywhere that makes sense for initial infected to be associated with Zombies.
* Adding faction component to round start zombie. (not hopeful)
* Removed stupid attempts and added zombie faction component to the zombie system when the player is given the ability to force themself to zombify.
* Changed use of "zombie" for ProtoId<NpcFactionPrototype>
* Update Content.Server/Zombies/ZombieSystem.cs
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Update Content.Server/Zombies/ZombieSystem.cs
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Removed faction component from ZombieOutbreak event. Shouldn't cause problems with the event as II gets component with their ability to self zombify.
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Added warden's uniforms to their dresser. (#38283)
* Added warden's uniforms to their dresser.
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Added warden's guitar
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Removed armored coats and guitar from warden dresser.
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
---------
Signed-off-by: Nox38 <nebulousnox38@gmail.com>
* Automatic changelog update
* Add corgium (#37951)
* Add corgi essence
* Adjust spacing concerns
* Renamed 'corgi essence' to 'corgium' based on maintainer discussion
* Automatic changelog update
* Add pet bag - wearable backpack for pets (#37440)
* Add pet bag
* Trailing whitespace moment
* make the linter happy
* Fix trailing whitespace concern.
* Fix Construction component oopsy-daisy
* yml guideline moment
* remove weird extra whitespace
* make the maintainer happy
* Adjusted bag visuals based on feedback
* Allow the fox aghost admin to use pet bags
* Automatic changelog update
* Fix for holoparasite's ability to attack the host through mech (#36659)
* Automatic changelog update
* Retractable items system + Arm Blade action (#38150)
* Automatic changelog update
* Give Syndie-Cats Syndie Access (#38318)
* Update animals.yml
* Update animals.yml
* Automatic changelog update
* Update Credits (#38321)
Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com>
* Ensure large entities don't get stuck on conveyor belt corners (#37466)
* Initial commit
* Also avoid the friction change doesn't make turned-off conveyor belts continue going
* Ensurecomp on conveyor starting
* i give up
* Minor brackets edit
* Documentation
* Automatic changelog update
* Armblade Tweaks (#38337)
init
* Exo Station - Upstream Playtest Version (#33144)
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Automatic changelog update
* Randomized Markings (#34765)
randomized markings
* Automatic changelog update
* Add hints towards flash protection to all items which provide it (#37267)
* Update welding.yml
* Update FlashSystem.cs
Add subscriber event for flash immunity examine text
* Create flash-immunity-component.ftl
* Removed changed description text
* change to use entity version
* fixed mistake
* Revert "Randomized Markings" (#38345)
* Add group for loadouts (#36951)
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Automatic changelog update
* Commands for adding and removing actions (#38317)
* Automatic changelog update
* Fix Smart Corgis not being targeted by hostile faction entities (#38349)
* Automatic changelog update
* Exo - Day 1 Patch (#38348)
* Automatic changelog update
* Cleanup duplicate dependency in `AddActionCommand` (#38360)
Cleanup duplicate dependency in AddActionCommand
* Gun Inhand Sprite Fixes (#38294)
* cobra, viper, pulse pistol
* c20 and wt550
* l6 + attributions
* Thieves can innately pickpocket - thieving gloves rework (#38123)
* Thieves can innately pickpocket (#107)
Pickpocketing a skyrim guard's armor off
(cherry picked from commit 21b9f1ddb251ea3c7c6803e78871abefcaecbfb4)
* this isnt moff
* Make predicted, cleanup
* !skating-basketball
* orks are NOT the best trollface
* Implement much more sensible component replication prevention
---------
Co-authored-by: DuckManZach <144298822+duckmanzach@users.noreply.github.com>
* Automatic changelog update
* Objectives that do not fit requirements are now deleted (#38365)
* Fix
* Update Content.Server/Objectives/ObjectivesSystem.cs
Thanks Tayrathn!
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
---------
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* predicted hyposprays (#38046)
* G O I D A
* how
* now proper
* a
* Update HypospraySystem.cs
* good catch
* Apply suggestions from code review
---------
Co-authored-by: ScarKy0 <scarky0@onet.eu>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Automatic changelog update
* Adds the Estoc DMR to the syndicate uplink (#38122)
* Initial commit, adds the prototype, sprites and attributions, entries into syndicate uplink for weapon bundle and magazines
* Reduced weapon spread when wielded
* minor visual updates to sprites
* slightly adjusted burst rate down
* Update duffelbag.yml
---------
Co-authored-by: august-sun <45527070+august.sun@users.noreply.github.com>
Co-authored-by: beck-thompson <107373427+beck-thompson@users.noreply.github.com>
* Automatic changelog update
* Spider web visuals update (#38175)
* web update
* Update Resources/Prototypes/Entities/Structures/spider_web.yml
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Update Resources/Prototypes/Entities/Structures/spider_web.yml
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* review
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* fix: no longer accidentally rotate held items (#38331)
Signed-off-by: little-meow-meow <204685920+little-meow-meow@users.noreply.github.com>
* Fix SharedActionSystem spamming errors (#38358)
* Fixed mis-labeled component filter (#38383)
* Automatic changelog update
* Fix adjacent north/south cable terminals breaking east/west HV cable (#38377)
* Fix some crafting menu oddities (#38372)
* Automatic changelog update
* Command resolve and LEC conversion batch 3 (#38378)
* I'm just a silly goober
* requested changes
* Update Content.Server/Interaction/TilePryCommand.cs
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* remove explosions from destroying a explosive payload (#38049)
* Automatic changelog update
* Increased Borg Density (Drag Speeds) (#38232)
Raised borg drag speeds
* Automatic changelog update
* Thief objectives now verify animal stealing objectives if they actually exist (#38332)
* Holy shit it's real. Theres actually animals in this joint
* WHITESPACE SPOTTD KILL KILL KILL
* Accidentally did a bad yaml oopsie
* Apply suggestions from code review
* when the stars kiss the sky
* Apply suggestions from code review
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Automatic changelog update
* fix: erase expedition disks when their map is deleted (#38322)
* fix: erase expedition disks when their map is deleted
* fix: include paused entities in disk query, add dirty
* Scale down 4k parallax textures (#38390)
* Scale down 4k textures, add false preload to new parallaxes
* Add filter effect, also make sure the preload yml actually has the correct name...
* Switch Discord integration to use NetCord instead of Discord.Net (#38400)
* Add directionality to cable terminal port nodes (#38394)
* Command resolve mega pr 6 (#38398)
commit progress
* Command resolve killing and LEC conversions batch 2 (#38367)
commit progress
* Command resolve killing, LEC conversions, and general cleanup. (#38338)
* i'm just gonna put this here.
* I'm just gonna do it.
* Update ShowHTNCommand.cs
* I feel dumb.
* may as well with this too.
* this does in fact not work
* :/
* fix polymorph errors (#38409)
fix polymorph error
* Command resolve mega pr batch 5 (#38389)
* commit progress
* requested changes
* Convert `AtmosphereSystem` sound path strings to `SoundSpecifier`s (#38403)
* Convert AtmosphereSystem sound path strings to SoundSpecifiers
* Convert to SoundCollections
* fix: deglitchify drowsiness effect on macOS (#37817)
* Command resolves (#38415)
touchups
* show reflection prob on examine (#38199)
* goaaaaaaaal
* hmmmmmmmmmm... sorry aeshus, but thats sucks
* adwaswa
* reviev
* awdasdws
* redo
* should work
* mistake
* change
Co-authored-by: Tayrtahn Tayrtahn@users.noreply.github.com
* Update Resources/Locale/en-US/reflect/reflect-component.ftl
---------
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Automatic changelog update
* Fixed vapes unintentionally dealing all burn damage types (#38423)
Fixed vapes dealing all burn damage types
* Automatic changelog update
* Remove `SalvageShuttleCircuitboardStealObjective` from the objective group (#38428)
So this was causing vulture to fail to round start because it could not find the prototype... this is being migrated into null anyway so no point in it being here
* Cleanup static `Logger` use in `ChatBox` (#38405)
Convert static logger to resolved, resolve entman
* Random empty commit to be able to publish again
* Fix stacks only recycling one instead of the stack amount (#38433)
* fix
* Fixes
* Automatic changelog update
* Relocate SetOutfit method to ServerClothingSystem and LEC setoutfit command. (#38391)
* that'll do
* requested changes.
* missed this.
* Command resolves and LEC conversions batch 4 (#38382)
* reeeecolllaaaaaaaa
* gonna convert these to public while I'm here for consistency sake
* requested changes.
* Playtime Reminders - Raising awareness of addiction by highlighting excessive playtime (#36483)
* grass touch protocol - Rebases to latest master to fix conflicts
* aight local tests are passing lets see if our golf works
* It is 5 am and our ass COMPLETELY overcomplicated this lmaooo
* Addresses feedback - Clarifies comments, swaps internal var names for grasstouchless and selfdestructive, makes the third tier a little less demanding, and fixes 1 hours
* Addresses review - conflict fix
* This too
* Axes playtime exclusion for ghosts
* Use switch expression
code style nit
* Refactor/cleanup
Use IGameTiming.RealTime to track time instead of DateTime. Use nullable instead of magic values.
Expose the current day value through a property that is always up to date, instead of making the API to read the CVar that updates at inconsistent times. This also makes it trivial to debug with VV.
Other minor cleanup like using string interp, code style fixes, comments, etc.
---------
Co-authored-by: PJB3005 <pieterjan.briers+git@gmail.com>
* Automatic changelog update
* Exo - Minor balance changes and fixes (#38435)
* Automatic changelog update
* Add advertised reagents to puddles (#38432)
Co-authored-by: Velcroboy <velcroboy333@hotmail.com>
* Give APCs wirepanels (#38443)
init
* Automatic changelog update
* Revert "Add stamina damage resists to the bloodred raid/hard-suits (and ERT hardsuits). [TEST MERGE]" (#38447)
Revert "Add stamina damage resists to the bloodred raid/hard-suits (and ERT h…"
This reverts commit 8c6b288853.
* Adds dog-shaped sprite variants for the most common hardsuits (#36875)
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* Automatic changelog update
---------
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* mapping public stores update
* base selling platform update
* basic UI setup
* Update coin icon textures
Refreshed the c, g, p, and s coin images in the interface textures. This likely improves their appearance or corrects previous visual issues.
* parse requests data into UI
* selling platform UI state now include price
Updated the selling platform UI to display the calculated price of placed items. Moved the UpdateSellingUIState logic from the shared system to the server system, and modified the CP14SellingPlatformUiState to include a price field. The client window now uses the state-provided price instead of a hardcoded value.
* Update selling UI state on item placed or removed
Added event subscriptions for ItemPlacedEvent and ItemRemovedEvent to update the selling UI state when items are placed or removed from the selling platform. Refactored UpdateSellingUIState to remove the user parameter, as it is no longer needed.
* sell button works now
Replaces the previous sell request mechanism with a new CP14TradingSellAttempt message for selling items on the platform. Updates client and server logic to use this new message, adds a CanSell helper for item validation, and refactors related UI and event handling code for improved clarity and maintainability.
* auto pricing requirements
* Refactor reputation reward to use cashback rate
Reputation rewards for selling requests are now calculated as a percentage (cashback) of the sale price, rather than a fixed value. Updated the relevant UI, server logic, and prototype fields to reflect this change. Also cleaned up the brad_potions.yml prototype file by removing a duplicate entry and correcting an ID.
* request rerolling
* adds hypereutactic back into the uplinks
* Disables hum
* Adds the Hypereutatic Blade for Nukies
* Actually makes the sound so quiet no one can hear it
* Apply suggestions from code review
* Update Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Fix styles color for group button in loadout menu
* Show selected item count in loadout group UI
Updated the loadout group container to display the number of selected items in a group. Added a new localization string to support this feature in the UI.
* Resolve required changes
* Make role ban pannel pretty
* Removed unused depencency
* refactor: wider panel (no jumping due to scroll in english lang) minor readability improvements
---------
Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
* Create TurfSystem equivalent for and obsolete TurfHelpers.GetTileRef
* Fix EntitySystem uses of TurfHelpers.GetTileRef
* Fix EntitySystem uses of TurfHelpers.TryGetTileRef
* Fix construction condition uses of TurfHelpers.GetTileRef
* Fix last use of TurfHelpers.IsBlockedTurf
* Create TurfSystem equivalent to and obsolete TurfHelpers.GetContentTileDefinition
* Fix uses of TurfHelpers.GetContentTileDefinition(TileRef)
* Fix uses of TurfHelpers.GetContentTileDefinition(Tile)
* Create TurfSystem equivalent to and obsolete TurfHelpers.IsSpace
* Fix EntitySystem uses of TurfHelpers.IsSpace(Tile)
* Fix EntitySystem uses of TurfHelpers.IsSpace(TileRef)
* Fix remaining uses of TurfHelpers.IsSpace
* Fix uses of TurfHelpers.GetEntitiesInTile
* Delete TurfHelpers.cs
* Add GetEntitiesInTile lookup methods
* Convert some GetEntitiesInTile methods to LookupSystem extension methods
* Use new GetEntitiesInTile methods
* Recycle spiderweb hashset
* Recycle floor tile hashset
* Add interaction test for retractable arm blade
* Update for HandsSystem refactor
* Revert "Update for HandsSystem refactor"
This reverts commit e01bb9a7e318dd916240d57b30f48af9594bff1f.
* Combine WaitAssertion blocks
* remove styleclass from playertab 'button' lines
* cvar, fix button-style header alignment
* Fix requested changes
And also the extra cvar things I was meant to remove in the upstream merge
* Tiny tweaks
---------
Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com>
* Scurrets.
* Add missing equipment YAML
* Fix count of NamesFirstScurret
* Resolve PR comments, wa.
Also add like a bunch more wa replacements
* ed
* Update Resources/Textures/Mobs/Animals/scurret/displacement.rsi/meta.json
* :rivflabbergasted:
* Fixed spacings in scurret_last.ftl
* Fix mangled endings of some last names
* wawa
* the scug has a spear for self defence
* Lanterns now break in two swings. I don't wanna see anyone saying that lanterns are a great one handed weapon again.
* Lanterns can survive one fireball, as a treat.
Introduces a maximum dash range to the dash system and spell effect, clamping the dash target if it exceeds the allowed distance. Updates configuration fields and prototype YAML to support the new range parameter.
* grass touch protocol - Rebases to latest master to fix conflicts
* aight local tests are passing lets see if our golf works
* It is 5 am and our ass COMPLETELY overcomplicated this lmaooo
* Addresses feedback - Clarifies comments, swaps internal var names for grasstouchless and selfdestructive, makes the third tier a little less demanding, and fixes 1 hours
* Addresses review - conflict fix
* This too
* Axes playtime exclusion for ghosts
* Use switch expression
code style nit
* Refactor/cleanup
Use IGameTiming.RealTime to track time instead of DateTime. Use nullable instead of magic values.
Expose the current day value through a property that is always up to date, instead of making the API to read the CVar that updates at inconsistent times. This also makes it trivial to debug with VV.
Other minor cleanup like using string interp, code style fixes, comments, etc.
---------
Co-authored-by: PJB3005 <pieterjan.briers+git@gmail.com>
So this was causing vulture to fail to round start because it could not find the prototype... this is being migrated into null anyway so no point in it being here
* Execution option unlocked for Sharp weapons.
* Created CP14Execution component to avoid issues with SS14 standard core coding.
Removed Execution Component in preparation to add in CP14Execution component instead.
* Added CP14Execution as a modularPart modifier under the id: BaseWeaponExecution
Added BaseWeaponExecution to the following weapons:
-Axe
-Dagger
-Mace
-Rapier
-Scimitar
-Spear
-Sword
* Added Executions to all Tools in the ModularWeapon category.
* Removed redundant code and replace CP14Execution Component with original Execution Component. Removed Mace, Hammer, Hoe, Shovel and Pickaxe execution for now. Added Execution Component to BaseWeaponSharp modifier
* Added Execution to non-sharp weapons via modifier called BaseWeaponExecution.
* Exchanged prefix of blunt to cp14 and added the override values.
* networking problems
---------
Co-authored-by: Red <96445749+TheShuEd@users.noreply.github.com>
* i'm just gonna put this here.
* I'm just gonna do it.
* Update ShowHTNCommand.cs
* I feel dumb.
* may as well with this too.
* this does in fact not work
* :/
* Holy shit it's real. Theres actually animals in this joint
* WHITESPACE SPOTTD KILL KILL KILL
* Accidentally did a bad yaml oopsie
* Apply suggestions from code review
* when the stars kiss the sky
* Apply suggestions from code review
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Thieves can innately pickpocket (#107)
Pickpocketing a skyrim guard's armor off
(cherry picked from commit 21b9f1ddb251ea3c7c6803e78871abefcaecbfb4)
* this isnt moff
* Make predicted, cleanup
* !skating-basketball
* orks are NOT the best trollface
* Implement much more sensible component replication prevention
---------
Co-authored-by: DuckManZach <144298822+duckmanzach@users.noreply.github.com>
* Clarify the naming of the farming sacks. Make mops breakable. Add modular mophead craftable at a workbench. Add lucens mophead. Make all mops and other tools not meant for swinging at things break faster. Tweaked damage numbers on certain tools. Add lucens bucket. Make all buckets wearable as shitty helmets. Add recipes to (slowly) craft ropes from the inventory.
* Revert all changes to the CP14BaseMop, as it doesn't need to be touched. Use migration to replace it instead.
* Remove the old mop
* Correct sprites based on feedback from omsoyk. Dewhimsy the lucens mop and bucket--mop head looks more logical, bucket's rope color is plain rope. Correct certain mop sprites facing the wrong way.
* Bring mops up to speed with the belt changes
* Make lucens bucket just a norma bucket, in blue
* Fix the errors by removing unnecessary fields from the craft recipes, updating the crate loot to use the new preset mop
* One more attempt to fix linting errors
* Final(?) bugsquash. Remove unnecessary name field
* Add clumsy tranlated localization
* Revise bucket helmet sprite to sit higher on the head at a jaunty angle
* Update old guidebook mop references
* Minor shading mistake: 💀
* Move rope craft recipes to the workbench
* Remove construction component from rope
---------
Co-authored-by: Red <96445749+TheShuEd@users.noreply.github.com>
* mind upgrade works only on followers
* wrath of lumera, removing memory points
* enable lumera for players
* add lumera to maps
* job desc update
* guidebook
* Initial commit
* Also avoid the friction change doesn't make turned-off conveyor belts continue going
* Ensurecomp on conveyor starting
* i give up
* Minor brackets edit
* Documentation
* Add pet bag
* Trailing whitespace moment
* make the linter happy
* Fix trailing whitespace concern.
* Fix Construction component oopsy-daisy
* yml guideline moment
* remove weird extra whitespace
* make the maintainer happy
* Adjusted bag visuals based on feedback
* Allow the fox aghost admin to use pet bags
* Added Zombie faction roles everywhere that makes sense for initial infected to be associated with Zombies.
* Adding faction component to round start zombie. (not hopeful)
* Removed stupid attempts and added zombie faction component to the zombie system when the player is given the ability to force themself to zombify.
* Changed use of "zombie" for ProtoId<NpcFactionPrototype>
* Update Content.Server/Zombies/ZombieSystem.cs
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Update Content.Server/Zombies/ZombieSystem.cs
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Removed faction component from ZombieOutbreak event. Shouldn't cause problems with the event as II gets component with their ability to self zombify.
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* swap HOP and vault, fix cams, new genpop, shit ton of stuff
* fixed some initialised open doors, added posters to HOP/EVA
* implemented suggestions and feedback, lots of things
* Added monkey/kobold emergency eva suit sprites, and the ability for them to wear it
* Added tag, fixed indentation
* Ok actually fixed the indentation this time
* Changed rat king to be antag
Rat King guide updated to show antag rules
Initial infected given zombie faction
Zombies given zombie faction too (not sure if redundant or not)
* Given zombie faction to Initial Infected and Zombies in mind_roles
* Changed MindRoleGhostRoleAntag to MindRoleGhostRoleSoloAntagonist
removed components from antag listings
* Removed changes for zombies
* Update Resources/Prototypes/Roles/Antags/zombie.yml
Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com>
* Update Resources/Prototypes/ai_factions.yml
Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com>
* Changed mob prototype to match
* Forgot solo again
---------
Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com>
* tweaked tear gas
* changed color of tear gas
* sped up metabolism rate of tear gas
* sped up tear gas passing more
* reduced tear gas content in grenades
* added threshold for better effect end timing
* removed clickable component from foams
* Suggestion changes
* Hide in spawn menu
---------
Co-authored-by: SlamBamActionman <slambamactionman@gmail.com>
* added Flem Creature
a weird looking fish creature that will spawn in the demiplanes with open skies and herbals. that will attack you if you get too close
* fixed placement of lines
should be in the right places now
* changed location of fish outfit, ajusted the sprite, and made it not foldable
* added flem modifier and fixed some thingy
* Update attributions.yml
* Update mobs.yml
---------
Co-authored-by: Red <96445749+TheShuEd@users.noreply.github.com>
* fix: only show pipe layer popups to the user changing them
* fix: don't show pipe layer subfloor popup when not using a screwdriver
* fix: properly pass down user and used for serverside pipe layer changes
Technically this doesn't matter as the Shared codepath for this method
doesn't actually use these on the server: only the user is used for a
clientside popup. Still, will be good to have these for future changes
that might need them.
* Add the instrument to the MIDI channel selector
* Reviews
Adds support for chained masters
Makes the channel UI update on its own when the midi changes (Works with bands too!)
* add to admin logs and limit track count
* Limit track names by length too
* remove left over comment
* Requested changes
* Reviews
* make hover and info use construction proto name, not entity name
* recipeButtons uses IDs as keys, not names
* return making item green when selected
* added firebolt spell yml, added to spellbook tree
* Added new sprites for Firebolt action/spellbook, in-game bolt sprite.
* Missing comma from fire .json file.
* Updated firebolt IDs to use own ID instead of Fireball's ID.
* Spell doesn't break on move now.
* Updated on soundHit effect
* Corrected Fireball IDs to Firebolt
* Updated copyright entries
* Update firebolt.yml
---------
Co-authored-by: Red <96445749+TheShuEd@users.noreply.github.com>
* Adds full english and american breakfasts and respective recipes
* sprite tweak and added random spawner
* reagent rebalance
* reagent re-rebalance
* spawner ID fix
* ACTUALLY actually fixed the spawner, also description changes
* reagent re-re-rebalance
* spawner fix so the linter stops screaming at me
* different check failed kekw
* trailing whitespace fix attempt #1
* identation fix? i think?
* indetation fix part 2, also vox cant eat this anymore
* more yaml fixes
---------
Co-authored-by: DispenserDev <mariousjoaquin@gmail.com>
* Start of New PR
* still figuring it out
* This is confusing...
* AHA! Progress!
* Big Fences complete
* smaller fence test
* fixed smaller gates
---------
Co-authored-by: Alchebun <jimmy.12.or#gmail.com>
* Innkeeping guidebook text
Contains the text for the innkeeping guidebook page
* Update jobs.yml
Adds innkeeper to jobs.yml
* Update jobs.yml
* Update jobs.yml
* Update jobs.yml
* RU jobs.yml
* Innkeeper guidebook text RU
* Grammar update
* Ru
* Adds PhantornRU's suggestions
* Small grammar updates to new text
* Another update to the suggested text
* Update RU page, translation needed
* Testing out images
* Fixed embeds, added more
* Fucked up the boxes
* maybe this time it will work
* This time for sure
* it didnt work
* It worked, updated RU page
---------
Co-authored-by: Red <96445749+TheShuEd@users.noreply.github.com>
* Use a struct to hold the items for `Directions` in `SunShadowComponent`, fix serialization.
* actually make them datafields...
* Add NetSerializable to datadef
* this is why we can't have nice things
* Added Purchasable Potted Plant Crate
* Removing some whitespace that made it in elsewhere
* Making Potted Plants Items and pickupable
* Revert Making potted plants not fade
This reverts part of commit a50a7def80c06e5be68a37263306007739952a28.
* Adding self to credits
* Fixing sus spacing
* Reorganized turret prototypes
* Added circuit board to migrations
* Fixed frequencies
* Fixed typos and set the base control panel to abstract since it's technically not constructable yet
* Fixed the typo in the migrations
* Addressed changes
* Whitespace fixes
* Whitespace check fix
---------
Co-authored-by: chromiumboy <50505512+chromiumboy@users.noreply.github.com>
* Split codewords into its own system
* Fix admin log
* Nuke unused code
* Fix formatting errors
* Fix tests
* Make the codeword system add itself if called when not active
* Put comment in right place.
* Review: Rename prototypes
* Review: Make codewords serializable
* Fix build
* Reviews: Change the system to not be a gamerule.
* Fix YAML Linter
* Fix test fail
* Remove unused import
* 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>
* Adjusted cargo food prices; removed large pizza/softdrinks crates
* Adjusted salvage_rewards.yml and cargo_gifts.yml around the removal of large pizza/soda crates
* 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
Fix#34569: Wall-mounted SpawnPrototype Issue.
Every wall-mounted prototype that uses SpawnPrototype in it's
deconstruction now uses GivePrototype
which gives the entity to the user, or drops it on the ground
in case their hands are full, no longer
spawning the entity inside the wall or on the other side of it
* 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>
* Use distinct action labels for toggling internals on and off.
* Implement specific actions for enabling/disabling internals
Avoids potential confusing race conditions where two people might perform the "Toggle Internals On" action an the same person,
which would have jsut toggled twice.
* If no gas tank, will give popup
---------
Co-authored-by: beck-thompson <beck314159@hotmail.com>
* Add basic test of station initial power supply
* Add info about stored power vs needed amount
* Update map list
* Get it compiling again
* Get it working again
* Only run if explicitly requested
* Fix merge
* We call 'em batteries
* Mark the test as dirty
* black and brown cowboy boots
* fancy cowboy boots
* west virginiaaaaaaa mountain mamaaaaaa take me hooooome country roooadddds
* inhands for every boot
* forgor about white boots
* - Combine enum keys `ToggleableLightVisuals` and `ToggleVisuals` into `ToggleableVisuals`
- Rename `ToggleableLightVisualsComponent` to `ToggleableVisualsComponent` and `ToggleableLightVisualsSystem` to `ToggleableVisualsSystem`
- (The `SpriteLayer` field on the component is now required because the old default of `light` doesn't make sense anymore)
- Make it so that `ToggleableVisualsComponent` works even when there's not a light attached to the entity
- (Amazingly this seems to have only applied to Headphones, but I can only imagine there are many other things people would like to do with simple toggleable visuals)
- Explicitly make `ItemTogglePointLightComponent`'s purpose to make `ToggleVisualsComponent` apply to `PointLightComponent`s on the same entity.
- Add field `ToggleableVisualsColorModulatesLights`, which makes the `Color` appearance value of `ToggleableVisuals` modulate the color of lights on the same entity
- Lots of prototype updates to uptake the above
* fix bad merge
* unbork robust
* blindly letting rider reformat stuff
* I guess I never cleaned up these imports at all
* Improved French accent
* Remove the double consonna part to simplify the code and behaviour
* French accent: clarify a comment
Co-authored-by: Centronias <charlie.t.santos@gmail.com>
---------
Co-authored-by: Centronias <charlie.t.santos@gmail.com>
* Add the chameleon controller implant
* address the issues (Git please dont kill me)
* Address the review and fix some merge conflicts!
* Cleanup
* Add use delay
* Silly mistakes
* Making a PR at 2 am: Gone wrong
* Predict use delay and disable the buttons until you can choose another
* First phase custom clothing
* Better system, now relays to agent id and mindshield. Chameleon loadouts are a lot better to work with as well
* Address the review! No more evil goto
* Slams way is better I should have read more closely xD
* Some of the jobs
* Add to Cargo, CentComm, Service, Passenger, Ninja, Cluwne, Wizard + Minor changes to existing; Add chameleon to bandanas, medals, jugsuits and HUDs
* Add everything else
* Fix test
* Job name
* This looks better
* Add department organization
* Minor cleanup
* Added some mindshields
* Remove redudent comment and change funcion name to be clearer
* Fix cluwne outfit
* fix merge conflicts
---------
Co-authored-by: SlamBamActionman <slambamactionman@gmail.com>
* new sprites for coal and gold ore crabs, new bananioum ore crab and rock anomaly.
* add whitespace to end of line in ore.yml
* fix white space end of file.
* fix for linter fail.
* firebot, supplybot spawners
* moved honkbot spawner from misc.yml to bots.yml
* fix inconsistent ID and duplicate component field
* remove duplicate supplybot
* high-vis vest is now dimmer
accomplished by adding the unshaded sprite on top of the existing one in a third layer, this time set to shaded. And as the sprite is transparent, it lets some of the existing glow through.
* added relevant comments
* Make PryTile use Entity<T>
Converts the old parameters into an obsolete overload
* Make HandleDecompressionFloorRip use Entity<T>
Converts the old parameters into an obsolete overload
* Convert the one use to use Entity<T>
* Delete obsolete private methods
* 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
* changed bookshelfs yml
I reduced the number of slots in bookshelves, now it has 40 slots, and since one book takes two slots, and there are 20 fill levels (not including empty) now each book corresponds to one sprite. I also increased the number of books that random bookshelves generate, so that bookshelves will be empty less often.
* increased minimum random book count
in testing there were still a lot of bookcases with very few books in them.
* too many
* still too many
decided it looks better with the variance of having some shelves sparse and some not, rather than all ~half-filled. Wish there was a way to do something about the distribution, rather than pure random maybe something like weighting it toward one of the ends of the scale. but alas, I don't know how to do that.
* guidebook chance is random too now
decided that guidebook chance should also be random. now we can have shelves that are truly empty. anyway, I set it as 0-2, so there is a 2/3 chance that a bookshelf has a guidebook in it anyway, this also means that some shelves will have two guidebooks, but hey; who can have *too many* guidebooks?
* this line shouldn't be here
* Add Weh-pet
* Add Weh-pet (again)
* Change weh-pet size to Medium
* Change weh-pet size to Medium (again)
Probably should've looked into what "medium" meant in yaml
* I may be stupid and misread how MIDIs worked.
* Finish weh-pet sprites
Weh!
* Add weh-pet to rare maints loot table
* Give cluwne sechud icon
* Remove weh-pet related content from cluwne-id
Why was it still THERE?
* Revert "Add Weh-pet (again)"
This reverts commit 8e135e520859ef94e693e27a86af1eed9576f9ab.
* Fix whitespace issues in residual files
* Update Resources/Textures/Interface/Misc/job_icons.rsi/meta.json
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* More whitespace fixing and credit adding
* Resolve conflict in job_icons.rsi/meta.json
* Fixing whitespace *again*
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* 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>
* Significantly improve TEG power generation stability
* Revert "Significantly improve TEG power generation stability"
This reverts commit e88278c0f8dea925a89b240e09e5dbcb84f9d174.
* Reimplement without auto formatting obliterating the entire system
* second round of balancing
* 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>
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* feat: now vacuum cleaner can suck solutions from floor
* refactor using AbsorbentSystem instead of separate vacuum cleaner
* refactor: remove unused vacuum cleaner files
* refactor: renamed ConnectedContainerComponent to SlotBasedConnectedContainerComponent (and system)
* fix: fix invalid comp name
* fix: no more spray nozzle messaging about water inside bottles etc.
* refactor: minor refactor in SlotBasedConnectedContainerSystem and adjustments after merge
* refactor: cleanups
* refactor: renaming
* refactor: update to use _puddleSystem.GetAbsorbentReagents
* refactor: changed interactions with SlotBasedConnectedContainerSystem into events
* refactor: new sound and action delay adjusted to sound (amount tweaked a bit accordingly, almost)
* refactor: added networking for SlotBasedConnectedContainerComponent
* fix attribution for vacuum-cleaner-fast.ogg
* trying to fix multi-license for mix sound file
* remove empty line
* refactor: remove trailing whitespace
* by ref struct, brother
---------
Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
Co-authored-by: EmoGarbage404 <retron404@gmail.com>
* kangaroos can now be equipped with north stars and knuckle dusters (except stun knuckle duster).
* whitespace issues fix..
* damn whitespace
* fix whitespace
* fix whitespace
* final fix.
* Add basic discord client integration with ooc and admin chat support
* Use username instead of global name
WHY IS GLOBAL NAME NOT JUST THE USERNAME??? WHY ARE THERE NO DOC COMMENTS???
* stuff
* Reviews, methinks.
* Reviews
* reviews
This fix addresses an issue where hovered tabletop machines (such as the grinder and electrolysis machine)
had their sprites clipped when the camera was rotated. The problem was fixed by setting noRot: true.
* Move entity effects to shared
* relocate spawning to server
* Generic version of EntityEffect for just raising event.
* genericise everything
* oops forgot to push you
* some condensation
* finish rebas
* unwhite the space
* oops forgot nuke
* bad rebase fix
* useless annotations begone
---------
Co-authored-by: EmoGarbage404 <retron404@gmail.com>
* 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>
* Medieval Screwdriver
Prototye & Texture
Added: screwdriver.rsi
- in hand textures
- main texture (with major help from omsoyk, tysm!)
- meta file
As opposed to vanilla SS14 screwdriver, this one only has one main texture.
Changed: screwdriver.yml prototype
- added all components from vanilla SS14 screwdriver (can be found in tools.yml prototype),
except for RandomSprite component that gives random color
- changed parent attribute from Screwdriver to BaseItem since we're making brand new screwdriver
- all components from initial prototype remained
* removed unused components
* Screwdriver recipe
Removed:
- Screwdriver recipe from anvil (iron bar)
Added:
- Screwdriver recipe to workbench (wooden grip + iron bolt)
To fit more with updated screwdriver visuals, recipe is updated too.
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>
* Fix disposal unit flush animation
* Revert "Fix disposal unit flush animation"
This reverts commit a596ecfd5f5368f87ef52cfb27884a8e000185c6.
* control by setting layer visibility rather than overwriting
* restore changes
* Add new fields to DeliveryComponent for #36636
* Setting the baseSpesoPenalty for currently available deliveries
* Small fixes
* Basic delivery penalization
* Penalty and reward multiplier calculation in place
Also fixes an issue in SharedCargoSystem when opening a delivery in dev server due to trying to allocate cargo twice.
* Calling penalty no longer happens on opening
* Extract multiplier getting
* Removing unused include
* Changing method description. \n\n Not actually sure what I meant by the first one
* Localising default delivery messages
* Unused include removal
* init or smth
* minor tweaks
* I KEEP MERGE CONFLICTING MYSELF
* comments
* no icon
* slight increase
* slarti changes
* forgot
* stuffs
* yippee
* Locn't
* doc
* partial review
* message
* review
* pain
* stuff
---------
Co-authored-by: Lmorgan89 <billsmith116@gmail.com>
* Add new fields to DeliveryComponent for #36636
* Setting the baseSpesoPenalty for currently available deliveries
* Small fixes
* Basic delivery penalization
* Penalty and reward multiplier calculation in place
Also fixes an issue in SharedCargoSystem when opening a delivery in dev server due to trying to allocate cargo twice.
* Calling penalty no longer happens on opening
* Extract multiplier getting
* Removing unused include
* Changing method description. \n\n Not actually sure what I meant by the first one
* Localising default delivery messages
* Unused include removal
* minor tweaks
* slarti changes
* forgot
* stuffs
* yippee
* Locn't
* doc
* Apply suggestions from code review
---------
Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
Co-authored-by: ScarKy0 <scarky0@onet.eu>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* initial commit
* add the shop and make it work
* add existing pai actions to the software shop
* added power monitor app
* killed the power and crew monitor software, too powercreepy
* fix test failures
* fix more test failures
* fix merge conflicts
* code changes to conform with review
* fix unintentional submodule update
* submodule update
* remove unused currency prototype ref
---------
Co-authored-by: archrbx <punk.gear5260@fastmail.com>
* Move CanReturnToBody to system
* Move CanGhostInteract to system
* Cleanup redundant datafields and viewvariables
* Document datafields
* Document component
* Add SetTimeOfDeath Entity<T> overload, obsolete old version
* Document public methods
* Cleanup obsoleted method calls
* Remove steel sheet hull fixing
It's unintuitive that it's wasteful, there's not really any systems to NOT make it wasteful, and it's a UX trap. No this is not "noob trap", no. It's an UX issue because if hundreds of people do it over and over again without noticing anything wrong, well, something fails to properly note that there's an issue with what they are doing. Aka user experience issue. Aka not a problem with the user but the design.
Also could be a shitty doafter action that makes you wonder if something's wrong
* Why was this testing using steel of all things
* Nerf Firelock electronic prices
- make firelock electronics price half of the input cost to make one
(27) rounded up
* Why does firelock make glass?
- remove the Physical composition of glass from
FirelockElectronics as the input does not contain glass
and the output cannot contain half a steel and plastic
---------
Co-authored-by: Milon <milonpl.git@proton.me>
* Roundstart Variation for Solar Panels (#86)
* Added roundstart variation for solar panels
* Removed HV cable spawner since i don't want to bother with mapping them
* Solar Panel Variation Pass Fix (#96)
Added a second variation pass for regular solar assemblies, since otherwise they would spawn both it and the broken variety
* Reorganized everything to no longer be in the _Moffstation subdirectory
* Removed a forgotten tag for Moffstation
* Removed the moffstation namespace settings
* Update Content.Server/GameTicking/Rules/VariationPass/Components/SolarPanelReplaceVariationPassComponent.cs
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Update Content.Server/GameTicking/Rules/VariationPass/Components/ReplacementMarkers/SolarPanelReplacementMarkerComponent.cs
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
---------
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* new patchMargin variable added, horizontals fixed
* All sides now work, system is fully integarated
---------
Co-authored-by: Zachary Yona <magicalusf@gmail.com>
* now using event to check access to fingerprint
* Opps actually commiting the changes
---------
Co-authored-by: YourUsername <you@example.com>
Co-authored-by: beck-thompson <beck314159@hotmail.com>
* Tweak Hardsuits
* HoS/Ward Coats change
* Whoopsie wrong number
god why am i doing this its 1:33 AM and i made a silly mistake...
* Adress Review
Revert Warden hardsuit slowdown to 30% again
Decreased Security hardsuit heat protection down to 20%
* Various shared system warnings cleanup
* More shared system warnings cleanup
* Rearranging changes
* Using correct transform for unbuckle
* Small changes
* Revert buckle change
* Update Content.Shared/Ghost/SharedGhostSystem.cs
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Add id binding system
* Change so it activates when added too
* Add to eventhumanoid
* Add PDA binding, try to fix some things
* Still not fixed, PDA is working right
* Move to server, add on mind instead
* Implement suggestions
* Fix things
* Finish review stuff
* Messed up cluwne
* Remove after only changing id too
---------
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
* Refactor rehydratable items
* Finish main refactor
* Add mop bucket cube
* Move cube sprite and item size to RehydratableAnimalCube
* Fix sprite attribution
* Make it follow the conventions
* Refactor wrapped cube, leave MonkeyCube tag only on the cube and the Syndie Sponge
* Fix DehydratedSpaceCarp inheritance overwriting needed components
* no need for this comment
* remove whitespace
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* indentation
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Restore lost description
* reorder stuff
* line
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
Added the medical HUD and eyepatch to the medical (CMO, doctor, paramed and intern) loadout to let them choose between. Also gives the option for the regular glasses.
* wizardcomms
* wizheadset
* Addressed requested changes and axed wizard channel due to redundancy.
* oops overlooked this, dont tell anyone
* another mistake fixed
* removed wiz encryption key due to redundancy
* accidentally left some punctuation in a now unrelated meta.json
* Preliminary eggnog changes (egg in shaker crashes?)
* Fixed eggnog reagent name and description
* added - to flavor
* deleted a space
* Added eggnog glass sprite
* changed fill levels to match rsi
* Added two more fill levels to eggnog
* Removed fizziness, changed physical description, and fixed rsi
---------
Co-authored-by: uhbg <29674581+uhbg@users.noreply.github.com>
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
* 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
* Actually dirty the slipComp for real
* Added Friction field to Reagent Prototype per design discussion
* Sliding system is kill
* Added foldable component to santa hat
* Modified sprites, modified YAML. YAML is cursed
* Changed santa hat description to mention the beard fold
* Removed HideLayerClothing since it doesnt work
* Changed the prefix from "beard" to "nobeard" to match with the fold/unfold verb
* Credits for sprite changes
---------
Co-authored-by: Lanedon <matth.galvez@gmail>
* sprites
* messing with the ymls
* new sprites
* that's a lotta yaml
* make the sprites gooder
* color adjustment
* to the winterdrobe with you
* layering fix
* Tweaked pirate gear to be in-line with similar items.
* Added attribution for flashlight sprites, made hardsuits Major Contraband
* Added empty versions of the pirate revolver and flintlock.
* Test fail fix hopefully?
* Test fail fix hopefully V2.0
* Test fail fix hopefully V3.0
* Test fail fix hopefully V4.0
---------
Co-authored-by: RedBookcase <Usualmoves@gmail.com>
* Salvage
* atmos a
* more muted colours
* Mapping Related to AI
* Fixed small naming inconsistency
* Revert "Fixed small naming inconsistency"
This reverts commit 985e1fd46a09e521c11dc345f470228e7907fbb9.
* Revert "Mapping Related to AI"
This reverts commit 5d5ae4feb819396c5c2a7413399ab5ce34f8683b.
* Revert "atmos a"
This reverts commit 529831e2584df27fa102ee1c970948fa3b6bab56.
* indent
---------
Co-authored-by: Milon <milonpl.git@proton.me>
* Makes more items recyclable.
* Added newlines
* Fixed material issues which were NOT MY FAULT
---------
Co-authored-by: RedBookcase <Usualmoves@gmail.com>
* init, god help us all
* further refining
* final round of bugfixes
* whoopsies
* To file scoped namespace
* first review
* oopsie
* oopsie woopsie
* pie is on my face
* persistence
* datafieldn't
* make PreviousTileRef nullable
* change component to file scoped namespace
* Minor tweaks:
- We clamp the reaction amount to a minimum value because when working with percentages and dividing, we approach numbers like 0.01 and never actually properly delete the entity (because we check for zero). This allows us to react with a minimum amount and cleans things up nicely.
- Minor clarification to comments.
- Rebalancing of the spray nozzle projectile.
* the scug lies!!!!
* undo file scoped namespace in system
* kid named warning
---------
Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
* dumping containers now require having at least one hand
* Cleanup
* Better
* Apply suggested changes
* Cleanup
---------
Co-authored-by: Luiz Costa <luiz@mavromati.com>
So:
- Shared examine like armour, adds the button incorrectly and mispredicts it.
- Server-only like damage, doesn't add it (correct) and no mispredict.
We'll just prune any verbs if the server sends them in unless the verb is client-only and it should fix it unless there's client-side code not flagging it as clientexclusive.
* Removed collision from wall mounted lights and security cameras
* Updated because I'm dumb and didn't realise the collision groups were case sensitive
* """Refactors""" extraction code, fixes bug with labeled items
* second line of fixes
* Enhance label handling and add label retrieval method (its more preformant I swear)
* Cleanup
---------
Co-authored-by: beck-thompson <beck314159@hotmail.com>
* checkpointing work
* Got this fully working and all sprites done
* Exchanged my sprites with the ones made by AugustSun
* Changed the name to Hydra Launcher, and adjusted it to function like a revolver instead.
* Modified the hydra to be a revolver
* fixed container issue
* Swapped in even newer sprites
* review
---------
Co-authored-by: Milon <milonpl.git@proton.me>
* Predict dumping
- This got soaped really fucking hard.
- Dumping is predicted, this required disposals to be predicte.d
- Disposals required mailing (because it's tightly coupled), and a smidge of other content systems.
- I also had to fix a compnetworkgenerator issue at the same time so it wouldn't mispredict.
* Fix a bunch of stuff
* nasty merge
* Some reviews
* Some more reviews while I stash
* Fix merge
* Fix merge
* Half of review
* Review
* re(h)f
* lizards
* feexes
* feex
* Refactor disarms
- Move client stuff to shared
- Cleanup a bunch of stuff
- Ref events
- Fix the swing sound mispredict (I noticed it on target dummies).
* Revert this change
* minor review
* Rebiew
---------
Co-authored-by: Milon <milonpl.git@proton.me>
* Added PayloadCase component to secbelt whitelist
* Replaced PayloadCase type whitelist with a tag
* fucking hell
* Add HandGrenade tag to all grenades
Grenades are so unbelievably cooked right now. I've counted about 4 separate baseitems that they inherit from whenever they feel like it. Why? They're all the same.
---------
Co-authored-by: Milon <milonpl.git@proton.me>
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Material Silo
* fix board, fix copyright
* a bit of review.... for the vibe....
* a tiny bit of review
* 4 spaced
* sloths no good very tiny nitpick
* fix ui flickers
* oops
* slightly lower range
* Sloth Review
---------
Co-authored-by: ScarKy0 <scarky0@onet.eu>
* add sounds
* change _active to BurningComponent
* play sound when lighting and snuffing a cigar
* network it
* mono
* attribution
* doc
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
* Add inhand sprites for the drink shaker
* Update Resources/Textures/Objects/Consumable/Drinks/shaker.rsi/meta.json
oop that's not actually their discord name
* Co-Authored-By: Failed <158702813+failed5@users.noreply.github.com>
* Predict blocking examine
No idea why this was blocked.
* Fix blocking
* remove nullcheck that made no sense
* predict popups
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Show different messages for pointing at items in someone's inventory
* Improve search for inventory (requires engine PR)
* Add comments explaining each GetString
* Better loc ids
* Add comment about using innermost inventory
* Swap conditions for named variables
* Remove POSS-NOUN uses
* Add missing THE
* toolshed makes me want to take a long walk off a short pier.
* fuck it everything is in seconds.
* catch rounding error
* reviews
* lsprobtheoretical to mins
* Git please.
* Git Please.
* GIT PLEASE.
* unchange file
* take2
* empty line?
* new new lines?
* idk 1000 commits I guess
* spacius maximus
* Implement client-side theming for OutputPanel scroll-down button.
* Use OutputPanel constant for button class name
* Remove unused string
* Enable scroll button for ChatBox
* Update RobustToolbox
* Update to merged RT version
feat: now RCD can have recepies that are placed on the top level of radial menu - 'Main' category name is reserved for this
Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
* Update README.md
* New edits, new links
* I returned everything to a more standard appearance.
You can say now it's just updating links(=
* Last minor change
* Update README.md
Removed the "---"
---------
Co-authored-by: Vasilis <vasilis@pikachu.systems>
* Added expendable light source refueling. Also fixed it to use the name modifier system so attributes like glue show up.
* Removed a duplicate line of code.
* Replaced TryGetComponent with TryComp, changed a variable name to be a little more clear.
* Removed the removed field "spentDesc" in flares and glowsticks
* Fixed to comply with slarticodefast's review. Name modifiers don't work yet (fixing that tmr)
* Fixed the localization!!!! :DDDD
* fixed prediction (hopefully), removed caching of prototype, sealed the class, removed any and count
* erroneus using statement
* removed unused timing, removed obsolete method of getting gridUid
* nuked mapgriddata
* code cleanup
* cleanup
* this has to be a string without me rewriting more code than i want to in this moment
* kill
---------
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Adds the ability for Syndicats to walk
* Moved walking speed modifier to the base MobCat from MobCatSyndy
* Fixes Cak's flipped sprinting/walking speeds
* Minor improvements to SpawnAndDeleteEntityCountTest Assert messages
* * Now lists added/removed entities on test failure.
* Wrapped entity loop in MultipleAsync so all failing ents are reported.
* Removed Multiple wrappers on client/server pairs, as they made result formatting ugly.
---------
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Adds handheld artifact container
* Adds inhands and missing details
* Reduces use delay on unlocking and opening hand arti container
* Adds handheld arti container to cargo orders
* Fixes build error i think
* Removes extra whitespace
* Adds static price to handheld arti container
* Include the suit owner’s UID in suit sensor status updates.
* Show a single monitoring entry per crew member
* Rewrite sensor collection using a dictionary
* initial textures
* Makes it have layers because Milon wanted it
* Makes it have layers because Milon wanted it
* in do NOT understand github
* tested, works
* Update Content.Client/Power/Visualizers/CableVisualizerComponent.cs
Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com>
* Update Content.Client/Power/Visualizers/CableVisualizerComponent.cs
Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com>
* remove extra newline
* EmoGarbage Review - Adjust MV cables to use orange stripes
---------
Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com>
Co-authored-by: Milon <milonpl.git@proton.me>
Co-authored-by: EmoGarbage404 <retron404@gmail.com>
* Various systems warnings cleanup
* Last changes before submitting PR
* Add guard for transform component, fix failing test
* Small corrections
* Audio params to specifiers datafields
* Using audio params on components and configs
* figurine sprite update
* Updated meta.json to credit inhand sprites
* Update meta.json to credit inhand sprites
* Updated meta.json because crlf check
* potentially fixing CRLF issues in meta.json + consistent spacing
* Fix CRLF, maybe?
* properly credited myself for all my amazing work in the community
* Reformat meta.json as per the newly merged "fix as you go" procedure.
---------
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* DAG Adjacency Matrix & Tests
* Fix sandbox type errors
* First pass on procgen
* Procgen adjustments
* Networking
* Cruft and god and beauty and analysis console
* convert to data types that dont make me want to kill myself
* starting work on console UI
* drawing nodes n shit
* damn that ui FUCKS
* XAT
* Add a bunch of basic triggers
* Fix trigger gen
* Add node info into the analysis console UI
* Add node unlocking
* more trigger cuz thats pretty cool
* final triggers + incorporate gnostic faith
* some ui changes, mostly
* Fix orphaned procgen segments
* its not random dipshit
* yeah... this one will make pjb happy....
* we call it a day for the UI
* imagine... shared power code...
* extraction WIP but we gotta sidequest momentarily
* oh hey would you look at that its the actual functionality
* distrotrased
* Small departure for randomness.
* ok yep yep indeed that is an effect very cool.
* thanos snap oldcode
* fuck it we ball
* feat: node scanner now displays triggered nodes. Removed unused old artifact systems and related code (most of it). xml-doc and minor fixups.
* refactor: most of preparations, cleanup and groundwork. also segment-related tests
* feature: all basic effects returning
* feat: finished effects lits, created weight lists for struct and handheld artifacts, fixed throw trigger and music ApplyComponent artifact effects not working
* feat: prevent non-first-time-predicted calls in shared artifact effect systems
* fix: remove gun effect from artifact effects - as it interferes with 'activate artefact' action
* fix: foam reagent selection, neat ApplyComponents art effect scenarios, handheld art is RadiationReceiver again
* fix: moved spawn/ pry&throw effect systems back to server part of code - entity duplication bugs were not quite fun
* refactor: fix protos
* refactor: fix linter
* fix: fix old artifact component names in yml
* fix: no more throwing error on artifact spawn with empty XAEFoamComponent.Reagents
* fix: removed old component usage in maps
* fix: remove more deleted components from map
* fix: ContainerContainer is now part of initial artifact entity, it won't be affecting UninitializedSaveTest
* refactor: fix tests, add loc description to toolshed commands
* Changed node scanner to tell the whole story about current artifact state
* refactor: remove excessive get of EntityCoordinates in XAE systems, removed Value access in NodeScannerDisplay
* fix: turned off TriggerInteraction, removed XAESpawn usage and system, EmpSystem now can use EntityCoordinates,
* fix: moved SharedXenoArtifactSystem.CancelUnlockingOnGraphStructureChange into RebuildXenoArtifactMetaData to lessen code coupling
* fix: XenoArtifactEffectJunkSpawn moved invalid rolls declaration
* refactor: set default value for XenoArtifactComponent.EffectsTable for tests
* fix: now explosions XAE can be activated for effect
* refactor: added some usedelay so artifactuse would'nt be spammed
* refactor: artifact-related hints improvements
* fix: artifact no longer spawns fauna into itself
* refactor: xml-doc and minor refactoring
* refactor: xml-doc for Xeno Artifact systems, renaming of questionable XAT systems
* map for playtest, TODO REVERT THIS
* fix: magboots trigger art from a mile
* refactor: bind artifact animation to unlocking state
* feat: radiation dmg now have reference to source (and artifacts won't irradiate themselves)
* fix: random artifact node durability now is rolled for max and not current value
* refactor: gas effects are more rare, hand-held artifact effects are filtered properly now, rad dmg trigger now requires only 20 dmg for activation
* feat: animations and sound effects for artifact force-use and failed finish of unlocking phase
* use only 1 file with art use animation
* refactor: minor artifact dmg triggers tuning
* feat: now nodes that CAN be unlocked are displayed with specific color in console.
* feat: now unlocking stage time is dynamic and it depends on amount of triggers player activated correctly. Failed one stops incrementing
* feat: now non-active unlocked nodes return more points if durability was not wasted
* feat: now puddle/foam effects change description of node
* fix: fix test failure
* refactor: renamed phasing effect, fixed failing test for elkridge
* minor balance changes
* refactor: split rare materials into separate effects
* feat: unlocked nodes without successor wont listen to unlocks, node unlock is not activating node
* fix: removed OnIrradiatedEvent duplicate c-tor
* revert changes of reach for playtest
* revert last row empty line removal on reach.yml
* fix: fix PVS bug, born from attempt to relay event to art nodes that were not synced yet to the client
* fix: fix elkridge for tests (again)
* refactor: xml-doc, more stuff predicted, allocation optimization in XAE/XAT systems
* refactor: naming
* refactor: extract variable refactor for XAEApplyComponentsSystem.OnActivated insides
* fix: duplicate xeno artifact unlocking sound fixed
* feat: CreatePuddle xeno artifact effect now can have min and max borders for chamicals to be drafted, minor XAECreatePuddleSystem refactor
* feat: networking for shared XAE components + xml-doc leftovers
* refactor: more xml-doc, fix XAEApplyComponentsComponent.Components not being serializable but trying to be
* refactor: xml-docs and XAEThrowThingsAroundSystem now uses circle and not box for prying tiles
* refactor: xml-docs, minor refactors
* revert XenoArtifactCommand.ArtifactPrototype being PrototId
* refactor: simplify the way ExtractionResearchLabel works
---------
Co-authored-by: EmoGarbage404 <retron404@gmail.com>
Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
* Make clumsy work only when dragged by owner entity & Check for reclaimer comp
* Revert "Make clumsy work only when dragged by owner entity & Check for reclaimer comp"
This reverts commit 7ff984bbc2e53f7070580a4cc4b1b43f8f0461d0.
* Remove check that passes if somebody forces us to climb
* Mob movement rewrite (#35931)
* 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
* Fix prediction
* Mob movement rewrite
* Bandaid
* Working version
* Tentatively working
* Friction to fix cornering
* More fixes
* Revert bagel
* Revert this
* a
* Reviewed
* Funky re-save
* Fix velocity
* Table fix
* Review
* a
* Automatic changelog update
* Unhardcode role type names and colors within localization text (#36096)
* localize role type names within localization text
* also unhardcode colors
* comment
* typo
* Fix gas pressure pump prediction (#35865)
* ACTUALLY predict gas pumps
* generic fake
* aaaaaaaaaaaaa
* Fix embedded projectile deletion not being tracked by container (#36123)
* Remove deleted projectiles from the container tracking them
* Gotta dirty the container
* Remove the container component when all embedded projectiles are gone
* Add test
* No clientside deletion of networked entities
* Move cleanup logic before deletion
* Make ContainerFillSystem print contents on failure (#36128)
* Make ContainerFill/EntityTableContainerFill print current contents when failing to spawn an entity
* List each entry on a new line; add fallback for empty
* convex update
* update emergency_courser
* update emergency_meta
* update man-o-war shuttle
* remove warden stamp mapped on meta
* me waiting
* update fland
* sure
* update box
* another one
* le heisentest au chocolat
* oops
* Death Nettle changes (#25253)
* Added ThornyComponent, ThornyImmuneComponent, and ThornySystem, as well as changed Botanists glove's to have the ThornyImmuneComponent, and for Death Nettle to have the ThornyComponent.
* Added heat damage to the player if they pickup nettle without gloves. Also displays a popup message .
* Revised OnHandPickUp method and reduced whitespace
* Touching death nettle without gloves now does damage split between heat and caustic, and does more damage.
* File-scoped namespace adherence
* Code revisions, and removal of old file.
* Removed thornyImmune key from botanist's gloves in gloves.yml for cleanup / yaml linter
* Adds new generic DamageOnPickup, still very WIP
* Starting on localization, removed _Notes.txt, adds immunity component
* Added OnPickupDamageImmune component to botanists gloves
* Removed botany specific components/system, moved to generic DamageOnPickup. Added code comments. Extra checks in component for whether to toss an item, damage an entity. Still WIP.
* changes to audio and popups
* Removes my system/component/ftl in favor of DamageOnInteract, tweaking values
* me stupid
* Death nettle will 'wilt' after 5 hits
* added interaction delay to stop spam clicking, added a 10% stun (paralyze) chance
* minor changes/cleanup
* more minor changes and cleanup
* Reduced maximum amatoxin within fly amanita spores.
* Readjusted to allow more than 5 amatoxin above 50 potency
* Remove Debug.Log statement from system
* Mark Death Nettle as major contraband.
* Automatic changelog update
* "I'm Weh-cellent" Cap (#28573)
* copy pasted fishcap.rsi
* added the sprites
* credited myself
* added it to the hats.yml list
* meh, make the spites look nicer
* hopefully this fixes that
* yeah that makes sense
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* that too
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
---------
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* new courtroom, better signage, fixed uncleanable dirt, more
* Delete AccessReaderTest.TestTags (#36153)
* Sentry turrets - Part 4: The sentry turret and its primary systems (#35123)
* Initial commit
* Removed mention of StationAiTurretComponent (for now)
* Prep for moving out of draft
* Fixing merge conflict
* Re-added new net frequencies to AI turrets
* Removed turret control content
* Removed unintended change
* Final tweaks
* Fixed incorrect file name
* Improvement to fire mode handling
* Addressed review comments
* Updated how turret wire panel auto-closing is handled
* Ranged NPCs no longer waste shots on stunned targets
* Fixed bug in tracking broken state
* Addressed review comments
* Bug fix
* Removed unnecessary event call
* Automatic changelog update
* Shove down a person on uncuff if harm mode is on (#35193)
* stamdamage on uncuff while buckled
* pro tip
* 99 -> 100 stamdmg and don't count self-uncuffs
* review implementation
* tip update
* guidebook update
* merg
* Automatic changelog update
* Mapping warnings cleanup (#36168)
* Mapping warnings cleanup
* Redo
* Remove warnings from cargo system (#36159)
* Remove warnings from cargo system
* Guard statement early exit and cleaner object instantiation
* Whitespace
* Add AnimationPlayer as a component of telepads
* Fix some atmos warnings (#36157)
* Update Credits (#36172)
Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com>
* Draw depth bug fix for sentry turrets (#36175)
Initial commit
* Update oasis
* Better jetpack emitter (#36093)
* Better jetpack emitter
Still need particles this just tilts me whenever I see it.
* Update Resources/Prototypes/Entities/Objects/Tools/jetpacks.yml
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Automatic changelog update
* Implement field-deltas for melee (#33977)
* Implement field-deltas for melee
* Review
* One day Im gonna snap and fix a bug
* Fix LoadGameMap running MapInit sometimes (#35241)
The map loadpath keeps it as not being mapinit but the grid one does not so this standardises them slightly.
* More responsive votekick system (reduce timer and successive timeout) (#36044)
* reduce votekick timer from 60 to 20 seconds
* votekick timeout from 120 to 30 seconds
* votekick timer duration from 20 seconds to 45, successive votekick timeout from 30 to 60 seconds
* Examine warnings cleanup (#36162)
* Examine warnings cleanup
* Revert unnecessary change
* SpriteSystem naming conventions
* Chemistry warnings cleanup (#36160)
* Chemistry warnings cleanup
* Fixing failed ITest
* Better entity instantiation
* Caching spritesystem and entity instantiation improvement
* Correcting naming conventions
* Rearranging dependency caching
* Movement systems warning cleanup (#36161)
* Movement systems warning cleanup
* Revert unnecessary change
* Reverting variable removal and changing entity query
* Reverting VV removals
* LocalEntity does in fact exist
* Anomaly warnings cleanup (#36188)
* use manual component state for BaseEmitSoundComponent (#35030)
* why
* cursed
* Gameticking warnings cleanup (#36193)
* Cleanup and small update to the stethoscope! (#36210)
* First commit
* Address most of the review!
* Automatic changelog update
* refactor: simple radial menu for easier creation (#34639)
* it works! kinda
* so it works now
* minor cleanup
* central button now is useful too
* more cleanup
* minor cleanup
* more cleanup
* refactor: migrated code from toolbox (as it was rejected as too specific)
* feat: moved border drawing for radial menu into RadialMenuTextureButton. Radial menu position setting into was moved to OverrideArrange to not being called on every frame
* refactor: major reworks!
* renamed DrawBagleSector to DrawAnnulusSector
* Remove strange indexing
* Regularize math
* refactor: re-orienting segment elements to be Y-mirrored
* refactor: extracted radial menu radius multiplier property, changed color pallet for radial menu button
* refactor: removed icon backgrounds on textures used in current radial menu buttons with sectors, RadialContainer Radius renamed and now actually changed control radius.
* refactor: in RadialMenuTextureButtonWithSector all sector colors are converted to and from sRGB in property getter-setters
* refactor: renamed srgb to include Srgb suffix so devs gonna see that its srgb clearly
* fix: enabled any functional keys pressed when pushing radial menu buttons
* fix: radial menu sector now scales with UIScale
* fix: accept only one event when clicking on radial menu ContextualButton
* fix: now radial menu buttons accepts only click/alt-click, now clicks outside menu closes menu always
* feat: simple radial menu prototype for easier creation
* refactor: cleanup, restored emote filtering, button models now have class hierarchy
* refactor: remove usage of closure from 'outside code'
* refactor: remove non existing type from UiControlTest
* refactor: remove unused using
* refactor: revert ability to declare radial menu layers in xaml, scale 32px sprites using scale in radial menu
* refactor: whitespaces
* refactor: subscribe for dispose on existing radial menus
* feat: now simple radial menu button models can have custom color for each sector background (and hover background color). Also added OpenOverMouseScreenPosition inside SimpleRadialMenu
* fix: AI door menu now can be closed by verb if it gets unpowered
* refactor: simplify hiding border, extended xml-doc for simple radial menu settings
* refactor: remove linq
* fix: fix AI radial action serialization using invalid type
* refactor: fix duplicate ShowDeviceNotRespondingPopup for AI by properly checking if it can interact
* refactor: whitespaces, changed list to array in simple radial button preparing methods
---------
Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es>
* delete PolymorphOnCollideComponent (#36227)
delete component
* Light warnings cleanup (#36195)
* Light warnings cleanup
* Using EntitySystem Proxy overrides
* New TryComp guards for light animations
* Reverting guards when not wanted
* Holoparasite injector fix (#36109)
* HoloParaTextFix
* PleaseSpeedMergeLmao
* ThankYouOrks
* Update Resources/Locale/en-US/guardian/guardian.ftl
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Update Content.Server/Guardian/GuardianSystem.cs
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Update Content.Server/Guardian/GuardianSystem.cs
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
---------
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Localize and colorize grill temperature settings (#36236)
* Make it easier to localize grill heat level settings
* Change examine text color based on setting
* Trailing periods
* Use Fluent terms to reduce duplication
* Rework the way held items scatter when holder is knocked down (#36232)
* Redo drop held items math
* Don't assume the holder has a PhysicsComponent
* Assume infinite mass for held items with no PhysicsComponent
* Switch to EntityQuery for PhysicsComponent
* The micro-est of optimizations
* use NextAngle
* Might as well do that outside the loop
* Automatic changelog update
* Undetermined thieving satchel (#36201)
* yippee!
* no toolboxes allowed
* sprite, descriptions
* Automatic changelog update
* more maints, new AI, xenobiology, etc, ect
* Add prediction to electric grills (#36241)
* Prediction for EntityHeaterSystem
* Switch to Entity<T>
* meh
* Move popup inside ChangeSetting
* Fix grill visually turning on when changing setting while power is off
* Add note about my failed quest
* Why isn't this an IDE warning?
* Move comment above switch expression in SettingPower
* Automatic changelog update
* Move medical locker fills to entityTables (#36249)
* Added tables + moved things to EntityTableContainerFill
* YAML convention
* Rotation warnings cleanup (#36197)
* Rotation warnings cleanup
* Naming convention fix
* Adding component that we already have
* New food recipe: World Peazza (#35191)
* added world peazza
* fixed a comma in the pizza sprite json
* changed attribution comment on ArtisticRoomba's suggestion
* restored accidentally deleted line, thanks Tayrtahn
* Automatic changelog update
* Fix KeyNotFoundException that sometimes happens on server shutdown (#36221)
* Fix "other player points at you" message formatting (#36253)
Fix "other player points at you" message's Fluent functions
* Light replacer description typo fix (#36256)
Replacer description typo fix
* fix: re-add missing RCD deconstruct action #36243 (#36255)
Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
* Automatic changelog update
* add: Dragon rift color changes based on charge (#36216)
* use dragon rift sprite colours
* Entity<T>
* Automatic changelog update
* :3
This is so we can publish stable again
* Convert AgentIDCard message to use a Fluent selector (#36263)
Convert AgentIDCard message to use a selector
* NPC Warnings cleanup (#36189)
* NPC Warnings cleanup
* Reverting unnecessary changes
* Reverting unnecessary changes, missed
* Using entity GetGrid override instead
* Fix entities burning to ash not using identity, and bad formatting (#36268)
* Make burning to ash use identity
* CAPITALIZE(THE())
* Localize air alarm states (#36266)
* Fix a few loc bugs with magic mirror/scissors (#36269)
* Use identity for magic mirror popups
* THE()
* Use correct pronouns in blocked-by-hat message
* Add autocomplete to controlmob (#36234)
Expensive for what it is just really annoying in debug to not have it. Worst case I just make it debug only and we don't add it for release.
* Change the name and description of the templar helmet. (#36258)
Changed the name and description of the knight helmet.
Co-authored-by: Flesh <N/A>
* Diphenhydramine causes drowsiness (#36212)
* nap time in medbay
* suggested changes
* fake test fail
* Automatic changelog update
* Improve sprite fading behaviour (#35863)
* Click through faded sprites
* Count the mouse position for which sprites to fade
* Automatic changelog update
* Recipes for curtains and tables using carpets now respect stacks. (#33721)
* Carpet curtain/table recipes now respect stacks
* remove unused colour carpet tags
* Remove the tags outright
* Automatic changelog update
* Stop ghosts from being logged to Airlocks (#36261)
* stop ghosts from being logged
* thanks rider for the random import
* add new tag PreventAccessLogging
* once again removing random auto imports
* inverted if for code readability
* switch to ProtoId<> usage
* Automatic changelog update
* Fix loc issues with syringes (#36285)
Fix injector loc issues
* [Hotfix] Change ID card console admin log severity to Medium (#36283)
It's that simple
* Fix loc issues with suicide popup (#36284)
* Add PKA and PTK-800 shuttle gun recipes to sec techfab (#34566)
* add Magboots and PKA to sec lathe
* add kinetic shuttle gun to sec lathe
* use pack recipe
* remove magboot from prior commit
* Automatic changelog update
* Mob collisions (#34580)
* 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
* Mob collisions
* impulses
* Collision smoothing
* Locked in
* 30tps working
* r
* fixes
* Best
* Fixes + CVars
* CVars in place
* Pushies
* Opt attempt 1
* Revert "Opt attempt 1"
This reverts commit 5ccd72dcbea09261a992aa1f7f05df169a1ce676.
* Fix mispredicts
* Ready-ish
* better
* Cleanup
* Fix conveyor power mispredict
* Forgetting to actually do deltas
* Fix buckle pushes
* Bagel save
* Revert "Bagel save"
This reverts commit 1b93fda81fb852d89b89b0beae0b80f8a61165f2.
* Conveyor resave
* Fix prediction
* Mob movement rewrite
* Bandaid
* Working version
* Tentatively working
* Friction to fix cornering
* More fixes
* Revert bagel
* Revert this
* Bad parity
* Working
* Fixes
* Woops
* Doc comments
* Pen cap cvar
* StandingState cleanup and sub
* Fix downed mobs
* fish
* client
* Disable pushing on tests
* More variables
* Movement mods
* Mass diff
* 1 more tweak
* Cvar
* Mob collision tweaks (#36296)
* Mob collision tweaks
- Remove the dot product default so moving also pops it.
- Cleanup the cvars so admins can adjust
* Gas canister revert
* fix implanting borgs and bots (#36218)
* fix implanting borgs
* fix
* Automatic changelog update
* Rotate Adv Mineral Scanner in Inventory (#36294)
* Automatic changelog update
* Fix ninjas not being able to hack criminal records (#36299)
Index reason placeholders prototype as a LocalizedDataset
* Automatic changelog update
* Remove embed mispredict (#36297)
* Remove embed mispredict
I don't know why this is here but it doesn't seem to cause issues and transforms should be fully predicted so if there are bugs I will deal with them as they come up.
* a
* IPIntel now rounds to 2 decimal points (#36298)
* IPIntel now rounds to 2 decimal points
* Nvm i understood what pjb wanted now
* Antagonist roles now require 1h playtime. (#36276)
* init
* whitespace
* Automatic changelog update
* Extracts magic strings from Tag calls (#36305)
* Extracts magic strings from Tag calls
When #36281 gets merged, the `TagSystem` methods will all give warnings. Let's fix those warnings before they even happen!
* Adds missing libraries
* Remove not yet implemented TagSystem changes
* Fix tag spelling error
Genuinely surprised there was only 1!
* Styling and proper type changes
* Styling
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
---------
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Fix shutter construction ghost rotation (#36082)
* Fixed shutter construction frame not aligning with construction ghost
* removed metadata change that should be in a different PR
* Add 10u of plasma to SyndieJuice (#36280)
Gift for the agent
* Automatic changelog update
* maints insuls, more meteor shielding
* Typo fix in Syndicate agent locale resources (#36318)
* "discretely" corrected to "discreetly"
* how did it happen twice
* removed mapinit and mappaused components
* Remove "SHUTTLES" from the allergy list in ion_storm.yml (#36317)
with accordance pull 35751, removes the "SHUTTLES" as a possible allergy to prevent possible round stall
* Reduce storage implant to a 2x L shape/6 slots (#36272)
Change subdermal implant
* Automatic changelog update
* Add additional Biome Markers. (#36300)
* init
* slight value tweaks
* few more
* move DeviceLinking events to shared (#36307)
move events
* Displacement Map Visualizer update (#35952)
Update Displacement Map Visualizer.lua
* remove evil shitcode from randommetadata (#36324)
* remove evil
* fix non-localizeddataset uses
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
* Centcomm death rattle implant (#36113)
* behold!
* minor name change 👍
* Remove fields 👍
* Changes it to parent off DeathRattleImplant
* Adds implants round start and fixes hypothetical bug
* Update Resources/Prototypes/Entities/Mobs/Player/humanoid.yml
As per slarticodefast's suggestion
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Remove toxins from the chemical synthesis kit description (#36323)
Alter the description of the chemical synthesis kit to no longer include any false hopes of toxins
* Automatic changelog update
* Fix blocked UI interaction on unpowered devices (#36319)
init
* Automatic changelog update
* Update Credits (#36337)
Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com>
* Salvage melee weapon tweaks (#35914)
* Minor salvage melee tweaks.
* Minor salvage melee tweaks.
---------
Co-authored-by: RedBookcase <Usualmoves@gmail.com>
* Automatic changelog update
* Make Health Analyzer scan range nullable and adjust admin PDA (#36347)
* Modify .cs and admin pda
* enhance comment
* Automatic changelog update
* Allow Aghosts to load biomes. (#36325)
* init
* review
* Automatic changelog update
* Make `RandomMetadata` properly support localization (#36343)
* Make _outputSegments readonly
* Remove mystery character
* Use Fluent instead of string concatenation
* Adjust format
* Convert existing content
* Don't need these anymore
* Docs
* predict IgnitionSourceComponent (#36310)
* PREDICTION
* comment
* don't overwrite event args
* totally not a web edit
* intn't
* Make spam delivery headers easier to reuse (#36332)
Convert nanotrasen, syndicate, and alternate timeline nanotrasen headers into reusable terms
* Make FlammableTileReaction additive instead of multiplicative. (#36387)
Make FlammableTileReaction additive
* New security box fills, renamed and replaced sechud box icon (#35057)
* secglasses and sechud icons, new box fills
* sunglasses box
* fixes indentation
* Automatic changelog update
* Allow sound to play at the start of anomaly supercritical animation (#36260)
* Add datafield to AnomalyComponent to play a sound when an anomaly enters supercriticality
* use Entity<T> pattern
* use implicit default for nullable
* don't forget to resolve the AnomalyComponent...
* Add comment for StartSupercriticalEvent "ent" parameter
* use implicit casts from Entity<T> to EntityUid
* StartSupercriticalEvent requires AnomalyComponent to resolve
* Printable vials (#36380)
* add vial recipe
* adding vial to lathe recipes
* adjusted vial production cost
* Reduced glass cost for vials
* Automatic changelog update
* DocumentParsingManager: Ignore XML comments in guidebook pages (#35506)
* Parse XML comments
* Use var instead of typed for variable declaration
---------
Co-authored-by: Simon <63975668+Simyon264@users.noreply.github.com>
* fix rmobjective command and add completion options (#36396)
fix rmobjective command
* Automatic changelog update
* Fix `lsobjectives` target player logic (#36398)
* Fix lsobjectives target player logic
* Logic 3.0
* Fix matchstick prediction issues (#31418)
* First commit
* Minor fixes please ymal error begone
* If this fixes it
* Last chance
* How
* Forgot
* First fixes
* Added correct component tags
* Minor cleanup
* Address review!
* Namespace change
* Fix yaml yelling
* Changes
* Update namespace
* Removed the unneeded files
* Add inhands for Holoprojectors, labelers, cone, brb sign, fartbag (#36036)
* Add inhands for Holoprojectors, labelers, cone, brb sign, whoopie cushion
* Update Resources/Textures/Objects/Devices/Holoprojectors/atmos.rsi/meta.json
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
---------
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Automatic changelog update
* Replaced Sterile Swabs in NutriMax with a Swab Dispenser (#36399)
Replaced Sterile Swabs with Swab Dispenser in NutriMax
* Automatic changelog update
* convex fixes
* Mark the spider clan explosive as major contraband (#36421)
Even though it's an unsanctioned explosive device, it's currently
not considered contraband. This patch adds BaseMajorContraband to it.
* Automatic changelog update
* job counts for each map
* remove duplicate CE entry
* Predict inflatable barriers verb (#32420)
* First commit
* evil
* Made it not do weird things
* address review!
* Automatic changelog update
* Feature/shader radial menu (#35152)
* it works! kinda
* so it works now
* minor cleanup
* central button now is useful too
* more cleanup
* minor cleanup
* more cleanup
* refactor: migrated code from toolbox (as it was rejected as too specific)
* feat: moved border drawing for radial menu into RadialMenuTextureButton. Radial menu position setting into was moved to OverrideArrange to not being called on every frame
* refactor: major reworks!
* renamed DrawBagleSector to DrawAnnulusSector
* Remove strange indexing
* Regularize math
* refactor: re-orienting segment elements to be Y-mirrored
* refactor: extracted radial menu radius multiplier property, changed color pallet for radial menu button
* refactor: removed icon backgrounds on textures used in current radial menu buttons with sectors, RadialContainer Radius renamed and now actually changed control radius.
* refactor: in RadialMenuTextureButtonWithSector all sector colors are converted to and from sRGB in property getter-setters
* refactor: renamed srgb to include Srgb suffix so devs gonna see that its srgb clearly
* fix: enabled any functional keys pressed when pushing radial menu buttons
* fix: radial menu sector now scales with UIScale
* fix: accept only one event when clicking on radial menu ContextualButton
* fix: now radial menu buttons accepts only click/alt-click, now clicks outside menu closes menu always
* feat: simple radial menu prototype for easier creation
* refactor: cleanup, restored emote filtering, button models now have class hierarchy
* refactor: remove usage of closure from 'outside code'
* refactor: remove non existing type from UiControlTest
* refactor: remove unused using
* refactor: revert ability to declare radial menu layers in xaml, scale 32px sprites using scale in radial menu
* refactor: whitespaces
* refactor: subscribe for dispose on existing radial menus
* feat: now simple radial menu button models can have custom color for each sector background (and hover background color). Also added OpenOverMouseScreenPosition inside SimpleRadialMenu
* fix: AI door menu now can be closed by verb if it gets unpowered
* overlay and its registration
* radial menu shader but it requires wierd offset
* remove unused file
* smol cleanup
* remove unused code
* neat internal subsctors in radial menu shaders
* refactor finalize visual style
* comments, simplify, extract variable and other minor refactors on radial-menu shader
* refactor: extract more data from radial menu with sector to radial container for shader drawing
* replaced DrawSeparators for RadialMenuTextureButtonWithSector with DrawBorder (no reason to make them separate), also now colors are properly applied
* refactor: simplify hiding border, extended xml-doc for simple radial menu settings
* refactor: remove duplication of radial menu shaders, use ValueList to collect ClearExistingChildrenRadialButtons buttons to remove
* refactor: remove linq
* fix: fix AI radial action serialization using invalid type
* refactor: fix duplicate ShowDeviceNotRespondingPopup for AI by properly checking if it can interact
* refactor: removed *if* blocks from shader, replaced with branchless logic
* refactor: whitespaces, changed list to array in simple radial button preparing methods
* fix: merge duplicated code
---------
Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es>
* Fixed the empty mass scanner still being a normal item, whoops. (#36340)
* Fixed the empty mass scanner still being a normal item, whoops.
* Fixed parenting duplication and issues with item state.
---------
Co-authored-by: RedBookcase <Usualmoves@gmail.com>
* remove mind roles from EntityWhitelist (#36089)
* remove mind roles from EntityWhitelist
* remove redundant dependency
* Automatic changelog update
* Various UI warnings cleanup (#36169)
* Various UI warnings cleanup
* Revert unnecessary change
* Redoing SpriteSystem as it's non-injectable
* Missed one
* Better entity instantiation
* General cleanup of warnings changes
* Wrong class name!
* Lower minimum size of absorbent item status (#35804)
80f2dc6dd3 fixed BoxContainer so that the actual specified MinimumSize gets used. This is a problem because for the absorbent item status it's way too high so it looks silly.
* Update submodule to 251.0.0 (#36435)
* Fix power cells/cages counting for laser weapon bounties (#36431)
fix cargo bounty bug
* Automatic changelog update
* Holopad fixtures bugfix (#36341)
Initial commit
* Automatic changelog update
* Add cooked dragon steak and cutlets (#36273)
* Add cooked dragon steak and cutlets
* If it's worse for you it's even more of a delicacy
* Attribution
* Automatic changelog update
* Disable mob pushing
Part of maint meeting
* Revert "Feature/shader radial menu" due to shader issue (#36470)
* Hotfix for water/fuel tank fixtures (#36527)
Sharing the same fixture layer as walls causes dragged water/fuel tanks to be blocked by things that they really shouldn't be, such as lights and holopads
Being PRed as a hotfix in order to fully finalize #36341
* [HOTFIX] Sprite fade review #36509 (#36552)
cherry-picked
* Clarify "purple text" characters in rules & readd Space Law non-restricted item seizure (#36414)
Initial commit
---------
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com>
Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com>
Co-authored-by: Milon <milonpl.git@proton.me>
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
Co-authored-by: Emisse <99158783+Emisse@users.noreply.github.com>
Co-authored-by: James <40279265+ViceEmargo@users.noreply.github.com>
Co-authored-by: UBlueberry <161545003+UBlueberry@users.noreply.github.com>
Co-authored-by: Deerstop <edainturner@gmail.com>
Co-authored-by: chromiumboy <50505512+chromiumboy@users.noreply.github.com>
Co-authored-by: Killerqu00 <47712032+Killerqu00@users.noreply.github.com>
Co-authored-by: J <billsmith116@gmail.com>
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: Avery Dobbins <avery.dobbins@gmail.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
Co-authored-by: K-Dynamic <20566341+K-Dynamic@users.noreply.github.com>
Co-authored-by: Myra <vasilis@pikachu.systems>
Co-authored-by: beck-thompson <107373427+beck-thompson@users.noreply.github.com>
Co-authored-by: Fildrance <fildrance@gmail.com>
Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es>
Co-authored-by: YoungThug <ramialanbagy@gmail.com>
Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
Co-authored-by: Radezolid <snappednexus@gmail.com>
Co-authored-by: MisterImp <101299120+MisterImp@users.noreply.github.com>
Co-authored-by: Kirby <205904127+154942@users.noreply.github.com>
Co-authored-by: qwerltaz <msmarcinpl@gmail.com>
Co-authored-by: Polter <62557990+PolterTzi@users.noreply.github.com>
Co-authored-by: āda <ss.adasts@gmail.com>
Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>
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Co-authored-by: Luna "YuNii" Henrich <yuniivrc+github@proton.me>
Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com>
Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com>
Co-authored-by: TheBlueYowie <the.blue.yowie@hotmail.com>
Co-authored-by: BWTCK <193008538+BWTCK@users.noreply.github.com>
Co-authored-by: Super <84590915+SuperGDPWYL@users.noreply.github.com>
Co-authored-by: KamTheSythe <kamil.dolowiec01@gmail.com>
Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com>
Co-authored-by: UpAndLeaves <92269094+Alpha-Two@users.noreply.github.com>
Co-authored-by: Phil <91200802+PhilIngham@users.noreply.github.com>
Co-authored-by: RedBookcase <crazykid1590@gmail.com>
Co-authored-by: RedBookcase <Usualmoves@gmail.com>
Co-authored-by: Minemoder5000 <minemoder50000@gmail.com>
Co-authored-by: Quantum-cross <7065792+Quantum-cross@users.noreply.github.com>
Co-authored-by: Nyxilath <colton.malone@gmail.com>
Co-authored-by: Simon <63975668+Simyon264@users.noreply.github.com>
Co-authored-by: Tiniest Shark <head.rebel@yahoo.com>
Co-authored-by: Spessmann <156740760+Spessmann@users.noreply.github.com>
Co-authored-by: Alex Parrill <alex.parrill@col32.net>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
* fix RangeNumberSelector to actually be inclusive
* Convert all random number stuff to randomint and prune unused code
* another heisentest???
* another heisentest after a heisentest. im going to lose it.
* hack to resolve offset issues while in locker
* moved movment cancel from lerp to init
* Added DoAfter canceling for buckling and stowing
* changed container event & removed inventory check from climb initation
* resolved integration test fail
* style
---------
Co-authored-by: Milon <milonpl.git@proton.me>
* Add stamina damage resistance
* Probably starting a civil war within the community.
* Tweak some values, my chart was outdated.
* Tone down the values
* Allow a way to bypass the resistances, which forks downstream can use.
* Apply suggestions from code review
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Comment out the changes to non-deathsquad suits.
* minor text fix e
* review
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
Co-authored-by: SlamBamActionman <slambamactionman@gmail.com>
Co-authored-by: Milon <milonpl.git@proton.me>
* Fire extinguishers now put out candles
This did not actually require any changes to flammable or extinguishers directly, the only necessary changes were to make the collision actually work.
Vapor entities (also used for fire extinguishers) now have a collision layer, so they can hit items.
Added a new FlammableSetCollisionWake component to actually enable collision on candles while they are lit, because otherwise CollisionWake on entities gets in the way too.
* Extinguishing items is now relayed to held/worn items
This means held candles get extinguished too.
Involved moving the core logic of ExtinguishReaction into an event so that it can be relayed via the existing hand/inventory relay logic.
* Add helper functions for subscribing to relayed events.
Use these in FlammableSystem
* Make extinguishers work on cigarettes too
A bunch of renaming to make the rest of my code work with SmokableComponent
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
Sharing the same fixture layer as walls causes dragged water/fuel tanks to be blocked by things that they really shouldn't be, such as lights and holopads
Being PRed as a hotfix in order to fully finalize #36341
Instead of the NoiseGenerator we use FastNoiseLite
If I'm correct, after this we'll be able to remove NoiseGenerator and FastNoise from the codebase entirely!
* added plastitanium walls and windows
* Added DM01 Entryway to pool of deathmatch arenas
* replaced non-occluding walls with occluding ones
* added more details and fluff to empty rooms and hallways; added floor drains around the map
* Fixed failing integration test
* fixed YML syntax error causing test failures. What kind of retard thought that using whitespace as structural syntax is a good idea?
* minor map changes
---------
Co-authored-by: Unisol <pavelyakushevich@gmail.com>
* initial commit
* fixed LoadSaveTicksSaveBagel failure
* fixes issues raised in beck's review, yay!
* remove redundant variable
* removed delay on coordinate update, removed system update loop
* changed delay from 0.2s to 0.5s as travelling at high speeds would make it kinda illegible
* 0.35s seems to be the sweet-spot
* fixes merge conflicts
* remove unused dependencies
* review
---------
Co-authored-by: archrbx <punk.gear5260@fastmail.com>
Co-authored-by: Milon <milonpl.git@proton.me>
* removes otherwise unused events that broke reflectType
* that last one broke everything. this actually fixes it
* minor cleanup
* move some stuff around for optimisation
---------
Co-authored-by: Ruddygreat <ruddygreat1@gmail.com>
The default value is 2 minutes 30 seconds, which was set many years ago. The game is different now, people need time to stretch their legs or get some water.
This was prompted by an internal discussion about unhealthy playing habits in the game.
* Initial commit: added descriptions to revolvers, N1984, speedloaders, cartridges, and ammo boxes.
* Updated descriptions in accordance with Slarti and Roomba's suggestions.
* Oops, did a misclick!
* Updated Mateba description slightly
* Slightly updated pirate revolver description
* Updated Mateba description
* Updated Mateba description again
* Fixed a last occurence of restricted in AP bullets
* Initial commit: added descriptions to ammo boxes, cartridges, and magazines, and modified the cobra pistol's description.
* Updated magazine descriptions slightly
* Updated descriptions according to Roomba's feedback
* Minor updates
* Minor fixes
* Minor touch-up
* I should stop making tiny changes.
* Update Resources/Prototypes/Entities/Objects/Weapons/Guns/Pistols/pistols.yml
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
---------
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
80f2dc6dd3 fixed BoxContainer so that the actual specified MinimumSize gets used. This is a problem because for the absorbent item status it's way too high so it looks silly.
* Fixed the empty mass scanner still being a normal item, whoops.
* Fixed parenting duplication and issues with item state.
---------
Co-authored-by: RedBookcase <Usualmoves@gmail.com>
* it works! kinda
* so it works now
* minor cleanup
* central button now is useful too
* more cleanup
* minor cleanup
* more cleanup
* refactor: migrated code from toolbox (as it was rejected as too specific)
* feat: moved border drawing for radial menu into RadialMenuTextureButton. Radial menu position setting into was moved to OverrideArrange to not being called on every frame
* refactor: major reworks!
* renamed DrawBagleSector to DrawAnnulusSector
* Remove strange indexing
* Regularize math
* refactor: re-orienting segment elements to be Y-mirrored
* refactor: extracted radial menu radius multiplier property, changed color pallet for radial menu button
* refactor: removed icon backgrounds on textures used in current radial menu buttons with sectors, RadialContainer Radius renamed and now actually changed control radius.
* refactor: in RadialMenuTextureButtonWithSector all sector colors are converted to and from sRGB in property getter-setters
* refactor: renamed srgb to include Srgb suffix so devs gonna see that its srgb clearly
* fix: enabled any functional keys pressed when pushing radial menu buttons
* fix: radial menu sector now scales with UIScale
* fix: accept only one event when clicking on radial menu ContextualButton
* fix: now radial menu buttons accepts only click/alt-click, now clicks outside menu closes menu always
* feat: simple radial menu prototype for easier creation
* refactor: cleanup, restored emote filtering, button models now have class hierarchy
* refactor: remove usage of closure from 'outside code'
* refactor: remove non existing type from UiControlTest
* refactor: remove unused using
* refactor: revert ability to declare radial menu layers in xaml, scale 32px sprites using scale in radial menu
* refactor: whitespaces
* refactor: subscribe for dispose on existing radial menus
* feat: now simple radial menu button models can have custom color for each sector background (and hover background color). Also added OpenOverMouseScreenPosition inside SimpleRadialMenu
* fix: AI door menu now can be closed by verb if it gets unpowered
* overlay and its registration
* radial menu shader but it requires wierd offset
* remove unused file
* smol cleanup
* remove unused code
* neat internal subsctors in radial menu shaders
* refactor finalize visual style
* comments, simplify, extract variable and other minor refactors on radial-menu shader
* refactor: extract more data from radial menu with sector to radial container for shader drawing
* replaced DrawSeparators for RadialMenuTextureButtonWithSector with DrawBorder (no reason to make them separate), also now colors are properly applied
* refactor: simplify hiding border, extended xml-doc for simple radial menu settings
* refactor: remove duplication of radial menu shaders, use ValueList to collect ClearExistingChildrenRadialButtons buttons to remove
* refactor: remove linq
* fix: fix AI radial action serialization using invalid type
* refactor: fix duplicate ShowDeviceNotRespondingPopup for AI by properly checking if it can interact
* refactor: removed *if* blocks from shader, replaced with branchless logic
* refactor: whitespaces, changed list to array in simple radial button preparing methods
* fix: merge duplicated code
---------
Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es>
* Add datafield to AnomalyComponent to play a sound when an anomaly enters supercriticality
* use Entity<T> pattern
* use implicit default for nullable
* don't forget to resolve the AnomalyComponent...
* Add comment for StartSupercriticalEvent "ent" parameter
* use implicit casts from Entity<T> to EntityUid
* StartSupercriticalEvent requires AnomalyComponent to resolve
* Make _outputSegments readonly
* Remove mystery character
* Use Fluent instead of string concatenation
* Adjust format
* Convert existing content
* Don't need these anymore
* Docs
* Extracts magic strings from Tag calls
When #36281 gets merged, the `TagSystem` methods will all give warnings. Let's fix those warnings before they even happen!
* Adds missing libraries
* Remove not yet implemented TagSystem changes
* Fix tag spelling error
Genuinely surprised there was only 1!
* Styling and proper type changes
* Styling
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
---------
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Remove embed mispredict
I don't know why this is here but it doesn't seem to cause issues and transforms should be fully predicted so if there are bugs I will deal with them as they come up.
* a
* 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
* Mob collisions
* impulses
* Collision smoothing
* Locked in
* 30tps working
* r
* fixes
* Best
* Fixes + CVars
* CVars in place
* Pushies
* Opt attempt 1
* Revert "Opt attempt 1"
This reverts commit 5ccd72dcbea09261a992aa1f7f05df169a1ce676.
* Fix mispredicts
* Ready-ish
* better
* Cleanup
* Fix conveyor power mispredict
* Forgetting to actually do deltas
* Fix buckle pushes
* Bagel save
* Revert "Bagel save"
This reverts commit 1b93fda81fb852d89b89b0beae0b80f8a61165f2.
* Conveyor resave
* Fix prediction
* Mob movement rewrite
* Bandaid
* Working version
* Tentatively working
* Friction to fix cornering
* More fixes
* Revert bagel
* Revert this
* Bad parity
* Working
* Fixes
* Woops
* Doc comments
* Pen cap cvar
* StandingState cleanup and sub
* Fix downed mobs
* fish
* client
* Disable pushing on tests
* More variables
* Movement mods
* Mass diff
* 1 more tweak
* Cvar
* stop ghosts from being logged
* thanks rider for the random import
* add new tag PreventAccessLogging
* once again removing random auto imports
* inverted if for code readability
* switch to ProtoId<> usage
* Prediction for EntityHeaterSystem
* Switch to Entity<T>
* meh
* Move popup inside ChangeSetting
* Fix grill visually turning on when changing setting while power is off
* Add note about my failed quest
* Why isn't this an IDE warning?
* Move comment above switch expression in SettingPower
* Redo drop held items math
* Don't assume the holder has a PhysicsComponent
* Assume infinite mass for held items with no PhysicsComponent
* Switch to EntityQuery for PhysicsComponent
* The micro-est of optimizations
* use NextAngle
* Might as well do that outside the loop
* Make it easier to localize grill heat level settings
* Change examine text color based on setting
* Trailing periods
* Use Fluent terms to reduce duplication
* it works! kinda
* so it works now
* minor cleanup
* central button now is useful too
* more cleanup
* minor cleanup
* more cleanup
* refactor: migrated code from toolbox (as it was rejected as too specific)
* feat: moved border drawing for radial menu into RadialMenuTextureButton. Radial menu position setting into was moved to OverrideArrange to not being called on every frame
* refactor: major reworks!
* renamed DrawBagleSector to DrawAnnulusSector
* Remove strange indexing
* Regularize math
* refactor: re-orienting segment elements to be Y-mirrored
* refactor: extracted radial menu radius multiplier property, changed color pallet for radial menu button
* refactor: removed icon backgrounds on textures used in current radial menu buttons with sectors, RadialContainer Radius renamed and now actually changed control radius.
* refactor: in RadialMenuTextureButtonWithSector all sector colors are converted to and from sRGB in property getter-setters
* refactor: renamed srgb to include Srgb suffix so devs gonna see that its srgb clearly
* fix: enabled any functional keys pressed when pushing radial menu buttons
* fix: radial menu sector now scales with UIScale
* fix: accept only one event when clicking on radial menu ContextualButton
* fix: now radial menu buttons accepts only click/alt-click, now clicks outside menu closes menu always
* feat: simple radial menu prototype for easier creation
* refactor: cleanup, restored emote filtering, button models now have class hierarchy
* refactor: remove usage of closure from 'outside code'
* refactor: remove non existing type from UiControlTest
* refactor: remove unused using
* refactor: revert ability to declare radial menu layers in xaml, scale 32px sprites using scale in radial menu
* refactor: whitespaces
* refactor: subscribe for dispose on existing radial menus
* feat: now simple radial menu button models can have custom color for each sector background (and hover background color). Also added OpenOverMouseScreenPosition inside SimpleRadialMenu
* fix: AI door menu now can be closed by verb if it gets unpowered
* refactor: simplify hiding border, extended xml-doc for simple radial menu settings
* refactor: remove linq
* fix: fix AI radial action serialization using invalid type
* refactor: fix duplicate ShowDeviceNotRespondingPopup for AI by properly checking if it can interact
* refactor: whitespaces, changed list to array in simple radial button preparing methods
---------
Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es>
* reduce votekick timer from 60 to 20 seconds
* votekick timeout from 120 to 30 seconds
* votekick timer duration from 20 seconds to 45, successive votekick timeout from 30 to 60 seconds
* Remove warnings from cargo system
* Guard statement early exit and cleaner object instantiation
* Whitespace
* Add AnimationPlayer as a component of telepads
* stamdamage on uncuff while buckled
* pro tip
* 99 -> 100 stamdmg and don't count self-uncuffs
* review implementation
* tip update
* guidebook update
* merg
* Initial commit
* Removed mention of StationAiTurretComponent (for now)
* Prep for moving out of draft
* Fixing merge conflict
* Re-added new net frequencies to AI turrets
* Removed turret control content
* Removed unintended change
* Final tweaks
* Fixed incorrect file name
* Improvement to fire mode handling
* Addressed review comments
* Updated how turret wire panel auto-closing is handled
* Ranged NPCs no longer waste shots on stunned targets
* Fixed bug in tracking broken state
* Addressed review comments
* Bug fix
* Removed unnecessary event call
* Added ThornyComponent, ThornyImmuneComponent, and ThornySystem, as well as changed Botanists glove's to have the ThornyImmuneComponent, and for Death Nettle to have the ThornyComponent.
* Added heat damage to the player if they pickup nettle without gloves. Also displays a popup message .
* Revised OnHandPickUp method and reduced whitespace
* Touching death nettle without gloves now does damage split between heat and caustic, and does more damage.
* File-scoped namespace adherence
* Code revisions, and removal of old file.
* Removed thornyImmune key from botanist's gloves in gloves.yml for cleanup / yaml linter
* Adds new generic DamageOnPickup, still very WIP
* Starting on localization, removed _Notes.txt, adds immunity component
* Added OnPickupDamageImmune component to botanists gloves
* Removed botany specific components/system, moved to generic DamageOnPickup. Added code comments. Extra checks in component for whether to toss an item, damage an entity. Still WIP.
* changes to audio and popups
* Removes my system/component/ftl in favor of DamageOnInteract, tweaking values
* me stupid
* Death nettle will 'wilt' after 5 hits
* added interaction delay to stop spam clicking, added a 10% stun (paralyze) chance
* minor changes/cleanup
* more minor changes and cleanup
* Reduced maximum amatoxin within fly amanita spores.
* Readjusted to allow more than 5 amatoxin above 50 potency
* Remove Debug.Log statement from system
* Mark Death Nettle as major contraband.
* Make ContainerFill/EntityTableContainerFill print current contents when failing to spawn an entity
* List each entry on a new line; add fallback for empty
* Remove deleted projectiles from the container tracking them
* Gotta dirty the container
* Remove the container component when all embedded projectiles are gone
* Add test
* No clientside deletion of networked entities
* Move cleanup logic before deletion
* 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
* Fix prediction
* Mob movement rewrite
* Bandaid
* Working version
* Tentatively working
* Friction to fix cornering
* More fixes
* Revert bagel
* Revert this
* a
* Reviewed
* Funky re-save
* Fix velocity
* Table fix
* Review
* a
2025-03-28 09:29:02 +11:00
11927 changed files with 986158 additions and 1533663 deletions
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## Media
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**Changelog**
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comment:"Thank you for contributing to the Space Station 14 repository. Unfortunately, it looks like you submitted your pullrequestfrom the masterbranch. We suggest you follow [our git usage documentation](https://docs.spacestation14.com/en/general-development/setup/git-for-the-ss14-developer.html) \n\n You can move your current work from the master branch to another branch by doing `git branch <branch_name` and resetting the master branch."
comment:"Thank you for your contribution! It appears you created a PR from your master branch, this is [something you should avoid doing](https://jmeridth.com/posts/do-not-issue-pull-requests-from-your-master-branch/), and thus this PR has been automatically closed. \n \n We suggest you follow [our git usage documentation](https://docs.spacestation14.com/en/general-development/setup/git-for-the-ss14-developer.html). \n\n You can move your current work from the master branch to another branch by following [these commands](https://ohshitgit.com/#accidental-commit-master). And then you may recreate your PR using the new branch."
# If you prefer to just comment on the pr and not close it, uncomment the bellow and comment the above
Space Station 14's staff and community is made up volunteers from all over the world, working on every aspect of the project - including development, teaching, and hosting integral tools.
Diversity is one of our huge strengths, but it can also lead to communication issues and unhappiness. To that end, we have a few ground rules that we ask people to adhere to. This code applies equally to all levels of the project, from commenters to contributors to staff.
This isn’t an exhaustive list of things that you can’t do. Rather, take it in the spirit in which it’s intended - a guide to make it easier to enrich all of us and the technical communities in which we participate.
This code of conduct applies specifically to the Github repositories and its spaces managed by the Space Station 14 project or Space Wizards Federation. Some spaces, such as the Space Station 14 Discord or the official Wizard's Den game servers, have their own rules but are in spirit equal to what may be found in here.
If you believe someone is violating the code of conduct, we ask that you report it by contacting a Maintainer, Project Manager or Wizard staff member through [Discord](https://discord.ss14.io/), [the forums](https://forum.spacestation14.com/), or emailing [telecommunications@spacestation14.com](mailto:telecommunications@spacestation14.com).
- **Be friendly and patient.**
- **Be welcoming.** We strive to be a community that welcomes and supports people of all backgrounds and identities. This includes, but is not limited to members of any race, ethnicity, culture, national origin, colour, immigration status, social and economic class, educational level, sex, sexual orientation, gender identity and expression, age, size, family status, political belief, religion, and mental and physical ability.
- **Be considerate.** Your work will be used by other people, and you in turn will depend on the work of others. Any decision you take will affect users and contributors, and you should take those consequences into account when making decisions. Remember that we're a world-wide community, so you might not be communicating in someone else's primary language. We have contributors of all skill levels, some even making their first foray into a new field with this project, so keep that in mind when discussing someone's work.
- **Be respectful.** Not all of us will agree all the time, but disagreement is no excuse for poor behavior and poor manners. We might all experience some frustration now and then, but we cannot allow that frustration to turn into a personal attack. It’s important to remember that a community where people feel uncomfortable or threatened is not a productive one. Members of the Space Station 14 community should be respectful when dealing with other members as well as with people outside the Space Station 14 community. Assume contributions to the project, even those that do not end up being included, are made in good faith.
- **Be careful in the words that you choose.** We are a community of professionals, and we conduct ourselves professionally. Be kind to others. Do not insult or put down other participants. Harassment and other exclusionary behavior aren't acceptable. This includes, but is not limited to:
- Violent threats or language directed against another person.
- Discriminatory jokes and language.
- Posting sexually explicit or violent material.
- Posting (or threatening to post) other people's personally identifying information ("doxing").
- Personal insults, especially those using racist or sexist terms.
- Unwelcome sexual attention.
- Advocating for, or encouraging, any of the above behavior.
- Repeated harassment of others. In general, if someone asks you to stop, then stop.
- **When we disagree, try to understand why.** Disagreements, both social and technical, happen all the time and Space Station 14 is no exception. It is important that we resolve disagreements and differing views constructively. Remember that we’re different. The strength of Space Station 14 comes from its varied community, people from a wide range of backgrounds. Different people have different perspectives on issues. Being unable to understand why someone holds a viewpoint doesn’t mean that they’re wrong. Don’t forget that it is human to make mistakes and blaming each other doesn’t get us anywhere. Instead, focus on helping to resolve issues and learning from mistakes.
Original text courtesy of the [Speak Up! project](http://web.archive.org/web/20141109123859/http://speakup.io/coc.html).
## On Community Moderation
Deviating from the Code of Conduct on the Github repository may result in moderative actions taken by project Maintainers. This can involve your content being edited or deleted, and may result in a temporary or permanent block from the repository.
This is to ensure Space Station 14 is a healthy community in which contributors feel encouraged and empowered to contribute, and to give you as a member of this community a chance to reflect on how you are interacting with it. While outright offensive and bigoted content will *always* be unacceptable on the repository, Maintainers are at liberty to take moderative actions against more ambiguous content that fail to provide constructive criticism, or that provides constructive criticism in a non-constructive manner. Examples of this include using hyperbole, bringing up PRs/changes unrelated to the discussion at hand, hostile tone, off-topic comments, creating PRs/Issues for the sole purpose of causing discussions, skirting the line of acceptable behavior, etc. Disagreeing with content or each other is fine and appreciated, but only as long as it's done with respect and in a constructive manner.
Maintainers are expected to adhere to the guidelines as listed in the [Github Moderation Guidelines](https://docs.spacestation14.com/en/general-development/github-moderation-guidelines.html), though may deviate should they feel it's in the best interest of the community. If you believe you had an action incorrectly applied against you, you are encouraged to contact staff via [Discord](https://discord.ss14.io/) or [the forums](https://forum.spacestation14.com/), [appeal your Github ban](https://forum.spacestation14.com/c/ban-appeals/appeals-github/38), or make a [staff complaint](https://forum.spacestation14.com/t/staff-complaint-instructions-and-info/31).
## Attribution
This Code of Conduct is an edited version of the [Django Code of Conduct](https://www.djangoproject.com/conduct/), licensed under CC BY 3.0, for the Space Station 14 Github repository.
// I know that this is awful, but I copied this from the solution editor anyways.
// This is needed because EUIs update before the gamestate is applied, which means it will fail to get the uid from the net entity.
// The suggestion from the comment in the solution editor saying to use a BUI is not ideal either:
// - We would need to bind the UI to an entity, but with how BUIs currently work we cannot open it in the same tick as we spawn that entity on the server.
// - We want the UI opened by the user session, not by their currently attached entity. Otherwise it would close in cases where admins move from one entity to another, for example when ghosting.
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