* Step 1 of porting; grabbed most of the files via patches.
* Add species field to the DB
* Appearance patches for slimes.
* Fix the db test.
* Add slime's biocompat.
* slimby
* Fixes, allow specifying if a species is playable or not.
* Update Content.Client/Preferences/UI/HumanoidProfileEditor.xaml.cs
Co-authored-by: Javier Guardia Fernández <DrSmugleaf@users.noreply.github.com>
* Update Content.Client/Preferences/UI/HumanoidProfileEditor.xaml.cs
Co-authored-by: Javier Guardia Fernández <DrSmugleaf@users.noreply.github.com>
* Update Content.Client/Preferences/UI/HumanoidProfileEditor.xaml.cs
Co-authored-by: Javier Guardia Fernández <DrSmugleaf@users.noreply.github.com>
* Address reviews.
* Address reviews.
* make an if-case.
* Fix a goof where species wouldn't get shown in the editor correctly (it'd always default to human)
Co-authored-by: Javier Guardia Fernández <DrSmugleaf@users.noreply.github.com>
* Enable lighting of Cigars with IsHotEvent
Subscribed to IsHotEvent in ThrusterSystem, added AfterInteractEvent to SmokingSystem.Cigar which will set SmokableState to Lit if IsHotEvent returns true
This should mean that cigs/Cigars should light on anything hot
* Revert "Enable lighting of Cigars with IsHotEvent"
This reverts commit db896e1f80940892a87d34aa7182b9c605fa53bc.
* Add the ability to kick your way out of welded or locked closets
Added a ResistLocker component/system that hooks into OnRelayMove to begin resisting out of lockers so that players aren't stuck in lockers forever
Also added check to EntityStorageComponent to not print out welded shut message if the entity attempting to open the locker is inside of it.
* Changes based on review
minor formatting changes
make components passed into AttemptResist nullable and resolve them inside of the function
Remove incorrectly named .ftl file
* Changes based on review
Ditched async DoAfter
Used PopupSystem over User.PopupMessage
Added Cancel token to ResistLockerComponent
Subscribed to EntRemovedFromContainer event to cancel DoAfter if the player is removed from a container
* I am in formatting hell, apparently
* Changes based on review
Added TryComp for the EntityStorageComponent instead of the event passed one
* Changes based on review
* Apply suggestions from code review
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
* Formatting changes based on review
* Shuffle functions around in LockSystem to properly trigger visualizer
Moved all the unlocking logic to a Lock method inside of LockSystem and TryUnlock calls this method if the user passes all of the access checks
* Formatting, replacing Resolve with TryComp and making AttemptResist arguments optional
Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
* Check if the player is inside THE container not A container
me no read good
* ok ok I give my code is bad
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
* Lower the damage of flash bullets and make the damage blunt.
* Shotgun flash bullets still do a lot of damage
* Make base flash bullet blunt to match the others.
* Added filled wardrobes for most jobs
* Updated based on feedback from mirrorcult
* Readded accidentally deleted cult helmet and maybe test won't fail now 🙏
* Added PietyVend
* Fixed stray pixel
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
* Substation destructible component
Substations now explode and create a destroyed machine which can be deconstructed.
* construction graph test failed
Does not need a path from start to finish but adding anyway to fix tests
* railing to structures
* Fixed Review
Updated parent to fix most comments.
Updated node to camelcase
* Updated target node graph
Still recovering...
* Final fix of graph
I swear
* Altered destroyed machine spawns
Removed HV cable and reduced steel sheets.