* make heat and freeze work on reagents
* has to run before AdjustTemperature
* implement suggested changes
* almost missed this edge case
* 0k is the limit
* cleanup
* Added Guidebook entry for Locks, Keys and Lockpicking
* Created a Mechanics Catagory for the Guidebook and allocated the two entries to it.
* Reorganized Lock and Lockpicking along adding TODO on mechanics
* Oops! Correcting a mistake at Lockpicking 101. Thank you @Woolpix18!
* Added a small fun fact about Lockpicks.
* Added Guidebook entries for Russian (IN NEED OF TRANSLATION) and simplified the guidebook entries for ease of reading.
* Update mechanics.yml
* Update mechanics.yml
---------
Co-authored-by: Red <96445749+TheShuEd@users.noreply.github.com>
* Add some salvage ruins (#36814)
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Amber Station - Added Genpop (#36997)
* Automatic changelog update
* MapManager warning cleanup on tests (#36940)
lets see if this works.
* Clear MIDI masters properly to avoid replay freezes (#36809)
While trying to play a replay I noticed that the replay would freeze
when seeking in some cases. After some debugging, I discovered that two
MIDI renderers had each other as master, which caused an infinite loop
processing MIDI events.
I'm not entirely sure of the sequence of events that leads to this
during replay playback, but I did notice that MIDI render masters are
never set to null. This is in the best case just a memory leak, in the
worst case probably the source of the bug, so... I fixed that.
* make scrubber widenet in panic mode (#37013)
* Automatic changelog update
* Shoulder-length hairstyles resprite (#37000)
* sprite
* final
* final (final fr)
* Automatic changelog update
* Fix mail cutting thinking your arms are infinite length (#37019)
* init
* hand
* Automatic changelog update
* Xenoborgs part 2 (#36844)
* add lawsets for the xenoborgs and mothership core
* add xenoborg names
* add xenoborg radio
* add xenoborg device frequency
* add xenoborg access
* add xenoborg contraband
* Update Resources/Locale/en-US/station-laws/laws.ftl
Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
* add xenoborg access to the universal Id card and universal access config
* remove 6th law of xenoborg and mothership lawset (got jointed into the 5th law)
* added xenoborg and mothership law boards
* add more names
* add Xenoborg faction
* moved all lawboards into a separate yml file
* removed custom xenoborg contraband severity
* add Xenoborg and Mothership components
* add xenoborg laser guns
* add self recharging fire extinguisher
* add mothership pinpointer
* add material bag
* add infinite jetpack
* add a only blue energy dagger
* add xenoborg jammer
* add refueling welding tool
* add nocturine hypo
* add nuclear small power cell
* add cloaking device
* add xenoborg door remote
* add custom sprites for xenoborg modules
* add custom sprites for xenoborg module actions
* removed Xenoborg Comp until is actually needed
* add xenoborg module tags
* spelling
* add xenoborg module bases
* organazied xenoborg modules sprites better
* add generic xenoborg modules
* add heavy xenoborg modules
* add engi xenoborg modules
* small fix to meta file in actions_borg.rsi
* renamed mothership comp to XenoborgMothership
* fixed the base for the xenoborg engi modules
* add scout xenoborg modules
* add stealth xenoborg modules
* localization for names and descriptions of the xenoborg modules
* fixed issues related to the XenoborgMothership component
* revert localization (it wasn't working for some reason)
* fixes
* fixed issue with container slot in the cloaking device
* Update description of small capacity nuclear power cell
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Fix indentation in material bag
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Spelling
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* fix parameter order in some prototypes
* rename proto id InfiniteJetpack to JetpackXenoborg
* localize pinpointer targets
* Revert "localize pinpointer targets"
doesn't work
* added lines in the end of files (and in the middle of one)
* reorder paramenter in some entities
* fixed some descriptions
* minor fixes
---------
Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Disown atmos and botany (#37017)
* Disown atmos and botany
* Update .github/CODEOWNERS
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Fix t-ray scanner exception spam (#37018)
* Automatic changelog update
* Remove Contact Slowdown when Weightless or in the Air (#33299)
* removed contact slowdowns from entities that are weightless or in the air
* fixed kudzu not applying contact slowdown to airbone entities
* revert kudzu fix
* reimplemented kudzu fix with bool datafield
* update variable serialization format
Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com>
* empty commit
* cleaned up and added documentation
* cached airborne check
* rerun tests
* minor review
---------
Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com>
Co-authored-by: Milon <milonpl.git@proton.me>
* Automatic changelog update
* Theatre access to Service Request Computer (#37003)
* Automatic changelog update
* BatteryWeaponPowerCell tweaks (#33500)
* BatteryWeaponPowerCell tweaks
* add update ammo ev & shuttle guns tweaks
* MilonPL requested changes
* revert changes in OnPowerCellChanged
* Add events to get charge info & change current charge
---------
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
* Buffing slugs and replacing beanbags from the Bulldog bundle (#33517)
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
* Automatic changelog update
* Rebalance magnet debris, update worldgen (#37025)
* Automatic changelog update
* Display obvious plant mutations in examine text (#32650)
* Effect mutations now display on examine
* ChangeSpecies shouldn't stay on the list after running. Name cleanup
* EmoGarbage Review - convert description to LocId and add minor logic fix
* fix the dastardly yaml
---------
Co-authored-by: PraxisMapper <praxismapper@gmail.com>
Co-authored-by: EmoGarbage404 <retron404@gmail.com>
* Automatic changelog update
* SSD sleep take 2 (#34039)
* ssd sleep part 2
* forgot this
* apply review
* yeah
* add onmapinit
* cache cvar values
---------
Co-authored-by: EmoGarbage404 <retron404@gmail.com>
* Automatic changelog update
* More Mail Sprites (#37023)
* Commit
* Sprite update
* Last push for real for real
* Final Commit for real for real for real
* oasis genpop (#37031)
* Automatic changelog update
* re-buffs proto kinetic accelerator (#37012)
* new ruins
* genpop
* nvm
* abc
* fuckin
* turnstyle
* ruins
* stamp
* abc
* bruh
* efg
* pka fixed
* range tweak
* Automatic changelog update
* Chem master more unit transfer buttons (#36995)
* Changes chem master unit transfers to be the same as the chem dispenser
* adds chem master transfer buttons for 15u, 20u, and 30u
* Automatic changelog update
* Add borders to the asteroid sand (#35397)
* tiles
* Fix
* borderless
* Astrosand
* Add tile
* Fix
* Push horn (#36009)
* Empty commit
* epic super duper cool fr push horn draft
* whoops turns out theres a system that does that thingi already x.x
* bunch of like fixis and generalization
* general progress
* most stuffies done
* last thingi hopefully
* small fixies, mostly preventing bypassing the delay by spamming
* rename to fit better
* rename for real i forgor to add
* weird fixie but last commit didn workie
* oki shold be fine now
* lastish cleanup
* fixies
* missed a space
* removed unnecessary component check
* getting the typos out of the way first
* moved the component to shared
* rest of fixies
* Automatic changelog update
* Fix solution visualization after drawing with a whitelist (#36657)
* Fix clientsided alerts being overwritten by server (#37033)
Initial commit
* Automatic changelog update
* Added Space Carp Tooth Arrows and Sharkminnow Spears, buffs sharkminnow teeth. (#31257)
* carp arrow, sharkminnow tooth spear
* review
---------
Co-authored-by: EmoGarbage404 <retron404@gmail.com>
* Automatic changelog update
* Add inhand sprites for mini jetpack (#37041)
* Inhand sprites for mini jetpack
* Attribution
* Show other speso colours, add larger denominations (Frontier#1496) (#37030)
* Automatic changelog update
* Added warning when attempting to run RUN_THIS on a zip repo download (Attempt 2) (#36922)
* Added warning when attempting to run RUN_THIS on a zip repo download
* Fix it actually
* Update git_helper.py
* Add toolbox sound effects (#37048)
* Automatic changelog update
* Mail visual update (#37049)
* Automatic changelog update
* Un-copypaste wallmount substation prototype to give them a UI (#37047)
*sigh*
* Automatic changelog update
* Centcomm carapace, moved armour from vests.yml to armor.yml (#35301)
* centcomm carapace, loadout for CC official, move armoured vests from vests.yml to armor.yml
* revert rename from previous commit; command carapace returned to captain's carapace
* meta.json 4 space
* restored deleted comments for some armours and original description for slim armour
* Add recently added elite web vest
---------
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* Automatic changelog update
* Fix NPCs stalling when too many exist (#37056)
Fix NPC stalling when too many exist
* Automatic changelog update
* feex oasis portal (#37058)
* fix so that the meat patty uses the meat patty sprite on custom burgers (#37064)
* Fix examine prediction (#36999)
If our current ID is different to the received one we should just discard it even if it's for the same entity.
Note that this doesn't quite fix my prediction issue as client and server are using slightly different timings for the event.
* add StationTrackerComponent (#36803)
* maybe I am cooking
* logmissing
* copy paste oops
* add some stuff
* review
* fix
* rerun tests
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Minor ReflectionSystem refactor (#37039)
* ReflectComponentLogicFix
Added bool InRightPlace and updated relevant system
* Using SlotFlags
* edits
* refactor
* add missing relay
---------
Co-authored-by: BIGZi0348 <svalker0348@gmail.com>
* Automatic changelog update
* Update submodule to 255.1.0 (#37071)
* new salv ruins (#36947)
* add new salv ruin: telesci (#36653)
* Automatic changelog update
* Fix turnstile collision with firelocks (#37074)
* Automatic changelog update
* Skeletons leave glove fiber evidence (#37077)
Fix skeleton forensics
* Automatic changelog update
* Fix action ent prediction (#37076)
Buttons don't get created in the predicted methods only on state handler.
* Automatic changelog update
* Make universal access config better (#37079)
* add a universal ID card to the universal access config
* make the admin access config have infinite range
* now checks for the BypassInteractionRange Tag instead
* Add suggested fix to the AccessOverrider system
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* remove other stuff I added
* another suggested change to avoid weird behaviour where you can use it from a distance
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Automatic changelog update
* Fix listcontainer constantly disposing children (#37089)
* Fixes battery weapons changing firemode on wield (#37085)
Credit to Happyrobot33 for the implementation
Co-authored-by: Matthew Herber <32679887+happyrobot33@users.noreply.github.com>
* Automatic changelog update
* cleanup snipers.yml (#37094)
* cleanup revolvers.yml (#37095)
* Localizable craftmenu (#32339)
* Now the name of the target craft items is taken directly from the prototypes
* Deleting unnecessary fields
* Deleting unnecessary fields
* Added suffix field
* Added override via localization keys
* My favorite ItemList and TextureRect have been replaced with ListContainer and EntityPrototypeView
* Fix suffix
* Fix construction ghosts... maybe
* Remove suffix from UI
* Suffixes have been removed from prototypes
* Added a description for the secret door
* Fix search..?
* The Icon field of ConstructionPrototype has been removed
* StackPrototypes used in the construction menu have been localized
* TagConstructionGraphStep used in the construction menu have been localized
* The search bar has been localized
* Fix localization and prototypes
* Recipes are now only loaded when the crafting window is opened.
* Fix crooked merge grid of the crafting menu.
* Localization update
* Fix cyborg graph
* Revert "Recipes are now only loaded when the crafting window is opened."
This reverts commit 97749483542c2d6272bda16edf49612c69a0761a.
* Fix loc
* fix merge
* Fix upstream
* Some of the logic has been moved to Shared
* fix
* Small adjustments
* Very small change
---------
Co-authored-by: EmoGarbage404 <retron404@gmail.com>
* Vox now can eat trash other other inedible things (#35681)
* EAT TRASH EXHALE AMMONIA
Update to files
* Forgot to port this file
* 1D4 Guidance
* Summary (required)
Suggested changes and fixes
* Cries in conflicts
* Why do we exist? To suffer?
* 1 citation for being stupid
* THE ANTIDOTE, THE ANTIDOTE FOR THE POISON
* I was inverted sir
* vox organs cleanup
* vox reagents
* guidebook
* weh
---------
Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com>
* Automatic changelog update
* Fix food slicing showing utensil popup (#37105)
Fix knife slicing showing utensil popup
* Select current target in mailing unit UI, prevent UI jumping (#37098)
* Atmos air (6500 kPa) marker (#37061)
* air GM atmosphere
* atmos fix air miner
* Automatic changelog update
* Updates the Pirate Captain Hardsuit Helmet light sprites. (#37027)
* Add noir glasses (#36923)
hardboiled
* Automatic changelog update
* Overhauled stamina slowdown behavior (#36336)
* Automatic changelog update
* Fix vending machine manager wire error (#37100)
Skip updating amounts for removed entries
* fix asteroid tiles (#37103)
aw
* Pointing arrow smite no longer lasts forever (#37102)
fix: pointing arrow smite no longer lasts forever
* Automatic changelog update
* Wizard Helmet in the Magic Vend (#37084)
Whats the limit for stuff you can put in a commit message lol
* Automatic changelog update
* fix logic gate draw depth (#37053)
fix logic gate layering
* Species are now picked at random in the developer environment! (#37057)
* Various changes to random species in dev
* This should be split
* Mob Movement Major Refactor (#36847)
* Conveyor optimisations
- Optimise movement for moving stuff. Better flags + less resolves + slapped parallelrobustjob on it.
- Sleeping for entities getting conveyed into walls.
* Blocker version
* Finish
* Final
* Fix conveyor power mispredict
* Bagel save
* Revert "Bagel save"
This reverts commit 1b93fda81fb852d89b89b0beae0b80f8a61165f2.
* Conveyor resave
* Init Commit
* windows yelling at me to update commit
* working commit, need prediciton and more dehardcoding
* Project 0 warnings
* Working Commit (Near Final)
* ryder got confused commit
* I love Merge Conflicts :)
* Working commit, no prediction
* Forgot the yaml changes
* Comments and typos
* Apparently while the reduced launch mult of lube was initialized it was never used so I revered back to default
* Fixed an incorrect divisor
* bit of cleanup
* Prediciton fixed, and puddles now affect all entities
* FORGOT TO RENAME A VERY IMPORTANT VARIABLE OOPS
* Really big I forgor moment
* Even bigger I forgor moment
* four more merge conflicts to fix four more oopsies
* fixed actual divide by zero moment and also im very dumb
* Even bigger I forgor moment
* four more merge conflicts to fix four more oopsies
* fixed actual divide by zero moment and also im very dumb
* Fix all test fails
* code cleanup
* Webedit whitespace
* Code cleaup
* whitespace webedit
* whitespace webedit
* whitespace webedit
* whitespace removal
* Comments and cleanup
* Re-Added 20 warnings as per Ork's request
* Cleanups
* Spacing fix
* bugfixes and cleanup
* Small bugfix
* Fix prediction
* Mob movement rewrite
* Bandaid
* Working version
* Tentatively working
* Friction to fix cornering
* More fixes
* Refactor mob movement
Trying to cleanup relay ordering / tryupdaterelative being cooked, purge ToParent, and fix all the eye rotation shenanigans.
* Building
* Re-implement jetpacks
* Reorganise weightless movement
* More work
* Fix camera
* reh
* Revert bagel
* Revert this
* Revert held move buttons
* Puddles work but are unpredicted and unoptimized
* Fixes
* Puddle code...
* Actually dirty the slipComp for real
* Sliding component done plus an extra suggestion from ArtisticRoomba
* Atomized Commit
* Added Friction field to Reagent Prototype per design discussion
* Cleaned up Working Commit
* a
* Delete stinkers
* Fix this code smell
* Reviewed
* Funky re-save
* Our conveyance
* Better conveyor sleeping
* Remove this
* Revert "Better conveyor sleeping"
This reverts commit f5281f64bbae95b7b9feb56295c5cf931f9fb2e1.
* Revert that
Way too janky
* Also this
* a
* Working Commit - Still a lot to do
* Acceleration refactor
* Minor jetpack cleanup
* frictionnomovement no longer nullable
* Shared Mover Feels 99% done
* OffGrid/Weightless/Throwing Friction saved
* Fix merge conflicts
* Fix a debug assert
* Final Commit for today
* Some fixes
* Actually use those CCVars Properly
* Need to fix throwing
* Second to last Commit for real
* Jetpack bug fixed
* Jetpack bug fixed
* Test fail patch
* Small patch
* Skates Component cleanup + Bring Accel back to 5 (oops)
* Fix test fail oops
* yaml cleanup make dragons not fat
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Automatic changelog update
* Predicted internals (#33800)
* Predicted gas pumps
I wanted to try out atmos and first thing I found.
* a
* Atmos device prediction
- Canisters
- Tanks
- Internals
AirMixes aren't predicted so nothing on that front but all the UIs should be a lot closer.
* Remove details range
* Gas tank prediction
* Even more sweeping changes
* Alerts
* rehg
* Popup fix
* Fix merge conflicts
* Fix
* Review
* Automatic changelog update
* Add condition support to entity tables (#36819)
* Fix AI movement (#37114)
Don't relay blocking anymore.
* Automatic changelog update
* New Salvage Ruin - Atmos Interchange (#37115)
* Automatic changelog update
* Fix station beacon not updating (#37121)
* Automatic changelog update
* Fix for vox dropping all bodyparts when gibbed (#37111)
vox parts cleanup
* Automatic changelog update
* Movement Rewrite Hotfix (#37122)
* One line bugfix
* also divide friction by 5
* Undo that
* Clarify that PA crate order includes boards (#37109)
init
* Automatic changelog update
* noRot on 2-way lever (#37125)
* Traumoxadone (#37126)
* init
* salicylic acid
* Automatic changelog update
* fix clone appearance (#37130)
* New Weapon: Knuckle Dusters (#33470)
* New Weapon: Knuckle Dusters
* Tag YAML Error Fix
* Crafting Graph Node Error
(Thank you slarticodefast)
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Crafting Node Error Part 2 Electric Boogaloo
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Contraban & QM Dusters Nerf
* Stun Knuckledusters (Unfinished)
* Typo
* Fix test fails
* The dastardly maintainer balance webedit
* Fix contraband parenting
* Fix construction failure
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
Co-authored-by: EmoGarbage404 <retron404@gmail.com>
* Automatic changelog update
* Renders reagent grinders over lights (#31218)
* Adds a new layer to DrawDepth.cs for use with objects similar to the reagent grinder and properly summarises its uses
* applies new layer in DrawDepth.cs to reagent_grinder.yml
* Fix merge conflict
* oops
* fix atmos grid markers (#37142)
* fix atmos grid markers
* 1984 CL
* randomize names for mindshielded eventhumanoids (#37143)
* Automatic changelog update
* make node scanner don't show interface if scanned entity not a artefact (#37146)
* a
* a
* Revert "a"
This reverts commit 2b9ba4ea67a9395d30b7ab37c8065f627f1a961a.
* Fix some maintenance doors not using wires configuration + cleanup + minor changes (#36735)
* Kill useless maints doors + general fixes
* Migrate the common maints airlock
* Fix parenting
* Service Theatre
* migrate out the other removed airlock
---------
Co-authored-by: EmoGarbage404 <retron404@gmail.com>
* Automatic changelog update
* Fix throwing prediction (#37086)
* Fix throwing prediction
- Disposals is still janky but I think that's disposals in general not being predicted and the disposals throw not being predicted and short-lived.
- Would need to check RMC.
- Couldn't repro the underlying issues however thrown items don't slip anymore so (and we also don't predict their land / stopping anymore so).
* primary constructor
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Explosions warnings cleanup (#36167)
* Explosions warnings cleanup
* Revert unnecessary change
* Cleaner Entity instantiation
* Remove conflicting changes with #36098
* ClothingOuterEVASuitSyndicate (#36738)
* ClothingOuterEVASuitSyndicate
* Update migration.yml
* Resolve merge conflict in migration.yml
---------
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
* Sentry turrets - Part 5: Reuseable UI components (#35149)
* Initial commit
* Updated how monotone buttons are styled
* Removed unnecessary textures
* Updated attributions
* Addressing reviewer comments
* Adjusted monotone checkbox styling
* Revert "Resprited the Chief Engineer's mantle/manica" (#37060)
Revert "Resprited the Chief Engineer's mantle/manica (#36697)"
This reverts commit d0c2a64436.
* Fix skeletons spawning in folded body bags (#37151)
* Fix skeleton spawning
* Add comments
* Fix the comments
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Automatic changelog update
* Replace uplink thieving gloves with chameleon thieving gloves (#36369)
* replace thieving gloves with chameleon thieving gloves
* increase TC cost by one
* add a TODO comment
* Automatic changelog update
* Omega Update (Genpop) (#37157)
* Automatic changelog update
* Add more ruins (#37161)
* Update Credits (#37163)
Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com>
* Salvage Threat: Gibtonite (#37160)
* Automatic changelog update
* Revert "add material composition to some salv treasure" (#37149)
* Revert "add material composition to some salv treasure (#31970)"
This reverts commit 125258ea48.
* Remove ring materials as well
* Automatic changelog update
* Don't despawn off-grid salv mob corpses (#37169)
* Automatic changelog update
* Bagel Station - Removed Gamer Loot (#37171)
* Automatic changelog update
* Update GDPR erase script to latest DB schema (#37162)
* Remove update from DeviceLinkSystem (#37152)
The tick updates were purely used to decrease the invoke counter once per tick. Now instead we just calculate the effective counter value with some trivial math on the tick number. This completely removes the need for an update function.
The relative tick is not stored to map files. If we really need this, we can add a TickOffsetSerializer (similar to TimeOffsetSerializer), but I doubt it matters.
* Refactor magic speak system to be a component added to actions (#36328)
* Allow shelves to be placed rotated when built by hand (#37186)
fix: shelves can be placed rotated when built by hand
* Automatic changelog update
* Fix for Whoopie Cushions (Fixes#32028) (#36984)
* Fixes whoopie cushions so they no longer launch you into oblivion when stacked in a large pile.
* Update Resources/Prototypes/Entities/Objects/Fun/toys.yml
* streamlined the components for the prototype
---------
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
* Automatic changelog update
* Salv Ruins Again (#37193)
* Fix `ComponentTogglerSystem` deletion error (#37198)
Don't try to toggle if target is terminating or deleted
* Fland Update (Genpop) (#37207)
* Automatic changelog update
* Convex genpop update (#37216)
* Automatic changelog update
* Ghost friction fix (#37124)
* commit
* fix for real
* More filters for station records (#37213)
* Automatic changelog update
* Removing redundant trash tags on medipens (#37215)
removes redundant tag components
* StaminaSystem to SharedStaminaSystem (#37199)
* Init Commit
* Partial class
* Hands system slipped through
* AI Law Board File Clean Up (#37195)
* Allow Pacifists to Use Bola (#37188)
* Automatic changelog update
* Fix dough rolling (#37183)
* Automatic changelog update
* Fix effects of hosted anomaly when transform is parented (#37179)
* hosted anomaly effects now are at the correct location when the host is in a container or buckled
* oops, not keeping the uid and transform together
* use world positions to get the position of the anomaly -- my previous method was reinventing the wheel.
* Automatic changelog update
* Split out the CloneComponents into its own method (#37155)
* Split out the CloneComponents into its own method
* CR - Move some extra info in
- add TryComp for status effects
- Move some remcomps around
- Make Special event raising components to handle special
components that reference entities that have ownership
* CR - Extra recommendation on the prototype
thanks slarti
* Solve the yaml linter problem
* CR - Typos, grammar and some extra Status effect
* cleanup
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Fix brains, borgs etc not counting as marooned (#37148)
* init
* comments
* comment
* no more debug
* Add collapse button to lobby right panel (#37140)
* Add collapse button to lobby right panel
* Half sized buttons
* Automatic changelog update
* Port fancy speech bubbles (#29349)
* Automatic changelog update
* Water bottle dispenser fix & Bottle Yaml Organizing (#37108)
* A New Parent/Category For The Soda & Tonic Water Bottle
Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com>
* New Parent For water bottle & Cleanup
Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com>
* More Cleanup
Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com>
* Details
Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com>
* Organizing For Additions
Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com>
* Streamlining waterbottle to be compatible with DrinkBottleVisualsAll Parent
Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com>
* Replacing/Renaming Parents
Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com>
* New Tonic/Soda Water Bottle Sprites
Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com>
* Misc Fixes
Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com>
* New Parent for Small Glass Bottles & Organizing
Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com>
* Organizing & uSize Parity.
Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com>
* File Parity
Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com>
* Merged Categories & Misc Fixes
Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com>
* Removed Silly
Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com>
* Parent Name Parity & Cleanup
Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com>
* Large Glass Bottles Category & Cleanup
Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com>
---------
Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com>
* Automatic changelog update
* Ichor double-metabolize fix + Very minor cleanup (#37107)
Not a yaml vacation apparently
* Darken reptilian eye sockets to reduce the effect of mixels (#37082)
Initial commit
* Fixed holy water metabolism rate (#37106)
* Fixed holy water metabolizing at 1u instead of .5u a second
* Update Resources/Prototypes/Reagents/medicine.yml
---------
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
* Automatic changelog update
* Make departmental orders consoles print slips (#36944)
* Make departmental orders consoles print slips
* feed back cycle
* Automatic changelog update
* Fix borg soap (#36961)
* Create SoapBorg and replace SoapNT with SoapBorg in BorgModuleCustodial
* Reparent SoapBorg
No longer a container so the soap reagent cannot be extracted from the soap, no longer a food, no longer slippery since it can't be removed from the borg to be placed on the ground
* Move SoapBorg to end of soap.yml
* correct comp order
* fix failing tests
* Automatic changelog update
* Cryotube draw-depth (#37240)
* removes changing draw depth when occupied
* changes collision to square
* small texture changes
fixes slight perspective size when comparing side columns to the direct column facing the camera
removes the baked in pipe exit (the yml's sprite adds it anyway)
* Fire damage system fixes (#37241)
Fire fixes
* Automatic changelog update
* Make animals drop giblets into container or floor when they inserted into container (#37228)
* a
* Revert "a"
This reverts commit 2b9ba4ea67a9395d30b7ab37c8065f627f1a961a.
* auausasuasuausuuAUSTRALIA!!!!!!aausuasusdasda
* 77+33!=100
* Moth displacement maps (#37231)
moth displacement maps
* Automatic changelog update
* Four-way pipe junction, swapping junction construction fix (#37092)
* pipe x-junction assets, yml, construction
* remove duplicate asset
* attribution
* x junction instead of junctioncross for utilities.yml
* Automatic changelog update
* Raises max chest markings for all species (except Reptilian) to 2 (#37065)
* Update arachnid.yml
* Update diona.yml
* Update human.yml
* Update moth.yml
* Update slime.yml
* Update vox.yml
* Automatic changelog update
* make throw insert container code more clear (#36873)
make throw insert container more clear
* fix pka admin log (#37255)
* Genpop closet cargo orders (#37237)
* Genpop closet cargo orders
* change icon to locker base
* Automatic changelog update
* Make container draw disableble for mob-affecting Hyposprays (#30683)
* Seperate container draw from affects mobs
* Spaces
* More spaces
* Fix toggle
* Use better ands
* Reorder checks for Performance™️
---------
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
* Fix chairs deleting players (#37261)
Unbuckle entities when a strap is about to be deleted
* Add 3 new Exomorph posters (#37260)
Initial commit
* Automatic changelog update
* AI context menu fix (#37224)
* AI context menu fix
* Revert "AI context menu fix"
This reverts commit 86a0476fcb0aa952c0dcadb1bc4246532abd62b7.
* Better implementation
* Retry
* Automatic changelog update
* Cleanup warnings: CS0414 (#36950)
* Clean up
* Use #pragma
* Cleanup warnings: CS8321, CS0105, CS0168 (#36949)
* Clean up
* CS0168
* Cargo request and bounty console deny sound cooldown (#37234)
* Cargo bounty console deny sound cooldown
* ordering computer cooldown
* Update Content.Shared/Cargo/Components/CargoBountyConsoleComponent.cs
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Update Content.Shared/Cargo/Components/CargoBountyConsoleComponent.cs
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Update Content.Server/Cargo/Systems/CargoSystem.Bounty.cs
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* AutoGenerateComponentPause
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Move random species selection earlier in player spawning logic (#37258)
* Select random species earlier in spawning logic
* ternary operator
* Move it even earlier to fix more bugs
* For DamagedSiliconAccent use Destructible threshold for default "DamageAtMaxThreshold" (#37252)
* set DamageAtMaxCorruption as nullable with null default and use destructible trigger threshold for this if null.
* fix documentation
* these really don't need to be passed by reference
* Small InventorySystem.Equip Unequip Reason bugfix (#37265)
Fix small bug
* Amber Station - Security and AI Sat Overhaul (#37262)
* Automatic changelog update
* Fix debug asserts in WoolySystem and UdderSystem (#35314)
* Implement Rules amendment (#37200)
* Implement Rules amendment
* Update Resources/ServerInfo/Guidebook/ServerRules/RoleplayRules/RuleR9MassSabotage.xml
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Update RuleR9MassSabotage.xml
---------
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
* Fix borg chassis gibbing not dropping items (#37276)
BeingGibbedEvent and TryEjectPowerCell
* Automatic changelog update
* Revert "Traumoxadone (#37126)"
This reverts commit efc8d8600d.
* Add ratelimit retry to discord changelog bot and continue publish changelog error. (#37051)
* Add ratelimit retry to discord changelog bot and continue publish changelog error.
oops we missed some changelogs cause of this... this should prevent anything funny
* Update actions_changelogs_since_last_run.py
* fuck the cl
* Tweaks to the push horn so its less of a shitter tool (#37281)
* Empty commit
* tweaks to the push horn
* forgor to change the delay
* keeping the speed the same for now
* Automatic changelog update
* [HOTFIX] Ensure that mobs wake up when zombified (#37346)
zombie sleep fix
* Update CP14SharedMagicSystem.cs
* Update LockSystem.cs
* remove desc name icon from recipes
* Update ContentLocalizationManager.cs
* Update walls.yml
* part of fixes
* gf
* f
* Update asteroid.yml
* s
---------
Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com>
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* Added stone brick and marble brick windows to the crafting menu proper.
Sanitized capitalization of construction graph ids and nodes (but not entities).
Sanitized stone and marble structure descriptions.
* Windows that are built with frames now leave those frames behind when you smash them instead of disintegrating entirely.
* Syntax error because entity id
* wooden windows
* Added a base window frame as well as a wooden window frame and its broken variant.
Frames can be vaulted through, and the broken glass variant will deal slash damage and a short stun upon entering.
Wooden windows now deconstruct and shatter into both types of frames, which can also be deconstructed.
Fixed an issue with window collisions when connected across tiles.
Gave wooden windows their own prototype file and construction graph.
* stonevrick windows
* Added functionality to stone window frame types.
Fixed an issue where shattered windows weren't triggering unless they were flammable.
* some parenting work
* fix fixtures
---------
Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com>
Co-authored-by: Ed <edwardxperia2000@gmail.com>
* 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>
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Co-authored-by: James <40279265+ViceEmargo@users.noreply.github.com>
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Co-authored-by: Deerstop <edainturner@gmail.com>
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Co-authored-by: J <billsmith116@gmail.com>
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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>
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Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es>
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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
5286 changed files with 700423 additions and 275656 deletions
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
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