master
7 Commits
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5e74f6ae53 |
Merge branch 'master' of https://github.com/space-wizards/space-station-14 into upstream
# Conflicts: # Content.Client/Administration/Managers/ClientAdminManager.cs # Content.Client/Administration/Systems/BwoinkSystem.cs # Content.Client/Alerts/ClientAlertsSystem.cs # Content.Client/Audio/BackgroundAudioSystem.cs # Content.Client/CardboardBox/CardboardBoxSystem.cs # Content.Client/Chemistry/UI/InjectorStatusControl.cs # Content.Client/Chemistry/UI/ReagentDispenserWindow.xaml # Content.Client/Chemistry/UI/ReagentDispenserWindow.xaml.cs # Content.Client/Clothing/ClientClothingSystem.cs # Content.Client/CriminalRecords/CriminalRecordsConsoleBoundUserInterface.cs # Content.Client/CriminalRecords/CriminalRecordsConsoleWindow.xaml.cs # Content.Client/Decals/Overlays/DecalOverlay.cs # Content.Client/DoAfter/DoAfterOverlay.cs # Content.Client/Doors/AirlockSystem.cs # Content.Client/HealthAnalyzer/UI/HealthAnalyzerWindow.xaml # Content.Client/HealthAnalyzer/UI/HealthAnalyzerWindow.xaml.cs # Content.Client/Launcher/LauncherConnectingGui.xaml # Content.Client/Launcher/LauncherConnectingGui.xaml.cs # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/LobbyGui.xaml.cs # Content.Client/MainMenu/UI/MainMenuControl.xaml # Content.Client/MassMedia/Ui/MiniArticleCardControl.xaml # Content.Client/MassMedia/Ui/MiniArticleCardControl.xaml.cs # Content.Client/MassMedia/Ui/NewsWriteMenu.xaml # Content.Client/MassMedia/Ui/NewsWriteMenu.xaml.cs # Content.Client/Options/UI/Tabs/MiscTab.xaml # Content.Client/Options/UI/Tabs/MiscTab.xaml.cs # Content.Client/Outline/InteractionOutlineSystem.cs # Content.Client/Overlays/ShowSecurityIconsSystem.cs # Content.Client/Players/PlayTimeTracking/JobRequirementsManager.cs # Content.Client/Popups/PopupOverlay.cs # Content.Client/Popups/PopupSystem.cs # Content.Client/Preferences/ClientPreferencesManager.cs # Content.Client/Preferences/UI/HumanoidProfileEditor.xaml # Content.Client/Preferences/UI/HumanoidProfileEditor.xaml.cs # Content.Client/StatusIcon/StatusIconOverlay.cs # Content.Client/Stylesheets/StyleNano.cs # Content.Client/UserInterface/Systems/Bwoink/AHelpUIController.cs # Content.Client/UserInterface/Systems/Chat/ChatUIController.cs # Content.Server/Access/Systems/IdCardConsoleSystem.cs # Content.Server/Administration/Commands/BanCommand.cs # Content.Server/Administration/Notes/AdminMessageEui.cs # Content.Server/Administration/Notes/AdminNotesSystem.cs # Content.Server/Administration/Notes/IAdminNotesManager.cs # Content.Server/Administration/Systems/AdminVerbSystem.Antags.cs # Content.Server/Administration/Systems/BwoinkSystem.cs # Content.Server/Administration/UI/PermissionsEui.cs # Content.Server/Antag/AntagSelectionSystem.cs # Content.Server/Atmos/EntitySystems/BarotraumaSystem.cs # Content.Server/Atmos/Piping/Unary/EntitySystems/GasThermoMachineSystem.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/Chemistry/EntitySystems/InjectorSystem.cs # Content.Server/Chemistry/EntitySystems/ReagentDispenserSystem.cs # Content.Server/Connection/ConnectionManager.cs # Content.Server/CriminalRecords/Systems/CriminalRecordsConsoleSystem.cs # Content.Server/Database/DatabaseRecords.cs # Content.Server/Database/ServerDbBase.cs # Content.Server/Database/ServerDbManager.cs # Content.Server/DeviceLinking/Systems/SignalTimerSystem.cs # Content.Server/Doors/Systems/DoorSystem.cs # Content.Server/Execution/ExecutionSystem.cs # Content.Server/Explosion/EntitySystems/ExplosionSystem.cs # Content.Server/Fax/FaxSystem.cs # Content.Server/Fluids/EntitySystems/PuddleSystem.Evaporation.cs # Content.Server/GameTicking/GameTicker.Replays.cs # Content.Server/GameTicking/GameTicker.RoundFlow.cs # Content.Server/GameTicking/Rules/Components/ThiefRuleComponent.cs # Content.Server/GameTicking/Rules/GameRuleSystem.Utility.cs # Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs # Content.Server/GameTicking/Rules/RevolutionaryRuleSystem.cs # Content.Server/GameTicking/Rules/ThiefRuleSystem.cs # Content.Server/GameTicking/Rules/TraitorRuleSystem.cs # Content.Server/GameTicking/Rules/ZombieRuleSystem.cs # Content.Server/Hands/Systems/HandsSystem.cs # Content.Server/Holosign/HolosignSystem.cs # Content.Server/Humanoid/Systems/HumanoidAppearanceSystem.cs # Content.Server/Info/InfoSystem.cs # Content.Server/Kitchen/EntitySystems/SharpSystem.cs # Content.Server/Magic/MagicSystem.cs # Content.Server/MagicMirror/MagicMirrorSystem.cs # Content.Server/Mapping/MappingSystem.cs # Content.Server/MassMedia/Systems/NewsSystem.cs # Content.Server/Medical/Components/HealthAnalyzerComponent.cs # Content.Server/Medical/CrewMonitoring/CrewMonitoringServerSystem.cs # Content.Server/Medical/CryoPodSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/Nutrition/EntitySystems/OpenableSystem.cs # Content.Server/Preferences/Managers/ServerPreferencesManager.cs # Content.Server/Remotes/DoorRemoteSystem.cs # Content.Server/Resist/EscapeInventorySystem.cs # Content.Server/Revenant/EntitySystems/RevenantSystem.Abilities.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.Console.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Server/Shuttles/Systems/ShuttleConsoleSystem.cs # Content.Server/Shuttles/Systems/ShuttleSystem.FasterThanLight.cs # Content.Server/Species/Systems/NymphSystem.cs # Content.Server/StationEvents/Components/GasLeakRuleComponent.cs # Content.Server/StationEvents/EventManagerSystem.cs # Content.Server/Store/Systems/StoreSystem.Ui.cs # Content.Server/Strip/StrippableSystem.cs # Content.Server/VendingMachines/VendingMachineSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Shared.Database/LogType.cs # Content.Shared/Actions/SharedActionsSystem.cs # Content.Shared/Administration/AdminFlags.cs # Content.Shared/Administration/SharedBwoinkSystem.cs # Content.Shared/Anomaly/SharedAnomalySystem.cs # Content.Shared/Bed/Sleep/SharedSleepingSystem.cs # Content.Shared/Buckle/SharedBuckleSystem.Strap.cs # Content.Shared/Chat/ChatChannel.cs # Content.Shared/Chemistry/Components/InjectorComponent.cs # Content.Shared/Chemistry/EntitySystems/SharedInjectorSystem.cs # Content.Shared/Chemistry/SharedReagentDispenser.cs # Content.Shared/Containers/ItemSlot/ItemSlotsComponent.cs # Content.Shared/CriminalRecords/Systems/SharedCriminalRecordsConsoleSystem.cs # Content.Shared/Cuffs/SharedCuffableSystem.cs # Content.Shared/Doors/Systems/SharedDoorSystem.cs # Content.Shared/Friction/TileFrictionController.cs # Content.Shared/Humanoid/Prototypes/SpeciesPrototype.cs # Content.Shared/Humanoid/SharedHumanoidAppearanceSystem.cs # Content.Shared/Implants/SharedImplanterSystem.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/MedicalScanner/HealthAnalyzerScannedUserMessage.cs # Content.Shared/Nutrition/Components/OpenableComponent.cs # Content.Shared/Nutrition/EntitySystems/SharedOpenableSystem.cs # Content.Shared/Nutrition/EntitySystems/ThirstSystem.cs # Content.Shared/Preferences/HumanoidCharacterProfile.cs # Content.Shared/Preferences/ICharacterProfile.cs # Content.Shared/Projectiles/SharedProjectileSystem.cs # Content.Shared/Pulling/Systems/SharedPullingSystem.Actions.cs # Content.Shared/Security/SecurityStatus.cs # Content.Shared/Security/Systems/DeployableBarrierSystem.cs # Content.Shared/Slippery/SlipperySystem.cs # Content.Shared/Species/Systems/ReformSystem.cs # Content.Shared/Standing/StandingStateSystem.cs # Content.Shared/StatusIcon/StatusIconPrototype.cs # Content.Shared/Store/ListingPrototype.cs # Content.Shared/VendingMachines/SharedVendingMachineSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # README.md # Resources/Audio/Ambience/Antag/pirate_start.ogg # Resources/Changelog/Changelog.yml # Resources/Credits/GitHub.txt # Resources/Locale/en-US/criminal-records/criminal-records.ftl # Resources/Locale/en-US/escape-menu/ui/options-menu.ftl # Resources/Locale/en-US/medical/components/health-analyzer-component.ftl # Resources/Locale/en-US/reagents/meta/biological.ftl # Resources/Locale/en-US/reagents/meta/fun.ftl # Resources/Locale/en-US/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/seeds/seeds.ftl # Resources/Locale/en-US/wires/wire-names.ftl # Resources/Maps/Shuttles/cargo_fland.yml # Resources/Maps/core.yml # Resources/Maps/europa.yml # Resources/Maps/fland.yml # Resources/Maps/origin.yml # Resources/Maps/saltern.yml # Resources/Maps/train.yml # Resources/Prototypes/Actions/diona.yml # Resources/Prototypes/Atmospherics/gases.yml # Resources/Prototypes/Catalog/Cargo/cargo_emergency.yml # Resources/Prototypes/Catalog/Cargo/cargo_engines.yml # Resources/Prototypes/Catalog/Cargo/cargo_fun.yml # Resources/Prototypes/Catalog/Cargo/cargo_security.yml # Resources/Prototypes/Catalog/Cargo/cargo_service.yml # Resources/Prototypes/Catalog/Cargo/cargo_vending.yml # Resources/Prototypes/Catalog/Fills/Boxes/general.yml # Resources/Prototypes/Catalog/Fills/Boxes/syndicate.yml # Resources/Prototypes/Catalog/Fills/Crates/engines.yml # Resources/Prototypes/Catalog/Fills/Items/briefcases.yml # Resources/Prototypes/Catalog/Fills/Items/toolboxes.yml # Resources/Prototypes/Catalog/Fills/Lockers/dressers.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/bardrobe.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/clothesmate.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/lawdrobe.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/medical.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/medidrobe.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/robotics.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/sec.yml # Resources/Prototypes/Catalog/uplink_catalog.yml # Resources/Prototypes/Datasets/Names/first_male.yml # Resources/Prototypes/Datasets/tips.yml # Resources/Prototypes/Entities/Clothing/Hands/colored.yml # Resources/Prototypes/Entities/Clothing/Head/base_clothinghead.yml # Resources/Prototypes/Entities/Clothing/Head/hats.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/coats.yml # Resources/Prototypes/Entities/Clothing/Uniforms/jumpsuits.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/Player/silicon.yml # Resources/Prototypes/Entities/Mobs/Species/base.yml # Resources/Prototypes/Entities/Mobs/Species/slime.yml # Resources/Prototypes/Entities/Mobs/Species/vox.yml # Resources/Prototypes/Entities/Objects/Consumable/Drinks/drinks.yml # Resources/Prototypes/Entities/Objects/Consumable/Drinks/drinks_bottles.yml # Resources/Prototypes/Entities/Objects/Consumable/Food/produce.yml # Resources/Prototypes/Entities/Objects/Devices/Electronics/signaller.yml # Resources/Prototypes/Entities/Objects/Devices/nuke.yml # Resources/Prototypes/Entities/Objects/Devices/pda.yml # Resources/Prototypes/Entities/Objects/Fun/toys.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/glass.yml # Resources/Prototypes/Entities/Objects/Materials/parts.yml # Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml # Resources/Prototypes/Entities/Objects/Misc/implanters.yml # Resources/Prototypes/Entities/Objects/Misc/kudzu.yml # Resources/Prototypes/Entities/Objects/Misc/rubber_stamp.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Hydroponics/tools.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/handheld_crew_monitor.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/healthanalyzer.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/borg_modules.yml # Resources/Prototypes/Entities/Objects/Weapons/Bombs/firebomb.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml # Resources/Prototypes/Entities/Structures/Decoration/curtains.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/access.yml # Resources/Prototypes/Entities/Structures/Doors/MaterialDoors/material_doors.yml # Resources/Prototypes/Entities/Structures/Doors/Windoors/base_structurewindoors.yml # Resources/Prototypes/Entities/Structures/Lighting/base_lighting.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Machines/vending_machines.yml # Resources/Prototypes/Entities/Structures/Specific/Anomaly/anomalies.yml # Resources/Prototypes/Entities/Structures/Storage/glass_box.yml # Resources/Prototypes/Entities/Structures/Wallmounts/fireaxe_cabinet.yml # Resources/Prototypes/Entities/Structures/Wallmounts/switch.yml # Resources/Prototypes/Entities/Structures/Walls/asteroid.yml # Resources/Prototypes/Entities/Structures/Walls/grille.yml # Resources/Prototypes/Entities/Structures/Walls/walls.yml # Resources/Prototypes/Entities/Structures/Windows/window.yml # Resources/Prototypes/Entities/Structures/stairs.yml # Resources/Prototypes/GameRules/events.yml # Resources/Prototypes/Hydroponics/seeds.yml # Resources/Prototypes/Maps/saltern.yml # Resources/Prototypes/Reagents/biological.yml # Resources/Prototypes/Reagents/fun.yml # Resources/Prototypes/Recipes/Construction/Graphs/utilities/solarpanel.yml # Resources/Prototypes/Recipes/Construction/weapons.yml # Resources/Prototypes/Recipes/Crafting/improvised.yml # Resources/Prototypes/Recipes/Lathes/clothing.yml # Resources/Prototypes/Recipes/Reactions/fun.yml # Resources/Prototypes/Research/arsenal.yml # Resources/Prototypes/Roles/Jobs/Engineering/technical_assistant.yml # Resources/Prototypes/Roles/Jobs/Fun/emergencyresponseteam.yml # Resources/Prototypes/Roles/Jobs/Medical/medical_intern.yml # Resources/Prototypes/Roles/Jobs/Medical/paramedic.yml # Resources/Prototypes/Roles/Jobs/Science/research_assistant.yml # Resources/Prototypes/Roles/Jobs/Security/detective.yml # Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml # Resources/Prototypes/Roles/Jobs/departments.yml # Resources/Prototypes/Species/human.yml # Resources/Prototypes/Species/vox.yml # Resources/Prototypes/Stacks/Materials/materials.yml # Resources/Prototypes/StatusEffects/health.yml # Resources/Prototypes/Tiles/plating.yml # Resources/Prototypes/Voice/speech_emote_sounds.yml # Resources/Prototypes/Voice/speech_emotes.yml # Resources/Prototypes/explosion.yml # Resources/Prototypes/game_presets.yml # Resources/Prototypes/lobbyscreens.yml # Resources/Prototypes/secret_weights.yml # Resources/Prototypes/tags.yml # Resources/ServerInfo/Guidebook/Jobs.xml # Resources/ServerInfo/Guidebook/Science/ArtifactReports.xml # Resources/Textures/Clothing/Belt/emt.rsi/meta.json # Resources/Textures/Clothing/Head/Hats/beret_medic.rsi/meta.json # Resources/Textures/Clothing/Head/Hats/beret_qm.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/bluesoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/corpsoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/greensoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/greysoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/paramedicsoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Mask/neckgaiterred.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/slayer.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/syndicate.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpsuit/qmformal.rsi/meta.json # Resources/Textures/Decals/Overlays/greyscale.rsi/checkerNESW.png # Resources/Textures/Decals/Overlays/greyscale.rsi/checkerNWSE.png # Resources/Textures/Decals/Overlays/greyscale.rsi/fulltile_overlay.png # Resources/Textures/Decals/Overlays/greyscale.rsi/halftile_overlay.png # Resources/Textures/Decals/Overlays/greyscale.rsi/halftile_overlay_180.png # Resources/Textures/Decals/Overlays/greyscale.rsi/halftile_overlay_270.png # Resources/Textures/Decals/Overlays/greyscale.rsi/halftile_overlay_90.png # Resources/Textures/Decals/Overlays/greyscale.rsi/quartertile_overlay.png # Resources/Textures/Decals/Overlays/greyscale.rsi/quartertile_overlay_180.png # Resources/Textures/Decals/Overlays/greyscale.rsi/quartertile_overlay_270.png # Resources/Textures/Decals/Overlays/greyscale.rsi/quartertile_overlay_90.png # Resources/Textures/Decals/Overlays/greyscale.rsi/threequartertile_overlay.png # Resources/Textures/Decals/Overlays/greyscale.rsi/threequartertile_overlay_180.png # Resources/Textures/Decals/Overlays/greyscale.rsi/threequartertile_overlay_270.png # Resources/Textures/Decals/Overlays/greyscale.rsi/threequartertile_overlay_90.png # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Interface/emotions.svg.192dpi.png.yml # Resources/Textures/LobbyScreens/dead-in-space.png.yml # Resources/Textures/LobbyScreens/doomed.webp.yml # Resources/Textures/LobbyScreens/pharmacy.png.yml # Resources/Textures/LobbyScreens/pharmacy.webp.yml # Resources/Textures/LobbyScreens/robotics.webp.yml # Resources/Textures/LobbyScreens/supermatter.png.yml # Resources/Textures/LobbyScreens/susstation.png.yml # Resources/Textures/LobbyScreens/warden.png.yml # Resources/Textures/LobbyScreens/warden.webp.yml # Resources/Textures/Mobs/Customization/human_hair.rsi/meta.json # Resources/Textures/Mobs/Effects/brute_damage.rsi/LLeg_Brute_40.png # Resources/Textures/Mobs/Effects/brute_damage.rsi/RLeg_Brute_40.png # Resources/Textures/Objects/Devices/nuke.rsi/meta.json # Resources/Textures/Objects/Devices/nuke.rsi/nuclearbomb_deployed.png # Resources/Textures/Objects/Devices/nuke.rsi/nuclearbomb_exploding.png # Resources/Textures/Objects/Devices/nuke.rsi/nuclearbomb_timing.png # Resources/Textures/Objects/Misc/books.rsi/meta.json # Resources/Textures/Objects/Misc/bureaucracy.rsi/paper_stamp-lawyer.png # Resources/Textures/Objects/Storage/boxes.rsi/meta.json # Resources/Textures/Objects/Tools/t-ray.rsi/tray-off.png # Resources/Textures/Objects/Tools/t-ray.rsi/tray-on.png # Resources/Textures/Objects/Weapons/Guns/Battery/mini-ebow.rsi/bolt.png # Resources/Textures/Structures/Doors/Airlocks/Standard/external.rsi/emergency_open_unlit.png # Resources/Textures/Structures/Doors/Airlocks/Standard/shuttle_syndicate.rsi/emergency_open_unlit.png # Resources/Textures/Structures/Doors/Windoors/plasma.rsi/emergency_unlit.png # Resources/Textures/Structures/Doors/Windoors/uranium.rsi/emergency_unlit.png # Resources/Textures/Structures/Power/Generation/Singularity/emitter.rsi/locked.png # Resources/Textures/Tiles/attributions.yml # Resources/Textures/Tiles/shuttleblue.png # Resources/Textures/Tiles/shuttleorange.png # Resources/Textures/Tiles/shuttlepurple.png # Resources/Textures/Tiles/shuttlered.png # Resources/Textures/Tiles/shuttlewhite.png # Resources/Textures/White/Fluff/DOOMMAX/cap_cap.rsi/meta.json # Resources/Textures/White/Fluff/HSKveez/hardsuit.rsi/meta.json # Resources/Textures/White/Fluff/Vtergot/strictgloves.rsi/meta.json # Resources/clientCommandPerms.yml # Resources/migration.yml |
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34d4c529fa |
[Upstream] Upstream (#109)
* Automatic changelog update * atlas update (#25071) * atlas update * untroll --------- Co-authored-by: deltanedas <@deltanedas:kde.org> * box update (#25074) * fland update (#25075) * marathon update (#25076) * meta update (#25077) * Syndicate key grammar fix (#25085) * Syndicate encryption key grammar fix An encryption key used by... wait... Who is owner of this chip? > An encryption key used by... wait... Who is the owner of this chip? * Syndicate key grammar fix An encryption key used by... wait... Who is owner of this chip? > An encryption key used by... wait... Who is the owner of this chip? * Fix hybridization seedless probability (#25084) Fix comparison Hybrids (different plants being crossed) are supposed to have a high chance of becoming seedless to balance overpowered plants. However, a logic error in the comparison gave seedless to plants when they were from the same seed (not hybrids) rather than the other way around. Reported by: @genderGeometries * Added Tourniquets to stop bleeds (#23198) * Fixed Error with RobustToolbox Edits. Removed the addition of secbelt tag from assault belt. * Resprite of the monstrosity * Resprite of the tourniquet NO LONGER PHALLUS SHAPED * too bright, now darker and edgier * Tourniquet resprite * metajson yay * Update Skelly Vs The Rev lobby art (#25088) Someone said the original was a bit low res and I agreed. This is a 1440p (from an 8k base image) rendition of the same scene, with a new dramatic forced perspective look, and generally cleaner art throughout. Also now there's two mothroaches. * Automatic changelog update * Minor airlock assembly clean up (#25073) 1 * Update README.md (#25067) * Update README.md * emo review Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> --------- Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> * prevent opening debug menus without perms (#25091) prevent people without permissions from opening the tile, entityspawn, or decal menus * Remove battery from crew observation kit, fix description (#25000) -Remove battery from crew observation kit, fix description * Laughin' Peas (#25089) * laughter * make clownmobs bleed laughter * laughin syrup and laughter recipe * add laughin peas * Automatic changelog update * QM drip DLC (#24477) * New Drip for the QM QM beret and QM formal uniform * Asd Asd * Adds the new clothing to the uniform printer what it says on the tin * I always forget to update the copyright RAAAAAH yup * EMT Belt Part 2 (#24289) * add * fix * aaaa * Flipped caps real (#24961) * Flipped caps real * oops * whoops * flip not fold * fix formatting * cargosoft formatting * Automatic changelog update * Nerf Beanbags (#24653) Lowers beanbag damage from 55 stam to 30 stam * Automatic changelog update * Fix screenspace popups (#24987) * Fix screenspace popups Never got around to it earlier but need to draw it above UI controls. * Minor null change * Automatic changelog update * Fix crew manifest department bugs (#24975) * Automatic changelog update * Changed door remote to trigger based on vision occlusion(#25093) Changed door remote to trigger based on vision occlusion rather than opaque collision targeting check. Ian's butt will no longer absorb your 5G signals. Co-authored-by: Plykiya <plykiya@protonmail.com> * GPS In Paramed Locker (#25096) GPS in paramed locker * Remove 'travis scott day' from the game (#25106) * remove travis scott from the game * KILL TRAVIS EVEN MORE * Automatic changelog update * Remove erroneous changelog (#25107) * fixed fland cargo shuttle not having tiny fans (sorry) (#25095) * Glass box for antique laser pistol (#25104) * glassbox * fix * Gibbing refactor (Per-part gibbing and giblet throwing!) (#24989) * Moving Gibbing rework out from medrefactor into it's own PR * Re-enabled warning for missing gibbable on TryGibEntity * Implemented better logic for gibbing failover and better logging * Allowing audio params and drop scattering customization per component. Created UnGibbable organ base types and made brains ungibbable. Removed delete brain from gibBody function. Artifact crusher does not destroy brains anymore. It only destroyed brains before not other organs which was wierd. * Update Content.Shared/Body/Systems/SharedBodySystem.Body.cs Fixing space for multiplication Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Added event raised when attempting to gib contained entities to allow modification of allowed and excluded container ids * removing audioParams var from component (sound specifier includes it) * Fixing signature --------- Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Automatic changelog update * Gibbing contents hotfix (#25114) Fixing gibbing contents not respecting Include/Exclude container lists. This is currently unused * Predict two-way levers (#25043) * Predict two-way levers Annoys me the rare occasions I touch cargo. Doesn't predict the signal but at least the lever responds immediately. * space * a * Replace Romerol with Ambuzol in chemist guidebook (#25108) replace romerol with ambuzol * Fix borgs being able to emag themselves (#24748) * Fix self emagging borgs * Add popup on self emag failure. * Ectoplasm is grindable into Necrosol (#25053) add * Automatic changelog update * Automatic changelog update * Roundstart Food Service research (#25046) add * Automatic changelog update * Add option for character name colors in chat & move coloration to clientside (#24625) * Adds option to disable character names in chat/speechbubbles * Moved the coloring of names to clientside * Move string functions to SharedChatSystem to avoid duplicate code in SpeechBubble.cs * Changed to be put under Accessibility section * Cache CVar * Automatic changelog update * Update Credits (#25115) Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com> * Replace fixed drink glasses with metamorphic versions (#25134) * Replaced fixed drink glasses with metamorphic versions * Fine, no milkshake then * ambuzol beef (#25119) * Automatic changelog update * Shuttle floor resprite (#25127) * resprites shuttle tiles * resprites shuttle floor tiles & adds grey/black shuttle tiles * attributions.yml update * Adding a period to an object description (#25138) Added a period to an object description. Adds a period to silk's description. This is my first and last pull request. * Door Remote Changelog Entry (#25144) I'm so dumb. Co-authored-by: Plykiya <plykiya@protonmail.com> * Automatic changelog update * Lowered Ion Storm Reoccurence Delay to 20 (#25135) * Lowered reoccurencedelay to 45 * Lowered Further down to 20 * Re-added shivs to crafting menus (#25094) Added a recipe for crafting menu * Automatic changelog update * Color Tipped Ammo (#25103) * Tipped .35 ammo * used layers instead of new sprites * remove the useless old sprites * changed the green slightly * Automatic changelog update * Add overlay decals for mini tiles and bricks (#24949) Add minitile and brick decals overlay * Update Core (#24862) * add * Update Resources/Textures/Parallaxes/attributions.yml * sprite change * address review --------- Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Buyable Jani Trolley (#25139) Trolley * Added display for amount of hits left in stun batons/stun prods. (#25141) Added display for amount of hits left in stun batons/stunprods. Co-authored-by: Plykiya <plykiya@protonmail.com> * Automatic changelog update * autolatheable air tanks (#25130) * gastankening * fix price * Automatic changelog update * Fix pointing arrow trajectory (#25061) Initial commit * make linking logic gates 1000% better (#25041) * make door status use SendSignal * LastSignals and logic, add ClearSignal api too * make everything outputting a logic signal default to false * refactor ops * :trollface: * :trollface: * protoid for LastSignals * oop --------- Co-authored-by: deltanedas <@deltanedas:kde.org> * Buff emergency toolbox fill (#24225) Resolves issue #23059, for which the submitter wrote: Emergency toolboxes contain a crowbar, two flashlights (sometimes one), two breath masks, and two chocolate. With the addition of water bottles to survival boxes and emergency nitrogen tanks, I think emergency toolboxes should be updated to include said water bottles and emergency tanks. Would make these just a little bit more useful. It feels weird they don't have oxygen tanks when they have two breath masks, and since water bottles are now commonplace it would be a good idea to put them in a place where emergency food is stored as well. * Void jetpack resprite (#25150) add * Automatic changelog update * Allow configuring gen_build_info.py through environment variables (#25162) This makes the life of forks slightly easier by letting you pass an environment variable instead of having to maintain this file yourself. * Significantly nerf Deathnettles (#25068) * Balancing my beloved Significantly nerfs deathnettles so botanists can't just take down jug's like it's no issue, we have guns, we should be using them * Additional Balancing Changes. * Losing my mind * Automatic changelog update * Fix spelling errors in mechs.yml (#25168) * fix showhealthbars perms (#25157) * Allow inspecting ID's and Health of people behind glass (#25163) Hops will love me * Automatic changelog update * Fix decal error spam (#25172) * Restore MonoOverlay (#25170) https://github.com/space-wizards/space-station-14/pull/24949 nuked it. * Automatic changelog update * Added "wink" and "tearfully smiles" emotes + more cry emote variations (#25129) Added wink and tearfully smiles emote + more cries variations * Automatic changelog update * Update submodule to 210.0.0 (#25175) * Update submodule to 210.0.0 * 210.0.1 instead, the previous one was broken * 210.0.3 instead, the previous one was ALSO broken --------- Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> * The medical beret is real (#25176) * 1 * 2 * button is real. * Automatic changelog update * Fixed Tipped ammo not being Spent (#25167) Fix Tipped Ammo not being Spent * Automatic changelog update * Hoods and some chaplain's hats now hides hair (#25142) * Hoods now hide hair * additional plague hat and witch hat now hide hair * fixing some tags in hats * hoods tag fix * Glassbox shatter resprite (#25136) * Automatic changelog update * Random spontaneous cleanup PR (#25131) * Use new Subs.CVar helper Removes manual config OnValueChanged calls, removes need to remember to manually unsubscribe. This both reduces boilerplate and fixes many issues where subscriptions weren't removed on entity system shutdown. * Fix a bunch of warnings * More warning fixes * Use new DateTime serializer to get rid of ISerializationHooks in changelog code. * Get rid of some more ISerializationHooks for enums * And a little more * Apply suggestions from code review Co-authored-by: 0x6273 <0x40@keemail.me> --------- Co-authored-by: 0x6273 <0x40@keemail.me> * Decrease the chemical cost of regen mesh and sutures and move them to their own file (#24948) * WHYWEREMEDSINMEALRECIPES * 20chem * didiforgettosavethis * Split slime marking leg gradient (#24928) * Split slime marking leg gradient * up markings to 4 * Automatic changelog update * Require plants to be harvestable before sampling (#24851) * Add verbs to Open/Close Openable containers, and add optional seals (#24780) * Implement closing; add open/close verbs * Add breakable seals * Allow custom verb names; make condiment bottles closeable * Remove pointless VV annotations and false defaults * Split Sealable off into a new component * Should have a Closed event too * Oh hey, there are icons I could use * Ternary operator * Add support for seal visualizers * Moved Sealable to Shared, added networking * Replaced bottle_close1.ogg * Automatic changelog update * Shadow anomaly returns (#24629) * content * add cat * ambient * I FORGOT HEARTS! * fix ambient * some fixes * canCollide: false * connect to damageable * pi * remove fx * some fixes * *sad bruh* * hazed * Update base_shadow.yml * Automatic changelog update * Microwave UX enhancements (#24547) * Facelift Microwave UI Includes new background light in UI, Uses predictive input, UI now properly disables buttons when microwave is active * Microwave now shows Elapsed time * Fixed bad formatting * Added new term for "BottomMargin" * Change yellow color * Update StyleNano.cs just spacing fixed * Cook time countdown now detached from server Instead of the server constantly sending out messages for the cook countdown, it is now predicted client side using TimeSpan * Update MicrowaveMenu.xaml forgot to re-add item space * Automatic changelog update * Additional damage visualisers (#24618) * brute * add * Anomaly Synchronizer + Signallers tweaks (#24461) * content * nerf * fix rsi * Automatic changelog update * saltern update (#25182) Co-authored-by: deltanedas <@deltanedas:kde.org> * Allow players to run saveconfig command. (#25200) Benign client-side command. * Revert "Allow configuring gen_build_info.py through environment variables" (#25201) Revert "Allow configuring gen_build_info.py through environment variables (#2…" This reverts commit |
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c7870882f6 |
LockVisualizer (#25224)
* LockVisualizer * Fix state * Clean some code * Make it component, fix tests fail * Fix for StateUnlocked Now it is possible to manually set the unlocked state and it will work! * Optimize LockVisualizer, add check for unlocked state * No todo I guess |
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10609a2506 |
[Feat] Airlocks lights + texture replace + some translate fixes (#97)
* Airlocks lights * bookshelf fix * killsign translate * some jobs names changes * outerclothing * clothing all * tiles * decals * bubbles * uranium glass * SMES fix * generators resprite * redundant delete * RSI validator fix # Conflicts: # Content.Client/Doors/AirlockSystem.cs # Resources/Prototypes/Entities/Structures/Doors/Airlocks/base_structureairlocks.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/highsec.yml # Resources/Textures/Clothing/Back/Backpacks/security.rsi/equipped-BACKPACK.png # Resources/Textures/Clothing/Hands/Gloves/captain.rsi/equipped-HAND.png # Resources/Textures/Clothing/Hands/Gloves/captain.rsi/icon.png # Resources/Textures/Clothing/Head/Hats/captain.rsi/equipped-HELMET.png # Resources/Textures/Clothing/Head/Hats/captain.rsi/icon.png # Resources/Textures/Clothing/Head/Helmets/security.rsi/equipped-HELMET.png # Resources/Textures/Clothing/Head/Helmets/security.rsi/icon.png # Resources/Textures/Clothing/Head/Helmets/security.rsi/inhand-left.png # Resources/Textures/Clothing/Head/Helmets/security.rsi/inhand-right.png # Resources/Textures/Clothing/Neck/Cloaks/capcloakformal.rsi/equipped-NECK.png # Resources/Textures/Clothing/Neck/Cloaks/capcloakformal.rsi/icon.png # Resources/Textures/Clothing/Neck/Cloaks/hos.rsi/equipped-NECK.png # Resources/Textures/Clothing/Neck/Cloaks/hos.rsi/icon.png # Resources/Textures/Clothing/Neck/mantles/capmantle.rsi/equipped-NECK.png # Resources/Textures/Clothing/Neck/mantles/capmantle.rsi/icon.png # Resources/Textures/Clothing/OuterClothing/Armor/armor_reflec.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/bulletproof.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/captain_carapace.rsi/equipped-OUTERCLOTHING.png # Resources/Textures/Clothing/OuterClothing/Armor/captain_carapace.rsi/icon.png # Resources/Textures/Clothing/OuterClothing/Coats/hos_trenchcoat.rsi/equipped-OUTERCLOTHING.png # Resources/Textures/Clothing/OuterClothing/Coats/hos_trenchcoat.rsi/icon.png # Resources/Textures/Clothing/OuterClothing/Coats/hos_trenchcoat.rsi/inhand-left.png # Resources/Textures/Clothing/OuterClothing/Coats/hos_trenchcoat.rsi/inhand-right.png # Resources/Textures/Clothing/OuterClothing/Coats/insp_coat.rsi/icon.png # Resources/Textures/Clothing/OuterClothing/Coats/insp_coat.rsi/inhand-left.png # Resources/Textures/Clothing/OuterClothing/Coats/insp_coat.rsi/inhand-right.png # Resources/Textures/Clothing/OuterClothing/Hardsuits/cybersun.rsi/equipped-OUTERCLOTHING.png # Resources/Textures/Clothing/OuterClothing/Hardsuits/cybersun.rsi/icon.png # Resources/Textures/Clothing/OuterClothing/Hardsuits/cybersun.rsi/inhand-left.png # Resources/Textures/Clothing/OuterClothing/Hardsuits/cybersun.rsi/inhand-right.png # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndicate.rsi/equipped-OUTERCLOTHING.png # Resources/Textures/Clothing/OuterClothing/Vests/kevlar.rsi/equipped-OUTERCLOTHING.png # Resources/Textures/Clothing/OuterClothing/Vests/kevlar.rsi/icon.png # Resources/Textures/Clothing/OuterClothing/Vests/kevlar.rsi/inhand-left.png # Resources/Textures/Clothing/OuterClothing/Vests/kevlar.rsi/inhand-right.png # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatcap.rsi/equipped-OUTERCLOTHING.png # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatcap.rsi/icon.png # Resources/Textures/Clothing/Shoes/Boots/magboots-advanced.rsi/equipped-FEET.png # Resources/Textures/Clothing/Shoes/Boots/magboots-syndicate.rsi/on-equipped-FEET.png # Resources/Textures/Clothing/Shoes/Boots/magboots.rsi/equipped-FEET.png # Resources/Textures/Clothing/Shoes/Boots/magboots.rsi/on-equipped-FEET.png # Resources/Textures/Clothing/Uniforms/Jumpskirt/captain.rsi/equipped-INNERCLOTHING.png # Resources/Textures/Clothing/Uniforms/Jumpskirt/captain.rsi/icon.png # Resources/Textures/Clothing/Uniforms/Jumpskirt/captain.rsi/inhand-left.png # Resources/Textures/Clothing/Uniforms/Jumpskirt/captain.rsi/inhand-right.png # Resources/Textures/Clothing/Uniforms/Jumpskirt/cargotech.rsi/equipped-INNERCLOTHING.png # Resources/Textures/Clothing/Uniforms/Jumpskirt/cargotech.rsi/icon.png # Resources/Textures/Clothing/Uniforms/Jumpskirt/qm.rsi/equipped-INNERCLOTHING.png # Resources/Textures/Clothing/Uniforms/Jumpskirt/qm.rsi/icon.png # Resources/Textures/Clothing/Uniforms/Jumpskirt/qm.rsi/inhand-left.png # Resources/Textures/Clothing/Uniforms/Jumpskirt/qm.rsi/inhand-right.png # Resources/Textures/Clothing/Uniforms/Jumpsuit/capformal.rsi/equipped-INNERCLOTHING.png # Resources/Textures/Clothing/Uniforms/Jumpsuit/capformal.rsi/icon.png # Resources/Textures/Clothing/Uniforms/Jumpsuit/captain.rsi/equipped-INNERCLOTHING.png # Resources/Textures/Clothing/Uniforms/Jumpsuit/captain.rsi/icon.png # Resources/Textures/Clothing/Uniforms/Jumpsuit/captain.rsi/inhand-left.png # Resources/Textures/Clothing/Uniforms/Jumpsuit/captain.rsi/inhand-right.png # Resources/Textures/Clothing/Uniforms/Jumpsuit/cargotech.rsi/equipped-INNERCLOTHING.png # Resources/Textures/Clothing/Uniforms/Jumpsuit/cargotech.rsi/icon.png # Resources/Textures/Clothing/Uniforms/Jumpsuit/centcom_officer.rsi/equipped-INNERCLOTHING.png # Resources/Textures/Clothing/Uniforms/Jumpsuit/centcom_officer.rsi/icon.png # Resources/Textures/Clothing/Uniforms/Jumpsuit/librarian.rsi/equipped-INNERCLOTHING.png # Resources/Textures/Clothing/Uniforms/Jumpsuit/librarian.rsi/icon.png # Resources/Textures/Clothing/Uniforms/Jumpsuit/librarian.rsi/inhand-left.png # Resources/Textures/Clothing/Uniforms/Jumpsuit/librarian.rsi/inhand-right.png # Resources/Textures/Clothing/Uniforms/Jumpsuit/qm.rsi/equipped-INNERCLOTHING.png # Resources/Textures/Clothing/Uniforms/Jumpsuit/qm.rsi/icon.png # Resources/Textures/Clothing/Uniforms/Jumpsuit/salvage.rsi/equipped-INNERCLOTHING.png # Resources/Textures/Clothing/Uniforms/Jumpsuit/salvage.rsi/icon.png # Resources/Textures/Effects/creampie.rsi/meta.json # Resources/Textures/Effects/speech.rsi/alien0.png # Resources/Textures/Effects/speech.rsi/alien1.png # Resources/Textures/Effects/speech.rsi/alien2.png # Resources/Textures/Effects/speech.rsi/alienroyal0.png # Resources/Textures/Effects/speech.rsi/alienroyal1.png # Resources/Textures/Effects/speech.rsi/alienroyal2.png # Resources/Textures/Effects/speech.rsi/blob0.png # Resources/Textures/Effects/speech.rsi/blob1.png # Resources/Textures/Effects/speech.rsi/blob2.png # Resources/Textures/Effects/speech.rsi/clock0.png # Resources/Textures/Effects/speech.rsi/clock1.png # Resources/Textures/Effects/speech.rsi/clock2.png # Resources/Textures/Effects/speech.rsi/default0.png # Resources/Textures/Effects/speech.rsi/default1.png # Resources/Textures/Effects/speech.rsi/default2.png # Resources/Textures/Effects/speech.rsi/guardian0.png # Resources/Textures/Effects/speech.rsi/guardian1.png # Resources/Textures/Effects/speech.rsi/guardian2.png # Resources/Textures/Effects/speech.rsi/holo0.png # Resources/Textures/Effects/speech.rsi/holo1.png # Resources/Textures/Effects/speech.rsi/holo2.png # Resources/Textures/Effects/speech.rsi/lawyer0.png # Resources/Textures/Effects/speech.rsi/lawyer1.png # Resources/Textures/Effects/speech.rsi/lawyer2.png # Resources/Textures/Effects/speech.rsi/machine0.png # Resources/Textures/Effects/speech.rsi/machine1.png # Resources/Textures/Effects/speech.rsi/machine2.png # Resources/Textures/Effects/speech.rsi/meta.json # Resources/Textures/Effects/speech.rsi/moth0.png # Resources/Textures/Effects/speech.rsi/moth1.png # Resources/Textures/Effects/speech.rsi/moth2.png # Resources/Textures/Effects/speech.rsi/robot0.png # Resources/Textures/Effects/speech.rsi/robot1.png # Resources/Textures/Effects/speech.rsi/robot2.png # Resources/Textures/Effects/speech.rsi/slime0.png # Resources/Textures/Effects/speech.rsi/slime1.png # Resources/Textures/Effects/speech.rsi/slime2.png # Resources/Textures/Effects/speech.rsi/swarmer0.png # Resources/Textures/Effects/speech.rsi/swarmer1.png # Resources/Textures/Effects/speech.rsi/swarmer2.png # Resources/Textures/Effects/speech.rsi/syndibot0.png # Resources/Textures/Effects/speech.rsi/syndibot1.png # Resources/Textures/Effects/speech.rsi/syndibot2.png # Resources/Textures/Structures/Power/Generation/Singularity/collector.rsi/ca_active.png # Resources/Textures/Structures/Power/Generation/Singularity/collector.rsi/ca_deactive.png # Resources/Textures/Structures/Power/Generation/Singularity/collector.rsi/ca_off.png # Resources/Textures/Structures/Power/Generation/Singularity/collector.rsi/ca_on.png # Resources/Textures/Structures/Power/Generation/Singularity/collector.rsi/meta.json # Resources/Textures/Tiles/white_diagonal_mini.png |
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1de682e23f |
Power monitoring console overhaul (#20927)
* 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' |
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4c630d0b17 | Radiation collector sprite update (#20956) | ||
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5f9ba812ca | Reorganizes Resources/Constructible (#4252) |