* Walls, catwalks, table frames can no longer be constructed rotated.
This should help prevent bugs from unanticipated rotations.
* SnapToGrid ZeroRotation (now SouthRotation) - Stuff must face south apparently
Because Windows does CRLF (yuck) the parallax file mismatches with the one shipped with the actual launcher client.
We now normalize the EOLs to fix this.
* Get rid of the OverlayEffectsComponent stuff because it just ended up creating workarounds for it's bugs, without removing any functionality
* Flashes and Flashbangs use the same code now (the Flashable path because it's better)
* Ported sprites from eris
* Added yml
* lid open/close logic
* interactivity
* Working on new secret stash component
* Object will drop on destruction
* Can get item and examine message
* Reagent container and some cleaning
* Moved potted plant to stash
* New base prefab
* Now you can deconstruct toilet
* Small fixes
* Fixed unknown components errors
* Fixed grammar errors
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Now use prob
* More grammar
* Update Content.Server/Construction/Conditions/ToiletLidClosed.cs
Aaaaaaaa
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* No delays
* Amazing sound design
* Moved sound to mono
* Toilet viz
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Moves piping visualizers to own folder
* Pump visualizer update
* Siphon and vent visualiser only set enabled visibility
* PipeVisualizer cleanup
* Replaces off vent/scrubber sprites
* Gas filter sprite update
* Revert "Gas filter sprite update"
This reverts commit 676e5d55e1157a229b1445eeea53a5c8032dbbb5.
* Rotates gas filter sprites to match T-junction pipe directions
* Removes pipes from scruber and vent state
* Makes sprite components use layers
* disabled sprite netsync on piping entities
* piping meta.json cleanup
Co-authored-by: py01 <pyronetics01@gmail.com>
* Code is ready but item now spawning
* Prototype of SeveralExplosive component
* Remaked to FlashExplosiveComponent using
* Done. But i feel myself retarted
* Remaked. Looks good
* Full loaded prototype added
* Throwing in progress. Fatal error is here
* I forgot about shared
* Sloth refactor
* Delayed spawning and fix crashes
* Full clusterbang code.
* Removed useless variable and tuned delay
* Delete wrong in CreamPiedComponent
* Now yaml is code quality followed
* Reworked to GetLevel with bugs
* Never forget resources, guys
* RoundToLevels added. Now it works.
* New textures and sloth refactor is returned
* Now it's TryGetComponent
* Visualizer maximum fix and look fix
* Logging and no max and min check
* Removed max grenades sending
* vizualizer is better now
* GrenadesMax removed
* grammar, checks, NextFloat and no more try catch
* Unused using removed
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
* oops accedentaly ports how ss13 deals with event randomness. Also renames FakeEvent to FalseAlarm!
* thing
* greytide but it's implemented badly
* fixes&changies, also greytide!
* rng actualy exists now
* resync
* Naming Schemes
* Startup not init
* areas are dead
* very cool vsudio
* this does not exist, wtf
* Cleanup
* Nullables, fixables, and timings
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>