* Initial
* Adds a drawdepth for hydroponics
* Maps 2 buckets in
* Moved the bucket into it's own yaml
* tg sprites for bucket and you can put it on your head now
* Cleanup timegit add . !
* Applied Reviews
* Attempts to revert the changes to Saltern
* Boxes
* Reorganizes the YAML
* Reverts to previous commit and fixes the icons.
* Readds the new CLRifle.rsi as it'll be used soon.
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Add BarDrobe
* Add Tophat and beer goggles into BarDrobe
* Add bar backroom
* Fix license
* Fix roundstart atmos
* Refactoring and using specific commit for meta.json
* Add black shoes into BarDrobe
* Update meta.json to standard
Co-authored-by: Swept <sweptwastaken@protonmail.com>
* reworks
* added the rest
* reworked the machete handle
* reworked the icon for the machete
* ok. last one
* .
* .
* replaced machete and knife sprites (again)
* the meta.json
* license
* ffs
* final
* bs
* .
* .
* got rid of the machete and bat
* fuck
Co-authored-by: and_a <and_a@DESKTOP-RJENGIR>
* Adds upgraded tools to surgery and construction tools list
* Adds cow tools entity list
* Adds admin multitool
* Removed cowtools entitylist
* Merge
* RSI Validator doesn't cry now
* Slightly reorganizes Body yaml
* Slightly reorganizes Body yaml
* You can now monch all organs
* Rewrites Mobs/Species/.rsi meta.jsons and replaces some human organ sprites
* ReIDs organs and does some more cleanup
* Import bird sprites and define basic mob.
* SKREEEEEEEEE
* Move hair styles to new sprite accessory prototypes.
Basic stuff, no multi-species stuff yet.
* Vox hair styles and clothes
* Make HumanoidCharacterProfile.Default() a static default to fix tests.
Usages that wanted the previous random behavior now call Random().
* Remove names from hair style prototypes.
(They're in localization files)
* Update Content.Shared/Actions/ActionType.cs
(sk)reeee github
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* All good except the combat doll
* Makes the HUD inventory less terrible
* Cleanup, nuke the Combat Mode button
* Harm icon
* Switch the icon
* Basic goon hud
* Toggleable
* Nuke the popup, properly centers it
* Fix clicking the button
* Nuke some old code
* missed a comment
* Remove defaults
* Localization
* Nuke some old yaml
* New sprites
Co-authored-by: ike709 <sparebytes@protonmail.com>
* Fixed Rack/Shelf
* Fixes bookshelf, bed
* Placeable for beds for bedsheets
* Bunch of Physics changes, ask metalgearsloth about em'
* More modifications
* More
* Other stuff
* Organizes entities yaml a little bit
* Something new
* Fixed, happy with the state of this rn
* A
* A
* Ye
* E
* Done for now...
* Applied Reviws
* Changes
* Fix the robust commit
* Fixes tests?
* E
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
* 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>
* Initial
* Mmm
* Adds them to map
* Makes mice grindable
* meta.json looking nice
* Mice go squeak
* Ye
* E
* Review
* Update Content.Server/GameObjects/Components/Mobs/Speech/MouseAccentComponent.cs
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Validate RSIs
* Fix the JSON
* Example invalid RSI
* Revert "Example invalid RSI"
This reverts commit 1905bc9d2c275818db88cd8b643e2646f70b68a1.
* Fixes an invalid identifier to show that it works on valid RSIs
* Update .github/workflows/validate-rsis.yml
- Atmos now nulls air in fully airblocked tiles ONLY if one of the airtight entities in it has NoAirWhenFullyAirBlocked to true.
- Fixes edge firelocks atmos airtight direction
- Fixes atmos debug overlay not accounting for angle 0 being south.