* terminator locale
* terminate objective
* terminator components and shared system
* terminator roles rules and system
* terminator events
* skeleton recolour
* terminator and endoskeleton
* ghost role spawn
* damage modifier sets
* :trollface:
* :trollface:
* add antag prototype
* ghost role locale
* skynet
* :trollface:
* :trollface:
* :trollface:
* add endoskeleton body prototype
* :trollface:
* :trollface:
* smite locale
* implement terminate smite
* :trollface:
* :trollface:
* implement PopupBehavior
* endoskeleton transform popup
* move stuff from shared to server since nothing actually used it
* recolour everything
* update parts
* :trollface:
* :trollface:
* ok fire was using the damage set, back to 1.0
* tweak
* :trollface:
* :trollface:
* simplemob ops
* 1 rule per pro
* :trollface:
* :trollface:
* update some sprites
* structural damage
* :trollface:
* :trollface:
* Revert "update some sprites"
This reverts commit 459196c6a8942c5412885d5fe2f1a83a48408ddc.
* offbrand, add die objective to maybe remove fear of murderbone
* add shut down objective to the list
* fix ghost role
* fix control mob
* :trollface:
* :trollface:
* please
* naming
* code changes for GenericAntag terminator
* yml changes for GenericAntag terminator
* :trollface:
* moved kill objective override to an objective component
* use kill objective override
* fix
* oh
* locale changes
* change burn to heat for skin melting gib
* change some endoskeleton stuff
* pro
* i already did this dementia ops
* objective
* fix
* pro
* swap out full sprite
* update parts
* forgor
* fix mind transfer
* type
* endoskeleton has 500 mass
* evil
* fishops
* warops
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
* added hydroxide, benzene, and changed the phenol recipe
* I forgot to commit a bunch of changes, whoopsie doopsie
* Update chemicals.yml
made an error while resolving conflicts
* Update chemicals.yml
same here
* Update flavor-profiles.ftl
* Update chemicals.yml
* Update chemicals.ftl
* Update chemicals.ftl
* Update chemicals.yml
* Update medicine.yml
* Update chemicals.yml
* Update medicine.yml
* guh
* Revert "guh"
This reverts commit a0e5dfd4182d1a407bffd21d0eaa36355023993c.
* final touches and fixes
* fixed all the issues, for realsies
* thefuck
* Revert " thefuck"
This reverts commit 22068cb73d9902ccf81d065d92d078f423c67aea.
* maybe this fix?
* Revert " maybe this fix?"
This reverts commit 4bfd534f73a956e595c809ce77e52819ed142f2b.
* Update chemicals.yml
* Update chemicals.yml
* Update chemicals.yml
Trying to figure out my issue
* Update chemicals.yml
* Update chemicals.yml
* Update chemicals.yml
* Disabled the ethanol breakdown, fixing the issue
* Revert "Update chemicals.yml"
This reverts commit 1239512c0b7df5eab106bf64ec2af38185f2f016.
* Revert "Disabled the ethanol breakdown, fixing the issue"
This reverts commit 96190c967d22b1422d144e4211579f5af7bf9a09.
* Emo suggested I'd do this
* Update chemicals.yml
* made temps needed for the uhh hydroxide and benzene
* Update chemicals.yml
* removed SugarBreakdown
* Prototyping whole station wire map
* More prototyping
* Added icons for the different power distributors and toggleable cable displays
* Power cable layouts are now only sent to the client when the power monitor is open
* UI prototyping
* Power monitors can now see the sprites of distant entities, long entity names are truncated
* Updated how network devices are added to the player's PVS
* More feature prototypes
* Added source / load symbols
* Final prototype! Time to actually code it properly...
* Start of code clean up
* Continuing code clean up
* Fixed UI appearance
* Code clean up complete
* Removed unnecessary changes
* Updated how power values are calculated, added UI warnings for power sinks and power net checks
* Updated how power values are calculated again, added support for portable generators
* Removed unnecessary files
* Map beacons start toggled off, console map now works outside the station, fixed substation icon
* Made some of Sloth's requested changes. Power distributors don't blink anymore, unless selected
* Moved a number of static variables in PowerMonitoringHelper to sensible places in the main files. Added a NavMapTrackableComponent so that you can specify how individual entities appear on the navmap
* Updated the colors/positions of HV cables and SMESes to improve contrast
* Fixed SMES color in map legend
* Partially fixed auto-scrolling on device selection, made sublists alphabetical
* Changed how auto-scroll is handled
* Changed the font color of the console warning messages
* Reduced the font size of beacon labels
* Added the station name to the console
* Organized references
* Removed unwanted changes to RobustToolbox
* Fix merge conflict
* Fix merge conflict, maybe
* Fix merge conflict
* Updated outdated reference
* Fixed portable_generator.yml
* Implemented a number of requested changes, move bit masks to a shared component
* Navigate listings via the navmap
* First attempt at improving efficiency
* Second attempt at optimization, entity grouping added for solar panels
* Finished solar panel entity joining
* Finished major revisions, code clean up needed
* Finializing optimizations
* Made requested changes
* Bug fix, removed obsolete code
* Bug fixes
* Bug fixes
* STarted revisions
* Further revisions
* More revision
* Finalizing revisions. Need to make RT PR
* Code tidying
* More code tidying
* Trying to avoid merge conflicts
* Trying to avoid merge conflicts
* Removed use of PVS
* Improving efficiency
* Addressed a bunch of outstanding issues
* Clear old data on console refresh
* UI adjustments
* Made node comparison more robust. More devices can be combined into one entry
* Added missing component 'dirty'
* Added a glossary to the guidebook to help new players understand slang.
🆑 2013HORSEMEATSCANDAL
- add: What's a Greytide ? The new edition of your employee guidebook now has a glossary !
* added one more definition
* working on depleted uranium shotgun ammo
* added depleted uranium to more ammo
* Last changes and additions
* Forgot something, theoretically resolved the merge conflict too
* Nerfed the DU munitions, renamed em to uranium because it's not really DU
* made the ammo more expensive, also fixing the crash at the same time
* Fixed the last error, theoretically at least
* Revert "Fixed the last error, theoretically at least"
This reverts commit a875d2ac320478e4cb407564d704d915d0ef158b.
* copyright changes, small sprite changes, last references of depleted uranium removed
* Revert "copyright changes, small sprite changes, last references of depleted uranium removed"
This reverts commit 93a12bf20bc72581a0bdc32a3cdc7d887f50de3f.
* Update meta.json
* Update meta.json
* Update lathe.yml
* Update arsenal.yml
* renamed leg wrap to thigh wrap
* gauze species rework pt. 1
attempt 73
I hate it here please god get me out
* fixing lizard foot wraps part 80
* Attempt 80 to get lizard markings to work
i fucking hate it here
someone help me D:
* attempt 82
im crying please work now
* made gauze eye pads actually tape on
* Handwraps added
* fixed lizard foot wraps (again)
84.
* attempt 83.5
* attempt 84
please work
* added blindfold gauze
* fixed boxerwrap_r
:greenfrog:
* fixed @ubaserB's eye scars
* Revert "fixed @ubaserB's eye scars"
This reverts commit eb364e1e61c03c2b8567fec8c1a5c6c78c9a333c.
* Revert "Revert "fixed @ubaserB's eye scars""
This reverts commit ac1ee343ae2a8adb2569f88b81cc4afc6915f220.
* everything
* tweakeroo
* maintspill
* some balancing and tweaking
* adds ice tags and gives it to ice crust
* fix code because im smart im the smart guy yeah that's me
* yeah
* oops
* do you wanna try that again
* conserve matter
* im rather smart
* Added the Super Bonk smite. It teleports the player from table to table
in the game and bonk their head into them. Also smashes them into glass
tables.
* Stopped using a timer and now instead use Comp + System. Also added proper logging impact.
* Fixed name inconsistency
* Admin CL which I forgot
* Made it funnier
* Moved basically all logic to the system and added a light version that stops when you die
* Hopefully made YAML Linter stop bullying me
* Removed fun(Glass tables no longer get smashed when the target is bonked over them)
General opinion seems that it would cause too much collateral damage. I kinda agree.
* Adressed reviews
* first pass
* chemical breakdowns !!!!
* mintemp salt because why not
* we don't really need this, no?
* if at first we don't succeed...
* ...then run debug tests again
* makes MORE raw materials grindable (and adds cellulose fibers)
* meat sheets + cable coil + idk + dode
* uhhh uhhh um
* i have a disease and its called DODE
* Flare gun can now only be loaded with actual flares
* Make flare gun loadable with other shells, but destroy it and damage and stun the user when used
* tweak
* Logic fix + QOL add-ons
* damageOnWrongAmmo in gun component
* cleanup