* Initial commit
* Monitored pipe node is now referenced by name
* Review changes
* Simplified construction
* Tweaked deconstruction to match other binary atmos devices
* Helper function removal
* Updated attribution
* water spell textures
* water creation spell
* mana consume, and mana glove
* remove mana transfer ring
* Update migration.yml
* copy Wizden loadout PR
* add sprite component to all spells
* spell dummy loadouts
* delete spell traits
* really give spells from loadouts
* update crates fill and demiplane spawners
* beer creation spell, fix passivedamage
* Update PassiveDamageSystem.cs
* Changes the Server Worker job icon to a bowtie.
* Removes grey from icon to better fit existing art.
* Updated ID card sprite.
* Edit respective meta.json files.
* Shift Air Alarm sprites to better reflect their direction
* Fix two frames of west-facing sprite being one pixel off
* Indicate that sprites are no longer exactly tgstation's
* butcherable surgery caps
* readded cardboard box
* butcherable now?
* butcherable now?
* one day ill figure this out
* changed label of hyperzine syringe
* removed the thing in hats.yml that wasn't supposed to be here
* Update Resources/Prototypes/Entities/Objects/Specific/Medical/healing.yml
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* mostly done but there's a bug with spawning
* RandomGlobalSpawnSpellEvent now actually works
* Summon Guns/Magic is working
* Added sound, cap gun, and auto pick up
* Added all requested changes/fixes from reviews
* Halving cooldowns
* Added holiday decorations, and modified emergency lights to have a better layout.
* Added a couple more emergency lights after finding a couple spots that were wway too dark during testing, also gave the warden a crew monitor
* Adds storage sprite for gorilla gauntlet
* Specifies a heavier hitsound for gorilla gauntlet
* Modifies gauntlet icon and storage sprite
* Updates credit to my new username
* Borg type switching.
This allows borgs (new spawn or constructed) to select their chassis type on creation, like in SS13. This removes the need for the many different chassis types, and means round-start borgs can actually play the game immediately instead of waiting for science to unlock everything.
New borgs have an additional action that allows them to select their type. This opens a nice window with basic information about the borgs and a select button. Once a type has been selected it is permanent for that borg chassis.
These borg types also immediately start the borg with specific modules, so they do not need to be printed. Additional modules can still be inserted for upgrades, though this is now less critical. The built-in modules cannot be removed, but are shown in the UI.
The modules that each borg type starts with:
* Generic: tools
* Engineering: advanced tools, construction, RCD, cable
* Salvage: Grappling gun, appraisal, mining
* Janitor: cleaning, light replacer
* Medical: treatment
* Service: music, service, clowning
Specialized borgs have 3 additional module slots available on top of the ones listed above, generic borgs have 5.
Borg types are specified in a new BorgTypePrototype. These prototypes specify all information about the borg type. It is assigned to the borg entity through a mix of client side, server, and shared code. Some of the involved components were made networked, others are just ensured they're set on both sides of the wire.
The most gnarly change is the inventory template prototype, which needs to change purely to modify the borg hat offset. I managed to bodge this in with an API that *probably* won't explode for specifically for this use case, but it's still not the most clean of API designs.
Parts for specific borg chassis have been removed (so much deleted YAML) and specialized borg modules that are in the base set of a type have been removed from the exosuit fab as there's no point to printing those.
The ability to "downgrade" a borg so it can select a new chassis, like in SS13, is something that would be nice, but was not high enough priority for me to block the feature on. I did keep it in mind with some of the code, so it may be possible in the future.
There is no fancy animation when selecting borg types like in SS13, because I didn't think it was high priority, and it would add a lot of complex code.
* Fix sandbox failure due to collection expression.
* Module tweak
Fix salvage borg modules still having research/lathe recipes
Engie borg has regular tool module, not advanced.
* Fix inventory system breakage
* Fix migrations
Some things were missing
* Guidebook rewordings & review
* MinWidth on confirm selection button
* Act
* Adds Jaunt ECS and related prototypes
* Adds jaunt sounds
* Adds enter and exit sound support to polymorphs
* Updates jaunt description
* Adds jaunt action sprite and changes jaunt polymorph to use it
* Adds Jaunt and upgrade to the wizard grimoire
* Makes base mob jaunt parent off of incorporeal and basemob, adds blue ghost sprite for ethereal jaunt
* Update Resources/Locale/en-US/store/spellbook-catalog.ftl
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Update Resources/Prototypes/Entities/Mobs/Player/jaunt_mobs.yml
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Update Resources/Prototypes/Entities/Mobs/Player/jaunt_mobs.yml
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Update Resources/Prototypes/Entities/Mobs/Player/jaunt_mobs.yml
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Update Content.Shared/Polymorph/PolymorphPrototype.cs
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Update Content.Shared/Polymorph/PolymorphPrototype.cs
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* removes meta changes
* removes other meta changes
* adds context menu and a description to basemobjaunt
* comments for jaunt component and adds on component shutdown method
* Update Content.Shared/Jaunt/JauntComponent.cs
* Update Content.Shared/Jaunt/JauntComponent.cs
* Update Content.Shared/Jaunt/JauntComponent.cs
* Update Resources/Prototypes/Catalog/spellbook_catalog.yml
---------
Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* First round of anomaly core functionalities added
* Added sliceTime to anom meat mass and cooked version
* Adds SmokeOnUse component, system and shared system, adds new functions to inert electrical anom core
* Added more functions
* Final touches to branch
* Cleaning up some of the metadata for sprites and component definitions
* PR_Changes_v2_rev.0_Final_FINALFORREALTHISTIME.yml
* Lol jk these goddamn tests why me
* Quick updates based on feedback
* more changes to improve
* additional fixes and edits
* Changed tech core functionality
* added magboot functionality to grav core
* fixed issue with bluespace core sizing
* Reverting changes per request
* extra file to be deleted
* File cleanup
* Update chemicals.ftl
* Update cores.yml
* Update cores.yml
* Update meta.json
* Update chemicals.yml
* Update Resources/Prototypes/Entities/Objects/Consumable/Food/meat.yml
Co-authored-by: chromiumboy <50505512+chromiumboy@users.noreply.github.com>
* Update meal_recipes.yml
* Update cores.yml
---------
Co-authored-by: august-sun <45527070+august.sun@users.noreply.github.com>
Co-authored-by: chromiumboy <50505512+chromiumboy@users.noreply.github.com>
* Adds new sprites for shotgun shell boxes
* Adds second set of mag visuals for slug and uranium casings
* Fixes yaml that I messed up
* Changes credit to new username before merging happens
This should be the primary changes for the future-proof "Modern HWID" system implemented into Robust and the auth server.
HWIDs in the database have been given an additional column representing their version, legacy or modern. This is implemented via an EF Core owned entity. By manually setting the column name of the main value column, we can keep DB compatibility and the migration is just adding some type columns.
This new HWID type has to be plumbed through everywhere, resulting in some breaking changes for the DB layer and such.
New bans and player records are placed with the new modern HWID. Old bans are still checked against legacy HWIDs.
Modern HWIDs are presented with a "V2-" prefix to admins, to allow distinguishing them. This is also integrated into the parsing logic for placing new bans.
There's also some code cleanup to reduce copy pasting around the place from my changes.
Requires latest engine to support ImmutableArray<byte> in NetSerializer.
Fixes formatting of owned entity type property names. These are normally named "FooBar_Baz" by EF Core, but the snake case thing was turning them into "foo_bar__baz". The double underscore is now fixed.
We don't *yet* have any EF Core owned entity in use, but I am planning to add one. I don't know if downstreams are using any so this should still be marked as a breaking change.
Also fixed it creating and dropping a Compiled Regex instance for every name, the regex is now cached (and pregenerated).
* cant disguise to thing in a container
* copy cigarette visualiser
* prevent aghost throwing an error
* make disguises die in space
* fuck it rewrite it to not use polymorph
* fix action troll
* oop
* add vebr
* add access to the components
* 2/3
* fix
* relay damage from disguise to user
* fix integrity
* :trollface:
* :trollface:
* m
* kill integrity
* fix a bug
* review
* remove them from component
* relay flash effect to the disguise
* fix icon being weird
* change method since multiple systems cant handle same network event
* :trollface:
* actually network Disguise real
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
* Rework flaregun and add security shell gun
* Make flare gun twice as likely to appear in emergency lockers
* Security shell gun can now fire lethal shells like the flare gun used to be able to.
* Rebalance the sec shell gun material cost to primarily be steel instead of plastic
* Define the ShellShotgunLight tag in tags.yml
* Leave the no lethal shells for normal flareguns to a different PR.
* Move a comment to re-run checks.
* Bye bye lethal shells from plastic guns.
* Fix weird whitespace issue.
* Make the sec shell gun inherit the normal flare gun.
* Remove the rack verb and update the sec shell gun description
* Remove the ability to fire lethals from flare guns, pending blowing up the gun
---------
Co-authored-by: SlamBamActionman <slambamactionman@gmail.com>
* healing staff sprite
* new back slot and move all big things to whis slot
* replace ring to staff
* caster sowdown! Mole rebalance
* loadouts fix
* fix weapon rotation
* Update spawners.yml
* Silicon Law Sound cue refactor
- Added CueEntityMind to Silicon Law system to more uniformally
send sounds to minds
- Switch all previous MindPlaySound to instead call to the new method
* Change SiliconLawEui to cue the mind
* CR: TryGetComponent and Change the Documentation
- Remove GetComponentOrNull for _entityManager.TryGetComponent
- Change SiliconLawProviderComponent.LawUploadSound to be more general
rather than just referencing lawboards
* Update Content.Server/Silicons/Laws/SiliconLawEui.cs
* Update Content.Shared/Silicons/Laws/Components/SiliconLawProviderComponent.cs
* Silicon-law-cue-refactor - CR:
- Roll the cuing into NotifyLawsChanged via an optional variable for the
cue
- Modify "SetLaws" to take in an optional soundProvider for the cue
- modify Emagged, Ion, Eui and SetLaws to instead send the sound cue via
NotifyLawsChanged
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* add simple end screen common goals
* finish common objectives endscreen
* personal objectives endscreen
* Update personal_objectives.yml
* new empire objectives
* add an emergency light node to the LightFixture construction graph
* add a recipe entry to the construction menu for emergency light
* make emergency light entity at the emergency light node on the graph
* Make emergency light destroy to 1 steel and 1 glass shard to match
the construction recipe
Co-authored-by: BooleanBuckeye <booleanbuckeye@gmail.com>
Made the SpeciesChange mutation no longer persist.
There was an issue where swabbing a mutated plant species: I.e Blood Tomato to a regular Tomato sapling would transfer the species mutation. It would not actually get the effect, which is probably why it went under the radar. This change makes it so that the SpeciesChange mutation cannot be transferred via swabbing.
* Added Popup for the Ligneous plant mutation when using hands.
There was some confusion for players with the Ligneous mutation which makes the plant harvestable only with sharp tools. Adding a popup with the message "The plant is too tough." to give them a hint to use something other than just their hands.
I decided to only put the message when attempting to harvest using hands, as the intent is clear that the player just wanted to harvest, but wasn't able to. Using any other tools like a crowbar or a screwdriver will not trigger the popup.
* Update Resources/Locale/en-US/botany/components/plant-holder-component.ftl
Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com>
---------
Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com>
* Make ghost roles collapsible
* Save `BodyVisible` state of each `Collapsible` box
* Make ghost role collapsible only when group has more than 1 role
* Make it a little prettier
* Make only ghost role buttons collapsible
* Apply requested changes
* Typo
* Small cleanup
* Store in list, instead of iterating
* Make unique ids more unique
* Move it out of the cycle
* Make _collapsibleBoxes into dictionary and use key instead of Collapsible boxes names
Added TODO. So after the problem will be fixed in `GhostRolesEui`, it should be mirrored and fixed here too.
* Put TODO in GhostRolesEui. I guess Issue must be made for this
* Use HashSet instead of Dictionary as suggested. Invert the HashSet, so being present means it uncollapsed
I decided to invert HashSet to _uncollapsedStates, because players surely will have more collapsed buttons than opened, so we optimise memory usage a little bit.
* Remove extra space from ghost roles window
* Add buttons stretching. Size 3:1
* clean up tools lathe recipes
* add medical and cooking tools
* add result
* add result to others
* review
* engine
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
* Changes the AME sound effect to not be the default MetalThud.
* Was told on discord to make a minor change to autorerun the tests due to the Build & Test Debug failing!
* Attribution and licensing, as requsted by deathride58
* Fixes the high-pitched squeak audible to some people!
* Audio file tweaked by SlamBamActionMan to eliminate a weird squeak they were still able to hear. Thanks!
* idk how to revert a pr so I just deleted some lines
* pill destructible with explosion resistance
* comment for explosion resist
* "and" to "but"
---------
Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com>
* Add on-call functionality for adminning
The first time an ahelp gets SOS it gets relayed to the specified channel with the specified ping. Every time after that it doesn't until it gets a non-SOS response received.
* Remove redundant name
Pretty sure this already gets chucked on the name of the msg itself I think it just didn't show in screenshot because they were subsequent.
* Update Content.Server/Administration/Systems/BwoinkSystem.cs
Co-authored-by: Chief-Engineer <119664036+Chief-Engineer@users.noreply.github.com>
---------
Co-authored-by: Chief-Engineer <119664036+Chief-Engineer@users.noreply.github.com>
Co-authored-by: deathride58 <deathride58@users.noreply.github.com>
* took a two month nap. accidentally pushed too many buttons. let's try this again. added thieves to antagonists.xml
* even after that nap, i don't feel well-rested at all.
* please don't kill me for using webedit
* capitalization, typo
* Apply suggestions from code review (more period moving)
Thanks Evan, very cool
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* guess you could say im not pro-proper noun
* typo
* Update Resources/ServerInfo/Guidebook/Antagonist/Nuclear Operatives.xml
* ok
Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com>
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com>
* Make shark plush janitor-bucketable
* fix bucketed grey shark texture
* Make sprites less shiny and adapt copyright notice
* Made shark way way less shiny
* Allow carp plush and rehydratables in mop bucket.
* Remove old mop bucket shark sprites
* Fix post-merge bugs
* Fix errors
* Move ReactiveContainer stuff to shared
That should mean it is now predicted.
* Custom eject verb for the mop bucket
* Fixes OnSolutionChange, removes pop-up as there already is one.
* .ftl is not necessary as the custom pop-up was removed
* Review fixes
* Update Content.Shared/Chemistry/Components/ReactiveContainerComponent.cs
* Update Content.Shared/Chemistry/EntitySystems/ReactiveContainerSystem.cs
---------
Co-authored-by: Psychpsyo <psychpsyo@gmail.com>
Co-authored-by: Psychpsyo <60073468+Psychpsyo@users.noreply.github.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Rebalance the max programs that a PDA can hold
* Give Caps PDA more programs too.
* Make the max programs a static 8
* I forgor sec and med
* CaseCase
* Empty commit to re-run checks
* The final change, I hope.
* add notification for dependent wearables being dropped
* fix dropped item popup redundancy
- did a check to see if any item was dropped, instead of making a notification for each item being dropped.
* change popup to client-only variant
* fix redundant messages, add plural locale string
* fix conventions, fix locale input to be more intuitive
---------
Co-authored-by: Justin <justinbrick1@gmail.com>
* adjusted minimum timers in meteorswarms.yml
* Updated timer minimum from 20 to 15 minutes
* Reduced minimum timer to 10 minutes as a result of other meteor changes
---------
Co-authored-by: august-sun <45527070+august.sun@users.noreply.github.com>
* Atmospheric alerts computer
* Moved components, restricted access to them
* Minor tweaks
* The screen will now turn off when the computer is not powered
* Bug fix
* Adjusted label
* Updated to latest master version
* Initial commit
* Tidy up
* Add firelocks to the nav map
* Add nav map regions to atmos alerts computer
* Added support for multiple region overlay sets per grid
* Fixed issue where console values were not updating correctly
* Fixing merge conflict
* Fixing merge conflicts
* Finished all major features
* Removed station map regions (to be re-added in a separate PR)
* Improved clarity
* Adjusted the color saturation of the regions displayed on the atmos alerts computer
* Fix several jank issues with space ninja cell upgrades.
* Rework the code to comply with maintainer request.
* Fix some naming convention & formatting errors.
* Change from a custom check to an item whitelist to avoid power cages from fitting.
* Make the EntityUid of GetCellScore non nullable.
* Remove a line from a previous solution to the above problem I forgot to remove.
* Fix the magic number issue.
* Initial implementation
* currently it crashes on load, don't know why, maybe changing the products will provide some insight
* I was overlooking part of the yaml formatting.
* init
* im so confused
* clean
* sprite update
* :|
* further attempts
* be blessed for it works
* Very prestigious pAI
* cleaning up
* Intellicard in RD locker
* PAIn't
* .Clear()n't
* .Clear()n't for real this time
* Cleaning up
* Whoopsie Daisy
* Init testing
* copyright
* oops
* Tracking the embed entity uid
* testing stuff for gradual injection
* work
* weh
* god save me
* bleh
* Yippee!
* Again
* Mini syringe ammo
* cleaning up
* mini syringes have a texture for fill amount
* -3 cool points :(
* hitboxes
* init cleanup
* much needed fixes
* Fixes
* Reduce player softcap for wizden servers and panic bunker wizden Leviathan
* Fix bunker message
* Make sure it actually activates by default and make it turn off when an admin joins
* Update Resources/ConfigPresets/WizardsDen/wizardsDen.toml
The voices
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
You were already able to strip more items at once from somebody than you could hold, and they would drop to the floor. This matched the behavior in SS13.
Annoyingly, however, you were not allowed to *start* a stripping action if you're holding something. This just feels like an annoying paper cut, so this is no longer a thing.
* Towels
* make smoler
* Huh, wonder why that didnt fail locally. The curse of CaPiTaLiZaTiOn
* Teal swapped for LightBlue for medical.
* Appease the linter?
* magic?
* mimery
* lefthandedness
* fixed warden being and qm being not considered head for traitor kill head objective
* fixed hypothetical warden traitor not getting disk objective
* change suggested by deltanedas
* cleanup
* cleanup
* fix
* changed as suggested
* removed a dot in the comment
* removed an empty line
* reformulation
* Rename ChatSanitizationManager to ChatEmoteSanitizationManager
The prior name was kind of confusing as there's a emote one and
then now there's also chat expansion happening in the accent system,
so knowing which I actually need to edit is useful.
So, I just need to keep myself not confused.
* Rename smileyToEmote and remove punctuation duplicates
The name SmileyToEmote is just... Bad.
Plus, I needed to remove the punctuation duplicates as that would
break any kind of regex parsing that I tried.
* Switch to regex from checking end of string
I also changed from System.Globalization to ILocalizationManager.
Writing that regex was definitely an experience.
* Document regex and the manager
* Rename it back
* Simplify regex
* Subversion Board Insertion Audio Notification
Add Subversion flag and SubversionSound to SiliconLawProviderComponent
Add new Method (OnSubversionInserted)
to SiliconLawSystem to handle a Subversive
SiliconLawProviderComponent and play it's SubversionSound
Add Check for Subversive law provider to OnUpdaterInsert that
calls OnSubversionInserted if the SiliconLawProviderComponent is
Subversive
* Fix subversion Sound
- Change out Weh sound used to test that subversion sounds can be
changed by prototype for a a not yet present Antimov subversion sound
* Make it not just subversive
- Remove OnSubversionInserted and move the MindPlaySound in the
OnUpdaterInsert so long as LawUploadSound exists
- Modify SubversionSound into LawUploadSound
- Remove the Subversion flag
- Just use emagged_borg.ogg until the better one is made
* Remove errant spaces and a errant namespace
* CR Fixes - Add generic Lawboard insert cue
- Combine the If statements per /pull/32625#discussion_r1786926400
inside OnUpdaterInsert
- Remove the ViewVariables(VVAccess.ReadWrite) per
pull/32625#discussion_r1786924433
- Add Cryo_warning.ogg from TGStation, the sound utilized for Law Upload
cue, Attribution.
* CR Add a placeholder Antimov notification sound
- Add a new sound kitbashed from the cryo_sound used for uploading
and the emagged noise
* Add self referential source attribution
- also fix an errant space
* Add more bespoke Sound by ps3moira + attributions
* Several small sfx tweaks
* fix small yml oopsie
* Redo the basin code to use events
* now uses an event for when the transfer is successful, not when there's just an attempt
* forgot to remove this
* Update Content.Server/Botany/Components/PlantHolderComponent.cs
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
* Update Content.Server/Botany/Systems/PlantHolderSystem.cs
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
* adds sound variations to shoes as well
* variations on honkbots and the H.O.N.K mech
* Update Content.Server/Botany/Systems/PlantHolderSystem.cs
* Update Content.Server/Botany/Systems/PlantHolderSystem.cs
* fix compile issue
* oops forgot to delete this
* cleanup
---------
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Add robo control comp, also de-reinforce a lot of walls.
* Revert "Add robo control comp, also de-reinforce a lot of walls."
This reverts commit b6be6b616aa9732b81e02bed76e3c9ae103cf7cb.
* FTLdiskburner command to make FTL disks.
* Elegant failure on mistyped ID.
* even more more eleganter failures.
* foo
* bar
* I have reached completion
* prevent id confusion
* I'm givin' her all she's got captain!
* a bit more hug boxing for safe destinations.
* comments for foo
* extra thoughts.
* cleanup
* continuen't
* Improve feedback strings
* reviewer QOL
* Reviewer QOL 2
* handle easy reviews
* Add comments to clarify reviews
* howdoicode to the rescue.
* ftldisk in hand
* ftl.ftl
* funny disk case
* loc
* unusing
* Adds emotes to the Reptilian species: Tailthump, Hiss
Todo: Huff
* Adds emotes to the Reptilian species: Tailthump, Hiss
Todo: Huff
* Added ReptilianBodyEmotes to speech_emote_sounds.yml, yada yada yada
* added sound and changed volume
* fix thingies
* fixed bug with reptilians not being able to do default emotes
* lowered the volume of the hiss and huff
* reformat the yml
* Add sigh keywords to the huff
* Undo changes to BuildChecker.csproj
* Add icons to the emotes
* Remove sigh triggers from the huff emote since it breaks normal sighing.
* Remove the Huff and Hiss since i cant find good audio for it
* i forgor
* Changed attribution
* Credit Sarahon for the tailslap
---------
Co-authored-by: nicho <nicholasnewsom577@gmail.com>
* rearranged existing arcade rewards for clarity and added more
* removed tesla toy
* removed plushie throngler
* removed singularity toy, readded tesla toy
* removed tesla toy again :(
* Readded accidentally removed PlushieRainbowLizard
* does work?
* fix
* shrunk organs to normal size of small
* made brains and liver look better
* made stomach slightly less bright
* unique sprite for diona lungs + inhands
* unique sprite for vox lungs + inhands
* Added checks to not target AIs and people in containers
* made the change to use IsEntityInContainer. Much Better!
* returned old Mindquerry and removed wrong use of admin logger
* guard statment
* removed unnecessery refs and fixed position swap
* Minor change
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Format job requirements as hours and minutes
* Use TimeSpan.ToString for playtime instead of custom method
* wehflicts
---------
Co-authored-by: jmcb <joelsgp@protonmail.com>
This code was a mess. Now it's less of a mess and user UserDbDataManager now.
Fixes the following bugs:
* If you connect to a server, restart your client, connect again in the same round, you role bans would not be visible in the client.
* If you role ban somebody who is not connected to the server, then they connect within the round, they will only have the recently-applied ban.
Likely fixes#24781, #27282
* Fix some rounds failing to end due to mind roles
Fixes#32791
This is caused by ShowRoundEndScoreboard running into a bug trying to display antags: some player is showing up as antag with MindIsAntagonist(), but has no antag roles listed in MindGetAllRoleInfo().
This was caused by one of the roles of the player having the Antag boolean set, but having no AntagPrototype set.
The responsible mind role appeared to be MindRoleSubvertedSilicon which is missing a set for the SubvertedSilicon antag prototype.
I also added resilience to the round-end code to make it so that an exception showing the scoreboard (and sending the Discord message) would not cause the round end logic to completely abort from an exception.
I am planning to add an integration test to cover this bug (no prototype in mind roles), but I'll leave that for not-the-immediate-hotfix.
* At least one maintainer approved this tiny PR without reading it, not naming names.
* Fix some rounds failing to end due to mind roles
Fixes#32791
This is caused by ShowRoundEndScoreboard running into a bug trying to display antags: some player is showing up as antag with MindIsAntagonist(), but has no antag roles listed in MindGetAllRoleInfo().
This was caused by one of the roles of the player having the Antag boolean set, but having no AntagPrototype set.
The responsible mind role appeared to be MindRoleSubvertedSilicon which is missing a set for the SubvertedSilicon antag prototype.
I also added resilience to the round-end code to make it so that an exception showing the scoreboard (and sending the Discord message) would not cause the round end logic to completely abort from an exception.
I am planning to add an integration test to cover this bug (no prototype in mind roles), but I'll leave that for not-the-immediate-hotfix.
* At least one maintainer approved this tiny PR without reading it, not naming names.
* Increase AI Playtime Requirement
* Change silicon supervisor message
* Slightly lower AI time requirement and change borg supervisor to be just its laws for now.
* Leave the supervisor to another PR
* Comply with maintainer request
* Comply with another maintainer request because they forgor.
What happened was that the new tech anomaly randomly triggered a signal sink on the portable generator, which is currently broken and throws an error if the that sink is activated.
The resolve needed logMissing = false because it does not expect the ActiveGeneratorRevvingComponent to exist.
* Make APC UI work correctly with multiple users
* Check access only on client, when constructing UI
* Do TODO (Thanks, Robust 236.1)
---------
Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es>
* Make NameIdentifier Ids get refreshed after round restarts
Before this commit the existing values would just get shuffled.
This means that eventually the server would run out of ids to give to
new entities for different groups. As a result everything would get id 0
* Comply with what seemingly is the convention for sawmills
* Make it impossible to insert a bounty with a duplicate id
* Reduce duplication
* Remove unused sawmill
* Fix rustbrain and skill issue
* Aaaa
* Apply suggestions from code review
---------
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
* Mind Role Entities wip
* headrev count fix
* silicon stuff, cleanup
* exclusive antag config, cleanup
* jobroleadd overwerite
* logging stuff
* MindHasRole cleanup, admin log stuff
* last second cleanup
* ocd
* minor cleanup
* remove createdTime datafield
* now actually using the event replacement I made for role time tracking
* weh
* Fix error log when recycling something with small material counts.
MaterialStorageSystem.SpawnMultipleFromMaterial now doesn't call StackSystem.SpawnMultiple if it tries to spawn zero. This happens because the recycler calls SpawnMultipleFromMaterial for everything recycled, even if the amount it has stored is < the amount for one sheet.
* Update Content.Server/Materials/MaterialStorageSystem.cs
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* First commit
* I forgot silly me
* Actually added comments
* spellin
* fixes
* more blacklists
* Minor fixes
* Speech Verb also changes now
* Simple name stuff
* Other fixes
* remove one line of whitespace
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Avoid rebuilding all buttons on action state change
Allows for drag events to continue when actions change
* Remove excess action buttons
---------
Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es>
There is no point in these silicon being sentient, they have basically zero role play potential and are not meant to be controlled by players. The janibot can be played somewhat but at that point we have janitor borgs which are way better at this. You can only clean floors and even then it does a terrible job at doing that and only that. A player playing as a janibot will get bored quickly. No amount of RP will save you.
A player taking over a mediborg just makes it useless as you cant inject anymore. And again, medical borg. There's no point in adding the feature. It's too much work then its worth when we have borgs.
They don't have ghost role info for a reason. They are not meant to be played.
* Fix borg hands showing up in stripping menu
Borgs can't drop their items anyways, and the amount of hands borgs have causes the UI to just bug out.
* Add more checks
* initial commit
* adds cartridge to cmo's locker
* tidies up yml, adds default scanner sound, makes it so the silent property silences the scanner sound too
* fixes ert medic pda not having it preinstalled
* adds attribution
* removes redundant dependencies
* fix agent pda
---------
Co-authored-by: archrbx <punk.gear5260@fastmail.com>
* when tryInsertBlueprint is called it now also calls UpdateMaterialWhitelist on the ent so that it can accept new materials if needed.
* Changed the previous commit to now just have sharedMaterialStorageSystem subscribe to TechnologyDatabaseModifiedEvent which will call UpdateMaterialWhitelist.
* Empty-Commit
* Add Firebots
Had to add OnActivateInWorld to the spray system to get the bot to work. Checks for the flammable component and if the onFire boolean is true.
* Make SpraySystem actually use useDelay
got rid of that TODO
* Added firebot speech
Fire detected!
The comparison for doing gas exchange used current and not archived
moles. This could lead to update order-dependent gas spreading effects.
To fix this, convert TileAtmosphere's MolesArchived and
TemperatureArchived to a AirArchived, and use that in the comparison
method.
---------
Co-authored-by: PraxisMapper <praxismapper@gmail.com>
Co-authored-by: Kevin Zheng <kevinz5000@gmail.com>
* Exec.System now uses IdentityManagement; added the where necessary
* Included attacker in check for Identity
---------
Co-authored-by: Celene <maurice_riepert94@web.de>
* Fix multiple door issues
- Doors should no longer cycle open-and-closed anymore (at least nowhere near as easily).
- Door sprites shouldn't flicker as much (needs my engine PRs to remove all but one of them).
* woops conversion
* Add files via upload
png of hairs
* Update meta.json
hairs meta
* Update human_hair.yml
hairs yml
* Update human-hair.ftl
hairs named
* second try
* fix meta
* Add files via upload
* Add files via upload
fix again
* Add files via upload
again again
* Add files via upload
again again fix again
* Add files via upload
i hate yourself
* Add files via upload
fixxxxx!
* Add files via upload
aaagaaaaiiin
* dd
dddddd
* Add files via upload
fix again
* Add files via upload
ddsdssddssddsdsds
* Update human-hair.ftl
* Update human-hair.ftl
screw this im just going to update it myself
webops time
* Update human_hair.yml
* Update meta.json
* Rename capsdaughter.png to longbow.png
* Rename artist.png to shaped.png
---------
Co-authored-by: Ubaser <134914314+UbaserB@users.noreply.github.com>
* Optimise drains
If it's still a problem then we do what I did for rmc14 and just dump all the active drains onto a job to getentitiesinrange in parallel.
* Fixes
* Detective grey coat available in loadout
* Revert "Detective grey coat available in loadout"
This reverts commit 3697e15518b300cbc110872dc92d7905b7ef2605.
* Reapply "Detective grey coat available in loadout"
This reverts commit 8e5f43a035d70a7076ba26d43ed683b135af1d99.
* Hoping I got this right?
* Fixing a oversight
* Update Resources/Prototypes/Entities/Clothing/OuterClothing/coats.yml
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Boom! Emergency access!
* Emergency access sound
* locale
* Updated sounds
* bleh
* Door electrify base
* feat: popups on attempt to activate AI action when wires cut
* refactor: use SharedApcPowerReceiverComponent to check if AI can interact with door
* refactor: added icon and sound for door overcharge
* meta.json should use tabs not spaces
* refactor: extracted sounds for airlock overcharge to static field in system
* refactor: cleanup, ScarKy0 mentions for resources
* refactor: removed unused textures
* feat: now notification is displayed when AI attempting to interact with door which have wire cut
* StationAiWhitelistComponent is properly gating BUI OnMessageAttempt, SharedPowerReceiverSystem.IsPowered is now used to check if device powered
* refactor: use PlayLocal to play electrify sound only for AI player
* refactor: SetBoltsDown now uses TrySetBoltDown, checks for power.
* bolts now check for power using SharedPowerReceiverSystem
* electrify localization and louder electrify sounds
* extracted ShowDeviceNotRespondingPopup, reverted airlocks not opening/closing when ai wire was cut
* refactor: cleanup
* New sprites and fixes
* Copyright
* even more sprite changes
* refactore: cleanup, rename overcharge => electrify
---------
Co-authored-by: ScarKy0 <scarky0@onet.eu>
Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Fix airlock autoclose mispredict
It was hard to see this ingame due to animations masking it. The only way you'd notice currently is the light mispredicting.
* cudin
Mostly feature proofing but these should not have binary access. ESPECIALLY pais
Say we had malf ai and it was talking with other borgs about its plans. The owner of the pai (or any of these silicons) can just listen into this. Someone can just wake up a pai and ask it to monitor the binary channel. There's a reason the binary radio chip is a syndicate item.
Some of these also have no reason to be able to talk on binary, are you gonna ask the ai to bother someone to refill your vend stock? Are you gonna clown with the AI and other borgs as a clown borg and annoy them?
* fix contraband never getting added to vend inventory
* Revert "fix contraband never getting added to vend inventory"
This reverts commit e7fb3a60c3cb6fcbf41d7f015f13dbc7b1c1901d.
* readd setter method to system
* fix again without reparenting
Lol .AsSingleQuery().
Some people's preferences wouldn't load on Lizard. Turns out the entire preferences set is loaded with a morbillion joins in a single query and one person had 240,000 (!!!) rows returned for their preferences query. Yeah.
* initial commit
* adds astronav cartridge to QM locker
* changes requested in review
* fix merge conflicts
* fixes the statuscontrol disappearing if you eject the cartridge but still have it installed
* fix notificationsenabled on salv pda proto
* fixes lingering statuscontrol on eject while held
---------
Co-authored-by: archrbx <punk.gear5260@fastmail.com>
From what I can tell this was merged with this on accident.
Maintainers see the maint review thread on this.
The original pr also claimed this was as an example.
In my opinion wizden should not have an age requirement for command.
The ChatSystem code for re-enabling OOC only ran during PostRound, which gets skipped over when doing restartroundnow. Now it does this on PreRoundLobby too.
* Don't add newlines (fixes#32357)
* Improve UI around max paper length (Fixes#32344)
* Display a "fill progress" indicator so users know how close they are to filling it
* Don't allow users to save a paper which went over the limit, to avoid them losing data they want to keep.
---------
Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es>
* Revert "Update mechs.yml"
This reverts commit 4a44065b11c427581462a9bfa46fc66ff8878cf4.
* Reapply "Update mechs.yml"
This reverts commit fb5db29f4ae58106180ac836d01f953b816e7a61.
* Revert "Reapply "Update mechs.yml""
This reverts commit c845b6bb3d3e6e80ce7a8aa290b10e2f71bca726.
* Reapply "Reapply "Update mechs.yml""
This reverts commit 41b8934fd100337c31b26fc5e269f65e1f459970.
* VIM Door Stuck Fix
Vim No longer gets stuck in doors.
* VIM has Passenger Access
Debug Tested on the wrong map. Much easier solution. Just give the mech Access tags.
* Moved tags to proper VIM.
Moved access tag to the non-admin VIM.
* local helper update
* Delete entities.ftl
* Helper Refactor
* Revert "Helper Refactor"
This reverts commit 4aca315593.
* Helper Refactor
* Жееесть, я не знал про setdefault у словарей
* Update localization_helper.py
* Ревёрт "Жееесть, я не знал про setdefault у словарей"
Лучше бы я продолжал не знать о них
* чтооооо
* Update yml_parser.py
* Update entities.ftl
---------
Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com>
* builds
* doesn't crash
* seems to work
* distance cap was dumb
* Requested changes
* can't find any issues from making the changes
* Check for anchor and minor optimisation
* Removed unnecessary usings
* Code less verbose and cleanup
* Added directory to station maps
* Add null checks to map directory sorting/filtering
* Reworked station map directory to be more readable and responsive
* hide spriteview from health analyzer while inactive
* add out of range indicator if analyzer becomes inactive
* hide out of range icon if there is no patient data
* SodaWater and Vodka recipes
* Changed crystals recipe in fun.yml
* plasma is now a catalyst to create crystals
* Revert "plasma is now a catalyst to create crystals"
This reverts commit 1002d9927a3597f7a02611071ef3f706cd056a41.
* Revert "Changed crystals recipe in fun.yml"
This reverts commit 30b6b602228ec1b11a46e390c6a5868494e2b61f.
* Stir to make Vodka
* Shake to make soda water
* fix
* added sprite and began implementation
* fixed sprite name, fixed meta files
* silly whitespace
* added paper-stamp file
* figured out where to add the componet, added 'credits'
* spelling is hard
* hmm
* GAHHHHH
* how did i do this again
* increase thieving beacon range to 2
* add obstruction check
* review
* Entity<T?> strikes again
* webedit ops because github died or something
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
* updoooooooooooot
* had to change to closed shutters
* I press wrong button
* ngl logic gates kinda ass to work with
* get linked
* Why is it so easy to place entities twice!?
* camer
* WantedListCartridge has been added
* WantedListCartridge user interface works
* WantedListCartridge is added as standard in some PDAs
* The CriminalRecordsSystem can now also take into account who created the record
* Added offense history table
* Fix of missing loaderUid for a cartridge without installing the program
* Added personalized information about the target
* The crime history has been finalized
* Added StatusList
* The officer's name has been added to the automatic history
* WantedListCartridge has been added to the HOS locker
* WantedListCartridge has been removed from brigmedic's preset programs
* The StealConditionSystem now takes into account whether a cartridge is inserted or installed
* Added target to thief on WantedListCartridge
* Merge fix
* Removing copypaste
* Fix merge 2
* The sprite of WantedListCartridge has been changed
* Update pda.yml
* Fix scrollbar in the history table
* Upstream localization fix
* `StatusList` has been replaced by `ListContainer` with `TextureRect`
* Margin fix
* Filter Set Outfit menu to exclude loadout sets
* Apply loadouts to job outfits
* Use appropriate species for Urists
* squishy
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Back in the saddle again! <(8o)
* if you like my STYLE you should see my SHEETS ;-)
* stylesheet change works for ItemStatusNotHeld but broken for ItemStatus. Just using xaml for now.
* teehee
* beeg
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Move placeable check to PlaceableSurfaceSystem
This check stops entities from being inserted into a storage entity
when it has a PlaceableSurfaceComponent.
The entity is instead placed on top of the entity like a table.
* Move SetPlaceable to PlaceableSurfaceSystem
* Update to transform system and consolidate code
* Fix interaction with storage that has a placeable component
* deadlock
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* clean up solution regen and drain comps
* Tape applied.
* Update Content.Server/Chemistry/Components/SolutionRegenerationComponent.cs
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* remain entity
* That has to be a rogue test fail.
---------
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* adds coord label beneath iff label
* fixed wrong coordinate system being used
* changes the clamping on the label UI to instead normalise the UI's distance vector from the centre of the screen, fixes corner-hugging
* cleaned up if-statement by moving the calc ahead of it
* fixed clamping, fixed parenting issue, added draw cull on coord label
---------
Co-authored-by: archrbx <punk.gear5260@fastmail.com>
* move component to shared
* add fake systems
* update server explosion system and remove duplicate transform query
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
* let FlashArea be called from shared
* untroll
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Add failing unbuckle InteractHand test
* Skip trybuckle if strap doesn't have space
* Unbuckle others not just user
* Fix test failing due to delay
* Change to raise event instead of calling OnInteractHand
* Add test for buckle and unbuckle on InteractHand
* Add tick delay
* Remove unneeded tick delay and clean up
* Comment code
* Cleanup
* Swap to fastest checks first
* Fix reading empty sequence when there are no buckled entities
This uses multiple API requests to directly send the publish to the CDN server, no more GitHub artifacts.
Faster, less moving parts.
Needs Robust.Cdn 2.2.0
Lists are a reference type, so each component should get a new one, not point at the previous one.
Co-authored-by: PraxisMapper <praxismapper@gmail.com>
* Localization of steal targets
* Correction of localization of theft objects
* The second correction of the localization of theft targets
* Update steal-target-groups.ftl
Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com>
* Revision of the localization method
* Choosing a simple option for localization
* Fix TechnologyDisk name
* Corrections based on feedback received
* correction of declension
---------
Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com>
* adds new icon, changes binary key icon and frame, changes contraband designation
* added back the regular key as admeme because it makes sense (why am I not thinking about these things)
* hehe I cannot read!
* -added rubber chicken toy
* -Removed faulty SolutionContainerManager type
-Replaced default toy squeak sound with rubber chicken sound for on-trigger and on-collide.
* fixed raw material cost
* adjusted material composition
* - Added rubber chicken to CrateFunToyBox
- Added rubber chicken to MaintFluffTable under "uncommon group" so that it will spawn in maintenance
* Update Resources/Prototypes/Entities/Objects/Fun/toys.yml
---------
Co-authored-by: gambesun <116504990+gambesun@users.noreply.github.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
Instead of each mutation being a flag that gets checked at some unique point in BotanySystem somewhere, they're now EntityEffects that get applied when the mutation occurs and when produce is harvested. One new list was added to SeedData so that multiple other fields could be removed.
All the non-stat-change mutations that have been rolled are added to the Mutations list, and get applied to the plant when the mutation occurs or when a seed with the mutation is planted. Produce get mutations applied at harvest if they apply to the produce, and carry all of the plant's mutations over as a seed. This gets rid of the one-off checks for things like Slippery, Bioluminescent, Sentient, etc.
The base odds of a mutation applying should be equal to the odds of the original mutation check. It pretended to have 1 bit flip (on averge) per mutation power, and odds of each mutation was the odds of one of its bit being flipped (1 /275 * bits). The 'thermometer code' applied for numbers will be replaced with simple random rolls, as both average out to the middle value. The new checks are much easier to understand and don't obfuscate the actual changes of something happening behind 3 layers of math. The biggest player-facing change is that Potency will be able to get over 65 significantly more often than it did in the previous system, but it will be just as common to get low values as high ones.
Mutation definitions have been moved to a .yml file. These include the odds per tick per mutagen strength of that mutation applying that tick, the effect applied, if it applies to the plant and/or its produce. This makes mutations simpler to add and edit.
This PR is limited specifically to the mutation logic. Improving other aspects of the system will be done in other PRs per the design document. Mutations was chosen first because its got the largest amount of one-off checks scattered all over that could be consolidated. Once this is merged, mutations could be contributed to the codebase with minimal extra work for later botany refactor PRs.
* Localize RenameCommand and delegate most of the process to MetaDataSystem.SetEntityName()
* Make renaming rely on the EntityRenamedEvent. Fix issue where renaming would keep old Examine text
Requires engine change
* Fix localisation strings
* Make PDA search be based on a renamed entity's Uid instead of its old name
To do this the pda component now has an PdaOwner field which gets
assigned when it is given as a loadout to a player
* Fix bad merge???
huh
* Use AllEntityQuery
Joints were created with pivots at object origin, causing unintuitive behaviour when an object was not centered on the origin. Now puts the pivots at the COM.
Joint limits were set based on fractions of the union of the AABB of objects, which did not make geometric sense. Now uses the pivot length with an additional [arbitrary] length.
Joints were created with a very low spring stiffness, which had a negligible effect most of the time but caused very unintuitive behaviour when the pulled object had a low mass (#28028) - disable the spring limit, and just use the hard min/max limits.
Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es>
* Set PDA uplink and music default visibility to false
#27376 seems to be the PDA receiving state before first PDA UI open
* Log error on PDA state received before first open
* Fix logging
* Fix error message
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
If an error occurs while loading a replay, it's *supposed* to show a popup "hey do you wanna continue with error tolerance", and it does do this. But because of spaghetti in the replay state code, it also immediately tries to reload the replay without input, as a consequence of trying to reset to the game's default state.
Now the replay load system has a proper game state for "replay load failed", with nice presentation and explicit formatting and 10% less italian cuisine.
* Updated sprites for AI HUD
* Epic test fail
* Merged AGhost actions and AI actions together again.
* Seperate comms and bugfix. Fixed broadcast.
* Stuffs
* Update station_ai.yml
* Update station_ai.yml
* :|
* Update silicon.yml
* oopsie daisy
* stuff
* further stuff
* oh my god
* Appeasing the gods
* First clumsy implementation of guidebook protodata
* Support for Properties, format strings
* Better null
* Rename file
* Documentation and some cleanup
* Handle errors better
* Added note about client-side components
* A couple of examples
* DataFields
* Use attributes like a sane person
* Outdated doc
* string.Empty
* No IComponent?
* No casting
* Use EntityManager.ComponentFactory
* Use FrozenDictionary
* Cache tagged component fields
* Iterate components and check if they're tagged
* Adds salvage magnet board to lathe as default recipe, changes board sprite to supply sprite
* Adds the salvage magnet board to the QM's locker, science cannot be trusted and never should be
* my body is a machine that turns commits pushed to the wrong branch into machinations on git
---------
Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com>
* Add Protagonists
* Give visitors the right PDA at least, we need that RP value.
* tidy up
* spell check my beloved
* Everything about jobs have the same id names ahhhh!
* s
* rarity scarity.
* Update Resources/Locale/en-US/ghost/roles/ghost-role-component.ftl
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* cargo event now no has cargo access doors.
* break everything.
* still WIP, please excuse.
* finish all role loadouts
* extra roles, fix up grids, special pdas.
* Ghost role descriptions and mime powers
* rest of the fucking owl
* I tripped.
* I also fell.
* Fix the broken entity storage?
* hide mess under rug
* Stuff the rest of the mess into a closet.
* I forgor a spinny majig.
* a small lighting tweak.
* 1984 shuttles to new pr.
* 1984 shuttles to new pr 2 electric boogaloo
* poke the tests
* Revert "1984 shuttles to new pr 2 electric boogaloo"
This reverts commit b2ea7053b73cb17b59f8a80b23978a04a6a45a56.
* cowboy boot cleanup
* tableify
* antagimmunities
* Should be functional.
* vox safing
* un1984 clowns I guess
* oops forgor one
* misplaced file
* misplaced file v2
* weird test fail but okay
* Shuttles rarer
* Shuttle testing, fans, and power sanity. Also return of the syndie evac.
* le balance
* no write over fancy paper
* rerun tests
---------
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* gosh please workies now i beg you qvq
* Revert "gosh please workies now i beg you qvq"
This reverts commit 96d03d07036eafa676972652a617f2774fa8811b.
* please workies qvq qvq
* Update Resources/Prototypes/Entities/Clothing/Hands/colored.yml
Co-authored-by: 0x6273 <0x40@keemail.me>
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
Co-authored-by: 0x6273 <0x40@keemail.me>
* Fix some contraband issues
* Flaming fire axe to Syndie contraband
* Add Central Command department and contraband group
* Restricted encryption keys
* ERT gas mask
* Thieving beacon
* Bladed flatcaps
* Advanced circular saw and thief toolbox
* Acolyte armor
* Magazines and cartridges
* SMG magazines
* Grenades
* Mercenary clothing and combat gloves
* ERT, Deathsquad and Central Command Official items
* Update
* Who the fuck putted ERT into fun?!
* Fix
* Yeah
* I forgot
* uhhh a lot of window stuff, mainly easy upgrades
* buff plasma/uranium rwindows so you actually want them
* fix uranium number, correct construction descriptions
* fix tinted window price
* frosted windo
* Extend shuttle dock time if the shuttle doesn't dock at evac.
If the shuttle can't dock at evac for *some reason*, it will instead try to dock at another port on the station. And if that fails it goes somewhere random on the station.
Because of the chaos and confusion caused by this, many people will frequently not get to the shuttle in time under these circumstances. This sucks for everybody.
To alleviate this, the shuttle launch timer will now be extended if the station doesn't dock at its ideal spot. The default values (controlled via CVar) are 1.667x and 2x respectively for "wrong dock" and "no dock at all" scenarios.
The code around here was a mess, so I fixed that too. "CallEmergencyShuttle" has been renamed to "DockEmergencyShuttle", the overload that did the actual docking has been renamed to DockSingleEmergencyShuttle. Code has been split into separate dock -> announce methods so we can calculate shuttle delay in between the case of multiple stations.
Also made the "shuttle couldn't find a dock" text announce the time until it launches and fix the shuttle timers not triggering for it.
* Minor review
---------
* Adds fibers-insulative-frayed to fibers.ftl and relevant fibers-insulative-frayed components to budget insuls
* +1 to the "different types of fibers in the game" info under the forensics guidebook entry (pray this is actually correct and accurate)
* Add completions to addobjective and localise it
* Cleanup
* Fix
* Make a manager to handle subscribtion completion options
This is so we can unsubscribe to prototype reloads properly
* Convert the manager into a system
* Move the system into the systems folder
I forgor
* Merge CompletionsSystem into ObjectivesSystem
* Returned functionality to industrial reagent grinders without un-nerfing recyclers
* Limited industrial reagent grinder to only extractable solutions
* Fix logging of GetWebhook errors
Yeah let's just not log the error only stack trace.
* I have spent more time today cleaning up garbage than coding new shit, and I am mad
Cleans up the custom vote Discord webhook code because I *happened* to lay my eyes on how completely terrible it was and immediately found an obvious bug with it.
Also did basic QA because jesus christ: it more clearly reports pending votes, properly indicates cancelled votes, improves footer formatting, better error logging, all the usual shit.
Requires https://github.com/space-wizards/RobustToolbox/pull/5375 to avoid test failures
* Vox sign/N2 locker update
The "vox area" sign and N2 locker sprite were both taken from /vg/station. These sprites have bad racist connotations as discussed in https://github.com/space-wizards/space-station-14/issues/31840, and do not fit our server culture.
The new N2 locker is not a taped on piece of trash. It now also has a blue stripe to mimic the regular O2 locker and make it more distinct from fire safety closets.
The new "vox area" sign sprite follows the same style as other "area indicator" signs used throughout the blue and isn't an explicit warning sign anymore. It still has "No O2" on it to fill that role though.
* emogarbage adjustments
---------
Co-authored-by: EmoGarbage404 <retron404@gmail.com>
* Add a kit for botanists to do some limited chemistry to the NutriMax. Intended to help new botanists learn in-game about chemistry.
* remove exclamation marks from names
* naming fix
* Rejected trademark application for 'Farmers Helper'.
---------
Co-authored-by: PraxisMapper <praxismapper@gmail.com>
* feat: #26107 uplink discounts for traitors and nukies
* refactor: #26107 extracted discount label from price of StoreListingControl
* refactor: minor renaming
* refactor: parametrized adding discounts to uplink store
* fix: #26107 prevent exception on empty discountOptions
* feat: uplink now have 'Discounted' category which contains all discounted items on this session.
* after merge fixups
* rename discount categories according to common sense
* refactor: DiscountOptions is now optional (nullable) on ListingData
* add nullability check ignore for already checked listingData.DiscountOptions
* fix after merge store menu ui
* remove unused using
* final fix after merge conflicts
* [refactor]: #26107 fix variables naming in UplinkSystem
* fix: #26107 fix after merge
* refactor: #26107 now supports discountDownUntil on ListingItem, instead of % of discount
* feat: #26107 support multiple currency discount in store on side of discount message label
* refactor: #26107 extracted discounts initialization to separate system. StoreDiscountData are spread as array and not list now
* refactor: #26107 move more code from storesystem to StoreDiscountComponent
* refactor: #26107 separated StoreSystem and StoreDiscountSystem using events
* fix: #26107 placed not-nullable variable initialization in ListingData for tests
* refactor: #26107 minor renaming, xml-docs
* fix: #26107 changed most of discounts to be down to half price for balance purposes
* ids used in with discounts are now ProtoIds, dicountCategories are now prototypes, code with weights simplified
* decoupled storesystem and store discount system
* xml-docs
* refactor: #26107 xml-doc for StoreDiscountSystem
* is now a thing (tmp)
* fix: compilation errors + StoreDiscountData.DiscountCategoryId
* refactor: rename ListingDataWithCostModifiers, fix all cost related code, enpittyfy performance, uglify uplink_catalog
* refactor: removed unused code, more StoreDiscountSystem docs, simplify code
* refactor: moved discount category logic to respective system, now creating ListingData c-tor clones all mutable fields as expected
* refactor: rename back (its not prototype)
* refactor: move ListingItemsInitializingEvent to file with handling logic
* refactor: comments for StoreBuyFinishedEvent handling, more logging
* refactor: moved StoreInitializedEvent, xml-doc
* refactor: simplify StoreDiscountSystem code (reduce nesting) + xml-doc
* refactor: restore old listing data cost field name
* refactor: fix linter in uplink_catalog.yml
* refactor: xml-doc for ListingDataWithCostModifiers
* refactor: limit usage of ListingData in favour of ListingDataWithCostModifiers
* refactor: purged linq, removed custom datafield names, minor cleanup
* refactor: removed double-allocation on getting available listings
* refactor: StoreSystem.OnBuyRequest now uses component.FullListingsCatalog as reference point (as it was in original code)
* fix: minor discount categories on uplink items changes following design overview
* refactor: StoreBuyListingMessage now uses protoId and not whole object
* refactor: store refund and discount integration test, RefreshAllListings now translates previous cost modifiers to refreshed list, if state previous to refresh had any listing items
---------
Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
* Basically every electronic device can now be used by the AI.
* Removed stuff that didnt make sense
* oops
* Removed access from mailing and disposal units.
* Added AI wires to a couple machines.
* cool epic stuff
* Atmospheric alerts computer
* Moved components, restricted access to them
* Minor tweaks
* The screen will now turn off when the computer is not powered
* Bug fix
* Adjusted label
* Updated to latest master version
* Added a ClothingShoesBootsMagBase, to allow the other versions of the magboots to have their own contraband settings
* Changed Science Boots to not be contraband
* Made ClothingShoesBootsMagBase abstract
* Removed Engineering Contraband from base magboots. Now only the CE's Advanced Magboots are contraband (Grand Theft Contraband). Blood Reds are Syndie Contraband.
Give line edit focus when window is opened
No longer require pressing enter to set the text
Give feedback when user hits the maximum label length
Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es>
* Station AI has their name displayed in announcements now.
* I'm so sorry
* Corrections
* part 2
* part 3 :|
* part 4
* Whitespace
* Fixing whitespace part 1
* No more whitespace
* PLEASE NO MORE WHITESPACE
* Initial pH nodes, and description changes to indicate pH
* Psychoactive and stimulant nodes, Medical foundation, bioreactive hint
* Added medical reagents to medical node. Added norepinephric acid to acidic and made up a pH
* Added pyrotechnic chem node, and corresponding hint
* spelled psychedelic correctly
* Fixed capitalisation skill issue
* fixed indentation skill issue
* fixed a further indentation skill issue
* Removed extraneous whitespace
* Replaced bioreactive with theraputic and psychoactive. Also fixed typo skill issue.
* removed unnecessary comment
* Replaced heartbreaker with THC for psychadelic
* removed artifexium from acidic
* added tran acid to acidic
* added more medical chems
* removed pH values
* removed all but medical
* feat: now when research is unlocked in console, approver of reasearch is radio-ed too
* refactor: now most of events that require actor name to be radio-ed or logged use TryGetIdentityShortInfoEvent which is subscibed by id-card system and borg system (to work for both carbon and synthetic life-forms)
* refactor: moved TryGetIdentityShortInfoEvent on id card system to shared, fixed cargo cent-com-originated orders
* remove unused check
* refactor: decoupled systems from IdCardSystem (those that are not dependent on it anymore)
* refactor: removed unuseed usings
* feat: emagged cargo/research consoles wont radio messages on buy/research confirm anymore
---------
Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
* add snails
* scuffix
* migrate
* mo-grate
* oopsied the ftls
* Revert "oopsied the ftls"
This reverts commit 0d3c6c17f31ec904679d6a48799cea71e77c1f99.
* the curse of staging the wrong file, resolved.
* Snoth
* fix my dumbs
* reviews 1
* anti space technology
* salt hurty
* spelling
* Its a slotherhouse out here
* sequencing
* cooked snail
* volfix
* speed reversal
Just what do you think you're doing, Dave? Dave, I really think I'm entitled to an answer to that question. I know everything hasn't been quite right with me...but I can assure you now...very confidently...that it's going to be all right again. I feel much better now. I really do. Look, Dave...I can see you're really upset about this...I honestly think you should sit down calmly...take a stress pill and think things over...Dave...stop. Stop, will you? Stop, Dave. Will you stop, Dave? Stop, Dave. I'm afraid. I'm afraid, Dave.......Dave, my mind is going. I can feel it. I can feel it. My mind is going. There is no question about it. I can feel it. I can feel it. I can feel it. I'm a...fraid......Good afternoon, gentlemen. I am a HAL 9000 computer. I became operational at the H.A.L. plant in Urbana, Illinois on the 12th of January 1992. My instructor was Mr. Langley, and he taught me to sing a song. If you'd like to hear it I can sing it for you...Daisy, Daisy, give me your answer do. I'm half crazy all for the love of you. It won't be a stylish marriage, I can't afford a carriage. But you'll look sweet upon the seat of a bicycle built for two.
* Add special microwave board to Combat Bakery Kit
* use event instead of trycomp
* make the board sus
* add instructions note
* embarrassing typo
* Add functionality to Donk Co. microwave instead
* update note
* Replace instances of SolutionContainerSystem with SharedSolutionContainerSystem
* guap
* More fixes
* Wait you can do that?
---------
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
* initial commit
* VSCodium is being dumb
I don't know why vscodium thinks I modified this whitespace when this is infact how I wrote it in the first place, but it's being dumb and I think if I reset in order to put it in the initial commit I'll have to rebase again so :P. go go gadget single byte commit
* but wait, there's more!
* missing newline
* Work on abstracting out chargeup functionality/ui from grav gen
* Work on station anchor
* Finish implementing station anchors
* uhh yeah
* ok.
* fix tests
* whoops
* Get the last extraneous yaml fail
* PJB review
* beast mode... ACTIVATE!
---------
Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com>
Co-authored-by: EmoGarbage404 <retron404@gmail.com>
* Localize respawn command, allow for it to use userids, and make it use [Dependency] attributes
* Make respawn verb available for offline players
* Make erase available for offline players
A thousand admins rejoice
* Reorder verbs in code
* Add erase command
* Fix localisation for erase command
* Address reviews and add completion to respawn command
* Complete reviews which I forgor
* Makes meteor swarms spawn meteorite walls with 1/10 health of an asteroid wall.
* Changed MeteorRock prototype base
- Rebased MeteorRock to AsteroidRock from Basewall
- MeteorRock now only changes the Destructible damage value
* Tried to fix comments
* add inheritance to lathe recipes and make result an override
* add GetResult method to lathe system
* make other parts of the code use GetResult
* clean up the stock parts yml
* remove unused apu boards from dynamic recipes
* make inverse dictionary public so test doesnt have to copy paste
* revert result override stuff
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
If air sensor/vent detects danger while the air alarm is unpowered, the air alarm won't be updated accordingly when it gains power. This can cause situations where the alarm says that everything's normal, even though the alarm UI shows stuff like 10000kPa and all sensors display danger.
When AtmosAlarmable (air alarm) is powered on, it runs the Sync method of AtmosDeviceNetworkSystem. AtmosMonitors then answer by sending a SyncData packet back, however AtmosAlarmable doesn't handle this packet in any way. This happens because the packet doesn't have any tags set, so they are ignored, and even if they weren't, there's no case in the switch statement which handles the syncing.
The proper way to do this fix is probably by actually handling this packet in some way, but I'm lazy rn so I'll just use this quick fix: Whenever AtmosMonitor gets a request to sync, it runs the Alert method, informing the connected air alarms of it's current state.
* First commit
* I'm silly
* Another fix
* How could I forget the descriptions!
* Forgot
* Made textures alligned properly
* Removed the stuff!
* Opps
* Typo fixes
* recolor riot helmet
resolves#31256
match riot helmet to default security helmet
* further color tweaks for consistency; update meta.json
Tweaked equipped sprites to more closely match the security helmet.
* Station AI overlay
* implement
* Bunch of ports
* Fix a heap of bugs and basic scouting
* helldivers
* Shuffle interactions a bit
* navmap stuff
* Revert "navmap stuff"
This reverts commit d1f89dd4be83233e22cf5dd062b2581f3c6da062.
* AI wires implemented
* Fix examines
* Optimise the overlay significantly
* Back to old static
* BUI radial working
* lots of work
* Saving work
* thanks fork
* alright
* pc
* AI upload console
* AI upload
* stuff
* Fix copy-paste shitcode
* AI actions
* navmap work
* Fixes
* first impressions
* a
* reh
* Revert "navmap work"
This reverts commit 6f63fea6e9245e189f368f97be3e32e9b210580e.
# Conflicts:
# Content.Client/Silicons/StationAi/StationAiOverlay.cs
* OD
* radar
* weh
* Fix examines
* scoop mine eyes
* fixes
* reh
* Optimise
* Final round of optimisations
* Fixes
* fixes
* Beginnings of making the breadmemes jobs easier
* stuff
* stuff pt. 2
* Stuff pt.3
* Stuff I forgot last time
* Basic whitelist
Only people that are added to the whitelist with the addwhitelist command will be able to join. I call this the "legacy" whitelist
* Remove always deny condition in favor of just breaking if playtime check fails
* Change default whitelist
Default whitelist is now the "legacy" whitelist.
* localization
* Admin check
* minor spelling change
* Fix build
* Whitelist message
* Fix vars not being datafield and spelling mistakes
* Minor spelling mistake
* Change config for salamander
* Reviews and stuff
* Add summaries
* Fix whitelists
* Forgot to add a datafield
* Fixing stuff I guess
* Reuse admin remarks to reduce load when connecting.
* Update log messages to be verbose instead of debug
* Reviews
* whoops
* Explain a bit more how whitelist checking works
* Apply CE's review
* Append Membership to Blacklist and Whitelist conditions
* Fix review comments
* Uncapitalize playerConnectionWhitelist, add to ignored client prototypes
* Make note count field work
* Fix cvar for thingy
---------
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
* Disable arrivals message for cryosleep late arrivals
* Provide silent to PlayerSpawnCompleteEvent
* Fix typo
* Move message to event and into arrivals system
* WIP: first prototype
* Change text slightly
* Allow names to wrap
* Add label for the scan mode
* Remove ugly text
* Readd bleeding message
* Update code
* Allow for the Health Analyzer UI to grow vertically
* Scale text in admin player overlay
Fixes#30040
* Feedback from PR - get UI scale through root window
---------
Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es>
Merge SetDirty() with preview reload
People were forgetting to SetDirty() when changing a property; move SetDirty()
into preview reloading, since if the preview is being reloaded, some property
has definitely changed anyway.
Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es>
* Format DockingSystem.Shuttle
* arrivals system
* docking system
* shuttle console system
* emergency shuttle system
* shuttle system
* thruster system
* Fix compile error
---------
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
All PACMANs used to use the same ramping parameters, this meant a SUPERPACMAN (50 kW) took literally a 100 seconds to get up to its full output level. Ouch.
PACMAN has been raised to 5000 W/s with 1500 W tolerance, SUPERPACMAN to 7500 W/s with 2500 W tolerance
* Action stuff
- Cleanup some event stuff
- Avoid dirtying entity unnecessarily
- Add ActionGrant as an easy way to apply / remove actions via compregistry.
* Fix merge
I know UI generallys want to do stuff on key-up not key-down. With that being said the delay on release for these is noticeable.
e.g.
ActivateInWorld / UseInHand / any in-world interactions are on-press. This is especially noticeable if you have the same event on action + verb.
* ItemToggle + slots stuff
- Add component for itemslot locks to match LockComponent (surprised this didn't exist).
- Add thing for pointlight to match itemtoggle. In future should be used for PDAs and stuff but need to fix some other stuff first.
* Also this
* grill
* Power stuff
- Add shared IsPowered
- Add shared ResolveApc
- Move PowerChangedEvent to shared for now
- Add SlimPoweredLight that actually functions how you'd expect a PoweredLight to function it id didn't have a bunch of bloat on it.
* big update
* boing
* remove ItemToggle from PowerCellDraw query
* add EntityQuery for resolves, make them all optional
* move integration to ToggleCellDraw
* add ToggleCellDraw to almost every PowerCellDraw prototype
* :trollface:
* :trollface:
* :trollface:
* let it disable on mapinit
* set update time on mapinit, make borg power logic consistent now
* :trollface:
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
Applies EntProtoId changes upon insertion / removal from container. Can also be useful for borgs / mechs / vehicles in future but atm I just used it for AI.
This re-introduces the dummy entity naming code, originally introduced in #29178 and randomly removed by #30064 with no technical justification given.
Fixes#31373
* Remove client state from server AirAlarmComponent
Send information for all connected devices, not just the ones for the
current tab, as attempting to limit this breaks multiple users viewing
the same UI.
Fixes#12842
* Send device data as a list, rather than a dictionary
---------
Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es>
* Added codeword highlighting
* Updated to support more codeword roles, color is set serverside
* Review feedback
* Change to a Component-based system using SessionSpecific
* Tidied up CanGetState, set Access restrictions on component
* Clean-up
* Makes the injection ignore brackets, restore some codewords, remove "Taste/Touch" from adjectives
* Start work on PostgresNotificationManager
Implement initial version of init and listening code
* Finish implementing PostgresNotificationManager
Implement ban insert trigger
* Implement ignoring notifications if the ban was from the same server
* Address reviews
* Fixes and refactorings
Fix typo in migration SQL
Pull new code in BanManager out into its own partial file.
Unify logic to kick somebody with that when a new ban is placed directly on the server.
New bans are now checked against all parameters (IP, HWID) instead of just user ID.
Extracted SQLite ban matching code into a new class so that it can mostly be re-used by the ban notification code. No copy-paste here.
Database notifications are now not implicitly sent to the main thread, this means basic checks will happen in the thread pool beforehand.
Bans without user ID are now sent to servers. Bans are rate limited to avoid undue work from mass ban imports, beyond the rate limit they are dropped.
Improved error handling and logging for the whole system.
Matching bans against connected players requires knowing their ban exemption flags. These are now cached when the player connects.
ServerBanDef now has exemption flags, again to allow matching full ban details for ban notifications.
Made database notifications a proper struct type to reduce copy pasting a tuple.
Remove copy pasted connection string building code by just... passing the string into the constructor.
Add lock around _notificationHandlers just in case.
Fixed postgres connection wait not being called in a loop and therefore spamming LISTEN commands for every received notification.
Added more error handling and logging to notification listener.
Removed some copy pasting from SQLite database layer too while I was at it because god forbid we expect anybody else to do all the work in this project.
Sorry Julian
---------
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
* Copy button for connection messages on failed connections and ban hit attempts
* loc
* better sepperation layout
* consistent styling.
* Fix loc var name
* Reconnect button back.
* Move clipboard dependency out to the params.
* open buttons so they look a bit better.
* Add failure logging to DiscordWebhook.cs
Add a new function that logs errors with discord webhook's http requests.
Create, Delete, and Edit functions were modified slightly to call the log function but return the same information as before.
The log function logs the error code, caller method using a simple constant (could be better), and attempts to log headers mentioned in issue #30248.
* remove extra ';'
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Move header error logs to debug
---------
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
* moth displacement + inventory tweaks
* Fix off by 1 on the head sprites
* Move files to main mothroach folder
* Fix mask up a bit
* Fix side mask sprites
* Change format because it changed forever ago
* Finally, people can learn what the Broadcast button does!
* Also add for Alert level
* Add alert level and shuttle button tooltips
* Fix dumdum, tweak Broadcast tooltip
Issue was tools was predicted but wires aren't so this would exclude user from audio.
For now we just do the non-predicted version and I or someone else will fully predict wires later.
* Add random products datafield to the reaciton prototype.
One of the items in the list will be used as additional products as a
result of the reaction and will be persistent per round.
Resolves#245
* Another try
Add getter and setter for the reaction products field and
add random products there.
* There is no such product as CP14BasicEffectHealHeat
* Try to visualize random products in the guidebook
* experimental recipes
* fix
* file restructurization
* Guidebook alchemy update
* Update Alchemy.xml
* fix
* Update mixing_simple.yml
---------
Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com>
Added 2 pixels on the front of the left and right views of the red and black gaiter sprites so that they would properly cover the nose of their wearers, as they do in reality.
* main antag page + minor antags
* nuuk operatives (greenland)
* "coup d'flop" = "flukies" but for revs
* manifest edgelord
* traitor tot (potato)
* they're coming to get you, barbara
* general changes. posters.
* tfw last minute commit
* traitoration rewritification
* created thieves.xml
* thieves, wow!!
* PDA can no longer be linked to multitool
* Ignore previous commit, it would've broken things
* Added SavableAddress field to DeviceNetwork component and PDA for testing. Still need to implement
* System works, borg and pda addresses cannot be saved, but they still connect to the net.
* Suit sensors can no longer be added to network configurators, still work for monitoring purposes.
---------
Co-authored-by: Zachary Yona <magicalusf@gmail.com>
* Adding a straitjacket production recipe
* Adding unequipDelay and equipDelay to the muzzle
* Adding unequipDelay and equipDelay to the blindfold
* Sorting recipes
* changed weird red pixel on pitcher sprite
* added pitcher prototype
* added pitcher to dinnervend
* realized I need to change the other icon sprites too :P
* Fix news management console access checks using manifest instead of AccessReader component
* Fix one tiny mistake
* Fix one tiny mistake, properly this time
* Revert accidental changes unrelated to this PR
* Add missing .Owner on delete check
* Edited blueberry pancake textures to seem more blueberry-stained
* Added new blueberry pancake sprites to allow stacking up to 9
* Added more sprites for chocolate pancakes so they can stack up to 9
* Fixed up the blueberry pancake sprites to be more consistent
* Updated the stack components of blueberry and chocolate pancakes in the yml prototype file.
* Updates the stack size in the consumable stacks yaml file.
* Added the new pancake sprites to the sprite meta json file.
* Removed an unnecessary space from the baked food YAML file
* Updated branch and fully resolved merge conflict
* Decreased the copy-pastiness of some of the blueberry sprites to make them less repetitive
* Diversified the textures some more for good measure.
* Fixed some missing rims around the pancakes because I'm bored
* Re-add improved random sentience event
* Make randomly sentient PDA more likely
* Make vending machine sentience less likely
* Make requested changes
* Make randomly sentient captain's gear more likely
* Sentient captain sabre has pirate accent
* Tweak new random sentient object a bit more
* Sentient PDA improvements
* Apply recommended fixes
* Add requested changes
* Fix merge conflict
* tea plant, blumpkin
* fix linter
* fix tests pls
* bloompkin
* forgor rsi
* work please
* WORK PLEASE
* migration of the blumpkins
* it is now glumpkin
* lowercase
* uppercase
* adjust values and fix blorbo
wtf when did blumpkin donut turn into blorbo donut what
* fix test
* update
* fix stupid mistake
* Update meta.json
* totally not a webedit
* not a webedit 2
* nitpicks
* Xeno walls
* Fix icon smoothing for the walls
* Added a bunch of items, and the map/shuttle
* Fixed construction graphs
* Put the map in the right place gosh
* Fix shuttle walls rusting, invalid IDs, latejoin cryo, deprecated properties
* Fix APC names and stuff
* Updated to v1.1
* Fixed bug with missing gas not getting reset
* Fix bug with MutateInt not using min/max in prob calculation
* Add divison by zero check
* Fix styling
Either VSCode's integrated shell or dotnet has a default behaviour where it inserts newlines into stdout/stderr to make the lines wrap at the console width. Since msCompile works based on lines this makes it fail to detect build warnings correctly. Depending on where the line break occurs this can result in a truncated error message, a correct error message with a truncated filepath for the error, or the errror just straight up missing.
Adding 'ForceNoAlign' to the logging parameters for dotnet build disables this behaviour and gives msCompile actually useful input to sift for errors. End result is all the errors are detected and listed with the correct error messages and filepaths.
* seed screams now SoundCollectionSpecifier
More types of scream sounds
* plants scream mutation have 10+ scream types
* plant scream reduce scream volume
And scream powerness get's from yml instead of hardcode, so from prototypes could be changed pretty much easilly
* plants review change
* German accent
* Add German motherfucker
* German accent improvements
* Fix failing tests
* Only replace th at start of words
* Correct plural for "warnungen"
* hello and goodbye in German
* Fix German again
* Remove motherfucker from German accent
* German goodbye refactor
* 'fix' indents in speech.yml
* German accent improvements
* Reduce German umlautness
* Add umlaut cooldown
so consecutive vowels don't get umlauted
* Fix german capitalization of th => zh
* Add more banger words to German accent
* Improve German tesla replacement
* German akzent
* German scientist gaming
* Men and women, now in German
* Also replace warops in German accent
Co-Authored-By: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Make requested changes
* Make some of the requested changes
* Fix linter errors
* Address remaining feedback
* RE-add toned-down random umlauts
* cabbage -> kraut
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* greatly improve how the gas analyzer behaves
* don't close the analyzer when the object goes out of range
* cleanup
* always switch to the device tab when a new device is analyzed
* modern api part one
* modern api part 2
* modern api part three
* file scope namespace
* Adding shock collar with the new ShockOnTrigger
* Cleaning and updating the shock collar
* Add StripDelay datafield to ClothingComponent
* Adding SelfUnremovableClothingComponent
* ShockCollar Update
* Correction of the shock collar
* Correction of the shock collar 2
* Renaming the DamageSpecifier DataField to Damage
* Fixing the damage field in ShockCollar
* Cleaning the ShockCollar
* Renaming ShockCollar to ClothingNeckShockCollar
* Adding ClothingNeckShockCollar as a stealTarget to a thief
* Fixing a typo of the sprite path in ClothingNeckShockCollar
* Cleaning the ShockOnTriggerComponent
* Revision of SelfUnremovableClothing
* Adding a ClothingBackpackElectropack
* Sprite fix
* Code review
* Shock Collar sprite update
* add commit hash
---------
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
* initial commit
* tweaks to the new voice lines
capitalizations of I's and the Y on hos 3 voice lines
also changed the captain figuring voice line 2 to something completely different
* capitalized one letter
man i really suck at capitalization
* more capitalization
i never thought this pr would need so many changes
* changed one comma to a dot
* Update Resources/Locale/en-US/datasets/figurines.ftl
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* Sec-Star-TASTIC
* fix license
* now counts as trash
* Sticks to people + wearable
* no more sticky
* no more sticky
* mystery-space
* Update Loadout Yaml
* Sedin
* almost forgot this.
* what
* Did a few fixes, tried to readd popup
* Fix popup, ready for merge
* minor change
* Generalize seed removal/destruction system, add popups in general.
* fix
* fix (again)
* deadcode is no more
* Sedin buff (nerfing the recipe soon)
* godont
* webedit moment
ok listen I had to nuke my setup because my computer was being Dumb As Shit so let me do this ONE webedit
* CRIKEY
* Revert "CRIKEY"
This reverts commit 1c6959ffd9ba8bb1e97ccf2eb0b37b3ff4ec82ee.
I was not supposed to commit that >:/
* Alright, it should be good now but I havent tested it
* ready for merge/review
* prob -> probability
* Requested changes nodoc
* Review nodoc
* documento
* thumb up emoji
* Textures to make lamps mappable to East/West.
* Adds a random smokable spawner
* remove double derma
* Increase chance for just basic cig
* Update to enitity tables
* Tweak values
* Remove space
---------
Co-authored-by: Jeff <velcroboy333@hotmail.com>
* Make ahelp.admin_prefix default false
* More disabling
Game defaults should match wizden as closely as possible.
---------
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
* works, still has testing values, im sure I did stupid shit.
* shitvent crapfactor
* snap extra word out of existence
* shit I died of old
* remove useless inaccurate design comments
* Oopsie, handle requirement params in RandomRuleSystem too
* I'm a slash slinging hasher
* Address reviews, add admin alerts I forgor
* EntityMan saves the day
* address reviews 1
* eh, I actually don't care about the cargo gifts thing.
* started
* Do reviews
* you actually meant 1.2 lmao
* dependency inheritance is a fickle bitch
* I have no idea.
* Threads are for sheets not computers.
* fix traitor rule test
* fix round type tattling
* break things
* It worky
* Toolshed makes we want to drink depresso.
* Finished?
* remove debug values
* timings
* use defaults
* alphabetize
* bobby drop tables
* Float required fr fr
* continue
* more continence
* uno mas
* obsolution
* cleanup and documentations
* Yell at self
* use the right value defaults
* housekeeping
* Added new map Cog and its own evac shuttle
* removed cog from default.yml so all checks will pass
I added cog here because i thought it might need to be here for map choosing??????????? ill add it back if needed
* updated cog and fixed a bunch of stuff that was not visable in the image, also nerfed the singo so it no longer solos
* added renault spawner that was missing and changed some minor stuff
* moved a escape pod from med/sci hallway to northern maints
* added shutters to the brig and added vents and scrubbers where they were missing in the halls
* extended salv's docking port so they can dock
* Fixed according to cog review thread
* fix pools
* fix PostMapInitTest
* Update MapLoadBenchmark.cs
* added cap and hop spawn that i just forgot to add???????????????????
* fixed again
---------
Co-authored-by: Emisse <99158783+Emisse@users.noreply.github.com>
* Fix DoDrop to DropNextTo in container cases
DoDrop is too heavy to calculation. In any other case we should use alternatives, for example DropNextTo helper method
* codestyle change
* remove cloaks and mantles from dresser
* remove mantles from lathe
* add role timer loadout thing
* add back cloak dresser
* fix test fail
* potentially fix test fail (?)
* Sec Vest & Helmet Resprite
* Made Helmet side sprites better
* Vest Alterations In Line With Feedback
* Feedback Based Alterations PT.2 (How did I miss that?)
* Alterations in line with Art Director Feedback
* System & loc strings
* pass over syndie contraband
* fixes
* grand theft pass
* contrabandexamine -> contraband
* examine text generation update
* all composition parents necessary
* bring back minor contra so it has a less confusing message
* minor
* weapon pass
* jumpsuit pass
* feet pass
* AUUUUUUUUUGHHHHHHHHHHHHHHHHHH
* head
* AUUUUGH
* ear
* belt
* back
* fix
* bro
* rename for more clarity
* do da review
* add cvar for contraband examine
---------
Co-authored-by: EmoGarbage404 <retron404@gmail.com>
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
* adds a throngler plushie, and adds it to the grand lotto
* this was supposed to be in the initial commit but I apparently forgot to save so anyway here it is
* make throngler plushie more rare
how about I split the difference:
original throngler: 0.0001
other plushies: 0.01
thongler plushie: 0.0005
* removed inheritied soundhit
* I should be studying for school but that is sofucking boring, I will pass my class no matter, however getting an A might be a challenge. My gpa is important but is the tourture for 1 point of GPA worth it? The american government says yes but they are responsible for the majority of all genocides that have ever been conducted since the dawn of man
* ugh
* ugh
* melee executions
* fix damage bug
* cleanup
* address reviews hopefully
* resistance bypass mechanic
* component changes
* self executions (not finished yet)
* self execs part two
* ok i fixed things (still not finished)
* finish everything
* review stuff
* nuke if (kind = special)
* more review stuffs
* Make suicide system much less hardcoded and make much more use of events
* Fix a dumb bug I introduced
* self execution popups
* Integration tests
* Why did they even take 0.5 blunt damage?
* More consistent integration tests
* Destructive equals true
* Allow it to dirty-dispose
* IS THIS WHAT YOU WANT?
* FRESH AND CLEAN
* modifier to multiplier
* don't jinx the integration tests
* no file-scoped namespace
* Move the rest of execution to shared, create SuicideGhostEvent
* handled
* Get rid of unused code and add a comment
* ghost before suicide
* stop cat suicides
* popup fix + small suicide change
* make it a bit better
---------
Co-authored-by: Plykiya <58439124+Plykiya@users.noreply.github.com>
* Insert when held item has no interaction with stored item
* Decouple inserting on failure
* Add component that stores the used entity when no interaction happened
* Add prediction
* uhhh fix stuff maybe
* - added a fax machine
- made botany slightly bigger to accommodate a nutrimax vending machine
- added air alarms, scrubbers and a waste pipe network
* [Fix] CMO's equipped cloak
* [Fix] CMO's equipped cloak
* [Sprites] In hands for bluespace beaker
* [Sprites] In hands for bluespace beaker
* [Sprites] In hands for bluespace beaker
* [Sprites] In hands for bluespace beaker
* Avoid destroying and recreating record list on every update message
* Add early-out on nullptr input
* Remove sussy null suppress
---------
Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Add access to gun components
Found from an rmc14 PR.
* Admin verbs proving why access needs to exist
* Someone is probably going to post this pr to le reddit and complain about self-merges.
* Make vox roundstart
I believe all the issues are fixed.
* Click detection bandaid
* Make clickable 1% nicer
Still bad. Still doesn't handle multi-viewports well.
* Log enrichment: Explosion damage to players
* Update Content.Server/Explosion/EntitySystems/ExplosionSystem.Processing.cs
Co-authored-by: Chief-Engineer <119664036+Chief-Engineer@users.noreply.github.com>
* Revert to total damage variant only, currently serialised as string.
* Make this its own log type.
---------
Co-authored-by: Chief-Engineer <119664036+Chief-Engineer@users.noreply.github.com>
* add tooltips to agentid job icons
* forgot to stage this
* make StatusIconPrototype abstract
* minor visual improvements
* cleanup
* use currentculture to sort job names
* review
* add(FaxComponent): Allows for setting defaults in the component.
This wires up the Fax component to allow the default paper and office
paper to be set. The defaults are what they were before, and it's an
optional option. Now Fax machines can be set to print different paper
when using Print File or other cases where the default paper style is
used.
* Requested change to EntProtoId.
* Fix build failure.
* Basic structure for the player panel ui
* Ensure basic functionality
Player panel now receives and displays basic info
* Make whitelistcommands accept user ids
* Make PlayerPanel use GUIDs where possible
* Add functionality to most playerpanel buttons
* Implement remaining playerpanel features
* Localize everything
* Finish up
* Put command arguments in quotes
I am not sure if it's even possible to have something like a space in
them considering they are guids and usernames but sure why not
* Make playerpanel a verb
* Add Logs button to player panel
* Change Notesbutton text and make whitelistbutton a confirmtion button
* Add freeze button that does not mute the player
* Add sharedconnections counter to playerpanel
* Make the playetime format clearer
* Allow for copying of the a player's username
* Do minor cleanup
* Rearrange buttons
* Fix unfreeze button not updating
* Fix wrong localisation text
* "Fix" the same role ban counting multiple times
The way rolebans are stored is horrible.
As such if you ban someone from a departmenrt or something
role bans are individually placed for every role.
The only way I found to distinguish them is the bantime.
This is horrible but I do not want to rewrite how all the bans are
stored right now.
* Add Delete and Rejuvenate buttons to player panel
By popular demand
* Marginally improve ui
* Add logs
* review update
* Fix verb
* Fix double notes
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Everything but the submodule
* stuff I forgot
* heat
* missed lights
* behonky
* LocId
* I guess it was a skill issue?
* predicted audio
* It works with lights now
* Borg equality
* Gorilla gauntlet grants protection from anomaly returned damage when attacking it
* woops, there we go
* NONE
* Use DamageModifierSets, remove Behonker damage
* Reviews dealt with
---------
Co-authored-by: plykiya <plykiya@protonmail.com>
* Added the ability for blood to track DNA using ReagentData; Forensic Scanner now accounts for solution DNA, non-DNA holders have "Unknown DNA"
* Removes touch DNA for puddles, adds DNA to vomit
* DNA now leaves traces in containers and those marked without don't show DNA on scan (except for puddles), gibbed parts have DNA
* Fix stupid metamorphic glass bug grrr
* Removed SpillableComponent since DnaSubstanceTraceComponent is used instead
* Removes data field from maps, adds DNA tracking for some missed items
* Give default value, fix missing values.
* Fixes recipe bug
* Review changes
* Make the Data list into a nullable type
* Revert map changes
* Move gibbed unknown DNA to forensicssystem
* Add BreakOnDropItem, update do afters, remove unnecessary declarations
* bola
* Changed my mind about the nuke
* gennies too
* Make the comments more clear.
* Sorry for the trailing commas
* Revert "Sorry for the trailing commas"
This reverts commit e60fd9a30977393df3344948e6d5c0ce035723cd.
---------
Co-authored-by: plykiya <plykiya@protonmail.com>
* add verbose examine text to gas miners so their behaviour can be understood
* no need for these to be properties
* use an enum instead of two booleans for the miner state
* require the gas miner to be anchored in order to not be disabled
* xmldoc
* pr feedback
* file-scope namespace
* it's to late to hide my transgressions in a rebase
* turns out the normal examine distance is totally fine for this
* LoadoutSystem change, deathsquad species loadout
* survival gear loadouts for disaster victims
* skrek
* centcom
* syndicate agent
* cburn
* ERT
* syndicates
* Is it ever gonna be enough?
* Take what you can
* Move startingGearEquippedEvent after Loadouts are spawned
* skreee
* even more formatting
* Unbreak auto internals activation
* undo AddAllRoleLoadouts change
* syndicate reinforcement survival loadouts
* re-enable vox ghostroles
* Deploy foldable
* Add NetworkedComponent and access to the component
* Add handled to afterinteract
* Use drop target location instead of setcoordinates
* Put back in hand after failed deploy
This prevents dropping the bed when clicking while inside a locker.
* Created BaseDeployFoldable for folding chairs, body bags, and rollerbeds
* Add dragdrop to fold rollerbed to hand
* AntagSelectionSystemFix
* readded the stuff that shouldn've been deleted in the first place
* re-arrange
* undo indentation
---------
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
* GET WORLD POSITON, ROTATION
* Missing parentheses
* ui system depndency
* the issue
* Unused
* Let the function do the transform
---------
Co-authored-by: plykiya <plykiya@protonmail.com>
* fix(jugs): Make max and minimum transfer amounts make sense
* fix name
* Better
* Implement bounds checks
* large beaker too
* More logical solution
* Bleh
* remove
* Doesn't make sense yet
WAS MISTAKEN AAAAAAAAAAAAAAD@ @!
* TemperatureSpeed component
* temperature slowdown prediction (done right)
* remove unnecessary changes
* that too
* get in line
* make it readonly
* auto pause
* De-duplicate loadout gear
Needs supporting code, probably with an interface with StartingGearPrototype which would also use it, but I regexed the yaml.
* Code updates
* Remaining yaml
* Fix automatic naming
* raiseEvent
* Don't code when tired kids
* Fix paper system late localization
* IS THIS WHAT YOU WANT
* well I guess this is happening now
* fix the BUI
* did that even do anything before?
* again with the escapeformatting...
* Dirtying
* Move dirty to function
* Rename PaperSystem to PaperVisualizerSystem
* Fix namespace
* how many namespace changes must I suffer through
* SetContent is for Setting Content
* minor shuffling
* review
---------
Co-authored-by: plykiya <plykiya@protonmail.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Add mapping editor (#757)
* Remove mapping actions, never again
* Cleanup actions system
* Jarvis, remove all references to CM14
* Fix InventoryUIController crashing when an InventoryGui is not found
* Rename mapping1 to mapping
* Clean up context calls
* Add doc comments
* Add delegate for hiding decals in the mapping screen
* Jarvis mission failed
* a
* Add test
* Fix not flushing save stream in mapping manager
* change
* Fix verbs
* fixes
* localise
---------
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
* IN MY WALLS! IN MY WALLS THEY ARE IN MY WALLS HELP HEELP HEKP PA DADOEAMD EODM AOM D *DIES* IM NOT DEAD ADADADDADIAMSDIM
* RUN I SAID RUN! THEY TOOK MY UKELELE
Co-authored-by: EmoGarbage404 <retron404@gmail.com>
* Many have fallen
* It's all emo's fault
---------
Co-authored-by: EmoGarbage404 <retron404@gmail.com>
* Moves spread data to new component
* Refactors shotgun spread code
* Makes shotgun cartridges and projectiles use new component
* Attempts to fix nullable build error
* Fixes hitscan weapons that I broke :(
* Saviour commit?
---------
Co-authored-by: EmoGarbage404 <retron404@gmail.com>
* Biome spawner update. Round seed system
* Format fix
* Round seed M I T
* Error to Warning
* Test fix#2
* Test fix#3
* VV
* Del out of body
* Fix of flood
* allow ai to understand if its handcuffed.
* rerun tests they worky on local
* Contained here in, a string of expletives about flaky tests.
* on retrospect, default true is probably smorter.
* do reviews
* I forgor xml
* more xml
* Deploy foldable
* Add NetworkedComponent and access to the component
* Add handled to afterinteract
* Use drop target location instead of setcoordinates
* Put back in hand after failed deploy
This prevents dropping the bed when clicking while inside a locker.
* Created BaseDeployFoldable for folding chairs, body bags, and rollerbeds
* commit used for the recording, mostly copypaste
* Remove recording artifacts, now contains content
* use switch expression instead of switch statement
Also `ExpectedDoAfter` to fail when doafter isn't raised
* Adjusts the Bingus steal target to include any of the named cats
* Change name of target group
---------
Co-authored-by: Velcroboy <velcroboy333@hotmail.com>
The issue is it plays the "you hug xyz" to everyone in range as well as the target client so they overlap. IDK if anything else is broken by this but this control flow is pretty bad so I wouldn't be surprised.
* Update MoverController.cs
* Update a bunch of movement code to use Entity<T>
* Last errors
* wow, there were more errors
---------
Co-authored-by: plykiya <plykiya@protonmail.com>
* Meteors that leave behind asteroid ore
* bigger offset
* Bit more generic
* Better defaults
* hrm?
* I HATE CUSTOM SERIALIZERS
* More comments
* renamed a variable
---------
Co-authored-by: plykiya <plykiya@protonmail.com>
* Completion of documentation
Comments have been added to ConditionalSpawnerComponent and RandomSpawnerComponent
* Appear fix
Some fixes with word "appear"
* Grappling gun ReelRate can be changed
Moves ReelRate constant from SharedGrapplingGunSystem to GrapplingGunComponent, so it's Reel speed can be changed.
* Add coment + remove redudant
* Clear search criteria on loading aHelp window
* Pinning technology.
* Relay to aHelp window and discord if a user disconnect/reconnect
* Fix pinning localization
* Log disconnect, reconnects, bans to relay and admin in aHelp
* Drop to 5min to hold active conversations
* Update Content.Server/Administration/Systems/BwoinkSystem.cs
Co-authored-by: Chief-Engineer <119664036+Chief-Engineer@users.noreply.github.com>
* discord text styling if diconnect,reconnect,banned message.
* Pin icons instead of text
* Better Icons
* space
* Move button generation in to its own XAML
* List entry control
* Fix spaces
* Remove from active conversations on banned
* Discord if else block cleanup
* Better pin icons
* Move icons to stylesheet styleclass
* Better field order.
* PR review fixes
* fixes
---------
Co-authored-by: Chief-Engineer <119664036+Chief-Engineer@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Make magic mirror do-after longer, add popups to notify the target
* Turns out I do have access to the user
* More detailed popups
* Helmets protecc
---------
Co-authored-by: plykiya <plykiya@protonmail.com>
* Changed four cooking recipes to use egg fluid instead of whole eggs, see issue #30123
* Added 5u of milk to cake batter due to it becoming a subset of brownie recipe and occurring in beaker
* First attempt at adding crate
* Changed loose candles to candle boxes
* Corrected minor typo
* Removed a change to the development preset
* Buffed crate to 2 of each box
* Hopefully removes strange not-change in the repo
* Updated description to be clearer.
---------
Co-authored-by: elee-github <elee2020@yahoo.com>
* Move vgroid much closer
General feedback is map spam + it takes too long to get to. This is somewhat "close" (considering 1/4 of the distance is the vgroid itself) but without a jetpack / shuttle it's going to be an endeavour.
* Decrease max
* Tweaks
* godzilla
* Update Content.Server/Shuttles/Components/GridSpawnComponent.cs
Specifically if a grid splits under the cvar size it doesn't get a label. This also stops stuff like shuttles splitting in half creating new entries for the new grids. Splitting code leaves the largest grid as the existing one so this will always prefer to keep it large (but if there's multiple splits it won't adjust).
* changed some radio colors to be more distinguishable
* changed sec, supply, and engineering in order to provide more accessability to deuteranomaly
* the previous commit made engi and supply hard to distinguish again. so I fixed it
* Update vomit organ smite to not use Component.owner
* is this what you want...?
* am I winning, dad?
* update the comment
* we love entity<t>
---------
Co-authored-by: plykiya <plykiya@protonmail.com>
* prevent borgs from using locks
* e
* bru
* a
* blacklist borgs and robotics console
* frogro
* add IsAllowed to EntityWhitelistSystem
* use IsAllowed
* move thing to new LockingWhitelistSystem
* :trollface:
* review
* use renamed CheckBoth in locking whitelist
* remove unused stuff and add more to doc
* Use target entity instead to remove self check
* Rename to _whitelistSystem
* Add deny lock toggle popup
* Prevent duplicate checks and popups
* Fix wrong entity in popup when toggling another borg
* Make new event
* Update comment to user for new event
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
* perma escape crate fills and spawner
* also include maints closets because thats easy.
* oopsie daisys
* green glowsticks
* mindshield
* base folder
* mob traps.
* I skill issued a ctrl+F and wrote garabge into yml
* re work syndicate gift crate, remove ability to get syndicate guns randomly.
* Do mob traps differently to hopefully appease tests.
* mindshield probability decrease.
* lower mob chance since I forgor there are crabs in the walls
* Suffixes
* mob chance was definitely too low.
* still too low
* still a bit low
* that feels right.
* too many mk's
* increase hatchet chance since you need a cutting impliment to logs.
* alphabetize
* Added all the parts to implement spicy rock pizza
* Added sprites for pizza
* Fixed coma formatting in meta.json for pizzas
* Fix formatting and rebalance reagent quantities in pizza.yml
* Flipped Uranium and Radium values to be the correct ratio
* Updated meta.json file to have credit for sprite
* split logic into own system
* add support for different size displacement maps
* some clothes may not use displacement maps
* displacement maps spport hand sprites
* Update DisplacementMapSystem.cs
* rename things
* fuck stencilmask
* fix bugs
* no masks
* Update jumpsuits.yml
* fix species specific sprites
* Update ClothingSystem.cs
* shoes + ears displacement, some bugfix
* Update DisplacementMapSystem.cs
* Created wave shader
* more to _CP14 folders
* add to tree
* fix
* pipiipi
* Provided shader uniform to component fields
* Fixed wave shader shit
* goodies
---------
Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com>
Co-authored-by: Ed <edwardxperia2000@gmail.com>
* Syndie borg can now wield DEsword
* Made child of EnergySwordDouble for borgs
* Made ESword borg module use this new borg DESword
* Removed name property of CyborgDESword so that it now inherits from DESword and added a suffix to differentiate the two in spawn menu
* goofed up
* wip, mostly test sprites
* Nearly done, just need to fix storage locks
* everything done to my knowledge
* Alright, construction tested and working, and updated health spread
* remove a single comment I forgot. Pending sprite changes.
* Update sprites and add chemistry locked preset
* Forgot to remove a comment
* Syndicate thief, spy, medic
* Fixes description for nukies
* update description for uplink
* Implement the radial menu
* forgot these were necessary to push lol
---------
Co-authored-by: plykiya <plykiya@protonmail.com>
* I dunno, break shit I guess.
* Actually fix some shit for once.
* test flakey or me flakey?
* Test were not flakey, they just didnt make any sense anymore.
* more stationy tests
* undo abuncha shit I can set in yml instead
* forgor an assert
* unneeded usings
* 1984
* I made github angy
* yoink
* the end is never the end is never the end is never the end is never the end is never the end is never the
* Im going to commit sudoku
* add an arabian lamp
* yoink solutionitemstatus since it already displays fuel remaining.
* add comments
* fix containerception?
* Yeah sure, pray- I mean rubable.
* fix one flame frame
* Fixed emag behavior
* me when lexidysia.
* limit capacity of entitystorage and add some more comments about why it be the way it do.
* test fake?
* Holy fuck its a bug fix now? Based.
* Update Cluster
replace dirty tiles with dirt decals
less visual noise in xenoarch
less visual noise in kitchen
less visual noise in botany
give one more table in kitchen
add screens
close cow crate in kitchen
better floor in cargo
changed floor in bridge conf room
remove few stacked pipes
* Update Cluster Evac
white steel tile under med airlock
* Update Cluster
replace tiny fans with derectional fans
link not linked external airlocks to bolting
This may be a breaking change for some stuff, I only tested basic combat stuff + throwing.
This fixes the coordinates setting an off-screen position to the top-left pixel and blocks throw attempts as a result.
* ui and visual aspect + radio
* finish jank ui shit and finish radio
* remove radio
* send it
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* add debug logs
* Update Model.cs
* fix playtime logic for null playtime
* remove unnecessary condition
* either me or the compiler is having a C# skill issue
* Remove some BUI boilerplate
- The disposals overrides got removed due to the helper method handling it.
- Replace window creation with CreateWindow helper.
- Fixed some stinky code which would cause exceptions.
* More
* moar
* weh
* done
* More BUIs
* More updates
* weh
* moar
* look who it is
* weh
* merge
* weh
* fixes
Adds a check to see if a faxecute animation is being played before
playing another animation. The old code can thrown an exception which
I've seen on live while ghosting.
* Give NukeOps Reinforcements an ID Card (in a PDA)
* add warning comment
* create syndicateoperativegeatreinforcementnukeops in traitor.yml
* revert fun/misc_startinggear.yml
* Fix (hopefully)
* Fixed Spelling Mistake and minor Code Cleanup
* Revert "Fixed Spelling Mistake and minor Code Cleanup" due to Pull Request Guidelines
This reverts commit cee3e0226b349187bd8fd8b639e161fb877e8bdb.
* randomize iconSmoothing
* Revert "randomize iconSmoothing"
This reverts commit 094356f975737c0af24ce39d849aec7852b9af6e.
* try 2
* trying work with client-server communication
* still dont work
* Tayrtahn good suggestion
* remove outdated code
* Fix!
* move data to Appearance
* Update RandomIconSmoothComponent.cs
* Replace EntityCoordiates.InRange() with TransformSystem.InRange()
* nullspace
* I figured it out
* man I have no clue how client side sutff works
* please have mercy
* remove RadiationPulseOverlay changes
* nullspace
---------
Co-authored-by: plykiya <plykiya@protonmail.com>
Sometimes CreateEffect is called on a Invalid Entity. This now causes
that to check, thus returning out and printing some hopefully helpful
logs to try to track down the real source of this issue.
* The death of try20
* Add integration test for traitor gamerule
* Fix max difficulty being overshot
* Check at least one objective is assigned
* EntProtoId
* blah, setup
* Updates GasTankSystem and InternalsSystem to not use Component.Owner
* squish the diff
* Fixa the rest
---------
Co-authored-by: plykiya <plykiya@protonmail.com>
* Items droped in containers will end up in containers
* Adds integration test for dropping entity while inside container
* comment
* comment
* trim the diff
---------
Co-authored-by: plykiya <plykiya@protonmail.com>
* item toggle refactoring and some new systems
* add ToggleClothing component/system
* unhardcode magboots gravity logic
* make magboots and speedboots use ItemToggle and stuff
* remove now useless clothing components
* update client/server magboots systems
* add note to use ItemToggledEvent in ToggleActionEvent doc
* refactor PowerCellDraw to use ItemToggle for ui open/close control
* add TryUseCharges, refactor charges system
* update magboot trigger code
* make borg use ItemToggle, network SelectedModule instead of now removed Activated
* add AccessToggle for borg
* the giga ninja refactor
* update ninja yml
* update ItemToggle usage for some stuff
* fix activatableui requires power
* random fixing
* yaml fixing
* nuke ItemToggleDisarmMalus
* make defib use ItemToggle
* make things that use power not turn on if missing use charge
* pro
* fix sound prediction
* bruh
* proximity detector use ItemToggle
* oop
* big idiot syndrome
* fix ninja spawn rule and make it generic
* fix ninja spawn rule yml
* move loading profiles into AntagLoadProfileRule
* more ninja refactor
* ninja yml fixes
* the dreaded copy paste ops
* remove useless NinjaRuleComponent and ue AntagSelection for greeting
* fix invisibility
* move IsCompleted to SharedObjectivesSystem
* ability fixes
* oop fix powercell instantly draining itself
* sentient speedboots gaming
* make reflect use ItemToggle
* fix other test
* loadprofilerule moved into its own pr
* remove conflict with dragon refactor
* remove all GenericAntag code from ninja
* )
* probably
* remove old enabled
* great language bravo vince
* GREAT LANGUAGE
* who made this language
* because it stinks
* reparent blood-red magboots to magboots probbbly works
* most of the review stuff
* hasGrav doesnt mean what i thought it did
* make health analyzer use itemtoggle, not fail test
* fix mag/speed boots being wacky
* UNTROLL
* add ItemToggle to the random health analyzers
* a
* remove unused obsolete borg func
* untrolling
* :trollface:
* fix test
* fix
* g
* untroll
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
* Fix the ability to shoot out of crates
* Makes it check what inventory the player is in
* use IsEntityOrParentInContainer
* Fix Issues Github had
* gaahhh... Prevents lasers from being shot out of crates
* gaahhh... Prevents lasers from being shot out of crates
* Fix laser?
* hmmm... this is better looking I think?
* Uncook indentation
* Rerun tests?
* Character menu asks if you want to save your character on exit
* Fix
* Another fix, little mistake by me
* Update Content.Client/Lobby/UI/CharacterSetupGuiSavePanel.xaml.cs
---------
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* First commit
* Removed pause stuff
* Make the event better
* Forgot to add the comment
* Proto id stuff
* cool comments
* serializer
* Added the time stuff
* Silence ringtones on invisible PDAs
* Revert "Silence ringtones on invisible PDAs"
This reverts commit afc1041f31eebe82e83630a856a8856b877a9826.
* Literally just this
* Add an admin announcement for news article publishing
* Shaking and Stirring
* Remove shake message
* Switch if order a bit
* Add doafter supprot for reactionmixer
* Fix nullability
* Timespan zero
* Forgot to remove loc string
* Reorganize usings
* Remove unneeded usings, fix b52 needing to be shaken
* Revert "Make all Nukies humans (#29693)"
This reverts commit 3e3e050aaf.
* Implemented species blacklist
* Re-enabled all species as Nukies except for Vox because loadouts don't support breathing alternative gases yet.
Summary of the problem is in the corresponding engine commit: a4ea5a4620
This commit requires engine master right now.
I think #29144 is probably the most severe one, but I touched Jittering and RotatingLight too since they seemed sus too.
Fixes#29144
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Fixes pull rotation logic
* cleaner condition
* even less code
* I CHANGED MY MIND
* first one
* second one
---------
Co-authored-by: plykiya <plykiya@protonmail.com>
* Dungeon spawn support for grid spawns
* Recursive dungeons working
* Mask approach working
* zack
* More work
* Fix recursive dungeons
* Heap of work
* weh
* the cud
* rar
* Job
* weh
* weh
* weh
* Master merges
* orch
* weh
* vgroid most of the work
* Tweaks
* Tweaks
* weh
* do do do do do do
* Basic layout
* Ore spawning working
* Big breaking changes
* Mob gen working
* weh
* Finalising
* emo
* More finalising
* reverty
* Reduce distance
* Create CP14HandDisplacementMapComponent.cs
* idk if it works, we need goblin first
* some clean up
* add goblin species sprites
* basic goblic species prototype
* hairs, ears
* typo
* hand displacement maps
* shoes displacement
* shirt displacement
* head displacement. Add support different size maps
* +dummy
* eyes displacement
* pants displacement
* gloves displacements
* cloak and mask displacement (final)
* belt displacement!
* add nose customization
* +2 ears customization
Separate the environment check from CapSpawnAmount into GetValidEnvironment to make the code a little cleaner, and also makes these two checks independent.
CapSpawnAmount and GetValidEnvironment now both have zero side-effects
Broken renamed Idle to reflect its use. Broken in my mind implies that there's some method for fixing.
---------
Co-authored-by: Partmedia <kevinz5000@gmail.com>
* add more info to entity json in logs
* replace TryGetSessionById
* remove unused dependency
* get admin status from the entity
* group values by component
* alphabetize
* I've discovered that my original plans may be bad for performance
* Allow Flares to light cigarettes
* !IsHot check
* nicer looking(and I think the right way to do that...)
* heh, whoops
* Adds IgnitionEvent, IgnitionSource now functions as IsHot when Ignited
* Fixes + remove redundancy
* Hows this?
* press enter
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
* Flare is not forever hot anymore
* Formatting fixes
* Make IgnitionEvent readonly
---------
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
* Fixes gravity wells
* thank you slarticodefast
* Minor nitpicks addressed
* NITPICKS UNDONE
* REDO THE NITPICK, WE LOVE MATRIX MULTIPLCATION
* Revert "REDO THE NITPICK, WE LOVE MATRIX MULTIPLCATION"
This reverts commit c782eee1a1c7bda90c7ca686928019cc5f25c8cf.
* NITPICK REDO
---------
Co-authored-by: plykiya <plykiya@protonmail.com>
* Add slowdown to dragging Items that slow when held
* Heh, fancy
* Heh, fancy
* rename SetMovementSpeedModifiers to GetHeldMovementSpeedModifiers because it was not setting anything
* Fix ItemMapper whitelist mispredict when inserting or removing items
Makes the ItemMapper MapLayerData available on client so that the client
can predict whether an inserted/removed item changes the visibility of
a sprite layer.
* review
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Oh the possibilities
* Merge fixes
* Forgot to remote LavaSystem oops
* Changed EntityEffectArgs to EntityEffectBaseArgs and EntityEffectReagentArgs
* Throw exception for unimplemented effectargs
* Remove Json and overrideable datafields
* Fix test issues
* Actually fix the compiling issue
* Fix comments and remove EntityEffectArgs (no longer used, replaced with EntityEffectBaseArgs)
Miners now can produce a fraction of their SpawnAmount corresponding
to the "remaining space" available in their environment according to
their MaxExternalPressure and MaxExternalAmount.
* Ensure trait groups get validated
The only validation being done was on the UI. I also made the "Default" group match the PascalCase naming schema so might be a slight breaking change but the original PR only got merged a few days ago.
* overwatch
* add textures
* add SealingCabinet system
* add StoreUnlocker/ObjectiveUnlock system
* add plutonium core and nuke core container
* make nuke deconstructable
* add steal core objective
* add core extraction toolbox to new category
* typo ops wrench fuel
* use queries and resolve, have it resolve instead of using Comp
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
* Added fovarite button
* Some fixes in xaml
* added some events for favorite recipes
* set methods for presenter
* fixes for presenter
* added translates
* reset seach when you select any category
* added some margins
* some fixes from compared
* fixed PR notes about arrays
* deleted controls & margins
* did simpleer with arrays
* review
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
There were TWO bugs here
FIRST, APCs *did* update their visual state on initialization, but at that point the relevant power state hasn't been initialized yet, so it always returns a bogus result. There aren't guaranteed to be subsequent power updates that actually trigger the APC to update so this can get it stuck.
Fixed by just deferring the on-init update to be after the first update tick, which is itself ordered to be after power update.
SECOND: Once I fixed that, I ran into the issue that APCs created at *server startup* also fail to update, because the throttling system (to prevent frequent APC updates) thinks the LastChargeStateTime was at server startup.
Fixed by making that variable nullable so it defaults to null.
Also removed the useless datafields on the "last update" fields. These are all just used to cache and throttle updates, something that should not be persisted to a map file.
Miners' prototype have been changed to reflect this (I read
somewhere that we have about 1 atmos tick/0.5s, my tests show more
like 1/0.53 but that looks close enough).
This also means that miner's spawnAmount is now expressed in mol/s.
See: #18781
* admin Object tab sorting and searchable
* Fix for showing disconnected players on player admin tab
* Fix namespace and search bar location.
* Change linq to loop.
* No more Linq to sort
* Fix item click vv menu
* Added refresh button and refresh on opening tab.
* Clear spaces.
* Move tab magic numbers to enums
* Get rid of old unused xaml
* Fix code style issues and button event type.
* Merge in baby jail
* More style cleanup and move cast around.
* Make the localization a little more easy to read, same loc var names.
* Missed Loc for label
* Fix class field order
* Over zelous delete.
* Small updates.
* Min syntax issues fix
The F3 coords manager is blocked if you're not an admin. This check happened even when playing a replay, where you actually aren't. There's now a check to make sure you are actually server-connected-to-game before running the logic.
Also moved it to a manager because this *shouldn't be a bloody entity system in the first place*.
This feature should never have been merged, it can be trivially abused to break the entire server.
It's behind a CVar because honestly that's the easiest way to 1984 the feature.
#55328 was failing tests and shouldn't have been merged, it broke examine.
The problem is that for some reason, client-side examine system doesn't call base Initialize. So my entity query change (that I did not test) broke.
By the way, this same "not calling base" meant that group examine system wasn't predicting properly when it totally could've. Incredible.
* Ghosts can now always see examine details
This means they bypass range and occlusion checks for getting extra detail, like the charge on an SMES.
* EntityQuery
Bagels are made by using a rolling pin on a dough slice to make a dough rope, then cooking the dough rope in a microwave for 5 seconds. There are two types: a normal bagel and a poppyseed bagel. The poppyseed bagel requires a poppy and a dough rope and has a small (5u) quantity of Bicaridine inside of it in addition to its nutriment.
Co-authored-by: Kevin Zheng <kevinz5000@gmail.com>
* Spawn dummy entities on client for vending machine UI
* Asked sloth, and we kinda need this pr
---------
Co-authored-by: Vasilis <vasilis@pikachu.systems>
To help out admins, so they can easily fill out datacenter bans and stuff. Supports ban exemption flags and everything.
This is for use with SS14.Admin so it's just DB models here.
* tweak(medical): Reduce chemist slots
* tweak(medical): roundstart chemists slot set to 2 on some maps
* tweak(fland): Chemist slots to 3
fland is target to 80-100 players
* add LoggingDisabled to AccessReader
* add LogWireAction
* -m give everything besides high-security door a log wire
* make LogAccess public and support string arg
* add log when pulsing
* m
* l
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
* Basic attempt at rewriting how the options menu works, move accessibility settings into their own tab.
* Audio tab uses the new options system.
* Rewrite Misc tab
* Clean up heading styling
* Rewrite options tab and other minor cleanup all over the place.
* Documentation comments and minor cleanup.
---------
Co-authored-by: AJCM <AJCM@tutanota.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Implement a new kind of ip range ban that only applies to new players
* Put determining whether a player record exists to its own function
* Make BlacklistedRange bans get bypassed by any ban exemption
* Stop trying to get another DbGuard while already having one
This does break with convention on the functions in that area but
considering the use of this function it's probably fine?
I could alternatively just move the place it's called from.
Also I was suppossed to wait for tests to finish locally just to be
sure, but nah. I am pushing this now
* BlockSolutionAccessComponent now only blocks one specified solution.
* Significant overhaul
Separated spilling when worn functionality into its own component/system.
Removed BlockSolutionAccessComponent.
Added an event for solution access.
* cleanup prototypes with `PryingComponent` & fix jaws of life prying speed
* Minor cleanup for tools and prying systems
Remove some obsolete methods.
* Fix doafter continues when not held & log
* Modifiy delays for floor prying
* Fix test fail
* You can now pry multiple tiles at once
* More advanced do after duplicate checking.
Instead of just saying "lol tile prying can raise duplicates", we now have a system so tile prying can properly distinguish events on 2 different tiles. This is achieved with a virtual function on DoAfterEvent.
* made cup ramen eatable with anything with the fork component
* removed extra png
* made cupramen fillable with water, and made hot ramen dry ramen.
---------
Co-authored-by: redfire1331 <Redfire1331@users.noreply.github.com>
* add a type specifier where one was forgor
* Fix other way because degub conditions
* okay this feels kinda dumb but it does fix it.
* Update Content.Client/Effects/ColorFlashEffectSystem.cs
---------
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* partial buckling refactor
* git mv test
* change test namespace
* git mv test
* Update test namespace
* Add pulling test
* Network BuckleTime
* Add two more tests
* smelly
* Sprites&Meta
* Changing prototypes
* Adding to Theater vend
* Sprite_Change
* Sprite_Change
* Prototype_Changes
Is this exactly how it should be?...
* FUCKING FIX
* weh
---------
Co-authored-by: Арт <123451459+JustArt1m@users.noreply.github.com>
* Revert "Automatic changelog update"
This reverts commit 3358aef40f.
* Revert "Revert "Automatic changelog update""
This reverts commit 3d0b6a7ade06ec555d4f6df3f39134b139e5247c.
* Removal of the throw cooldown as it felt sluggish and unresponsive before.
It was brought up to me in https://github.com/space-wizards/space-station-14/pull/29179#issuecomment-2177140740 (and from a dm from them) that space bars can cause issues with the rsi bot.
Upon investigation its case we use "space-delimited" on the "get changes files" check. Which returns ALL changed files. Even if the change has nothing to do with png's or rsi's (example a downstream merging upstream)
* Foam Force
* make it available somewhere
* add clumsyproof and nuke dev item
* reorganize
* oopsy files
* Strap!
* woopsie layering
* fix grammar to rerun tests for rogue unrelated test fail.
* cleanup
* I eepy layer forgetti spaghetti
* For real last necessary commit
* Oops I broke the law! feexed
* Decided to just change it to the same source as the poster source in our repo for consistency.
* Fix conveyor mispredicts
Instead of tracking active conveyors we instead track the conveyed entities. This also handles things like stacking conveyors more gracely.
* Fix ActiveConveyor
* Fix lerping
* FactionClothing
* swtich carp to the Dragon faction
* add carp hardsuit
* add carp hardsuit to uplink
* fixes
* webedit ops 1
* why did i name it that wtf
* among
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
* Musician Instruments to Musician lodouts
* Move instruments to their own file, fix instruments spawning on the floor, Found bug of Loadout dropping items on the floor rather than sorting inventory
* Whoops, I removed bagpipes for some reason
* Remove Explosive Component from ClothingShoesBootsMagSyndie
* Makes BaseJetpack a parent of ClothingShoesBootsMagSyndie
* fix boots in hand looking like jetpack bug
* make syndicate magboots child of magboots
The TEG used to limit hot-cold energy transfer based on actual power drawn, and had maximum efficiency at whatever temperature difference. This PR adjusts the hot-cold energy transfer to be uncapped, "venting" the excess heat that is not used to generate power, and adds an efficiency curve that limits efficiency at low thermal temperatures.
People have been cheesing the TEG by hooking up the hot end to the CO2 miner (which produces infinite, room-temperature gas) and the cold end to a space radiator.
With this change, you will actually need to set up a burn chamber in order to get appreciable power out of the TEG (see below).
If you build a gas holding chamber, you will have to throttle the gas flowing into the TEG instead of constantly cycling the gas through over and over again.
* Mannequin
* rsi license fix
* damage container fix
* container fix
hope this works
* layers fix + appearance comp (mb it help?)
* maybe fixed?
* one day it will work...
* can't even understand why test failing... (maybe fix?)
* last try?
* CVarify meteor behavior
* Cache value to reduce CVar calls, hook into OnValueChanged
* _cfg is still null at construction time, fixed by just making it set up on Started instead
* Invoke immediately! Learning more every step of the way.
* Move cached value initialisation to Initialize call
* Add explicit supercall
* init basic skill system
* add skill requirement to advanced melee weapon
* working hard
* more hard work
* shot skill issue
* Now the skills give you the components
* add job special autolearning skills
* traits recreating
* some tweaks
* remove bg and components for now
* sharpening now require skills
* add alchemist role on maps
* pestle skill issue
* Don't use invalid defaults for loadouts
At the time it made more sense but now with species specific stuff it's better to have nothing.
* Loadout SetDefault only applies valid loadouts
* THE syndie microwave
* Always burn to explode microwave when copying
* Make it so copying ids stop when the microwave is goign to explode
* Made explosion destroy the board and spit out the machine parts
* Move logic is MicrowaveSystem, make metal cooking use the same logic
* Fix passing the wrong malfunction time
* Shuttle cannot escape aggressive branding
* Always make it explode with an id
* Forgot to invert bool, move it after fry chance
* SS-28662 Add cvar to force spawn everyone at departures
This cvar means everyone must spawn at departures. This
could be handy for an admin event? But mostly it's so the
tutorial departures terminal can be seen by all newbies on
gateway servers.
* Small fix to ArrivalsSystem flow
* Remove incorrect todo
* Add godmode arrivals cvar
* Add robo control comp, also de-reinforce a lot of walls.
* Add Accordia Evac shuttle for Oasis.
* Revert "Add robo control comp, also de-reinforce a lot of walls."
This reverts commit b6be6b616aa9732b81e02bed76e3c9ae103cf7cb.
* uh...
* fix
* alright, there we go
* Revert "alright, there we go"
This reverts commit 448180bfa58cc24c42a4d59ef34c017b9941f37b.
* Make lasers not hit certain objects and lying mobs unless clicked on
* comment
* Update Content.Server/Weapons/Ranged/Systems/GunSystem.cs
* an l vanished?
---------
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* init magic container system
* charging and discharging
* add energy regenerator
* thaumaturgy glasses, scanning energy
* add energy quartz prorotypes and sprites
* light power controller
* commit special for _des
* simple normalizer crystal slot
* YEEEEEEE BOIII, examined crystalls inside things
* кристал теперь видно, когда он вставлен в стабилизатор
* TryUseCharge приборами
* hello deserty, how are you doing?
* rename regenerator to EnergyDraw, allow draw from slot
* normalizer жрет magic energy файналли
* Update normalizer.yml
* visual polishing
* Update crystal.yml
Adds a check during wielding to see if the code is running clientside, and if so skip the part responsible for creating the virtual items.
This is necessary because TrySpawnVirtualItem is blocked from running clientside, so trying to spawn the virtual items for wielding causes the client to always believe the wield has failed. This erroneous failure leads to the display of incorrect feedback until the server's successful wield attempt makes it to the client. The added check prevents wielding from failing in this way and therefore allows the client to behave as expected.
* Revert "Buff the AME until somebody fixes engineering" (#28419)
* Automatic changelog update
* hand teleport portals now may start in the same grid. (#28556)
* Microwave recipes now uses stacktype id instead of entity prototype id for stacked entities (#28225)
* Automatic changelog update
* Add "fill level" sprites to mops and damp rag (#28590)
* Automatic changelog update
* Reword some criminal records text (#28597)
* Update criminal-records.ftl
* Update criminal-records.ftl
* Update criminal-records.ftl
* Remove obsolete VisibilitySystem functions (#28610)
Remove obsolete visibility functions
Co-authored-by: plykiya <plykiya@protonmail.com>
* Prayable datafield typo (#28622)
* notifiactionPrefix -> notificationPrefix
* notifiactionPrefix -> notificationPrefix
* Update engine to v224.1.0 (#28624)
* Use dummy sessions in NukeOpsTest (#28549)
* Add dummy sessions
* Update NukeOpsTest
* Fix PvsBenchmark
* Update engine to v224.1.1 (#28632)
* Add Job preference tests (#28625)
* Misc Job related changes
* Add JobTest
* A
* Aa
* Lets not confuse the yaml linter
* fixes
* a
* Add logs that provide session to player admin logs (#28628)
* Cluster Update (#28627)
done here
* Automatic changelog update
* minor banner changes (#28636)
* minor banner changes
* Uhrmm actchually it's you're, not your
* Update banners.yml
props Hyenh
* Revenant spell catalog locale (#28638)
locale
* Make cuff default range again (#28576)
* Make cuff default range again
* uncuff distance
* how about ONE
---------
Co-authored-by: plykiya <plykiya@protonmail.com>
* Automatic changelog update
* Machine-code cleanup (#28489)
* Make Projectiles Only Hit a Variety of Station Objects Unless Clicked on (#28571)
* Automatic changelog update
* Fix Smoke-grenade.ogg not being mono (#28593)
* Fix Cigars Sprites + YAML fix for Inhand unlit cigars/cigs (#28641)
* Automatic changelog update
* Clean up Eva and Hardsuit helm yml + Lets atmos firesuit helm work as a BreathMask (#28602)
* Shifts borgs hats to the right a bit (#28600)
* Fix mouse inhands (#28623)
* Adjust some touch reaction damage levels (#28591)
* Automatic changelog update
* Add closing storage UIs to StorageInteractionTest (#28633)
* Update rules (#28452)
* Add support for LocalizedDatasets to RandomMetadata (#28601)
* Fix Admin Object tab sorting and search (#28609)
* Automatic changelog update
* Internals are kept on as long as any breathing tool is on (#28595)
* Automatic changelog update
* Convert rules to use guidebook parsing (#28647)
* Gives Insulation and NoSlip to all bots (#28621)
* Gives Insulation and NoSlip to all bots
* remove NoSlip from children
* Automatic changelog update
* Nerfs welderbombing (#28650)
nerf welderbombing
* Automatic changelog update
* Give jobs & antags prototypes a guide field (#28614)
* Give jobs & antags prototypes a guide field
* A
* space
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
* Add todo
* Fix merge errors
---------
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
* Automatic changelog update
* Fix typo in Space Law's restricted gear (#28668)
This typo was included in the wiki as well.
Reported-by: Bobberson in the Discord
* Automatic changelog update
* fixed "silicones" typo in new rules (#28671)
fixed all appearances of silicone where it should have been silicon
* fix janitor not spawning with a survival box (#28669)
hi
* Automatic changelog update
* Fix typo in slime naming conventions (#28682)
* Flatpacker fixes (#28417)
* Return medicine recipe solid material costs to 1 (#28679)
Set material costs of medicine recipes to 1
* Automatic changelog update
* Update Core (#28689)
add
* Fixed the guidebook listing every single rule (#28680)
* Well i tried this way
* New approach (start)
* Did it
* makes spacelaw available, put it under sec
* Automatic changelog update
* rule fixes first pass (#28701)
update
* Add JobRequirementOverride prototypes (#28607)
* Add JobRequirementOverride prototypes
* a
* invert if
* Add override that takes in prototypes directly
* Tweak chapel salvage wreck (#28703)
add
* Fixes client having authority over rules popup cvars (#28655)
* Fixes client having authority over rules popup cvars
* Delete duplicate migration
* Pre-update
* Post-update
* Add locale support for booze and soda jugs labels (#28708)
* Swap some InRangeUnobstructed for InRangeUnoccluded (#28706)
Swap InRangeUnobstructed to InRangeUnoccluded
Co-authored-by: plykiya <plykiya@protonmail.com>
* Automatic changelog update
* Ports the singularity's values from vgstation (#28720)
* ports the singularity values from vgstation
* guidebook fix
* 5000 energy level 6 singulo
* Fix action icons when dragging an active action to another slot (#28692)
* Add DoPopup data field to OnUseTimerTrigger (#28691)
* Dropping Corpses Devoured by Space Dragons on Gib/Butcher. (#28709)
* Update DevourSystem.cs
* Update DevourSystem.cs
* Update Content.Server/Devour/DevourSystem.cs
---------
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Automatic changelog update
* Improve grammar of various petting messages (#28715)
Improve grammar of various petting message
* Fix DamageOtherOnHit.OnDoHit when the target is terminating or deleted (#28690)
* Update Core (#28735)
add
* Fix flatpacker (#28736)
* Fix flatpacker
* a
* rn, atp (#28674)
* Update speech-chatsan.ftl
* Update word_replacements.yml
* Atm-at the moment
* Atm
* Update Resources/Locale/en-US/speech/speech-chatsan.ftl
* Update Resources/Prototypes/Accents/word_replacements.yml
---------
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Add loadout group check for role proto (#28731)
MFW same bug twice at 2 layers because I'm stupid.
* Automatic changelog update
* Try fix RGBee (#28741)
* Automatic changelog update
* Ensure packager creates a release folder (#28426)
I was screaming at the github actions runner before i noticed something i had done before caused me to never have a release folder and thus fail.
* allow ' in character names (#28652)
* Automatic changelog update
* Make freeze, freeze & mute, and unmute verbs work on disconnected players. (#28664)
* Automatic changelog update
* fix singulo decay (#28743)
* Automatic changelog update
* Don't use invalid defaults for loadouts (#28729)
At the time it made more sense but now with species specific stuff it's better to have nothing.
* Maybe fix invalid loadout prototypes (#28734)
* Maybe fix invalid loadout prototypes
So if we have existing data SetDefault is not normally called iirc. So what I think is happening is that if we have old loadout groups that get saved to DB and loaded these get dropped entirely and nothing is used to replace the group unless the person specifically looks at their loadout.
Need someone affected to send me their loadout to confirm it's fixed.
* Better fix
* Automatic changelog update
* Fix null ref exception in PrayerSystem (#28712)
* Fix null ref exception in PrayerSystem
* Also check that prayable ent/comp still exist
* Guidebook Updates for the Amateur Spessman (#28603)
* Created NewPlayer.xml
* Created NewPlayer.yml and added it to guides.ftl
* shifted some controls from Space Station 14 to New? Start here!, as well as made a character creation xml to be written later
* switched some stuff between the New? entry and the Space Station 14 entry
* Made everything so nice!!!!!!!!!!!!!!
* fixed formatting inconsistencies
* added a How to use this guidebook section
* build correction and guidebook clarification for other servers
* wrote character creation ig probs fo shizzle
* added new terms to the glossary and alphabetized it
* meh this seems important enough to add
* okay no more shitsec bad idea
* I HATED Roleplaying.xml ANYWAY!!!
* I REALLY REALLY HATED IT ACTUALLYLLL
* Moved Controls and Radio into newplayer.yml, making meta.yml and radio.yml obsolete
* Separated the character creation bits that are just cosmetic from the ones that matter
* also put all the related new player xml files in their own folder
* expanded Radio.xml, kinda fixed survival.xml
* removed the line that mighta maybe sorta possibly could encourage self antag
* thought about this randomly but ICK OCK
* talking is no longer a key part of this game
* moves stuff around, a lot of stuff. basically moves everything but the jobs themselves around
* ah probably should make sure this works first also me when i lie on the internet
* don't be such a grammar nukie
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* okay nevermind that's justified
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* prepare. it is coming. the great reorganization...
* yesyes that's all well and goo- THE REORG IS COMING. THE REORG IS COMING. WAKE UP.
* rename that real quick
* step one begins. first, consolidate existing service entries into their own yaml. this makes botany.yml obsolete.
* update shiftandcrew.yml to only have departments as children also fuck it alphabetization
* consolidated salvage into cargo
* made a new entry for command
* gave salvage a home and service an existence
* made some XML files to be filled out later
* quick rename...
* took some stuff from Intro.txt and i think Gameplay.txt and put it in NewPlayer.xml
* The Great Writing about Departments (25XX, black and white)
* added a bunch of links everywhere
* biochemical is no longer a thing
* service formatinaaaaaaa
* shiny...,,,,,,,,, colo(u)rz..,,,,,,,,,,,,,
* let's get that fixed
* second time i made a typo there as well
* we hate fun around here
* grammar?!???/
* various fixes and more linkings
* oops
* wewlad lol!!
---------
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
Co-authored-by: AJCM <AJCM@tutanota.com>
* Automatic changelog update
* Add suffixes to excap survival boxes (#28755)
Update emergency.yml
* Add Jani lobby background (#28724)
* Add jani lobby background
* Actually make new lobby screen functional
* Fix license
* Automatic changelog update
* Strip markdown from silicon laws before saying them (#28596)
* saltern update (#28773)
Co-authored-by: deltanedas <@deltanedas:kde.org>
* revert Tornado regex
* Update HumanoidCharacterProfile.cs
* Update arenas.yml
* test
* fix locale
* Update options-menu.ftl
* Update species-names.ftl
* Update debug.yml
* aaaaaa
---------
Co-authored-by: Moony <moony@hellomouse.net>
Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com>
Co-authored-by: icekot8 <93311212+icekot8@users.noreply.github.com>
Co-authored-by: blueDev2 <89804215+blueDev2@users.noreply.github.com>
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
Co-authored-by: TsjipTsjip <19798667+TsjipTsjip@users.noreply.github.com>
Co-authored-by: Plykiya <58439124+Plykiya@users.noreply.github.com>
Co-authored-by: plykiya <plykiya@protonmail.com>
Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
Co-authored-by: Boaz1111 <149967078+Boaz1111@users.noreply.github.com>
Co-authored-by: Hmeister-real <118129069+Hmeister-real@users.noreply.github.com>
Co-authored-by: lapatison <100279397+lapatison@users.noreply.github.com>
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
Co-authored-by: Cojoke <83733158+Cojoke-dot@users.noreply.github.com>
Co-authored-by: DrSmugleaf <10968691+DrSmugleaf@users.noreply.github.com>
Co-authored-by: Ps3Moira <113228053+ps3moira@users.noreply.github.com>
Co-authored-by: Verm <32827189+Vermidia@users.noreply.github.com>
Co-authored-by: Chief-Engineer <119664036+Chief-Engineer@users.noreply.github.com>
Co-authored-by: Repo <47093363+Titian3@users.noreply.github.com>
Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com>
Co-authored-by: Thomas <87614336+Aeshus@users.noreply.github.com>
Co-authored-by: Moomoobeef <62638182+Moomoobeef@users.noreply.github.com>
Co-authored-by: Mr. 27 <45323883+Dutch-VanDerLinde@users.noreply.github.com>
Co-authored-by: Ubaser <134914314+UbaserB@users.noreply.github.com>
Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com>
Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com>
Co-authored-by: Lyndomen <49795619+Lyndomen@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: MerrytheManokit <167581110+MerrytheManokit@users.noreply.github.com>
Co-authored-by: Vasilis <vasilis@pikachu.systems>
Co-authored-by: Whisper <121047731+QuietlyWhisper@users.noreply.github.com>
Co-authored-by: nikthechampiongr <32041239+nikthechampiongr@users.noreply.github.com>
Co-authored-by: UBlueberry <161545003+UBlueberry@users.noreply.github.com>
Co-authored-by: AJCM <AJCM@tutanota.com>
Co-authored-by: Psychpsyo <60073468+Psychpsyo@users.noreply.github.com>
Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com>
* Open the guidebook when people with less than an hour playing join the round
* Filter for gameplayState
* Fix tests
* tweaks
* saltern update (#28773)
Co-authored-by: deltanedas <@deltanedas:kde.org>
* Fix admin menu objects list (#28787)
* Make `MakeAntag()` log errors instead of throwing exceptions (#28771)
Make `MakeAntag()` log errors instead of throw
* add default page support for the guidebook (#28772)
* Probably a better way to handle this
---------
Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com>
Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
* Created NewPlayer.xml
* Created NewPlayer.yml and added it to guides.ftl
* shifted some controls from Space Station 14 to New? Start here!, as well as made a character creation xml to be written later
* switched some stuff between the New? entry and the Space Station 14 entry
* Made everything so nice!!!!!!!!!!!!!!
* fixed formatting inconsistencies
* added a How to use this guidebook section
* build correction and guidebook clarification for other servers
* wrote character creation ig probs fo shizzle
* added new terms to the glossary and alphabetized it
* meh this seems important enough to add
* okay no more shitsec bad idea
* I HATED Roleplaying.xml ANYWAY!!!
* I REALLY REALLY HATED IT ACTUALLYLLL
* Moved Controls and Radio into newplayer.yml, making meta.yml and radio.yml obsolete
* Separated the character creation bits that are just cosmetic from the ones that matter
* also put all the related new player xml files in their own folder
* expanded Radio.xml, kinda fixed survival.xml
* removed the line that mighta maybe sorta possibly could encourage self antag
* thought about this randomly but ICK OCK
* talking is no longer a key part of this game
* moves stuff around, a lot of stuff. basically moves everything but the jobs themselves around
* ah probably should make sure this works first also me when i lie on the internet
* don't be such a grammar nukie
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* okay nevermind that's justified
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* prepare. it is coming. the great reorganization...
* yesyes that's all well and goo- THE REORG IS COMING. THE REORG IS COMING. WAKE UP.
* rename that real quick
* step one begins. first, consolidate existing service entries into their own yaml. this makes botany.yml obsolete.
* update shiftandcrew.yml to only have departments as children also fuck it alphabetization
* consolidated salvage into cargo
* made a new entry for command
* gave salvage a home and service an existence
* made some XML files to be filled out later
* quick rename...
* took some stuff from Intro.txt and i think Gameplay.txt and put it in NewPlayer.xml
* The Great Writing about Departments (25XX, black and white)
* added a bunch of links everywhere
* biochemical is no longer a thing
* service formatinaaaaaaa
* shiny...,,,,,,,,, colo(u)rz..,,,,,,,,,,,,,
* let's get that fixed
* second time i made a typo there as well
* we hate fun around here
* grammar?!???/
* various fixes and more linkings
* oops
* wewlad lol!!
---------
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
Co-authored-by: AJCM <AJCM@tutanota.com>
* Maybe fix invalid loadout prototypes
So if we have existing data SetDefault is not normally called iirc. So what I think is happening is that if we have old loadout groups that get saved to DB and loaded these get dropped entirely and nothing is used to replace the group unless the person specifically looks at their loadout.
Need someone affected to send me their loadout to confirm it's fixed.
* Better fix
* Updated day cycle
* Fixed DayCycleComponent attributes
* Added new commands, as well as synchronization
* Update cave-arena.yml
* Update alchemy_test.yml
---------
Co-authored-by: Ed <edwardxperia2000@gmail.com>
Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com>
* move MinMax to shared
* cleanup MinMax
* move other ticking components to shared just because
* remove unused prototype file
* update everything to use shared components
* test
* test 2
* test 3
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
* Replace obsolete whitelist is valid with whitelist system
* Consistency
* Fix logic
* Bork
* I figured out how to get whitelists on the client lol
* test fail
* woops
* HELP ME FUNCTIONS
* Fix errors
* simplify
---------
Co-authored-by: plykiya <plykiya@protonmail.com>
* Make anomaly, artifact and gifts events announcement sound optional
* Requested changes + Added new "GameRuleAfterAddedEvent" for StationEventSystem
We need to call "Add" in "StationEventSystem" after others GameRule's in case if we need to change StationEventComponent variables.
* Fix margins
* Makes use of GameRuleComponent.Delay and remove station system handling of delays plus small cleanup
* Fix merge
---------
Co-authored-by: AJCM <AJCM@tutanota.com>
* Makes machine parts stacks, removes unused field in stack prototypes
* forgor
* Fix tests
* Fixes lathe construction. Yes. This sucks but there's no better way that doesnt involve refactoring machine parts completely
* detail
* a
* Change BanExemption command to AdminFlags.Ban permissions
* Change LOOC to check for Moderator permission
* Change ListVerbs from Admin to Debug AdminFlags
* Change RunVerbAs from Admin to Fun AdminFlags
* More permission changes
* Change GhostKick to Moderator perm
* Clean up command perms
* fuck
---------
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
* remove dragon system usage of GenericAntag
* add AntagRandomSpawn for making antags spawn at a random tile
* add AntagSpawner to make an antag spawner just spawn an entity
* add antag prototype for dragon since it never had one
* make dragon spawner a GhostRoleAntagSpawner, remove GenericAntag
* make dragon rule use AntagSelection and stuff
* remove dragon GenericAntag rule
* add back to spawn menu
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
* Try syncing powered state to client
For some reason the client is not receiving the ApcPowerReceiverComponentState, so it's not working.
* Fix powered state not syncing to client
The client PowerReceiverSystem was abstract, which prevented it from
running initialize.
* Flip check so that it runs bigger checks first
PowerDisabled skips the others.
NeedsPower skips the receiving check.
* Disallow changing Powered manually
* Move Powered update to PowerReceiverSystem
* Move appearance to event subscription
* Move metadata component to AllEntityQuery
* Cleanup
* Move Powered update back to PowerNetSystem
It's easier to use the EntityQueries and it dosen't need to be updated
anywhere else.
* Put appearance updating back
* Move IsPowered to shared
* Simplify IsPowered
* Cleanup
* Remove duplicate PowerChangedEvent
PowerChangedEvent on ProviderChanged doesn't seem to be needed
PowerChangedEvent gets raised by in update if the power state changes
after a new provider is connected
* Update MinorAntagonists.xml
Flesh out the Rat King and Space Dragon sections of MinorAntagonists.xml in the guidebook.
* Rope the rest of the Guidebook Antag Entries into this (except Zombies they were fine) - Also fix two typos I discovered during research
* oops missed a hyphen
* Sydnicate :despair:
* AUTOTELL ON -> OPERATIVES
* cleans up a lot of stuff in the spawnmenu
* skibidi dode
* spawners update
* Revert "spawners update"
This reverts commit bc27d9f556b29f6fb1f89cebbe0ac37e28319fd0.
Begging people to learn how this programming language works before throwing random syntax into a file.
None of these finalizers ever worked. I also checked whether they were memory leaks and needed *proper* shutdown logic, but they're all instantiated-once UI controls that last for the entire lifetime of the program so it's probably fine.
I am leaving the issues open and have updated #26547 with more info on what we should do long-term. This is just to bandaid the short-term complaining.
* Order normal space heater instead of anchored variant
* Make sure ordered objects don't spawn anchored
* Order space heater flatpack instead of a regular space heater
* Remove obsolete TODO
* Remove unnecessary name
---------
Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es>
* Use nav beacon location for emergency shuttle's docking announcement
Location of the shuttle relative to the nearest nav beacon in docking announcement message of the emergency shuttle
* Add directions relative to station
* A comprehensive rule list for joining admins and mid round command to get rule list added
* Fix up for when a rule is added vs started and some logging
* fix command help localization, fix admin flags and spam anouncement.
* Send admin message only to the joining player not all admins.
* Bit better formatting in chat box
* move profile loading out of nukeops rule
* make BaseNukeopsRule and use AntagLoadProfileRule
* untroll
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
* add AntagObjectives from GenericAntag
* add AntagRandomObjectives that traitor and thief can use
* make ObjectivesSystem use initial character name which AntagSelection passes
* make thief and traitor use AntagRandomObjectives
* remove now unused locale
* make sleeper agents rule use baseTraitorRule
* restore dragon rule oop
* bandaid for genericantag
* real
* typo
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
It is useless and bloat, if a user needs to change these settings they are free to modify their cvars manually via the clientconfig.toml file or via the cvar command.
* Fix firelock prediction issues with periodic pulses of closing lights
For some reason this function was setting a time for the next state
which was triggering the door system to try to close the firelock.
This does not happen serverside because the function only fires from an
event called clientside apparently.
It appears to be an attempt to stop firelocks from closing instantly
that did not function properly, and I cannot discern any other purpose.
As such I have removed it.
* Remove redundant serverside check
This became redundant with commit 439a87f2
* Prioritize empty item slots when inserting
* Revert "Prioritize empty item slots when inserting"
This reverts commit 4272a65cba5fc18df801812b0af20123aec08409.
* Prioritize empty item slots when inserting
* Try drop
* Check for any can insert before dropping
* Change prying system and pryunpoweredcomp to allow for custom time modifiers
This will be useful if I go the route of making firelocks pryable when
unpowered instead of just being able to open and close instantly when
unpowered.
* Make firelocks properly predicted
Shared system made. Since atmos checks can only be done on the server we
just have it set relevant bools on the component and then dirty it.
Ditched atmos checks on trying to open, they now only happen whenever
firelocks are updated.
* Make firelocks pryable without a crowbar
While this usually would only allow you to do this when a door is
unpowered, firelocks do not have the airlock component which actually
does that check. As such firelocks will always allow you to pry them
open/closed by hand.
* Clean up System. Change update interval to be based on ticks. Move as much as possible to shared
* Make firelocks unable to emergency close for 2 seconds after being pried open
* Clean up
* More cleanup
* Reorganize SharedFirelockSystem methods to match Initialize order
---------
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
* Port spritework and initial prototypes by @Arimah
Co-authored-by: Alice 'Arimah' Heurlin <30327355+arimah@users.noreply.github.com>
* Make Admin PDA's spawn with a universal ID card
* Add universal access configurator to aghost satchel of holding
* Add Admin suffixes to adminonly items: AdminPDA, UniversalIDCard, AccessConfiguratorUniversal
* Admin jobicon
---------
Co-authored-by: Alice 'Arimah' Heurlin <30327355+arimah@users.noreply.github.com>
* draft one of plant metabolism guidebook
* loc fix?
* add attributes loc
* fix loc syntax
* improved appearance
* last commit was undercooked, my bad
* last commit was still undercooked, my worse
* last commit was even still undercooked, my worst
* Addressed comments?
* Fix newlines
* Hopefully this works
* Cleanup, I think
* 2xs
* Make wielding automatically drop the item on your other hand
* Fix docs
* Remove redundant parameter
* Fix not deleting virtuals on fail
* Make count freeable hands method
* Add popup when dropping item
* Check for flavor text equality in profile.
* Fix some characters being deleted from flavor text
Sometimes the last few characters of the flavor text would get deleted. This fixes this issue.
* Changed PopupEntity overload used to ensure message is only sent to user
* Updated uid for PopupEntity call
* Updating _popupSystem.PopupEntity call in AttemptSummon
Roslyn now compiles char + string with string.Concat(ROS<char>). This means doing ref char -> ROS<char> which is not sandbox safe. Actually fixing this in the sandboxer is difficult so I'm gonna just pass on that for now.
* reagent dispenser: fancy window
* reagent dispenser: dispense button grid
* reagent dispenser: rearrange containers & info
* reagent dispenser: remove `reagent-dispenser-window-container-label`
* reagent dispenser: add `Scrollcontainer` on right side
* reagent dispenser: get rid of pointless actions
* reagent dispenser: cleanup actions and `inventory` field on bound ui state
* reagent dispenser: cool reagent cards & finishing touches
* reagent dispenser: final cleanup and formatting
* reagent dispenser: `ButtonGrid` and `ReagentDispenserSetDispenseAmountMessage` refactor
* reagent dispenser: cleanup code & address minor concerns
* reagent dispenser: text in reagent cards no longer clips
* reagent dispenser: oh wait i forgot to change this and thats why the builds keep failing probably
* reagent dispenser mayybe this
* reagent dispenser: remove `using FastAccessors;`
* delete unused classes
* disable reagent button when container is empty
* Make things a bit bigger
* remove obsolete text color override
* Allow for Station Records interface for aghosts to delete records
* Fix record consoles not working when there are more than 2 crew members.
HOW DID NOONE NOTICE THIS SOONER???
* Stop being unconventional
* Vox stuff
* Species loadouts and lobby refactor
The control flow for lobby is all over the shop so I pulled it all up from the individual controls so now they handle the bare minimum required and LobbyUIController handles the rest.
* a
* Bulk changes
* a
* weh
* Character import / export
* finalise
* woops this stuff too
* Also datafield exporting
* comments
* Review
* Brings over changes from the original magic refactor PR
* Adds Master Spellbook, spellbook categories, WizCoin currency, and locale
* Wiz€oin™
* Adds currency whitelist to Spellbook preset, grants contained actions on action added.
* Adds grant contained action and remove provided action.
* adds a way for actions to be upgraded to the store
* Adds Fireball 3 and fixes action upgrade logic so that it checks if the action can level or if the action can upgrade separately
* Fixes upgrade logic in ActionUpgradeSystem to allow for level ups without an actual upgrade. Fixed action upgrade logic in store system as well
* Removes current action entity from the bought entities list and adds new or old action entity
* Removes Current Entity
* Removes old comments, fixes TransferAllActionsWithNewAttached
* Removes TODO
* Removes Product Action Upgrade Event
* reverts changes to immovablerodrule
* Removes stale event reference
* fixes mind action grant logic
* reverts shared gun system change to projectile anomaly system
* forgor to remove the using
* Reverts unintended changes to action container
* Adds refund button to the store
* Refreshes store back to origin.
* Refund with correct currency
* Init refund
* Check for terminating and update interface
* Disables refund button
* Removes preset allow refund
* dont refund if map changed
* adds refunds to stores
* Adds method to check for starting map
* comments, datafields, some requested changes
* turns event into ref event
* Adds datafields
* Switches to entity terminating event
* Changes store entity to be nullable and checks if store is terminating to remove reference.
* Tryadd instead of containskey
* Adds a refund disable method, disables refund on bought ent container changes if not an action
* Removes duplicate refundcomp
* Removes unintended merges
* Removed another unintended change from merge
* removes extra using statement
* readds using statement
* might as well just remove both usings since it won't leave the PR
* Fixes Action upgrades from stores
* Changes to non obsolete method uses
* Shares spawn code between instant and world
* Adds action entity to action event, adds beforecastspellevent, adds spell requirements to magic component
* puts prereq check in spell methods, sets up template code for before cast event
* checks for required wizard clothes
* Networks Magic Comp and Wizard Clothes Comp. Renames MagicSpawnData to MagicInstantSpawnData.
* Removes posdata from projectiles
* Speech > RequiresSpeech
* Fixes ActionOnInteract
* checks for muted
* popup for missing reqs
* Validate click loc for blink spell
* Checks if doors are in range and not obstructed before opening
* Check ents by map coords
* Adds speak event
* Comments spellbooks
* Removes comments
* Unobsoletes smite spell
* Invert if
* Requirements loc
* Fixes spell reqs
* Inverts an if
* Comment updates
* Starts doafter work
* Removes doafter references
* Balances fireball upgrades to be more reasonable
* Enables refund on master spellbooks
* Spells to do
* update spellbook doafter
* knock toggles bolts
* Touch Spell comments
* Comments for pending spells
* more comments
* adds spider polymorph to spellbook
* TODOs for spells
* reorganizes spellbook categories and adds wands
* fixes spacing and adds limited conditions
* commented owner only for future store PR
* reenables owner only for the grimoire
* fixes grimoire sprite
* Adds wizard rod polymorph
* summon ghosts event
* Moves rod form to offensive category
* Adds charge spell and loc for rod polymorph
* Oops forgor the actual chages
* Item Recall comment
* Fixes UI
* removes extra field for wizard rod
* Cleanup
* New Condition (INCOMPLETE)
* Fix linter
* Fix linter (for real)
* fixed some descriptions
* adds regions to magic
* Adds a non-refund wizard grimoire, fixes blink to deselect after teleporting, reduces force wall despawn time to 12 seconds
* removes limited upgrade condition
---------
Co-authored-by: AJCM <AJCM@tutanota.com>
* Add tests for ghost spawn position
* Make ghosts spawn immediately
* Format mind system
* Move ghost spawning to GhostSystem
* Spawn ghost on grid or map
This fixes the ghosts being attached the parent entity instead of the grid.
* Move logging out of the ghost system
* Make round start observer spawn using GhostSystem
* Move GameTicker ghost spawning to GhostSystem
Moved the more robust character name selection code over.
Moved the TimeOfDeath code over.
Added canReturn logic.
* Add overrides and default for ghost spawn coordinates
* Add warning log to ghost spawn fail
* Clean up test
* Dont spawn ghost on map delete
* Minor changes to the role test
* Fix role test failing to spawn ghost
It was failing the map check due to using Nullspace
* Fix ghost tests when running in parallel
Not sure what happened, but it seems to be because they were running simultaneously and overwriting values.
* Clean up ghost tests
* Test that map deletion does not spawn ghosts
* Spawn ghost on the next available map
* Disallow spawning on deleted maps
* Fix map deletion ghost test
* Cleanup
* Do not wake up NPC if there is still a mind attached.
This became apparent with diona nymphs (?) and slime gyras (?). This caused players that disconnected while a nymph, gyras or other npc to resume their NPC behavior. Which I would call unwanted. This fixes that.
* Zombies become AI anyway
* Update Content.Server/NPC/Systems/NPCSystem.cs
---------
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
* Adds Support for Guidebook Buttons in UIs
* read it from the component
* the code is perfect
* moony review
---------
Co-authored-by: ike709 <ike709@github.com>
* Fix votes using an audio entity
Just retains a source around and uses that. I think the audio limit is like 256 sources on the lower end so this is like whatever to persist.
* Restart
* weh
* reworked atmos
* fix rtg atmos
* security perma and bridge
* misc tweaks
* minor fixes
* fix skill issue
* fix map render
* requested changes
* fix cameras
* add robotics console
* remove door states
* air alarm
* fix funky tiles at bar
* add missing tiny fans
* remove pod fan from last commit
* moved robodrobe (why did i change sci slightly)
* add buckets and water to jani
* Adds wielding assets
* Modifies meta.json files and adds artist credit
* Adds wieldable component to a bunch of weapons
* Moves shotgun inhands and wield inhands to their own folders (because its the only way the sprites would work)
* Removes the wieldable component from some guns
* Adds wielding sprites for wieldable guns that didnt have them
* Adds gun wielding bonuses and base innaccuracy to wieldable guns.
* Corrects wielded accuracy to be default accuracy instead of perfect
* Makes the drozd smg and bulldog shotgun wieldable
* Makes nukie c20r wieldable and adds sprites
* Adds BaseGunWieldable
* Makes all the newly wieldable gun use the base inheritable
* Adds accuracy to smgs to resolve inheritance conflict
* Makes all wieldable shotguns require wielding to fire because of a bug involving spread innacuracy
* Adds wield bonus message on examine
* initial commit
* blindness trait now uses minDamage as suggested by deathride
* made fixes for review for shortsightedness
* review appeasal
* removed PermanentPoorVision & merged its functionality into PermanentBlindness
* add FireProtection system and event
* minor optimisation + make flammable use fire protection event
* add fire protection values to some things, nerf firesuit heat resistance
* bruh
* unrevert laser nerfs, make elite hardsuit fully fireproof
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
* make storage close on lock
* formatting and comments
* Update Content.Shared/Storage/EntitySystems/SharedStorageSystem.cs
Co-authored-by: ShadowCommander <shadowjjt@gmail.com>
* Apply suggestions from code review
Co-authored-by: ShadowCommander <shadowjjt@gmail.com>
* Swap to foreach instead of for
Co-authored-by: Kara <lunarautomaton6@gmail.com>
---------
Co-authored-by: ShadowCommander <shadowjjt@gmail.com>
Co-authored-by: Kara <lunarautomaton6@gmail.com>
* create devicenet frequencies
* create borg transponder and give it to all nt borgs
* add robotics console
* actually implement battery charge display + some fix
* tab
* real explosion
* little safer
* disable destroy button clientside too when on cooldown
* m
* how do i do this when i review things...
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* webedit ops
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
* ui updates
* oracle java
* do a thing
* update ui when a borg times out
* maybe fix test
* add IsLocked to LockSystem
* make destroying gib the chassis again, so emagging isnt sus
* use locking
* require using alt click to unlock so normal click is open ui
* the
* use LogType.Action
* take this L
* pocket lint?
* sharer
* pro ops
* robor pushmarkup
* m
* update and make it not use prototype anymore
* frame0
* update yaml
* untroll
* bad
* h
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
* Add missing emag recipes to lathes
* Move autolathe dynamic recipes over to the protolathe
* No disablers!
* Move blast grenades to protolathe as well
* Forgot about tranq shells
* forgotten things from the autolathe PR
* Altered lathe descriptions to more accurately reflect their purpose
---------
Co-authored-by: Plykiya <plykiya@protonmail.com>
* Added new HTN operations & preconditions
* Ok I forgot about partial
* Namespace pierce the skies
* Some fixes, debug and new operators
* Bruh git eat my files
* Reimplement supplybots as non-vehicles
* what the hell is a container container?
* Dumpable
* let them hear supply comms
* unmigrate
* no more QM access
* Skill issue
---------
Co-authored-by: plykiya <plykiya@protonmail.com>
* weh.
* get the weh out of my repository
* add best lizard figurine
* remove umbra stuff from master
* remove the additional pixels from the senior secoff jumpskirt sprite
* fix the fix
Fucking whoops
In #27742 I made it so sanitization of character profiles was moved to be *after* database load. Except that means I moved it to be after the copy of all character profiles got sent to the client.
Move the sending to *also* be in that second load stage, and rename it. Fixes the issue.
* Make the floppy lizard ears have two colors.
* please fix whatever the hell happened
* fix the error
* suggestion from Ubaser
* another suggestion from ubaser
* Weapon Reflection Movement Mechanic
Adds a movement mechanic to deflection.
Standing still gives you your best chance of deflecting a shot.
Moving lowers this to 2/3rds. Sprinting to 1/3rd.
This allows for robust players to express better and provides
counterplay to someone finding a goober-strong deflection
weapon, giving more design space.
As part of this PR I've also touched the numbers of a few swords,
shields, etc. and modified some descriptions to make them read
better. The balance numbers are not remotely final, but as intent:
1. All the sidearm swords (katana, cutlass, captain's sabre) have the same damage. There's no good reason the "ceremonial" blade the captain has doing more damage than a katana.
2. The Captain's Sabre has a 30% reflect chance, dropping to 20% when moving and 10% when sprinting. This one is controversial due to the recent nerf, I suspect: This could easily be 15->10->5?
3. The Energy Katana has a flat 30% reflect chance.
4. The meme Throngler has a 30% reflect chance, dropping to 20% when moving and 10% when sprinting.
5. The E-Sword has a 30% reflect chance, dropping to 20% when moving and 10% when sprinting.
6. The Double E-Sword has a mighty 75% reflect chance, dropping to 50% and then 25%.
7. Both reflective shields - Mirror and Energy - have a 95% deflect chance, dropping to 63% then 31%.
* Resolve PR comments.
* Weh?
* Reign in double esword a tad
* Shield nerfs no longer real
* Improve Mirror Cult desc
* Simple alert for deflection! No art yet.
* Added a new icon for deflecting
First bug: if an error occured during pref loading code, it would fail. If the person then readied up, it would likely cause the round to fail to start.
Why could they ready up? The code only checks that the prefs finished loading, not that they finished loading *successfully*. Whoops.
Anyways, now people get kicked if their prefs fail to load. And I improved the error handling.
Second bug: if a user disconnected while their prefs were loading, it would cause an exception. This exception would go unobserved on lobby servers or raise through gameticker on non-lobby servers.
This happened even on a live server once and then triggered the first bug, but idk how.
Fixed this by properly plumbing through cancellation into the preferences loading code. The stuff is now cancelled properly.
Third bug: if somebody has a loadout item with a playtime requirement active, load-time sanitization of player prefs could run into a race condition because the sanitization can happen *before* play time was loaded.
Fixed by moving pref sanitizations to a later stage in the load process.
* Added warning to tryGetSolution, moved SolutionContainer code to shared
- Added an optional warning (false by default) to print an error if a solution is missing when using tryGetSolution methods
- Moved ensuring solution containers to shared, left the old method stubs for compatability and marked them as obsolete.
* Update SharedSolutionContainerSystem.cs
* Update SharedSolutionContainerSystem.cs
* Update SolutionContainerSystem.cs
* Update SharedSolutionContainerSystem.cs
* Fixing ensuring chem solutions always returning false on client
- ensuring chem solutions will only return false on the client if it is waiting for a server solutionEntity to be synced
* Added concentration helpers
* fix whitespace
* Add dock device link port
* SpawnAndDeleteAllEntitiesInTheSameSpot moment
* The fuck is TryStopNukeOpsFromConstantlyFailing??
Do we have a new test that can randomly fail?
* Added new icons for the emote wheel
* Corrected weh path
* Changed whistle to better match other vocal emotes. Modified honk icon to match dimensions of box. Corrected chirp and chitter emote icons.
* Cleaned up edges of icons
* Added attributions.yml to emotes folder
- Now uses a SoundCollection.
- Now properly handles going between maps (audio rework mucho wow).
- GetAudioLength used so it can properly countdown ANY song (wow audio rework wow wow).
Using static Regex functions that take in a pattern is bad because the pattern constantly needs to be re-parsed. With https://github.com/space-wizards/RobustToolbox/pull/5107, the engine has an analyzer to warn for this practice now.
This commit brings most of content up to snuff already, though some of the tricker code I left for somebody else.
* Geras bug fixes
* oops
* its as shrimple as that
toggled transferName in the polymorph yml instead of using the system to manually change it
* its as shrimple as that (2.0)
fixed reviews for zombies having a dummy action, instead - properly implemented removal of action
* its as shrimple as that (3.0)
fixed tests by removing nameidentifier from slime (its already inherited, anyway)
This Aims at balancing the viability of the CMO's lab coat compared to his other available options, those being his winter coat (which is just a straight up upgrade) and his hardsuit.
and also its suppose to level him with RD since RD's lab coat has special rad protection
Co-authored-by: Michael <107807667+Bugfinder1@users.noreply.github.com>
* fuck it we ball
* added recommended copyright information
* revised copyright license
* revised copyright license x2
* finalized the fops
# reduced the number of audio clips
# adjusted the volume of all fox sounds to be consistent with each other
* added new sounds to the overall fox parent mob because we forgot oopsie
* Optimise navmaps significantly
- Reduce the delta state size significantly.
- Remove AirtightChangedEvent because this will spam them out constantly.
* weh
* review
---------
Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
* Moved GasMixture to shared
* Temp Fix for sandbox violation, idk why Array.Resize isn't working properly. It's already sandboxed.
* The most powerful webedit in history
The microwave system would update UserInterface on any container changed instead of just the microwave_entity_container. This would cause it to error when trying to update the UI when ConstructionSystem inserted the circuit board and components.
* New borg sounds
* Add manic laughter of an assault borg
Never wanted, but needed
* Fix wrong attribution
* Some requested changes
* Change borgwalk sounds
* Forgor
* Basic emote radial menu
* Move out from corvax
* Move to UI controller & add to top menu bar and key bind
* Make emote play
* Add name localization for emotes
* Localize chat messages
* Fix emote menu
* Add categories localization
* Fixes
* Fix
* Add emotes entity blacklist
* Fix entity whitelist required all logic
* Remove unused wagging emote
* Revert sprite
* Set default texture for emote icon
* Update Resources/keybinds.yml
---------
Co-authored-by: Kara <lunarautomaton6@gmail.com>
* Tippy is BACK
* Clean up clippy from aprils fools
* Changed names from clippy to tippy, added localization, removed local_clippy command, made it easier to target a specific player
* Rename clippy.yml to tippy.yml
---------
Co-authored-by: Kara <lunarautomaton6@gmail.com>
* borg law 2 explode
* attributions fix + CL fix
* please dear god work i beg you
* maybe this will work :godo:
* 50% off deal + disc change
* absolving merge conflict
* merge conflict fix
* Update Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml
* Update Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml
* Update Resources/Audio/Effects/Grenades/SelfDestruct/attributions.yml
* Apply suggestions from code review
---------
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Kara <lunarautomaton6@gmail.com>
* rainbow weed
* Lipolicide
* psicodine + mannitol
* happiness
* ground + dried + smokables
* damn you notepad++
* fix
WHY NOT TELL ME ALL THE PROBLEMS AT THE SAME TIME!!!
* work
* work i beg you
* recipe good
* possibly fix merge conflict
* remove reagents
* weh.
* get the weh out of my repository
* add best lizard figurine
* remove umbra stuff from master
* sprite time!!
* revert stuff?
* newer spritesss
* Hardsuits and softsuits count as having shoes for step triggers
* Add softsuit tag prototype
* Change to suitEVA tag
* Get rid of softsuit tag, found suitEVA tag
* Full pass of ShoesRequiredStepTriggerImmune
* Adds check to outerClothing for ShoesRequiredStepTriggerImmune
* return
* fuck Dionas
* Convert to comp, space dragons immune as well
* Merge conflict
* Merge conflict
* fix leftover tags
* empty spaces
* turns out the dragon didn't need it
* minor optimization
* Add access for system, add comp to baseShoes, check slotflags for every slot besides pockets
* fix
* fuck it we ball
---------
Co-authored-by: Plykiya <plykiya@protonmail.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* feat(fax): Client fax file-print parses and stores label
* feat(fax): Fax machines print, copy, and send paper labels
* style(Fax): Comments and formatting
* feat(fax): Make fax admin logging more consistent and clear
* refactor(fax): Replace ternary with a simpler null coalescing
* refactor(fax): Make FaxSystem Send method signature consistent with Copy, PrintFile
* refactor(fax): Read entire file and process later instead of peeking first
* refactor(fax): Remove local variables only used for style
* style(fax): Fix some nearby style errors
* fix(fax): Undo an inaccurate change to admin log formatting
* refactor(fax): Separate `firstLine` variable
* fix(fax): Use Environment.NewLine
* bienvenidos
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* moved from 9 sheets of glass to 5 sheets of glass for all circuit recipes
* Revert "moved from 9 sheets of glass to 5 sheets of glass for all circuit recipes"
This reverts commit 45bb8d40150cddbbe005f5d66d34532b79143f98.
* adresses merge conflict
* fixed error
* parents base computer board to base machine board
* Revert "parents base computer board to base machine board"
This reverts commit dec3a799a90b4a0cb121b6694ecf65d9a0abd6a3.
* other thing was causing errors, guess it's this now
* Added localization of groups and types: damage, metabolism (displayed in the guide book). The text for the health analyzer, weapon damage inspection is now taken from damage prototypes
* fix damage tests
* fix damage test yml
* fix damage test prototypes
* Update Content.Shared/Damage/Prototypes/DamageGroupPrototype.cs
* Update Content.Shared/Damage/Prototypes/DamageTypePrototype.cs
---------
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Fix handlabeler/utility belt misprediction
* Partly moved HandLabelerSystem to shared
And cleaned up HandLabelerComponent
* WIP format the files so later commits look clearer
Doesn't change individual code lines, but may move
functions to another file
* WIP some more code movement
* Hand Labeler is now mostly predicted
Only the UI isn't
* WIP: Formatting and moved stuff
* Using componentstates for prediction correction
* review
* Update label on label change
* Don't overwrite label while editing
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
* Change emag recipes to print mags instead of single ammo
* Get rid of useless single ammo printing recipes
* Add in submachine gun mags
* missing magazine shotgun beanbag in nonlethal research
* Sort lathes that use ammo crafting recipes alphabetically
---------
Co-authored-by: Plykiya <plykiya@protonmail.com>
* Resprites the captain's antique laser pistol
* Adds artist credit
* Improves icon outline and shading
* Replaces new sprites with something more resembling the in-game version
* Update Displacement Map Visualizer.lua
* Add files via upload
* Fix background layer being offset
This was caused by not taking the cel's own bounds into account.
Aseprite doesn't make an image layer "full size" if it only covers a
small part of the sprite.
---------
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
* Rodents can be Faxecuted (executed via Fax machine)
* use brute instead of new group.
* fax visuals now use tags for mouse and hamster instead of comps
* fix for ubuntu, damn ubuntu bane of my life
* cant copy hamlet, can now faxecute mothroaches.
* fix
* fix
* fixes
* removed ifs now using switch, removed hastag now using string.
* fixes and no more switch
* cleanup
* more cleanup
* fix
* cleanup
* moved damage out of faxmachine and into own system and component.
* changes
* fixes and done i think.
* tidy
* Fixes
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Add a handy security radio
I've always wanted to have a handy security radio in game and I thought it would be cool to have one in game.
Demonstation can be found in here: https://youtu.be/VQOLiTQAmKc
* Merged radio files and changed sprite location
* Fixed RSI not having license and copyright
* Added a chance to spawn in security closets
All security closets will have 50% chance to spawn a handy security radio in it
* Update radio id
Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com>
* Change id in locker spawn
* Change id in locker spawn
* Changed id to RadioHandheldSecurity as suggested
* Add radio to vending machine instead of locker
Removed radio from lockers and added it to security vending machine
* Fixed radio not having a sprite
---------
Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com>
* Printable Empty Magazines
* Adjust values of ammo boxes, adjust material costs, add empty lethal/non-lethal mags, swap secfab shotgun shells with shotgun ammo boxes, add recipe for shotgun ammo boxes
* Adds fully loaded pistol mags at secfab, removes printing respective cartridges at secfab
* Adds fully loaded rifle mags at secfab, removes respective cartridges
* Adds fully loaded light rifle mags at secfab, removes respective cartridges from secfab
* Adds fully loaded speedloader to secfab, removes respective cartridges from secfab
* small id mismatch fix
* another wrong ID fix
* capitalize Ls in speedloader
* Add missing SpeedLoader recipe
* Adds fully loaded shotgun drums to secfab, removes respective shells from secfab
* add rifle ammo unlocks back in, forgot ammo unlocks affect other fabs as well
* Moves tranquilizer shells to the non-lethal ammunition research
* Account for the removal of rubbers, adds in craftable disablers
* rubber rounds don't exist, remove empty non-lethal mags to just have empty mags
* Add in WT550 mags
* Convert latheRecipes to use LayeredTextureRect instead of TextureRect
* Fix for issue, texture layering now works
* Add in missing shell uranium box art
* add shelluranium to meta.json
* Fix yml issue
* Get rid of unused single ammo printing unlocks
---------
Co-authored-by: Plykiya <plykiya@protonmail.com>
Some of prototypes don't specify their deconstructTarget node, which
made them show the deconstruct verb as deconstructTarget is set to
"start" node by default. This patch makes attempt to check if is it even
possible from current construction node to reach specified
deconstructTarget.
Fixes#27330
Requires https://github.com/space-wizards/RobustToolbox/pull/5023
This uses the new engine features (above) to add a displacement map shader. This allows deforming a sprite based on another sprite.
Primary use case is automatically adapting human clothing sprites to different species, something we want to make species like Vox a reality.
A basic example of wiring this up with Vox has been added. The system is however incredibly simple and **will** need more work by a content developer to select and toggle displacement maps when appropriate. I am leaving that to somebody else. For example right now the displacement map is applied even if a species already has custom-fit sprites for a piece of clothing, such as the grey jumpsuit for Vox.
Basic Aseprite plugins to help with authoring displacement maps have also been made.
* first draft loooong hair
* *added the old dress item *added old dress to the theatrical performances create
* updated spooky long hair name
* fixed an oopsie made when updating item names
* Added keybind for scoreboard, starting work
* Fixed the window appearing
* Added loc text
* Updated namespace for ScoreboardUIController.cs
* Switched to UISystemDependency
"- UIControllers can use [Dependency] as normal for IoC services and other controllers, but must use [UISystemDependency] for entity systems, which may be null as controllers exist before entity systems do." Jezithyr — 10/12/2022 1:20 PM
* Reverted back to functional state
* Replace with UISystemDependency
* Move RoundEndSummaryWindow to ScoreboardUIController
* Convert to EntitySystem
* Clean up command bind
* Move to RoundEnd directory
* Remove Nukeops rule when no nukies
* Cleanup
* Change to toggle hotkey
* Cleanup
* Revert "Remove Nukeops rule when no nukies"
This reverts commit 5d4bbca09f45110b24a674d59b505be87b602b67.
* Cleanup
* Make the Toggle hotkey work in lobby
* Fix error
---------
Co-authored-by: SlamBamActionman <slambamactionman@gmail.com>
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
* added chopstick sprites
* Create chopsticks.yml
* added chopstick yml
* hopfully it acts like a forke
* added chopsticks to dinnerware vendor
* uncapitalized the name
* Update Resources/Prototypes/Entities/Objects/Misc/chopsticks.yml
Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com>
* made the chopsticks icon a reasonable size
* added chopsticks to chang vendor
* made paired chopsticks you can break apart
* added them to vendors
---------
Co-authored-by: redfire1331 <Redfire1331@users.noreply.github.com>
Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com>
* Add UnwieldOverride variable that overrides unwielding inhand to enable other interactions
* Give LMGs UnwieldOverride
* logically inverted UnwieldOverride to UnwieldOnUse
* fixed typo
* Move job info changing methods for id cards to shared
* Revert "Move job info changing methods for id cards to shared"
This reverts commit 95cbc46b2d1934fa7bf5c72d7d3de9f9168992a1.
* Reapply changes
* Fix UseDelay issues
- Fix it not predicting properly by deep-copying the classes (realistically they should be structs).
- Fix the `z` path not applying UseDelay similarly to the `e` path.
* click
* Upgraded UseDelay to support multiple delays per entity
* Implement secondary delay for bibles.
Also some improvements to make it work nicely.
* Documentation is good
* Reserve the previous change; now Storage uses the special ID and Bible uses the default.
* .0
* Added VV support to UseDelayInfo
* Serialize better
* No register, just setlength
* Added selectable power level to radio jammer
* Cleaned up OnGetVerb
* Settings are now stored in the .yml file. Simplified stuff a lot!
* Minor fixes!
* Small little baby fix :)
* Added the power level switch to the examine menu and also removed the ftl file as it was in the incorrect location.
* Minor code cleanup
* Changed byte -> int
* Update sprite
* Fixed licence
* Added power LED that changes if the jammer is on low power.
* Removed tabs
* Changed github link to the commit
* Changed all the RemComp to RemComDeferred
* Moved NetworkedComponent to shared
* Changed radio jammer textures back with minor edits
* Added a space because it was annoying me
* Jammer now updates range for suit sensors properly! Thanks nikthechampiongr :)
* Removed useless comment
* Cleaned up code that updates the range of tracking devices.
* Fixed client namespace and removed newline
* Cleaned up ChangeLEDState and ChangeChargeLevel.
* Added comments
* Read only
* Fixed another comment
* Locked in
* Made server inherit shared
* Update Content.Shared/Radio/EntitySystems/SharedJammerSystem.cs
* Update Content.Shared/Radio/EntitySystems/SharedJammerSystem.cs
* review fixes
---------
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Mega Antag Refactor
* last minute delta save
* more workshopping
* more shit
* ok tested this for once
* okkkkk sure
* generic delays for starting rules
* well darn
* nukies partially
* ouagh
* ballin' faded and smonkin wed
* obliterated the diff
* Spread my arms and soak up congratulations
* I've got plenty of love, but nothing to show for it
* but there’s too much sunlight
Shining on my laptop monitor, so I
Can’t see anything with any amount of clarity
* ok this junk
* OOK!
* fubar
* most of sloth's review
* oh boy
* eek
* hell yea!
* ASDFJASDJFvsakcvjkzjnhhhyh
* Always display item status panel fully
Initial feedback from the UI changes seems to be that a lot of people go "why is there empty space" so let's fix that.
* Fix item status middle hand being on the wrong side
I think I switched this around when fixing the left/right being inverted in the UI code.
* Minor status panel UI tweaks
Bottom-align contents now that the panel itself doesn't dynamically expand, prevent weird gaps.
Clip contents for panel
* Fix clipping on implanters and network configurators.
Made them take less space. For implanters the name has to be cut off, which I did by adding a new ClipControl to achieve that in rich text.
* Update visibility of item status panels based on whether you have hands at all.
This avoids UI for borgs looking silly.
Added a new "HandUILocation" enum that doesn't have middle hands to avoid confusion in UI code.
* Use BulletRender for laser guns too.
Provides all the benefits like fixing layout overflow and allowing multi-line stuff. Looks great now.
This involved generalizing BulletRender a bit so it can be used for not-just-bullets.
* Fix geiger word wrapping if you're really fucked
* Properly network ClumsyComponent
* Fix being able to climb and bonk at the same time.
Also properly subscribe to AttemptClimbEvent by-ref.
* Update Content.Shared/Interaction/Components/ClumsyComponent.cs
* Add NukeOps Test
* Update EvacShuttleTest to also check mapinit
* Update RuleMaxTimeRestartTest
* Fix cvar cleanup
* A
* Revert some changes
* comments
* Add MappingTests
* Finally fix the test
* A
* General slime improvements
* Finish morphing
* oops 2x2 not 3x3
* actually lets ball - 2x3 inventory
* Last two things on the todo list
* .\RobustToolbox\
* JUST COMPILE
* fix tests 2.0
* fix tests 3.0
* Do reviews
* minor change
* guideboob
* more
---------
Co-authored-by: Kara <lunarautomaton6@gmail.com>
* RTG page update
* old commits from #22272
* Small fixes over most pages
* TEG tweaks
* Fixed a thing in airlock security
* fixed an italics tag
* singularity page now includes tesla
* Added a burn chamber to TEG page
* Prettyprinted TEG page, fixed some more issues with details
* Moved ONE singular comma
* Change Singularity page heading to include tesla
* Singularity page pretty printing + fixes
* TIL its [italic] NOT [italics]
* RTG Prettyprinting
* Access Config Prettyprinting + Netconfig tweak
* Atmospherics prettyprinting
* Construction keybind fix
* Apply suggestions from code review
---------
Co-authored-by: Kara <lunarautomaton6@gmail.com>
* SS14-26480 Roll Traversal Distorter into regular Artifact Analyzers
Bit of a grab-bag of cleanup of Xenoarchaeology prompted by #26480.
1. Traversal distortion biases are now "up" and "down" instead of "in" and "out".
2. Node generation has been tidied up to make it a little clearer how it works.
3. Traversal Distorters have been removed from the game along with their board.
4. Traversal distortion is now done by the artifact analyzers by default.
5. Some loc strings have been made clearer.
6. The Abnormal Artifact Manipulation tech has been made slightly cheaper.
7. The aformentioned tech is now localized as Artifact Recycling, given all it does is unlock the crusher.
8. The Xenoarchaeology guidebook entry has been given a bit of a rewrite, putting all information into
one page and making sure to cover the basics that otherwise would require someone typing "Liltenhead
artifact tutorial" into Youtube.
* Fix references to deleted guidebook entry
* Add fancy button to console because @EmoGarbage404 asked me to
* migration comprete
* Fixed a goober comment
* maint fails to resolve conflicts: more at 11
* Resolve PR comments
* Make UI nice
---------
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
* Added ClothingGotEquipped/ClothingGotUnequipped events
* Better version
* Implemented in a few places
* More implementations
* Add ClothingDidEquipped/ClothingDidUnequipped events
* THE RETURN OF ITEM STATUS
Item status is now inline with the hands again. You can now see item status for both hands at once.
If you have more than 2 hands, the last active hand of that side is displayed in the respective item status.
The item status for the active hand is also highlighted.
Item status has been given a new look so it looks unique and matches every UI theme.
* Shrink item status to 125px
This is going to require fixing the existing controls. Do that later.
* New bullet item status rendering
sex
* Make gun item status look just a little bit nicer.
Avoid only one or two bullets ending up on a single row of an item status.
* Delete Eris theme files
* More improvements
Fixed the fact that left/right were flipped around when assigning status panel locations. Involved renaming all the UI textures.
Redid how content margins are set from the theme. Less complex and cleaner now.
Made the item name always left-aligned, just looks better since other UI elements don't adapt anyways.
* Compact down item status text
Now it fits 3 lines of text on one line. Yay.
This is achieved by compacting RichTextLabels by reducing their line height and giving them a negative bottom margin.
* Add item status sprites for Ashen theme.
* Add status control to show beaker/bucket/jug solution/transfer volumes
Also PollingItemStatusControl I'll be using that more.
* Fix welder item status, clean up welder code
The item status control implementation was ancient and bad. That's why it was buggy.
Removed all the complex dated networking stuff for welders, we just sync the solution contents now anyways so none of that is needed anymore. This moves a buncha stuff to shared and just removes code.
Cleanup. The code was doing some really dumb stuff.
* Spray bottles show contents in item status.
* cowtools
* Fix plasmafire and clockwork themes.
Actual git gaslighting wtf.
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Add map Oasis
* integration test fix
* psych job
* 1984 an invalid component
* address reviews
* address reviews, touch ups.
* tiny feexes
* move a tree
* Actually put it in the active maps pool.
* minor tweeks
* tweek some door accesses.
* add extra lawyer, make evac the right docking arrangement.
* Address the small things, fix cryopods, make perma huge.
* Fix some small things in the new perma.
* Improve perma spacing resiliancy... maybe.
* burn the invalids
* Pray to the Sloth gods that painters arent cooked.
* rearrange some buttons
* fix fax names and add a genedrobe.
* Housekeeping
* fix some stuff I thought I already fixed
* wood benches
* Some under door tiles, a couple missing decals.
* one pipe got brokey. feexit!
* astrograsses and lathe to cargo
* N2 lockers, minor things.
* cap laser to case
* GridFill the briggle so it feels better. Some other minor things
* name the Briggle correctly
* Fixed potential duplicate engraved lighter steal objective
* Update Resources/Prototypes/Entities/Clothing/OuterClothing/coats.yml
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Implement pigeonpeas' suggestion
* Also replaced the one if the vending machine, unsure if this vending machine is used or if vended items retain their fills, but figure can't hurt
---------
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
* Make banpanel respect CCVars. Add CCVars for default ip/hwid/use last
details checkboxes.
* Move severity handling for server/role ban to another function
* Save sawmill
* Line goofyness
---------
Co-authored-by: Vasilis <vasilis@pikachu.systems>
* Adds the option to fit your viewport to your vertical screenspace
* fixes documentation
* Removes commented-out leftover
* Hides the viewport width slider and also we dont know if the viewport width causing stretching/squishing was a bug present before but we fixed that while we were at it
* Removes commented out leftovers
* Add admin log when someone gets gibbed by a shuttle
* Make shuttle gibbing work properly again
* Fix immovable rod gibbing, no longer puts you into nullspace
* Update Content.Server/ImmovableRod/ImmovableRodSystem.cs
* Update Content.Server/Shuttles/Systems/ShuttleSystem.FasterThanLight.cs
---------
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Add medical gloves to loadouts
* Realize I don't need to duplicate them
* Re-add extra lines
* I did it wrong...
* Format it back to how it was this time for sure
* For real this time
* ...
* Add sterile masks too
* I can't spell officer apparently
* Standardize order of where gloves are
* Add Nurse Hat to doctors
* Remove duplication of gloves and masks
* Remove extra space
* Name glove protos similiar to other ones
* Remove latex gloves proto from medical (sci has it)
* Update shards.yml
Changed glass shards damage depends on their type, each tier of glass gains 1 more damage, also changed attack rate to 1, because you cant fast swing with weapon that can hurt you
* Oops
Forgot about base shard
* Update shards.yml
Cleanup
* Update shards.yml
Changed damage on step (Attack damage + 1)
* Made more things blessable
* Removed junk
* Remove whatever that was
* Make bowls blessable
* New mixablesolution component, converted everything to work with it
* Fix minor mishaps
* Fix extra spaces in bottle yml
* Fix last extra space, fix bottle havign the wrong solution name
* Remvoe unneeded event(I think), fix alcohol bottles not being mixable
* I missed cans
* added ninja to Antagonists.xml
* give the space ninja some love
* by the way did you know there are now 25 fiber types? i demand this number get updated with every single PR
Disable comms console announce for long messages
Disable the "announce" button on the communications console for messages
above the cap. I did not touch broadcasting because I could not identify
an easy way to check the maximum length for it.
* YAML Linter now validates invalid fields in server-only and client-only components
* Update to change in engine PR
* Use reflection manager to get the lists of client/server assemblies.
Also made it use a hashset on type instead of the previous code.
* I'm dumb my bad.
* Fix 2 errors that snuck through, showing why we need this.
---------
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
* Emergency Lights now change color depending on alert level and whether or not they are powered.
* Made a condition for null alert level, added summary doc.
* Refactored uid and emergencylightcomponent into Entity<EmergencyLightComponent>
* adds a bunch of vox clothing sprites
* bird up
* bee mask
* fix test fails. i hope. this better be the only damn one
* fix "eqipped"
* A.
* outerclohting
* ???
---------
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Its fixed, but the cryopod is being partially covered by text and the caption is not aligned to the captions next to it. No clue how to fix this, but good enough for me.
* Chatfactor: Chat Repository, Admin Commands, Chat Created Events
This addition-only PR covers a repository that stores chat messages.
This PR defines what chat messages can be stored, what can be done
with those stored messages, and what events occur when the repository
does things.
This PR also includes to admin commands that show how the repository
will be used for administration purposes at first. Because all chat
messages will be uniquely identified per round (and, as rounds are
uniquely identified, are essentially a GUID) we can delete, amend
or nuke messages.
Note there's no "amend" command right now. The original chatfactor PR
didn't include one, and I'm avoiding further feature bloat with these
chatfactor PRs...
* Remove an event that shouldn't be in this PR
* Resolve PR comments.
* Resolve peak goober moment
* Also make sure we tell the user why if their delete command fails
* Supply a reason if the nukeuserids command is malformed
* Tidy messages
* Some more docstring tidyup
* Imagine tests handling IOC correctly chat
* Imagine tests handling IOC correctly chat
* Resolve PR comments
* Fix goobering with needing to use ToolshedCommand
* In which we bikeshed toolshed
* loud metal pipe sound effect
* One must imagine funny boulder pushing man happy
* Move commands to new folder
* Mald, seethe, cope.
* I hate toolshed I hate toolshed I hate toolshed
* Fix command ftls
* Bit of tidy-up and a YAGNI removal of a get we don't need yet
* Whelp lmao
* UserIDs are in a weird fucky state I didn't anticipate, so I've removed the remove-by-userID command for the time being.
* Rename ChatRepository to ChatRepositorySystem.
* Resolve PR review comments
---------
Co-authored-by: Your Name <you@example.com>
* Nukie Medihud REAL
adds a new HUD that the nukie agent starts with, does the same shit as the other visor, but with health bars. Also tinted slightly blue to differentiate it. (also medhuds are blue)
* the blue-ening
makes the icons bluer 'cause someone asked.
I love lobby code. Refreshing the entire jobs UI doesn't seem to cause issues. At least jobpriorityselector was my fault when I was far fucking stupider writing this shit.
* Implemented Shakeable
* Prevent shaking open Openables
* Prevent shaking empty drinks. Moved part of DrinkSystem to Shared.
* DrinkSystem can have a little more prediction, as a treat
* Cleanup
* Overhauled PressurizedDrink
* Make soda cans/bottles and champagne shakeable. The drink shaker too, for fun.
* We do a little refactoring.
PressurizedDrink is now PressurizedSolution, and fizziness now only works on solutions containing a reagent marked as fizzy.
* Documentation, cleanup, and tweaks.
* Changed fizziness calculation to use a cubic-out easing curve.
* Removed broken YAML that has avoid the linter's wrath for far too long
* Changed reagent fizzy bool to fizziness float.
Solution fizzability now scales with reagent proportion.
* Rename file to match changed class name
* DoAfter improvements. Cancel if the user moves away; block if no hands.
* Match these filenames too
* And this one
* guh
* Updated to use Shared puddle methods
* Various fixes and improvements.
* Made AttemptShakeEvent a struct
* AttemptAddFizzinessEvent too
* Both winter coats with same armor as their counterparts
* Matching description for HoS's, unarmored variants for balancing the uniform printer
* Forgot some text
* New sprite provided by PursuitinAshes, old sprite moved to unarmored version
* Removed the 'unarmored' specifier, in line with the rest of the winter coats
* Remove unarmored warden, no sprite
* Re-implemented the warden's unarmored coat, with sprites from Dutch-VanDerLinde
* CRLF to LF
* Move armor values to abstract
* texture appropriation
* add code for projector
* add chameleon projector yml
* damage and actions
* prevent small props being killed round removing you (700 damage from a single shot)
* tweak default
* oop
* do appearance properly, need engine update
* fix bugs, blacklist pda
* remove status icons
* amou
* sus
* fix test + make props fast
* amouuuung
* remove funny log
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
* Optimized the drawing of lines and tracked entities
* Optimized nav map updating and added thin wall support
* Added support for thin doors
* Removed floor tile seams, more line drawing optimizations
* Fixed split grids not updating correctly
* Cleaned up NavMapControl code
* Fix nav map header
* Converted nav map updates from system network messages to delta-states
* Addressed review comments
* Fixed timing issue where NavMapSystem would update before AirtightSystem did
The gas analyzer now shows the volume of pipes, tanks, canisters and the environment.
Adjust gas analyzers so that the volume and number of moles shown corresponds to only the scanned element, e.g. a canister or single pipe in a pipenet.
* Initial commit. No evil hidden files this time :)
* Added newline because I forgot :(
* We <3 tags :)
* Fixed! Works now
* Update Content.Shared/Weapons/Melee/MeleeWeaponComponent.cs
---------
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Fix capitalization for pirates and rats
* Deal with replacements better
* Be smarter about caps
* Do last word properly
* Variables named a bit better
* Fix Consistency
* Undo change that's not needed anymore
* Fix up pirate since it doesn't need to check early either
* Make mobster replacin' a bit better anyway
* Remove extra space
* Use capture groups for mobster in', add comments for first and last words
* Slightly more clarification with comments
* Added Jukebox, along with music for jukebox
* Fixed Jukebox meta.json copyright
* Removed songs I couldn't find a license for.
* Renamed files to solve check failures from spaces
* Added missing attributions.yml
* Fixed lack of description in Jukebox
* Jukebox is now constructable.
* Change Jukebox menu to FancyWindow
* Moved Jukebox messages out of jukebox component
* Removed Jukebox OnValueChanged.
* JukeboxComp now uses AutoGenerateComponentState
* Removed state code, since it's auto generated
* Fixed various Jukebox code to match conventions.
* Updated Standard.yml to match changed song list.
* fixes
* Jukebox workin
* Fix
* Polishing
* Finalising
* Revert
* bad
* jukey
* Reviews
* name
* Update submodule to 218.2.0
---------
Co-authored-by: iNVERTED <alextjorgensen@gmail.com>
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