* Adds some lathe recipes for a few circuit boards
Does this mean I can call myself a video game dev now. Recipes can be tweaked and stuff if needed
Issue #3544
Lathe stuff :)
* Big Huge Changes To Lathe
Makes lathe able to craft 3 circuit boards
* +3 Circuit Boards to electromag research
* fixes icon sprites
* fixes textures for realsies
* Update Changelog.yml
* Unfucked changelog
I guess it's automatic
* Revert "Unfucked changelog"
This reverts commit b877188b1fc7928d618f27ef5a8d2c4b6d011523.
* Revert "Update Changelog.yml"
This reverts commit d31ef05b11d72f6781f563658e24083b8a14019d.
* Tweaked resource costs
* Add table deconstruction and fix table destructible spawns
* Change table names to match and add construction recipes
* Fix reinforced table and table frame destruction not dropping metal rods
* Add construction and deconstsruction of airlocks
* Change name to door electronics
* Rearrange things
* Fix errors
* Fix physics error from bumping
* Prevent editing the map for now
* Address reviews
* Change switch to if
* Fix newlines
* Added barricades and textures for hidden doors
Constructable barricades and textures for square wall hidden doors
* Added solar assembly & tracker. Restructured power construction
Added solar tracker and assembly construction and textures. (Trackers don't work at present).
Moved APC and solar item sot construction/power.yml
Moved power based items to "Utility" in construction menu.
* Localisation changes
Added flammable to barricades.
Added localisation to barricades and all solar entities.
* Removed hidden doors
Removed .rsi for hidden doors as wasn't able to get non airlock doors working.
* Adds solar crate to cargo
* Fixed tests
* Removed glass from solar crate
Removing glass from solars crate until stacks can be specified.
* Added deconstruction to solar graphs
* Added deconstruction to barricade
And fixed nodes for solars.
* Fixed materials
* Fixed meta indent and solartracker type
* Fixed materials, physics & naming
Added new physics fixtures to barricade and solars
Changed solar tracker board to electronics.
Changed material ID for destruction of wooden barricades to new ID.
* Changed back to prototype from component step
Component step does not work for electronics only machine boards.
* Localisation fixes 1
* yaml linter fixes
Removed obsolete code
* Update meta.json
* Fix trailing comma
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
* Started working on beakers
* Working sprite change
* Fixed large beaker
* Add bluepsace beaker
* Add cryostasis beaker
* Removed old rsi
* Fixed dropper
* No dropper problems
* Working on syrigine
* Better syr visualizer
* Add dropper inhand
* Syringe in-hands
* Add base empty bottle for chemistry
* Deleted old fillings
* Simplified beaker in hand
* Moved chemical bottles to seperate .yml
* Fixed chem master
* Serv3 when
* Fixed grammar
* Removed delays
Co-authored-by: Alex Evgrashin <evgrashin.adl@gmail.com>
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
* Tile RSI/YAML cleanup
* Changes tile stack from 8 to 30
* Tiles actually damage when you throw them
* Removed bad tiles and rest actually fucking work now
* If I write one more line of yaml i'll cut my dick off
* fixed was very tired
* serv3 in shared pt 1
* beginning of deepclone api
* progress in implementing ideepclone & serv3 in content
* adds target
* its cant hurt you it cant hurt you
* more changes to content.server
* adds dataclasses
* almost there
* renamed & edited entry
* finishes refactoring content to use serv3
* gasmixture runtimes, next: reagentunit
* fucin hell that was an annoying one
* adds flags
* fixes some yaml errors
* removes comment
* fixes generic components for now
* removes todo
actually clones values my god paul
fixes bug involving resolving custom data classes from other proj
renames dataclass
fixes spritecomp
adds WithFormat.Constants support
* adds deepclone to ResistanceSet
* adds a bunch of deepclone implementations
adds a deepclone analyzer (TODO)
adds a deep clone fallback for classes & structs
* fixes a bunch of runtimes
* adds deepclone to entityuid
* adds generator to sln
* gets rid of warnings
* fixes
* argh
* componentdata refactors
* more deepclone impl
* heck me i reworked all of content deepclone
* renames custom dataclasstarget
* misc
* reworks prototypes
* deepclone nuke
* renamed customdataclass attribute
* fixes everything
* misc fixed
* the killcommit
* getting there
* changed yamlfieldattribute namespace
* adds back iselfserialize
* renames everything to data(field/definition)
* ouch
* Fix most errors on content
* Fix more errors in content
* Fix some components
* work on tests
* fixes some customdataclasses
* fuggin shit
* yes
* yeas
* Remove data classes
* Data field naming fixes
* arg
* Git resetti RobustToolbox
* Merge fixes
* General fixes
* Fix startup serialization errors
* Fix DamageContainerPrototype when supported classes or types are null
* Implement construction graph step type serializer
* Fix up construction serialization
* Fix up construction serialization part 2
* Fix null list in technology database component
* Fix body serialization
* Fix entity storage serialization
* Fix actions serialization
* Fix AI serialization
* Fix reaction serialization
* Fix body serialization
* Fix grid atmosphere serialization
* Rename IServ3Manager to ISerializationManager
* Convert every non generic serializer to the new format, general fixes
* Serialization and body system fix
* pushinheritance fix
* Update all prototypes to have a parent and have consistent id/parent properties
* Merge fixes
* smh my head
* cuddling slaps
* Content commit for engine PR
* stuff
* more fixes
* argh
* yes even you are fixed
* changelog fixes
* fixes seeds
* argh
* Test fixes
* Add writing for alert order prototype
* Fix alert order writing
* FIX
* its been alot ok
* Fix the rest of the visualizers
* Fix server alerts component tests
* Fix alert prototype tests not using the read value
* Fix alert prototype tests initializing serialization multiple times
* THIS IS AN AMERICAN CODEBASE GOD BLESS THE USA
* Add ImplicitDataDefinitionForInheritors to IMechanismBehavior
Fixes the behaviors not being found
* Fix NRE in strap component
Good night to the 1 buckle optimization
* Fix clothing component slot flags serialization tag
* Fix body component in all components test
* Merge fixes
* ffs
* Make construction graph prototype use serialization hooks
* human yaml linted
* a
* Do the thing for construction
* stuff
* a
* monke see yaml linter
* LINT HARDER
* Remove redundant todo
* yes
* Add skip hook argument to readers and copiers
* we gamin
* test/datafield fixes
* adds more verbose validation
* moves linter to action
* Improve construction graph step type serializer error message
* Fix ammo box component NRE
* gamin
* some updates to the linter
* yes
* removes that test
* misc fixes
* array fix
priority fix
misc fixes
* adds proper info the validation
* adds alwaysrelevant usa
* Make yaml linter take half as long to run (~50% less)
* Make yaml linter 5 times faster (~80% less execution time)
* based vera being based
* fixes mapsaving
* warning cleanup & moves surpressor
* removes old msbuild targets
* Revert "Make yaml linter 5 times faster (~80% less execution time)"
This reverts commit 3e6091359a26252c3e98828199553de668031c63.
* Add -nowarn to yaml linter run configuration
* Improve yaml linter message feedback
* Make dependencies an argument instead of a property on the serialization manager
* yamllinting slaps
* Clean up type serializers
* Move yaml linter code to its own method
* Fix yaml errors
* Change yaml linter action name and remove -nowarn
* yaml linter please shut
* Git resetti robust toolbox
Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
* Transferred PA to better accommodations
* Sorts PA RSIs
* PA now centers itself on Anchor
* Adds PA Comp CircuitBoard
* Adds construction recipes
* Words emitters better
* Adjusts language used for PA parts
* M
* Added the cargo entry
* RSIs are now banging
* Sheets
* Hotfix
* Last before PR
* Ready
* Quick
* E
* Updates everything to new stack PR
* Finished off ore, set max stack size to 30 from 50.
* Most materials done
* Donezo
* Adds hides and custom sprited a corgi hide
* Should be good
* suffix
* Bugs
* Giff woodplank
* Profit?
* Refactor stacks to use prototypes
* Fix not assigned warning
* Add names to stacks
* Make machine baords and material constructions use the name as well
* Remove defaulting stacks to prototype id
* Fix tests
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Add TODOs and some improvements
* Removed ""
* added descriptions
custom not ported.
* vent description
custom not ported.
* scrubber description
custom not ported.
* Update scrubbers.yml
* update description
custom not ported.
* computer frame description
* machine frame descriptions
* Vending machine descriptions
Mostly from TG, some custom.
* description
ported tg
* updated descriptions
Custom descriptions.
Need dynamic APC connector wire description (it's actual range).
* description
ported tg
* description
custom
* Descriptions
Not sure we needed them because it's self explainatory but oh well, now everything is described.
Empty lights have no name or description so have left blank for now.
* descriptions
custom
* descriptions
custom
* Added "" to descriptions
Plus some changes.
* Missed ""
* Updated A to It's a
* Auto stash before merge of "descriptions2" and "Peptide90/descriptions"
* Fix vending machines
* Remove TODOs
* Fix Chocolate vending machine
* Remove all fixed TODOs and small fixes
Co-authored-by: Peptide90 <78795277+Peptide90@users.noreply.github.com>
* Added empty light
* Can build light fixture
* Can construct and deconstruct small light
* You can build bulbs only on walls
* Playing with placement conditions
* Refactored code a bit
* Added check for north direction and snapping
* Fixed all small light sprites (wrong directions order)
* Fixed weird problem with bulb lights
* Fixed rotation on all stations
* Fixed map again
* Much better placement mode
* Deleted shared wall component and moved all logic to raycasts
* Missing bracket
* Better texture
* Moved wallmount condition to tags
* Removed station station
* Added suffix and fixed on map init bug
* 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
* 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>