* Whisper bleed update v3
* missed a few
* Add bleeding message to health analyzer.
* Fix bleed notification not updating.
* Apparently this either doesnt exist
* 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 163e6d2f89.
* Fax machines can print from text file (#23262)
* added
* checks tweaking
* fixed what sloth wanted
* fixed?
* dialog diposing fix
* checks tweaking
* more changes
* dispose streamreader
* Update Content.Client/Fax/UI/FaxBoundUi.cs
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Update Content.Server/Fax/FaxSystem.cs
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* fix minor typo
---------
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Automatic changelog update
* Vox names, species prototype cleanup, some cosmetic changes (#24994)
* voxnames
* New generator parameters, names are more readable
* bunch of missing vox stuff
* more names
* sad
* Balanced ChemVend Stock (#25207)
* Balanced ChemVend Stock
ChemVend needs more balanced stock for what actually gets used
* +1 Sugar
* Ranged Holosigns (#25120)
* Changed holo signs to be ranged and used on click rather than Z.
* Updated comments
* Failed attempt at ignoring walls
* Getting rid of unused libraries
---------
Co-authored-by: Plykiya <plykiya@protonmail.com>
* Automatic changelog update
* Minor test fixes (#25174)
Stuff that probably shoulda been wrapped ig but our test runner stinky.
* Add pun to diagnostic hud description (#25209)
Seaborgium is element number 106 and is presumably what lets these glasses "see" "borgs".
* Add events for TemperatureProtection and PressureProtection (#25165)
* Update criminal-records.ftl (#25229)
* Adds always powered variants of colored lights (#25185)
Co-authored-by: Jeff <velcroboy333@hotmail.com>
* Fixes silver bars being whole stacks (#25239)
Co-authored-by: Jeff <velcroboy333@hotmail.com>
* Makes clumsy not delete guns (#25243)
clumsy no longer deletes guns
Co-authored-by: Jessica M <jessica@maybe.sh>
* Predict Injector (syringes), cleanup (#25235)
At least the mode/transfer amount logic. Actual transfer logic needs Bloodstream which I didn't wanna move into shared.
* Updated disabler to have suitStorage tag under slots. (#25238)
* Automatic changelog update
* Updates to Origin (#24908)
Replaced medical's HM console with a CM console, added janitor equipment closet
* Fix spawn priority persistence on reconnect and restart (#25246)
Because of course I would forget one line
* Add French accent beret (#21430)
* Allow thermomachines to exchange with air instead of inlet (#25247)
Add purely atmospheric heat exchange to the gas thermomachine component (in preparation for space heaters).
* Fix: Holosigns can be stored again (#25249)
* Holosigns can be stored again
* TryComp to HasComp
---------
Co-authored-by: Plykiya <plykiya@protonmail.com>
* Death acidifier fix (#25251)
* Automatic changelog update
* Clarify stripping logs (#25190)
* Indicate whether pickpocketing is stealthy in logs, change :user to :actor, and clean up messages.
* Remove ugly whitespace
* Do the thing I should have done but didn't because I didn't want to think
* Fix spacing
* Fix disposals bins not automatically flushing after an object is inserted (#25233)
Fix disposals bins not automatically flushing after an object is inserted.
Because of Spaghetti Code™️, AfterInsert() in DisposalUnitSystem still handles insertion itself. Except in all cases except drag/drop insert, the object is already inserted so this check fails and the remaining logic doesn't happen anymore. Fixed now.
* Sec & greysec jumpskirt fix (#25269)
* "resprites" sec & greysec jumpskirts
* adjustments
* Automatic changelog update
* Reduce eshield hp (#25258)
reduce eshield hp
* Automatic changelog update
* Artifact hemoglobin trigger now accepts all sentient blood types (#25240)
* Artifact blood trigger now accepts all sentient blood types
* Update artifact-hints.ftl
* Update engine to v210.1.0 (#25288)
* Made ghost.role_time a server modifiable only cvar (#25292)
Fix
* Nuke fancification (#25297)
Actually use more icon states for deployed/armed/about to explode
Also unlit layer.
Also examine text
* Automatic changelog update
* Change copper blood from ferrous to metallic (#25217)
changed copper blood from ferrous to metallic
* Thindow glass dupe fix (#25304)
smite glass dupe off the face of the planet
eww nasty dupe exploits blehh
* Automatic changelog update
* Kill Seperated Mindshield Icons (#25303)
* Unghettoify mindshield icons
Adds support for layers in status icons, through the StatusIconLayer enum and the new "layer" datafield. Defaults to the Base layer where functionally remains unchanged.
* TG icon for shield
probably better than the shitty one I made in paint
* forgor meta.json
I forgor
* Emo review
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
---------
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
* Automatic changelog update
* MORE SUFFIXES (#25314)
Co-authored-by: Jeff <velcroboy333@hotmail.com>
* Fix spawning glass shard for each glass sheet in stack (#25308)
* fix: SpawnEntitiesBehavior now works with stacks
Fixed the issue of SpawnEntitiesBehavior not executing multiple times on
entities with stack conponent.
Fixes#25287
* fix: reduced dictionary iterations
* Automatic changelog update
* Adds atmospherics access to the fire fighting door remote. Feels like… (#25097)
Adds atmospherics access to the fire fighting door remote. Feels like an oversight for the atmos door remote to not have atmos access.
Co-authored-by: Plykiya <plykiya@protonmail.com>
* Automatic changelog update
* Re-organise main menu screen (#25173)
- The dummy control of 2px size has annoyed me for almost 5 years.
- Why is it in the top-right.
- Why is the server address not labelled.
* Allow t-ray to penetrate carpets and puddles (#25276)
* Allow t-ray to penetrate carpets and puddles
* handle edge cases
* Automatic changelog update
* Add sfx for writing on paper (#25257)
* Initial commit
* Moved params to sound
* Removed type tag
* Removed null check
* Forced default
* Automatic changelog update
* New sprites for guidebooks (#25232)
* added books to roles
* First pass
* removed yaml to split pull requests into resprite first, then giving the books to assistants
* new science
* Automatic changelog update
* 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
* Solution precision fixes (#25199)
* Add test for two chemistry issues
1. rounding issue with reaction processing when making chloral hydrate
2. reliable assert trip due to the ValidateSolution() heat capacity issue.
* Fix FixedPoint2 arithmetic
Fix internal floating point arithmetic in places where it could be avoided.
Fix incorrect rounding mode used in other places (it should always floor, like regular int arithmetic).
I had to add an explicit epsilon value for float -> FixedPoint2 because something like 1.05 is actually like 1.04999 and that'd cause it to be rounded down to 1.04.
This fixes reaction reagent processing in cases where the reagent inputs can't cleanly divide. Previously, when making 30u chloral hydrate by adding the chlorine in 10u increments you'd end up with 0.04 chlorine left over. This was caused by division in the reaction code rounding up in some cases. Changing division here to always round down fixes it.
* Attempt to fix heat capacity precision assert issues.
Fixes#22126
First, we just increase the tolerance of the assert. It was way too low.
Second, actually put a cap on float drift from one-off _heatCapacity changes.
* Fix float -> FixedPoint2 epsilon for negative number, fix tests.
* Fix DamageableTest
* Oh yeah I need to call CleanReturnAsync
* Automatic changelog update
* WebP lobby images (#25184)
* Allow webp in lobby background files
* Make lobby art webp images
Reduces folder from 10 MB to 2.5 MB without only slight quality loss.
* Update PutLobbyScreensHere.txt
* New lobby art : Blueprint (#25179)
* add
* replace image with webp version
waiting on #25184
* Automatic changelog update
* Diona Nymphs & Splitting (#24630)
* Porting & implementation
* Fix two stupid errors
* Human not humans
* fix audio path
* Fix test fails & update cooldown
* Work on reviews & test fail
* Rework nymph organ system.
* Make the nymph organs nospawn.
* IsDeadIC
* Automatic changelog update
* reform cooldown 10 minutes (#25328)
* Change plant clipping mechanics (#25326)
Make seeds from clipped plants inherit the decreased health from parents.
Also require one growth stage before clipping.
* Automatic changelog update
* Fix nymphs being deleted immediatly after spawning (#25344)
* nymphs now don't get deleted together with the body of the diona
* moved nymph system to server
* Automatic changelog update
* Fix: Grenades don't make trigger sound (#25321)
* Fix: Grenades don't make trigger sound
* transform instead of trycomp transform
---------
Co-authored-by: Plykiya <plykiya@protonmail.com>
* fixed the specific if statement called when plant age is under 0 (#25346)
* Save round information into replay_final.yml (#23013)
* Save round information into the replay
* Add round end text too
* This is way better
* Get actual job
* oop
* OK THERE
* Fake line endings to make life easier
* I was told this yaml is legal
* I just realised this will make my life easier
* REVIEWS BABY IM A PROGRAMMER MOMMY
* Live pjb reaction
* Live pjb reaction 2
* Reviews 2
* Dont need this
* Please no more have mercy on my soul
* Oh frick
* Adds a massban flag to the admin flags (#25327)
Adds a massban flag to the admin flags used on ss14 to ban large amounts of players rom a .tsv file
Co-authored-by: Geekyhobo <66805063+Ahlytlex@users.noreply.github.com>
* Automatic changelog update
* Fix missing line in nuke exploding sprite (#25351)
I could've sworn I corrected this before committing but guess not ???
* Added Evidence Markers for the Detective! (#25255)
* added evidence markers
* box tweak
* fixed a spelling mistake
* new sprites, tweaked yml too
* Add "tailed" hair (#25216)
* add
* yes
* Clean up scars.yml and add a new chest scar (#25215)
add
* Automatic changelog update
* Add new "OptionsVisualizer" (#25128)
This is a visualizer somewhat similar to the Generic. It allows configuring appearance info based on specific CVars the user has set. This allows YAML to easily configure alternatives for accessibility CVars like reduced motion.
* Suffix spelling mistake on seed vendor (#25352)
spelling error
* Update engine to v210.1.1 (#25354)
Important fixes from the UI PR
* Stop wagging tails on crit (#25323)
* Add Flammable Touch Reaction for liquid tritium
* Stop tail wagging action on crit
* Revert "Add Flammable Touch Reaction for liquid tritium"
This reverts commit 41be57b058a0cdee0cecfc51eb1c4a25631e62f3.
* Automatic changelog update
* EVA suit helmets now have (un)equip sounds (#25349)
add (un)equip sounds to EVA helms
* Automatic changelog update
* Newton Cradle Fix + Addition to Bureaucracy Crate (#25357)
fixes
makes the newton cradle not able to decimate ears while also adding it to the bureaucracy crate and lowering its volume and range a little bit
* Automatic changelog update
* Shadow anomaly respects "reduced motion" (#25355)
Enabling "reduced motion" now makes the smoke effects not animate. This helps some people with vision issues.
* Fixed directional window durability (#25259)
shit
* Very little cleanup (#25364)
* Origin Station Update 18.02.2024 (medbay update) (#25369)
* Update Credits (#25360)
Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com>
* Add bio reactions (#25366)
* added more foodstuff breakdowns
* Calcium doesn't exist; moved phosphorus to protein
* tested reactions- some should be centrifuged
* more testing tweaks
* Automatic changelog update
* Increase printing price for neck clothes (#25375)
* Increase printing price
* Update clothing.yml
* Update Core (#25383)
add
* add icons for drinks in Solar's (#25301)
* add icons for drinks in Solar's
fixed colors of tea
* consistently use capitals for color codes
* don't add extra whitespace
* Automatic changelog update
* Small Nymph Changes (#25363)
* Emote sounds, accent & doorbump
* Oops
* Only non-brains can't talk
* Automatic changelog update
* Bump nixpkgs rev (#25361)
* Bump nixpkgs revision
* Update nix-direnv
* Remove extra nix functionalities
Both nix-direnv and legacy command nix-shell fail. Reverting to
flakes-only commands.
* Pin nixpkgs per suggestion
See https://github.com/space-wizards/space-station-14/pull/25361#discussion_r1494196038
* Revert nix-direnv removal
* Add python3 to shell.nix
* Adds guidebooks to the 4 learner roles (#25388)
added the books
* Automatic changelog update
* Add support for metamorphic fill levels (#25022)
* Added support for fill levels to metamorphic glasses
* Fix warnings and cleanup
* Don't break non-metamorphic fills!
* Vending UI facelift (#25377)
* Convert to fancy window + added footer + add list spacing
* margin add
* Automatic changelog update
* Make metamorphic glasses use last solution's empty sprite (#25322)
Make metamorphic glasses use empty sprite for the last solution they contained.
* Moths can eat plushies (#25382)
* Update toys.yml
* fix
* New sound of eating
* Increased eating time
* New sounds+sorting
* Automatic changelog update
* Make pills colorful and labeled (#25284)
* Make pills colorful and labeled
* Inherit pill sprites from parent
* Add Flammable Touch Reaction for liquid tritium (#25281)
* randomized sexless species now have epicene gender by default (#25282)
Fikss
* Automatic changelog update
* Mechanized treatment improvements (#25356)
Medical module merge
* Hotfix: Set round end information for replays back to null on round start instead of round end (#25394)
* Hotfix
* I dont think i need this now
* Fix action state handling bug (#25395)
* Rejig action state handling
* Fix entity arg
* Fix deserialization
* Automatic changelog update
* Fix admin notes and database time nonsense. (#25280)
God bloody christ. There's like three layers of shit here.
So firstly, apparently we were still using Npgsql.EnableLegacyTimestampBehavior. This means that time values (which are stored UTC in the database) were converted to local time when read out. This meant they were passed around as kind Local to clients (instead of UTC in the case of SQLite). That's easy enough to fix just turn off the flag and fix the couple spots we're passing a local DateTime ez.
Oh but it turns out there's a DIFFERENT problem with SQLite: See SQLite we definitely store the DateTimes as UTC, but when Microsoft.Data.Sqlite reads them it reads them as Kind Unspecified instead of Utc.
Why are these so bad? Because the admin notes system passes DateTime instances from EF Core straight to the rest of the game code. And that means it's a PAIN IN THE ASS to run the necessary conversions to fix the DateTime instances. GOD DAMNIT now I have to make a whole new set of "Record" entities so we avoid leaking the EF Core model entities. WAAAAAAA.
Fixes#19897
* PlayerListControl fixes. (#25248)
* PlayerListControl fixes.
Fix a button being selected by default always, which then can't be selected properly for real. This affected multiple admin UIs.
This broke due to upstream RT changes but ButtonGroup was always kinda busted so whatever. Uses the new IsNoneSetAllowed to implement everything properly.
Also make sure the selected player STAYS selected when filtering the list and stuff.
Also this PlayerInfo record has been changed to only do equality on the User ID because otherwise it'd need to compare each field individually which would be weird.
* Revert changes to ListContainer
This change was made default in the engine, no longer necessary here.
* Automatic changelog update
* Ore crab structural weakness (#25390)
* Attempt to change structural dmg of ore crab
* Made ore crabs susceptible to structural damage
* Automatic changelog update
* Set nav map icon textures to use bilinear filtering (#25411)
This just makes them look slightly better when zoomed.
* Fix PlayerListControl re-raising selection changed when repopulated. (#25412)
Now we just skip duplicate "item pressed" events from the ListContainer.
This caused the ahelp window to unfocus the message box after sending something. Flow is something like this: you send ahelp -> bwoink window refreshes player list due to new bwoink -> repopulated player list -> sent selection change -> repopulates right pane -> line edit gets unfocused.
* Train station (#24927)
* some content
* some next content
* fixes
* remove stained window
* return bot message?
* woah! Full map added!
* map update
* big update
* camera server
* Corvax playtest feedback
* add mail system and 30$ meteor shield
* update
* updatik
* hardwork
* pipip
* update
* remove from mappool
* fixes
* sentipode
* e
* Mindshield outline flashes, (#25409)
* Add animation support to status icons
Animated like any other entity. Change the png to have all frames, add delays in meta.json, and you're good to go.
* Dirty "fix" for the crashing.
Still have no idea why files cannot be read without changing their path in the yaml.
* Sloth review ig
I still have no idea why it wont work with /Textures/ missing as a prefix.
* Automatic changelog update
* Small Artifact Fixes (#25416)
* 20kw artifact fix
* Change that hopefully doesn't completely break storage artifacts without me realising
* Add roundid to replay_final.yml (#25398)
oopsy i forgor
* Resprite & hand position correction of Nettle & Death Nettle (#25421)
Resprite of Nettle & Death Nettle. Corrected R & L hand locations for all orientations of both plants.
* Automatic changelog update
* balance Explosive Technology (#25397)
* update arsenal yml
balance ExplosiveTechnology
* small changes in arsenal research
small changes in arsenal research
* Update arsenal.yml
* Automatic changelog update
* Tiny shove fix. (#25353)
* Remove second shove check.
* Change when popups and sounds are created.
Reduces phantom shoves that feel bad.
* why didn't i think of this i saw it earlier...
* Replaced Is fields with prefix
* remove some dependencies to fix tests???
* Automatic changelog update
* fix: пара фиксов апстрима
* Revert "Nuke fancification (#25297)"
This reverts commit 3a45d519dc.
# Conflicts:
# 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
* Revert "Shuttle floor resprite (#25127)"
This reverts commit a93466ac24.
# Conflicts:
# 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
* Revert "New lobby art : Blueprint (#25179)"
This reverts commit 90d02a5901.
# Conflicts:
# Resources/Prototypes/lobbyscreens.yml
* Revert "Added Monitor Computer Boards to Observation Kit (#24979)"
This reverts commit c5027b51ec.
* Revert "Small t-ray scanner resprite (#25047)"
This reverts commit 601da0c3a3.
# Conflicts:
# Resources/Textures/Objects/Tools/t-ray.rsi/tray-off.png
# Resources/Textures/Objects/Tools/t-ray.rsi/tray-on.png
* add: переводы
* fix: фиксы под тесты
---------
Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com>
Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com>
Co-authored-by: Emisse <99158783+Emisse@users.noreply.github.com>
Co-authored-by: Armok <155400926+ARMOKS@users.noreply.github.com>
Co-authored-by: Kevin Zheng <kevinz5000@gmail.com>
Co-authored-by: PoorMansDreams <150595537+PoorMansDreams@users.noreply.github.com>
Co-authored-by: Hannah Giovanna Dawson <karakkaraz@gmail.com>
Co-authored-by: lapatison <100279397+lapatison@users.noreply.github.com>
Co-authored-by: router <messagebus@vk.com>
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
Co-authored-by: Varen <ychwack@hotmail.it>
Co-authored-by: potato1234_x <79580518+potato1234x@users.noreply.github.com>
Co-authored-by: Hanz <41141796+Hanzdegloker@users.noreply.github.com>
Co-authored-by: Ubaser <134914314+UbaserB@users.noreply.github.com>
Co-authored-by: themias <89101928+themias@users.noreply.github.com>
Co-authored-by: Alzore <140123969+Blackern5000@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Plykiya <58439124+Plykiya@users.noreply.github.com>
Co-authored-by: Plykiya <plykiya@protonmail.com>
Co-authored-by: YuNii <benjamin@bhenrich.de>
Co-authored-by: Kara <lunarautomaton6@gmail.com>
Co-authored-by: Mangohydra <156087924+Mangohydra@users.noreply.github.com>
Co-authored-by: Nim <128169402+Nimfar11@users.noreply.github.com>
Co-authored-by: Jezithyr <jezithyr@gmail.com>
Co-authored-by: Fluffiest Floofers <thebluewulf@gmail.com>
Co-authored-by: Jajsha <101492056+Zap527@users.noreply.github.com>
Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com>
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com>
Co-authored-by: forgotmyotheraccount <133569389+forgotmyotheraccount@users.noreply.github.com>
Co-authored-by: FungiFellow <151778459+FungiFellow@users.noreply.github.com>
Co-authored-by: Ko4ergaPunk <62609550+Ko4ergaPunk@users.noreply.github.com>
Co-authored-by: Ilya246 <57039557+Ilya246@users.noreply.github.com>
Co-authored-by: Krunklehorn <42424291+Krunklehorn@users.noreply.github.com>
Co-authored-by: Alex Nordlund <deep.alexander@gmail.com>
Co-authored-by: EdenTheLiznerd <138748328+EdenTheLiznerd@users.noreply.github.com>
Co-authored-by: deepdarkdepths <155149356+deepdarkdepths@users.noreply.github.com>
Co-authored-by: Genkail <50331122+Genkail@users.noreply.github.com>
Co-authored-by: Vasilis <vasilis@pikachu.systems>
Co-authored-by: James Simonson <jamessimo89@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: icekot8 <93311212+icekot8@users.noreply.github.com>
Co-authored-by: Agoichi <92464780+Agoichi@users.noreply.github.com>
Co-authored-by: KREKS <132602258+xKREKSx@users.noreply.github.com>
Co-authored-by: 0x6273 <0x40@keemail.me>
Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com>
Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com>
Co-authored-by: Guilherme Ornel <86210200+joshepvodka@users.noreply.github.com>
Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com>
Co-authored-by: wafehling <wafehling@users.noreply.github.com>
Co-authored-by: Interrobang01 <113810873+Interrobang01@users.noreply.github.com>
Co-authored-by: k3yw <grenadiumdota@gmail.com>
Co-authored-by: Velcroboy <107660393+IamVelcroboy@users.noreply.github.com>
Co-authored-by: Jeff <velcroboy333@hotmail.com>
Co-authored-by: Jessica M <jessica@jessicamaybe.com>
Co-authored-by: Jessica M <jessica@maybe.sh>
Co-authored-by: Zadeon <loldude9000@gmail.com>
Co-authored-by: brainfood1183 <113240905+brainfood1183@users.noreply.github.com>
Co-authored-by: Menshin <Menshin@users.noreply.github.com>
Co-authored-by: nikthechampiongr <32041239+nikthechampiongr@users.noreply.github.com>
Co-authored-by: liltenhead <104418166+liltenhead@users.noreply.github.com>
Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
Co-authored-by: Daxxi3 <158596935+Daxxi3@users.noreply.github.com>
Co-authored-by: MACMAN2003 <macman2003c@gmail.com>
Co-authored-by: Golinth <amh2023@gmail.com>
Co-authored-by: Łukasz Mędrek <lukasz@lukaszm.xyz>
Co-authored-by: PotentiallyTom <67602105+PotentiallyTom@users.noreply.github.com>
Co-authored-by: MilenVolf <63782763+MilenVolf@users.noreply.github.com>
Co-authored-by: LankLTE <135308300+LankLTE@users.noreply.github.com>
Co-authored-by: Flesh <62557990+PolterTzi@users.noreply.github.com>
Co-authored-by: Arendian <137322659+Arendian@users.noreply.github.com>
Co-authored-by: Geekyhobo <66805063+Geekyhobo@users.noreply.github.com>
Co-authored-by: Geekyhobo <66805063+Ahlytlex@users.noreply.github.com>
Co-authored-by: Moomoobeef <62638182+Moomoobeef@users.noreply.github.com>
Co-authored-by: Peptide90 <78795277+Peptide90@users.noreply.github.com>
Co-authored-by: ArchPigeon <bookmaster3@gmail.com>
Co-authored-by: Killerqu00 <47712032+Killerqu00@users.noreply.github.com>
Co-authored-by: Firewatch <54725557+musicmanvr@users.noreply.github.com>
Co-authored-by: Vigers Ray <60344369+VigersRay@users.noreply.github.com>
Co-authored-by: genderGeometries <159584039+genderGeometries@users.noreply.github.com>
Co-authored-by: hiucko <86206040+Hiucko@users.noreply.github.com>
Co-authored-by: Sybil <azurerosegarden@gmail.com>
Co-authored-by: Ioannis Eleftheriou <me@yath.xyz>
Co-authored-by: marboww <152051971+marboww@users.noreply.github.com>
Co-authored-by: veprolet <68151557+veprolet@users.noreply.github.com>
Co-authored-by: Mr. 27 <45323883+Dutch-VanDerLinde@users.noreply.github.com>
Co-authored-by: Tonydatguy <154929293+Tonydatguy@users.noreply.github.com>
Co-authored-by: Gotimanga <127038462+Gotimanga@users.noreply.github.com>
Co-authored-by: MjrLandWhale <brandonemitch@gmail.com>
Co-authored-by: takemysoult <143123247+takemysoult@users.noreply.github.com>
Co-authored-by: Callmore <22885888+Callmore@users.noreply.github.com>
* Ports temperature scanning from mining station 14
* Added blood level to analyzer
* adds body temp and blood level to health analyzers and cryo
* Blood and temperature will show N/A if not available
* ECS and damage Data
* Comments and newlines
* Added Comments
* Make TryChangeDamageEvent immutable
* Remove SetAllDamage event
Use public SetAllDamage function instead
* Undo destructible mistakes
That was some shit code.
* Rename DamageData to DamageSpecifier
And misc small edits
misc
* Cache trigger prototypes.
* Renaming destructible classes & functions
* Revert "Cache trigger prototypes."
This reverts commit 86bae15ba6616884dba75f552dfdfbe2d1fb6586.
* Replace prototypes with prototype IDs.
* Split damage.yml into individual files
* move get/handle component state to system
* Update HealthChange doc
* Make godmode call Dirty() on damageable component
* Add Initialize() to fix damage test
* Make non-static
* uncache resistance set prototype and trim DamageableComponentState
* Remove unnecessary Dirty() calls during initialization
* RemoveTryChangeDamageEvent
* revert Dirty()
* Fix MobState relying on DamageableComponent.Dirty()
* Fix DisposalUnit Tests.
These were previously failing, but because the async was not await-ed, this never raised the exception.
After I fixed MobState component, this exception stopped happening and instead the assertions started being tested & failing
* Disposal test 2: electric boogaloo
* Fix typos/mistakes
also add comments and fix spacing.
* Use Uids instead of IEntity
* fix merge
* Comments, a merge issue, and making some damage ignore resistances
* Extend DamageSpecifier and use it for DamageableComponent
* fix master merge
* Fix Disposal unit test. Again.
Snapgrids were removed in master
* Execute Exectute
* Add DamageType And DamageGroup Prototypes
* Remove DamageTypePrototype Field "name" as its redundant
* Change I/DamageableComponent to use prototypes
* Update DamageContainer, ReisistanceSet and DamageChangeData
* Change Barotrauma Component to use DamageType from DamageSystem
* Update AsteroidRockComponent
* update some more components
* update some more components
* Fix m o r e c o m p o n e n t s and their damageType
* all thats left is bug/missing node hunting then verification.
* push changes
* update submodule
* Merge fixes
* push DGP for example
* update damagecomponent across shared and server
* fix a few bugs
* Fix Merge issues
* Refactor damageablecomponent update (#4406)
* Fixing merge.
I messed up part of the merge. this should fix it?
* Barotrauma now uses prototypeManager
As System.Runtime.CompilerServices also has a [Dependency], I think I had to use the full path [Robust.Shared.IoC.Dependency]
* FlammableComponent now uses prototypeManager
* SuicideCommands now use prototypeManager
* Changed many files to use prototypeManager to resolve damaege prototypes
Yeah.... prototype references would be very nice. maybe this was all a waste of time.
* Grouping prototypeManager.Index with datafield definitions
This will make it easier to eventually add prototype references
* removed unused variable
* Moved lines around.
Lines now consistent with other TODO PROTOTYPE blocks
* Grouping more prototypeManager.Index with datafield definitions
* Removed unnecessary code
* Added more prototypeManager indexing
These ones weren't pointed out by DrSmug. But I think this is all of them? That or my regex is shit.
* Remove redundant _damage field
* Remove redundant _currentTemperature
* Moved variables down
* Added prototypeManager indexing to TemperatureComponent
* WeaponComponent/System now use ProtptypeManager
And as far as I can tell damageType is required, and therefore should never have been null anyway?
* Make ranged weapon clumsy fire effects datafields
And yes, the order in which the clumsy effects occur is very important.
* Made damage on vital body part loss a datafield
* Renamed several damageGroup variables to group
* Capitalised DamageListToDamageGroup
* Make radiation and explosion damage types datafields
* Renamed _supportedDamageGroupIDs and _supportedDamageTypeIDs
* Fixed mistakes
Frogot to remove prototypeManager index DamageTypeTrigger, and wrong variable visibility in TemperatureComponent
* Added necessary code
Is something tragically wrong?
* MeleeWeapon damageType is not actually required
* Fixing someone else's mistakes
A search comes up with nothing in the yaml files, and its not a required field. So no one uses it? Hopefully?
* Changed and renamed damageTypeToDamageGroup
Previously would incorrectly return the total container damage for each group, not the total in the group
* renaming varitables
* Renamed variable DamageClasses
* Added dictionary converting functions
* Added ID-keyed dictionaries
* Making MedicalScanner use ID dictionaries, instead of prototype dictionaries
Oh oh no. I've been able to avoid UI & networking up until now. I have no Idea what I am doing.
* Fix Medical Scanner
* Summary (required)
The joke here is that this fixes the empty summary.
* Removed DamageableComponent.GetDamageGroup/Type
* Renamed "damage classes" to groups.
* Update ChangeDamage description
* Replaced Heal() with SettAllDamage()
Heal() was just a confusing name,
* More Class -> Group renaming
* Replace Class with Group in yaml files
DamageClassTrigger does not appear in any yaml? only in testing?
DamageTypeTrigger appears only in human.yaml?
HealthChangeMetabolism is Mostly in medicine.yml and one in soad.yaml
Why the hell is Cola metabolizable by plants? Who is pouring cola on their plants!?!?
* Fix _prototypeManager being null errors.
* Changing comments
Where are the prototype references
* MetabolismComponent doesn't give free heals anymore.
* Changes HungerComponent healing.
Previously I think it would actually damage you. Only did this as I though it was causing the fast healing. Turns out that was just BREATHING.
* Generalised a function in DamageableComponent and moved it to DamageGroupPrototype
previously DamageTypesDictToDamageGroupDict was private to DamageableComponent, but was also quite general (nearly a static function). As this sort of function may be needed by other components using DamageGroupPrototypes in the future, I moved it there as a static function instead.
* modified DamageableComponent.ChangeDamage()
ignoreResistances was renamed to ignoreDamageResistances to make it clearer that it had no effect on healing.
Now uses default argument for ignoreDamageResistances, so when healing you are not forced to specify an argument that does nothing.
Also made some general changes to ignoreResistances()
* Changed class->group and added missing damage type functionality to DamageContainerPrototypes
* Added Comments to damage.yml
* Misc Changes to DamageableComponent
* Differentiated between group support and group applicability
So far, every damage type is a member of one, and only one, damage group. So this change has no real effect so far.
* Added proposed alternative to ChangeDamage()
* fixed error in DamageGroupPrototype
* Changes to DamageableComponent
Lots of changes to comments.
Some variables renamed in IDamageableComponent and DamageableComponent (also required renaming in other files)
Some minor logic changes, mostly for incorrect descirptions of boolean return values.
Also further differentiating between ApplicableGroups and SupportedGroups... if that will ever even matter
* Generalised MedicalScannerComponent
If needed, can print miscellaneous damage types now
* Fixed HealthChangeMetabolism bug
* Changing Comments around
* More questions
* Made Barotrauma default to blunt
* Fix RejuvenateTest.cs
* Comments
* Coments and variable names
* fix some master-merge issues
* Removed redundant fields
* Misc changes for readbility of PR diff
* Consistent naming
* Fixed atmos damage bug
* Removed Ranting
* Fixed Hunger after I broke it
* Fixing Bugs
* Removed stupid question
* Removed more stupid questions
* Fix potential null errors.
* Made boolean return values consistent
Also renamed several functions, to make it clear they return a bool. Docs were also updated.
* Removed IoCManager.InjectDependencies()
* Removed unnecessary 'suffocation' prefix
* Fixed Spelling
Also removed accidentally left in logger call
* Fixed Medical Scanner
* Apply suggestions from code review
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
* Changing comments and whitespaces
* Made damage thresholds trigger datafields required
* So many typos
* Changes to DamageableComponents
Changed documentation in IDamageableComponent
Made testing code more readable.
Relabelled groups as 'Applicable' either 'Fully Supported'
* Removed function and degeneralised
* Update DamageableComponent.cs
Removed unused parameters
Fixed Networking
* Added IoCManager.Resolve
* Now using alternative TryChangeDamage()
* Removed function from DamageGroupPrototype
* Removing comments
* Remove bad if statement?
* Fix damageChanged ordering
* Fix hurt server command
* Changed //TODO PROTOTYPE blocks
Now use PrototypeManager differently. Wherever possible, only retrieve the prototype once.
Also added default damage types to some more datafields
* Update Content.Shared/Damage/Container/DamageContainerPrototype.cs
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
* renamed _accumulatedHealth -> _accumulatedDamage and added TODOs
* Another class-> group
* Fix bug in generalisation of damage container prototypes
* Addes Tests to make sure I dont keep adding bugs to my own code.
* Changed Return values when setting
* Removed unused class
* Added more tests, split tests into three files
* Made damage types public and VV read-write-able
* Minor changes to DamageableComponent
Replaced internal use of GetDamagePerType with _damageDict and removed some unnecessary fields
* Fix Suicide, by adding IoC Resolve()
* Fix DamageGroupTrigger bug
* Fix typos in tests
* Change comments./docstrings & spacing
* Merge tests, use test prototypes
Co-authored-by: Leon Friedrich <60421075+leonsfriedrich@users.noreply.github.com>
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
* Fix merge issues
Co-authored-by: Silver <Silvertorch5@gmail.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
Co-authored-by: Leon Friedrich <60421075+leonsfriedrich@users.noreply.github.com>
* Add DamageType And DamageGroup Prototypes
* Remove DamageTypePrototype Field "name" as its redundant
* Change I/DamageableComponent to use prototypes
* Update DamageContainer, ReisistanceSet and DamageChangeData
* Change Barotrauma Component to use DamageType from DamageSystem
* Update AsteroidRockComponent
* update some more components
* update some more components
* Fix m o r e c o m p o n e n t s and their damageType
* all thats left is bug/missing node hunting then verification.
* push changes
* update submodule
* Merge fixes
* Revert "#3935 implemented suggestions from PR"
This reverts commit a9b1c7b96333ca570067d6a9df1954481005892a.
* #4219 revert of single sound removal in EmitSoundSystem
* #4219 single sounds in EmitSoundSystem should work now
* #4219 some small project tweaks
* push DGP for example
* update damagecomponent across shared and server
* fix a few bugs
* #4219 upgraded EmitSoundSystem to use SoundSpecifier
* replacing sound (collection) names with SoundSpecifier - part 1
* #4219 pr tweaks
* #4219 pr tweak
(cherry picked from commit 00b80cb1df2434259ab5df45188e176be57603af)
* emitsoundsystem tweak
* first windoor commit
* finished yaml
* windoors work #Dab
* sound + locked prototypes
* Inserted SoundSpecifier where appropiate
* added comment
* removed TryGetSound + made some SoundSpecifier datafields required
* changed some prototypes' sound paths
* test fixes
* Fix Merge issues
* Made plasma grindable (#4334)
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
Co-authored-by: Swept <sweptwastaken@protonmail.com>
* Automatic changelog update
* Fixes invalid yaml line (#4408)
* Fix potential timer exception
* SetTile during extensions test (#4409)
Mainly so it can actually account for accurate grid bounds when doing the test
Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
* Update submodule
* GasFilter appearance, EnabledAtmosDeviceVisualizer improvements.
* Add Enabled property to SubFloorHideComponent, make it networked. (#4404)
* Refactor IDoorCheck into entity events (#4366)
* IDoorCheck refactored to events
# Conflicts:
# Content.Server/Atmos/TileAtmosphere.cs
# Content.Server/Doors/Components/AirlockComponent.cs
# Content.Server/Doors/Components/FirelockComponent.cs
# Content.Server/Doors/Components/ServerDoorComponent.cs
# Content.Server/Doors/IDoorCheck.cs
* namespaces
* Fix mapinit bug with refreshautoclose
* ok i guess these just didnt feel like staging today
* Automatic changelog update
* AtmosDevices can optionally process in space. (#4405)
Refactors some misc atmos things, too.
* Fix gravity generator yeeting
* Enables nullables for atmos internals
* Meth (#4186)
* adds an overdose metabolism with sensible default settings
* adds the compoenents for the run fast part of meth
* not sure what I changed here but I trust my past self to not fuck up for once
* adds basic meth recipe
* correctly names comething
* I really should've checked my spelling before making this pr
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* adds suggestion from the maintaner, who managed to get to this pr suprisingly fast
* Revert "adds suggestion from the maintaner, who managed to get to this pr suprisingly fast"
This reverts commit 9b0f07402e35ed5890b3af805691b690671b950c.
* tweak
* tweak
* git's gitting on my nerves
* some small tweaks
* don't need these anymore
* makes some stuff required
* changes the meth recipe to arbitary bullshit to get the yaml thingy to leave me alone goddamnit
* extremely minor change
* removes overdose, because however it's gonna be done, it's definitely not my way
* i should really double check every key I press
* hm
* sigh, I should be more thorough with looking at error messages.
* beenus
* gay sex is gay
* this one goes out to bingo
* reviews
* not sure why status lifetime description wasn't being commited
* Update MovespeedModifierMetabolism.cs
Co-authored-by: mirrorcult <notzombiedude@gmail.com>
* adds VV to component variables
* rebalances meth, and makes the completely unrealistic recipe properly work now
* meth effects should go away now or something do you think I test these changes before pushing??
* ah yes, orginization
* adds proper recipe and prequisite chemicals
* fixes linter hopefully
* Update chemicals.yml
* a
* starts working on prediction
* thing
* predmiction??
* changes thing
* does it properly
* uses timespan instead of timer
* uses dif timers and adds a system
* updates robust and tweaks a small thing
* Fixes
* "Fix" prediction
* starts changing the timer to timespans to avoid icky on timer end
* okay fixes the check thing but now meth is broken and I don't know why
* fixes predicition (partially)
* Delete ContentNetIDs.cs
whoops
* some changes advised by sloth
* certified scalycode fix right here
* moves resettimer to the metabolism to make it less oop stinky
* moves resettimer to the metabolism to make it less oop stinky
* gamin
* when the is
* updates mth colour to be accurate because I forgot
* abc hard ok
* everything should be up to date now
* makes MovespeedModifierMetabolism ECS and cleans up some other stuff
* does a fixy wixy
* fix thing
* Revert "Merge branch 'master' of https://github.com/space-wizards/space-station-14 into meth"
This reverts commit 62886561098be02f9adb6352f4e858a8269d5bd5, reversing
changes made to ca34fffb5b7a40f19aec7b9e4bc37bdeab914bc1.
* Revert "Revert "Merge branch 'master' of https://github.com/space-wizards/space-station-14 into meth""
This reverts commit 4f550da19656abfd0be05f818fc6b7100252d5b8.
* fix hopefully
* updates metabolism to works with mirror's fancy new system
* updates yaml + tweaks
* bruh
* yaml moment
* :yaml moment
* Revert " :yaml moment"
This reverts commit 8cb51573c64db76d989de22acdbb9c50b2c6d052.
* 99th commit yay, also I need to not do this
* removes something that I don't need
* makes system work with this and gets rid of unnesescary check
* make the update only work on active components
* oops
* Cleanup
* alphabetise this shit
* Touchup
* Woops stupid alloc by me
* Nerf nyoom for now
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: mirrorcult <notzombiedude@gmail.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Automatic changelog update
* Random offset for DefaultGrid every round (#4411)
* Random offset for DefaultGrid every round
This is useful to make coders aware of entitycoordinates and mapcoordinates being different and to help spot problems early. It also puts the onus of fixing positioning bugs back onto the original coder rather than someone else if they happen to spot it.
* Fix clickable test
* Fix entitysystemextensions
* Automatic changelog update
* Document a few atmos classes.
* Update submodule
We do a little bit of debugging
* Make pulling feel less crap (#4414)
Something something pulling refactor someday
* Automatic changelog update
* Comment joint prediction
* Add CVar for random grid offset, disable it by default.
* Fixes not taking pressure damage in space.
Fixes#4415
* Automatic changelog update
* Adds an alternate jumpsuit for botany (#4419)
* Adds an alternate botanists jumpsuit
* Updated license information
* Automatic changelog update
* Added two new small areas to maintenence (#4359)
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
* Automatic changelog update
* Updated meta.json to standard
* Update meta.json to standard
* a
* Revert "Update meta.json to standard"
This reverts commit 4c6702f17b.
* Revert "Updated meta.json to standard"
This reverts commit 8ea7a3ad1f.
* fix rsi
* proper sprites + visualizes nicely
* Removes broken new-line markers from a few desc.
* Fixes a localization error with solution container descriptions
* construction
* reviews + test
* remove SetLayerVisibility, doesnt work for some reason
* swept moment
* leftover
* Automatic changelog update
* Fix can't return to body bug (#4424)
* Automatic changelog update
* Update submodule
* Fix gas tile overlays on shuttles
* Offset station on roundstart again
* Fix PlaceableSurface incorrect coordinate usage.
It set world position to entity coordinate positions...
* Automatic changelog update
* Fix pickup animation incorrect coordinate usage.
Animation finalPosition was world position, while initialPosition was local position.
* Automatic changelog update
* Pointing coordinate fixes.
* Automatic changelog update
* Further pickup animation improvements.
* Adds Science Windoors (#4433)
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
* Gave CMO a Hardsuit (#4434)
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
* Automatic changelog update
* Fixed station engineer table spawn (#4436)
* Maps in windoors (#4432)
* Automatic changelog update
* Losing a head doesn't mean you lose your eyes #3956#4061 (#4225)
Co-authored-by: Michael Will <will_m@outlook.de>
* Automatic changelog update
* Adds windoors for security and the brig. (#4441)
* Automatic changelog update
* Remaps Chemistry and Security, and some Mapping Fixes (#4442)
* Automatic changelog update
* Made the cloning pod and medical scanner constructible (#4439)
* Made the cloning machine pod constructable
* Added everything like I did but with the Medical Scanner
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
* Automatic changelog update
* Fix fixed-point format specifier in PowerCellComponent
* Update submodule
* Actually update submodule
The last one was a test to check if you were paying attention.
* Update maps for grid collisions (#4450)
* Update submodule
* Fixes the windoor in science. (#4444)
* Automatic changelog update
* Remove IActionBlocker.CanMove (#4449)
* Remove IActionBlocker.CanMove
Ported the remainders over to using MovementAttemptEvent which should also help make mob movement a bit faster.
* Make that check faster
* Added restrictions for what can be inserted into most belts (#4367)
* Belts now restrict what can be inserted into them
* Bandolier now only holds shotgun shells
* Tiny typo
* Another tiny typo
* Automatic changelog update
* Fix indentation
* Fix stuff
* Fix gas canister
* Organize gas canister prototype
* Fix audio occlusion
This was previously being done on every SoundComponent.
* Call SoundSystem instead
* Parents crowbar-red and merges RSIs
* Deletes old crowbar_red.rsi
* Abstracts BasePlushie and ReagentContainerBase
* Adds missing suffixes to debug items and tags them all
* Crematorium now makes a noise on start and during cremation (#4459)
* Automatic changelog update
* Refactor disposals to ECS (#4418)
* ECS up disposals
Also significantly reduced its CPU usage.
* Make update significantly less S L O W
* Start units pressurised
* Client-side flush lerping
* Fix powered not toggling UI
* Fix flush button
* InteractUsing
* Minor optimisations
* Fix collisions
* Make visual state ECS
* Almost done with shared
* Most stuff moved
* Optimise item sleeping
* Automatic changelog update
* Fix door sound dampening (#4453)
* Completely fix NPC pathfinding
Through rigorous investigation and hard work.
* Implement Entity List Display and rework StorageComponent window (#4140)
* Create EntityListDisplay
* Rework ClientStorage window
* Add styling
* Remove unnecessary colors
* Rename list
* Make scrollbar push content
* Change children update a bit
* Add old index
* Localize ClientStorageComponent
* Add size return
* Remove spaces
* Fix usings
* Fix tool sounds.
Fixes#4465
* Automatic changelog update
* Fix missing sounds (#4466)
* Fix missing sounds
* Make SoundHitSpecies fallback to SoundHit
* Fix crayon YAML
* Update PlaySoundBehavior YAML
* Fix required
* Update README.md
* Fix taser physics (#4470)
* Increase MoverController performance (#4448)
Should be a decent amount; rest will come from removing IActionBlocker.
* Remove throwing fixture error
* Update submodule
* Fix sound crash when making foam (#4476)
* Automatic changelog update
* Centers some sprites
* Fix showatmos
* Fix tests.
Flashlight RSI state names had been changed, and some places weren't updated properly
* Remove pillcomponent (#4469)
* Remove PillComponent
* Make food without any solution left delete and create trash
* Replace PillComponent references with a Pill tag
* Clean up
* Add swallow message to food
* Change to eatMessage override
* Change FoodComponent transferAmount to nullable
* Change properties to private
* ItemCabinetVisualizer uses layers (#4445)
* ItemCabinetVisualizer uses layers
* Reviews applied
* Fixes the fireaxe cabinet as well
* I'm dumb
* Fixes bedsheets being unpickupable (#4479)
* Automatic changelog update
* Adds inhands for crayons and the crayon box (#4481)
* Automatic changelog update
* Fixes cigarette animations and matches now have lit/unlit inhand sprites (#4480)
* Automatic changelog update
* Adds plant clippers and changes hydro tool sprites to be more consistent (#4482)
* Adds plant clippers
* Updates sycthe, hoe and spade sprites
* Adds inhands for radio/walkietalkie (#4483)
* Adds inhands for radio/walkietalkie and separates layers
* License thingy
* Fixes test
* Can now equip fireaxe, claymore, spear and baseball back on your back (#4484)
* Can equip spears and claymores on your back now
* Adds fireaxe and baseball bat back equip
* Automatic changelog update
* Makes Match[sticks/box] ECS, Makes Matchsticks ignite plasma
* am big dumdum pls no shed
* Owner Transform to Owner in SoundSystem calls (#4460)
* Owner Transform to Owner
* Owner Transform to Owner minor fixes
* Improve hand pickup code
This way I can break EntityCoordinates' API without breaking content.
BWAHAHAHAHAH!
* Update submodule
* Version v0.5.11 does not exist
* Update submodule
We don't talk about v0.5.12 either.
* Update submodule
For the last time
* Adds duck-related content and a seclite (#4489)
* Added rubber ducky
* Adds ducky slippers
* Adds seclite
* Update Resources/Textures/Objects/Tools/seclite.rsi/meta.json
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Update Resources/Textures/Objects/Fun/ducky.rsi/meta.json
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* The duck slippers now quack as you walk
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Automatic changelog update
* Adds the ability to assign equip sounds in ClothingComponent (#4485)
* Initial
* Works (Kinda)
* Polish
* Reviews
* Removes vending inventory desc and adds missing vending machine descriptions (#4493)
* Removes inventory descriptions
* Adds missing vending machine descriptions using inventory descriptions
* Woops missed a file
* Automatic changelog update
* Adds a ton more inhands (#4488)
* Removed useless loc and added inhands for some lamps
* Adds a ton of inhands to the game
* Actually adds the pill inhand
* Update Resources/Textures/Objects/Misc/utensils.rsi/meta.json
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Update Resources/Textures/Objects/Tools/rcd.rsi/meta.json
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Added open/close/stacklayers for Matchbox and inhands (#4496)
* Added open/close/stacklayers for Matchbox
* Added inhands for matchbox
* What am I a clown not gonna leave no indent spaces
* Adds sound to fire extinguisher safety (#4494)
* Automatic changelog update
* Adds a 6pack of Cola (#4499)
* Adds a 6pack of Cola
* Revert "Adds a 6pack of Cola"
This reverts commit 99f024b94ab3c684ce62e28018bd0fe2f26a2e09.
* Revert "Revert "Adds a 6pack of Cola""
This reverts commit 9e3d31e41c8ea61a962ad7d4d3c0ea7124e82653.
* Automatic changelog update
* Fix H-pulling? (#4425)
In retrospect the answer is easy, but man this took a while.
* Automatic changelog update
* Makes DiceComponent ECS
* Makes PlaceableSurface ECS
* Added classic announcement sound to announcements (#4504)
* Automatic changelog update
* Refactors throw events, makes cream pies ECS (#4500)
* Automatic changelog update
* Port the tumbler from Box2D (#4486)
* Subscribe TransformComponent events by-ref (#4478)
* Refactor damageablecomponent update (#4406)
* Fixing merge.
I messed up part of the merge. this should fix it?
* Barotrauma now uses prototypeManager
As System.Runtime.CompilerServices also has a [Dependency], I think I had to use the full path [Robust.Shared.IoC.Dependency]
* FlammableComponent now uses prototypeManager
* SuicideCommands now use prototypeManager
* Changed many files to use prototypeManager to resolve damaege prototypes
Yeah.... prototype references would be very nice. maybe this was all a waste of time.
* Grouping prototypeManager.Index with datafield definitions
This will make it easier to eventually add prototype references
* removed unused variable
* Moved lines around.
Lines now consistent with other TODO PROTOTYPE blocks
* Grouping more prototypeManager.Index with datafield definitions
* Removed unnecessary code
* Added more prototypeManager indexing
These ones weren't pointed out by DrSmug. But I think this is all of them? That or my regex is shit.
* Remove redundant _damage field
* Remove redundant _currentTemperature
* Moved variables down
* Added prototypeManager indexing to TemperatureComponent
* WeaponComponent/System now use ProtptypeManager
And as far as I can tell damageType is required, and therefore should never have been null anyway?
* Make ranged weapon clumsy fire effects datafields
And yes, the order in which the clumsy effects occur is very important.
* Made damage on vital body part loss a datafield
* Renamed several damageGroup variables to group
* Capitalised DamageListToDamageGroup
* Make radiation and explosion damage types datafields
* Renamed _supportedDamageGroupIDs and _supportedDamageTypeIDs
* Fixed mistakes
Frogot to remove prototypeManager index DamageTypeTrigger, and wrong variable visibility in TemperatureComponent
* Added necessary code
Is something tragically wrong?
* MeleeWeapon damageType is not actually required
* Fixing someone else's mistakes
A search comes up with nothing in the yaml files, and its not a required field. So no one uses it? Hopefully?
* Changed and renamed damageTypeToDamageGroup
Previously would incorrectly return the total container damage for each group, not the total in the group
* renaming varitables
* Renamed variable DamageClasses
* Added dictionary converting functions
* Added ID-keyed dictionaries
* Making MedicalScanner use ID dictionaries, instead of prototype dictionaries
Oh oh no. I've been able to avoid UI & networking up until now. I have no Idea what I am doing.
* Fix Medical Scanner
* Summary (required)
The joke here is that this fixes the empty summary.
* Removed DamageableComponent.GetDamageGroup/Type
* Renamed "damage classes" to groups.
* Update ChangeDamage description
* Replaced Heal() with SettAllDamage()
Heal() was just a confusing name,
* More Class -> Group renaming
* Replace Class with Group in yaml files
DamageClassTrigger does not appear in any yaml? only in testing?
DamageTypeTrigger appears only in human.yaml?
HealthChangeMetabolism is Mostly in medicine.yml and one in soad.yaml
Why the hell is Cola metabolizable by plants? Who is pouring cola on their plants!?!?
* Fix _prototypeManager being null errors.
* Changing comments
Where are the prototype references
* MetabolismComponent doesn't give free heals anymore.
* Changes HungerComponent healing.
Previously I think it would actually damage you. Only did this as I though it was causing the fast healing. Turns out that was just BREATHING.
* Generalised a function in DamageableComponent and moved it to DamageGroupPrototype
previously DamageTypesDictToDamageGroupDict was private to DamageableComponent, but was also quite general (nearly a static function). As this sort of function may be needed by other components using DamageGroupPrototypes in the future, I moved it there as a static function instead.
* modified DamageableComponent.ChangeDamage()
ignoreResistances was renamed to ignoreDamageResistances to make it clearer that it had no effect on healing.
Now uses default argument for ignoreDamageResistances, so when healing you are not forced to specify an argument that does nothing.
Also made some general changes to ignoreResistances()
* Changed class->group and added missing damage type functionality to DamageContainerPrototypes
* Added Comments to damage.yml
* Misc Changes to DamageableComponent
* Differentiated between group support and group applicability
So far, every damage type is a member of one, and only one, damage group. So this change has no real effect so far.
* Added proposed alternative to ChangeDamage()
* fixed error in DamageGroupPrototype
* Changes to DamageableComponent
Lots of changes to comments.
Some variables renamed in IDamageableComponent and DamageableComponent (also required renaming in other files)
Some minor logic changes, mostly for incorrect descirptions of boolean return values.
Also further differentiating between ApplicableGroups and SupportedGroups... if that will ever even matter
* Generalised MedicalScannerComponent
If needed, can print miscellaneous damage types now
* Fixed HealthChangeMetabolism bug
* Changing Comments around
* More questions
* Made Barotrauma default to blunt
* Fix RejuvenateTest.cs
* Comments
* Coments and variable names
* fix some master-merge issues
* Removed redundant fields
* Misc changes for readbility of PR diff
* Consistent naming
* Fixed atmos damage bug
* Removed Ranting
* Fixed Hunger after I broke it
* Fixing Bugs
* Removed stupid question
* Removed more stupid questions
* Fix potential null errors.
* Made boolean return values consistent
Also renamed several functions, to make it clear they return a bool. Docs were also updated.
* Removed IoCManager.InjectDependencies()
* Removed unnecessary 'suffocation' prefix
* Fixed Spelling
Also removed accidentally left in logger call
* Fixed Medical Scanner
* Apply suggestions from code review
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
* Changing comments and whitespaces
* Made damage thresholds trigger datafields required
* So many typos
* Changes to DamageableComponents
Changed documentation in IDamageableComponent
Made testing code more readable.
Relabelled groups as 'Applicable' either 'Fully Supported'
* Removed function and degeneralised
* Update DamageableComponent.cs
Removed unused parameters
Fixed Networking
* Added IoCManager.Resolve
* Now using alternative TryChangeDamage()
* Removed function from DamageGroupPrototype
* Removing comments
* Remove bad if statement?
* Fix damageChanged ordering
* Fix hurt server command
* Changed //TODO PROTOTYPE blocks
Now use PrototypeManager differently. Wherever possible, only retrieve the prototype once.
Also added default damage types to some more datafields
* Update Content.Shared/Damage/Container/DamageContainerPrototype.cs
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
* renamed _accumulatedHealth -> _accumulatedDamage and added TODOs
* Another class-> group
* Fix bug in generalisation of damage container prototypes
* Addes Tests to make sure I dont keep adding bugs to my own code.
* Changed Return values when setting
* Removed unused class
* Added more tests, split tests into three files
* Made damage types public and VV read-write-able
* Minor changes to DamageableComponent
Replaced internal use of GetDamagePerType with _damageDict and removed some unnecessary fields
* Fix Suicide, by adding IoC Resolve()
* Fix DamageGroupTrigger bug
* Fix typos in tests
* Change comments./docstrings & spacing
* Merge tests, use test prototypes
Co-authored-by: Leon Friedrich <60421075+leonsfriedrich@users.noreply.github.com>
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
* Add Alt-click functionality (#4497)
* Fix ItemSlot Bug
* Add Alt-use Key
* Fix TransferAmount window bug
* Alt-click functionality
* Added AltInteract verbs
* Add new verbs
* verb icons
* Changed Comments
* Change Comments
* Fix disposal verbs
* Changed Get...() to Get...OrNull()
* Changed alt-interact combat behaviour
* Update verb icons
* Inventory interact event
* Add Alt+E secondary binding
* Add alt-z keybinding
* Rename AltUse -> AltActivateItemInWorld
* Automatic changelog update
* Fixes chocolate/energy bar (#4503)
* Bring refactor-damageablecomponent branch up-to-date with master (#4510)
* Revert "#3935 implemented suggestions from PR"
This reverts commit a9b1c7b96333ca570067d6a9df1954481005892a.
* #4219 revert of single sound removal in EmitSoundSystem
* #4219 single sounds in EmitSoundSystem should work now
* #4219 some small project tweaks
* #4219 upgraded EmitSoundSystem to use SoundSpecifier
* replacing sound (collection) names with SoundSpecifier - part 1
* #4219 pr tweaks
* #4219 pr tweak
(cherry picked from commit 00b80cb1df2434259ab5df45188e176be57603af)
* emitsoundsystem tweak
* first windoor commit
* finished yaml
* windoors work #Dab
* sound + locked prototypes
* Inserted SoundSpecifier where appropiate
* added comment
* removed TryGetSound + made some SoundSpecifier datafields required
* changed some prototypes' sound paths
* test fixes
* Made plasma grindable (#4334)
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
Co-authored-by: Swept <sweptwastaken@protonmail.com>
* Automatic changelog update
* Fixes invalid yaml line (#4408)
* Fix potential timer exception
* SetTile during extensions test (#4409)
Mainly so it can actually account for accurate grid bounds when doing the test
Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
* Update submodule
* GasFilter appearance, EnabledAtmosDeviceVisualizer improvements.
* Add Enabled property to SubFloorHideComponent, make it networked. (#4404)
* Refactor IDoorCheck into entity events (#4366)
* IDoorCheck refactored to events
# Conflicts:
# Content.Server/Atmos/TileAtmosphere.cs
# Content.Server/Doors/Components/AirlockComponent.cs
# Content.Server/Doors/Components/FirelockComponent.cs
# Content.Server/Doors/Components/ServerDoorComponent.cs
# Content.Server/Doors/IDoorCheck.cs
* namespaces
* Fix mapinit bug with refreshautoclose
* ok i guess these just didnt feel like staging today
* Automatic changelog update
* AtmosDevices can optionally process in space. (#4405)
Refactors some misc atmos things, too.
* Fix gravity generator yeeting
* Enables nullables for atmos internals
* Meth (#4186)
* adds an overdose metabolism with sensible default settings
* adds the compoenents for the run fast part of meth
* not sure what I changed here but I trust my past self to not fuck up for once
* adds basic meth recipe
* correctly names comething
* I really should've checked my spelling before making this pr
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* adds suggestion from the maintaner, who managed to get to this pr suprisingly fast
* Revert "adds suggestion from the maintaner, who managed to get to this pr suprisingly fast"
This reverts commit 9b0f07402e35ed5890b3af805691b690671b950c.
* tweak
* tweak
* git's gitting on my nerves
* some small tweaks
* don't need these anymore
* makes some stuff required
* changes the meth recipe to arbitary bullshit to get the yaml thingy to leave me alone goddamnit
* extremely minor change
* removes overdose, because however it's gonna be done, it's definitely not my way
* i should really double check every key I press
* hm
* sigh, I should be more thorough with looking at error messages.
* beenus
* gay sex is gay
* this one goes out to bingo
* reviews
* not sure why status lifetime description wasn't being commited
* Update MovespeedModifierMetabolism.cs
Co-authored-by: mirrorcult <notzombiedude@gmail.com>
* adds VV to component variables
* rebalances meth, and makes the completely unrealistic recipe properly work now
* meth effects should go away now or something do you think I test these changes before pushing??
* ah yes, orginization
* adds proper recipe and prequisite chemicals
* fixes linter hopefully
* Update chemicals.yml
* a
* starts working on prediction
* thing
* predmiction??
* changes thing
* does it properly
* uses timespan instead of timer
* uses dif timers and adds a system
* updates robust and tweaks a small thing
* Fixes
* "Fix" prediction
* starts changing the timer to timespans to avoid icky on timer end
* okay fixes the check thing but now meth is broken and I don't know why
* fixes predicition (partially)
* Delete ContentNetIDs.cs
whoops
* some changes advised by sloth
* certified scalycode fix right here
* moves resettimer to the metabolism to make it less oop stinky
* moves resettimer to the metabolism to make it less oop stinky
* gamin
* when the is
* updates mth colour to be accurate because I forgot
* abc hard ok
* everything should be up to date now
* makes MovespeedModifierMetabolism ECS and cleans up some other stuff
* does a fixy wixy
* fix thing
* Revert "Merge branch 'master' of https://github.com/space-wizards/space-station-14 into meth"
This reverts commit 62886561098be02f9adb6352f4e858a8269d5bd5, reversing
changes made to ca34fffb5b7a40f19aec7b9e4bc37bdeab914bc1.
* Revert "Revert "Merge branch 'master' of https://github.com/space-wizards/space-station-14 into meth""
This reverts commit 4f550da19656abfd0be05f818fc6b7100252d5b8.
* fix hopefully
* updates metabolism to works with mirror's fancy new system
* updates yaml + tweaks
* bruh
* yaml moment
* :yaml moment
* Revert " :yaml moment"
This reverts commit 8cb51573c64db76d989de22acdbb9c50b2c6d052.
* 99th commit yay, also I need to not do this
* removes something that I don't need
* makes system work with this and gets rid of unnesescary check
* make the update only work on active components
* oops
* Cleanup
* alphabetise this shit
* Touchup
* Woops stupid alloc by me
* Nerf nyoom for now
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: mirrorcult <notzombiedude@gmail.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Automatic changelog update
* Random offset for DefaultGrid every round (#4411)
* Random offset for DefaultGrid every round
This is useful to make coders aware of entitycoordinates and mapcoordinates being different and to help spot problems early. It also puts the onus of fixing positioning bugs back onto the original coder rather than someone else if they happen to spot it.
* Fix clickable test
* Fix entitysystemextensions
* Automatic changelog update
* Document a few atmos classes.
* Update submodule
We do a little bit of debugging
* Make pulling feel less crap (#4414)
Something something pulling refactor someday
* Automatic changelog update
* Comment joint prediction
* Add CVar for random grid offset, disable it by default.
* Fixes not taking pressure damage in space.
Fixes#4415
* Automatic changelog update
* Adds an alternate jumpsuit for botany (#4419)
* Adds an alternate botanists jumpsuit
* Updated license information
* Automatic changelog update
* Added two new small areas to maintenence (#4359)
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
* Automatic changelog update
* Updated meta.json to standard
* Update meta.json to standard
* a
* Revert "Update meta.json to standard"
This reverts commit 4c6702f17b.
* Revert "Updated meta.json to standard"
This reverts commit 8ea7a3ad1f.
* fix rsi
* proper sprites + visualizes nicely
* Removes broken new-line markers from a few desc.
* Fixes a localization error with solution container descriptions
* construction
* reviews + test
* remove SetLayerVisibility, doesnt work for some reason
* swept moment
* leftover
* Automatic changelog update
* Fix can't return to body bug (#4424)
* Automatic changelog update
* Update submodule
* Fix gas tile overlays on shuttles
* Offset station on roundstart again
* Fix PlaceableSurface incorrect coordinate usage.
It set world position to entity coordinate positions...
* Automatic changelog update
* Fix pickup animation incorrect coordinate usage.
Animation finalPosition was world position, while initialPosition was local position.
* Automatic changelog update
* Pointing coordinate fixes.
* Automatic changelog update
* Further pickup animation improvements.
* Adds Science Windoors (#4433)
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
* Gave CMO a Hardsuit (#4434)
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
* Automatic changelog update
* Fixed station engineer table spawn (#4436)
* Maps in windoors (#4432)
* Automatic changelog update
* Losing a head doesn't mean you lose your eyes #3956#4061 (#4225)
Co-authored-by: Michael Will <will_m@outlook.de>
* Automatic changelog update
* Adds windoors for security and the brig. (#4441)
* Automatic changelog update
* Remaps Chemistry and Security, and some Mapping Fixes (#4442)
* Automatic changelog update
* Made the cloning pod and medical scanner constructible (#4439)
* Made the cloning machine pod constructable
* Added everything like I did but with the Medical Scanner
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
* Automatic changelog update
* Fix fixed-point format specifier in PowerCellComponent
* Update submodule
* Actually update submodule
The last one was a test to check if you were paying attention.
* Update maps for grid collisions (#4450)
* Update submodule
* Fixes the windoor in science. (#4444)
* Automatic changelog update
* Remove IActionBlocker.CanMove (#4449)
* Remove IActionBlocker.CanMove
Ported the remainders over to using MovementAttemptEvent which should also help make mob movement a bit faster.
* Make that check faster
* Added restrictions for what can be inserted into most belts (#4367)
* Belts now restrict what can be inserted into them
* Bandolier now only holds shotgun shells
* Tiny typo
* Another tiny typo
* Automatic changelog update
* Fix indentation
* Fix stuff
* Fix gas canister
* Organize gas canister prototype
* Fix audio occlusion
This was previously being done on every SoundComponent.
* Call SoundSystem instead
* Parents crowbar-red and merges RSIs
* Deletes old crowbar_red.rsi
* Abstracts BasePlushie and ReagentContainerBase
* Adds missing suffixes to debug items and tags them all
* Crematorium now makes a noise on start and during cremation (#4459)
* Automatic changelog update
* Refactor disposals to ECS (#4418)
* ECS up disposals
Also significantly reduced its CPU usage.
* Make update significantly less S L O W
* Start units pressurised
* Client-side flush lerping
* Fix powered not toggling UI
* Fix flush button
* InteractUsing
* Minor optimisations
* Fix collisions
* Make visual state ECS
* Almost done with shared
* Most stuff moved
* Optimise item sleeping
* Automatic changelog update
* Fix door sound dampening (#4453)
* Completely fix NPC pathfinding
Through rigorous investigation and hard work.
* Implement Entity List Display and rework StorageComponent window (#4140)
* Create EntityListDisplay
* Rework ClientStorage window
* Add styling
* Remove unnecessary colors
* Rename list
* Make scrollbar push content
* Change children update a bit
* Add old index
* Localize ClientStorageComponent
* Add size return
* Remove spaces
* Fix usings
* Fix tool sounds.
Fixes#4465
* Automatic changelog update
* Fix missing sounds (#4466)
* Fix missing sounds
* Make SoundHitSpecies fallback to SoundHit
* Fix crayon YAML
* Update PlaySoundBehavior YAML
* Fix required
* Update README.md
* Fix taser physics (#4470)
* Increase MoverController performance (#4448)
Should be a decent amount; rest will come from removing IActionBlocker.
* Remove throwing fixture error
* Update submodule
* Fix sound crash when making foam (#4476)
* Automatic changelog update
* Centers some sprites
* Fix showatmos
* Fix tests.
Flashlight RSI state names had been changed, and some places weren't updated properly
* Remove pillcomponent (#4469)
* Remove PillComponent
* Make food without any solution left delete and create trash
* Replace PillComponent references with a Pill tag
* Clean up
* Add swallow message to food
* Change to eatMessage override
* Change FoodComponent transferAmount to nullable
* Change properties to private
* ItemCabinetVisualizer uses layers (#4445)
* ItemCabinetVisualizer uses layers
* Reviews applied
* Fixes the fireaxe cabinet as well
* I'm dumb
* Fixes bedsheets being unpickupable (#4479)
* Automatic changelog update
* Adds inhands for crayons and the crayon box (#4481)
* Automatic changelog update
* Fixes cigarette animations and matches now have lit/unlit inhand sprites (#4480)
* Automatic changelog update
* Adds plant clippers and changes hydro tool sprites to be more consistent (#4482)
* Adds plant clippers
* Updates sycthe, hoe and spade sprites
* Adds inhands for radio/walkietalkie (#4483)
* Adds inhands for radio/walkietalkie and separates layers
* License thingy
* Fixes test
* Can now equip fireaxe, claymore, spear and baseball back on your back (#4484)
* Can equip spears and claymores on your back now
* Adds fireaxe and baseball bat back equip
* Automatic changelog update
* Makes Match[sticks/box] ECS, Makes Matchsticks ignite plasma
* am big dumdum pls no shed
* Owner Transform to Owner in SoundSystem calls (#4460)
* Owner Transform to Owner
* Owner Transform to Owner minor fixes
* Improve hand pickup code
This way I can break EntityCoordinates' API without breaking content.
BWAHAHAHAHAH!
* Update submodule
* Version v0.5.11 does not exist
* Update submodule
We don't talk about v0.5.12 either.
* Update submodule
For the last time
* Adds duck-related content and a seclite (#4489)
* Added rubber ducky
* Adds ducky slippers
* Adds seclite
* Update Resources/Textures/Objects/Tools/seclite.rsi/meta.json
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Update Resources/Textures/Objects/Fun/ducky.rsi/meta.json
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* The duck slippers now quack as you walk
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Automatic changelog update
* Adds the ability to assign equip sounds in ClothingComponent (#4485)
* Initial
* Works (Kinda)
* Polish
* Reviews
* Removes vending inventory desc and adds missing vending machine descriptions (#4493)
* Removes inventory descriptions
* Adds missing vending machine descriptions using inventory descriptions
* Woops missed a file
* Automatic changelog update
* Adds a ton more inhands (#4488)
* Removed useless loc and added inhands for some lamps
* Adds a ton of inhands to the game
* Actually adds the pill inhand
* Update Resources/Textures/Objects/Misc/utensils.rsi/meta.json
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Update Resources/Textures/Objects/Tools/rcd.rsi/meta.json
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Added open/close/stacklayers for Matchbox and inhands (#4496)
* Added open/close/stacklayers for Matchbox
* Added inhands for matchbox
* What am I a clown not gonna leave no indent spaces
* Adds sound to fire extinguisher safety (#4494)
* Automatic changelog update
* Adds a 6pack of Cola (#4499)
* Adds a 6pack of Cola
* Revert "Adds a 6pack of Cola"
This reverts commit 99f024b94ab3c684ce62e28018bd0fe2f26a2e09.
* Revert "Revert "Adds a 6pack of Cola""
This reverts commit 9e3d31e41c8ea61a962ad7d4d3c0ea7124e82653.
* Automatic changelog update
* Fix H-pulling? (#4425)
In retrospect the answer is easy, but man this took a while.
* Automatic changelog update
* Makes DiceComponent ECS
* Makes PlaceableSurface ECS
* Added classic announcement sound to announcements (#4504)
* Automatic changelog update
* Refactors throw events, makes cream pies ECS (#4500)
* Automatic changelog update
* Port the tumbler from Box2D (#4486)
* Subscribe TransformComponent events by-ref (#4478)
* Add Alt-click functionality (#4497)
* Fix ItemSlot Bug
* Add Alt-use Key
* Fix TransferAmount window bug
* Alt-click functionality
* Added AltInteract verbs
* Add new verbs
* verb icons
* Changed Comments
* Change Comments
* Fix disposal verbs
* Changed Get...() to Get...OrNull()
* Changed alt-interact combat behaviour
* Update verb icons
* Inventory interact event
* Add Alt+E secondary binding
* Add alt-z keybinding
* Rename AltUse -> AltActivateItemInWorld
* Automatic changelog update
* Fixes chocolate/energy bar (#4503)
* Fix merge issues
Co-authored-by: Galactic Chimp <GalacticChimpanzee@gmail.com>
Co-authored-by: Kara Dinyes <lunarautomaton6@gmail.com>
Co-authored-by: SethLafuente <84478872+SethLafuente@users.noreply.github.com>
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
Co-authored-by: Swept <sweptwastaken@protonmail.com>
Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com>
Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Vera Aguilera Puerto <gradientvera@outlook.com>
Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
Co-authored-by: ScalyChimp <72841710+scaly-chimp@users.noreply.github.com>
Co-authored-by: mirrorcult <notzombiedude@gmail.com>
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
Co-authored-by: Jaskanbe <86671825+Jaskanbe@users.noreply.github.com>
Co-authored-by: scrato <Mickaello2003@gmx.de>
Co-authored-by: Michael Will <will_m@outlook.de>
Co-authored-by: TimrodDX <timrod@gmail.com>
Co-authored-by: Leon Friedrich <60421075+leonsfriedrich@users.noreply.github.com>
Co-authored-by: Ygg01 <y.laughing.man.y@gmail.com>
Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
Co-authored-by: ColdAutumnRain <73938872+ColdAutumnRain@users.noreply.github.com>
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Singularity fixes (#4383)
* Singularity fixes
* Fix the rest
* Woops
* ahh
* Nerf singulo for now
* Final touchups for now
* Review
* Automatic changelog update
* Fix PA construction crash, make it clear that PA construction needs LV cables (#4506)
* Automatic changelog update
* Add security barriers (#4458)
* Add sprites
* Lock system now raises lock toggle events
* Add prototype and barrier system
* Toggle lock on click
* Barrier blocks bullets (like a real wall)
* Barrier now destroyable
* Fancy visualzer and lighting. Also unlock by default
* Deleted comma
* Ignored components?
* Update Resources/Prototypes/Entities/Objects/Specific/Security/barrier.yml
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Update Resources/Prototypes/Entities/Objects/Specific/Security/barrier.yml
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Toggle Lock no longer handled
* Made it much easier to move through airlocks
Co-authored-by: Swept <sweptwastaken@protonmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Automatic changelog update
* Updates name of LV cable coil
* Admin ghosts can now interact with stuff (#4178)
* Ghosts now have a bool for interacting with stuff
* Wrong ghost
* Simping for Swept
* Merge cleanup
* IT'S ODNE
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Automatic changelog update
* Added Basic Parts Technology (#4440)
* Added parts Technology
* is something they're something
bad grammar
* Update Parts.yml
* Update technologies.yml
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
Co-authored-by: Swept <sweptwastaken@protonmail.com>
* Add basic meteor swarm (#4420)
* Add basic meteor swarm
* Map fixes
* Dependency cache
* Fix projectile crash
* Last of the reviews
* Automatic changelog update
* Update content for PhysicsMapComponent (#4462)
* Update content for PhysicsMapComponent
* Fix command
* Cache broadphasesystem
* Update submodule
* Update SS14 for grid contraction (#4452)
* Update SS14 for grid contraction
* Remove more dummy chunks
* Update submodule
* ratio's rects
* Add DamageType And DamageGroup Prototypes
* Remove DamageTypePrototype Field "name" as its redundant
* Change I/DamageableComponent to use prototypes
* Update DamageContainer, ReisistanceSet and DamageChangeData
* Change Barotrauma Component to use DamageType from DamageSystem
* Update AsteroidRockComponent
* update some more components
* update some more components
* Fix m o r e c o m p o n e n t s and their damageType
* all thats left is bug/missing node hunting then verification.
* push changes
* update submodule
* Merge fixes
* push DGP for example
* update damagecomponent across shared and server
* fix a few bugs
* Fix Merge issues
* Refactor damageablecomponent update (#4406)
* Fixing merge.
I messed up part of the merge. this should fix it?
* Barotrauma now uses prototypeManager
As System.Runtime.CompilerServices also has a [Dependency], I think I had to use the full path [Robust.Shared.IoC.Dependency]
* FlammableComponent now uses prototypeManager
* SuicideCommands now use prototypeManager
* Changed many files to use prototypeManager to resolve damaege prototypes
Yeah.... prototype references would be very nice. maybe this was all a waste of time.
* Grouping prototypeManager.Index with datafield definitions
This will make it easier to eventually add prototype references
* removed unused variable
* Moved lines around.
Lines now consistent with other TODO PROTOTYPE blocks
* Grouping more prototypeManager.Index with datafield definitions
* Removed unnecessary code
* Added more prototypeManager indexing
These ones weren't pointed out by DrSmug. But I think this is all of them? That or my regex is shit.
* Remove redundant _damage field
* Remove redundant _currentTemperature
* Moved variables down
* Added prototypeManager indexing to TemperatureComponent
* WeaponComponent/System now use ProtptypeManager
And as far as I can tell damageType is required, and therefore should never have been null anyway?
* Make ranged weapon clumsy fire effects datafields
And yes, the order in which the clumsy effects occur is very important.
* Made damage on vital body part loss a datafield
* Renamed several damageGroup variables to group
* Capitalised DamageListToDamageGroup
* Make radiation and explosion damage types datafields
* Renamed _supportedDamageGroupIDs and _supportedDamageTypeIDs
* Fixed mistakes
Frogot to remove prototypeManager index DamageTypeTrigger, and wrong variable visibility in TemperatureComponent
* Added necessary code
Is something tragically wrong?
* MeleeWeapon damageType is not actually required
* Fixing someone else's mistakes
A search comes up with nothing in the yaml files, and its not a required field. So no one uses it? Hopefully?
* Changed and renamed damageTypeToDamageGroup
Previously would incorrectly return the total container damage for each group, not the total in the group
* renaming varitables
* Renamed variable DamageClasses
* Added dictionary converting functions
* Added ID-keyed dictionaries
* Making MedicalScanner use ID dictionaries, instead of prototype dictionaries
Oh oh no. I've been able to avoid UI & networking up until now. I have no Idea what I am doing.
* Fix Medical Scanner
* Summary (required)
The joke here is that this fixes the empty summary.
* Removed DamageableComponent.GetDamageGroup/Type
* Renamed "damage classes" to groups.
* Update ChangeDamage description
* Replaced Heal() with SettAllDamage()
Heal() was just a confusing name,
* More Class -> Group renaming
* Replace Class with Group in yaml files
DamageClassTrigger does not appear in any yaml? only in testing?
DamageTypeTrigger appears only in human.yaml?
HealthChangeMetabolism is Mostly in medicine.yml and one in soad.yaml
Why the hell is Cola metabolizable by plants? Who is pouring cola on their plants!?!?
* Fix _prototypeManager being null errors.
* Changing comments
Where are the prototype references
* MetabolismComponent doesn't give free heals anymore.
* Changes HungerComponent healing.
Previously I think it would actually damage you. Only did this as I though it was causing the fast healing. Turns out that was just BREATHING.
* Generalised a function in DamageableComponent and moved it to DamageGroupPrototype
previously DamageTypesDictToDamageGroupDict was private to DamageableComponent, but was also quite general (nearly a static function). As this sort of function may be needed by other components using DamageGroupPrototypes in the future, I moved it there as a static function instead.
* modified DamageableComponent.ChangeDamage()
ignoreResistances was renamed to ignoreDamageResistances to make it clearer that it had no effect on healing.
Now uses default argument for ignoreDamageResistances, so when healing you are not forced to specify an argument that does nothing.
Also made some general changes to ignoreResistances()
* Changed class->group and added missing damage type functionality to DamageContainerPrototypes
* Added Comments to damage.yml
* Misc Changes to DamageableComponent
* Differentiated between group support and group applicability
So far, every damage type is a member of one, and only one, damage group. So this change has no real effect so far.
* Added proposed alternative to ChangeDamage()
* fixed error in DamageGroupPrototype
* Changes to DamageableComponent
Lots of changes to comments.
Some variables renamed in IDamageableComponent and DamageableComponent (also required renaming in other files)
Some minor logic changes, mostly for incorrect descirptions of boolean return values.
Also further differentiating between ApplicableGroups and SupportedGroups... if that will ever even matter
* Generalised MedicalScannerComponent
If needed, can print miscellaneous damage types now
* Fixed HealthChangeMetabolism bug
* Changing Comments around
* More questions
* Made Barotrauma default to blunt
* Fix RejuvenateTest.cs
* Comments
* Coments and variable names
* fix some master-merge issues
* Removed redundant fields
* Misc changes for readbility of PR diff
* Consistent naming
* Fixed atmos damage bug
* Removed Ranting
* Fixed Hunger after I broke it
* Fixing Bugs
* Removed stupid question
* Removed more stupid questions
* Fix potential null errors.
* Made boolean return values consistent
Also renamed several functions, to make it clear they return a bool. Docs were also updated.
* Removed IoCManager.InjectDependencies()
* Removed unnecessary 'suffocation' prefix
* Fixed Spelling
Also removed accidentally left in logger call
* Fixed Medical Scanner
* Apply suggestions from code review
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
* Changing comments and whitespaces
* Made damage thresholds trigger datafields required
* So many typos
* Changes to DamageableComponents
Changed documentation in IDamageableComponent
Made testing code more readable.
Relabelled groups as 'Applicable' either 'Fully Supported'
* Removed function and degeneralised
* Update DamageableComponent.cs
Removed unused parameters
Fixed Networking
* Added IoCManager.Resolve
* Now using alternative TryChangeDamage()
* Removed function from DamageGroupPrototype
* Removing comments
* Remove bad if statement?
* Fix damageChanged ordering
* Fix hurt server command
* Changed //TODO PROTOTYPE blocks
Now use PrototypeManager differently. Wherever possible, only retrieve the prototype once.
Also added default damage types to some more datafields
* Update Content.Shared/Damage/Container/DamageContainerPrototype.cs
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
* renamed _accumulatedHealth -> _accumulatedDamage and added TODOs
* Another class-> group
* Fix bug in generalisation of damage container prototypes
* Addes Tests to make sure I dont keep adding bugs to my own code.
* Changed Return values when setting
* Removed unused class
* Added more tests, split tests into three files
* Made damage types public and VV read-write-able
* Minor changes to DamageableComponent
Replaced internal use of GetDamagePerType with _damageDict and removed some unnecessary fields
* Fix Suicide, by adding IoC Resolve()
* Fix DamageGroupTrigger bug
* Fix typos in tests
* Change comments./docstrings & spacing
* Merge tests, use test prototypes
Co-authored-by: Leon Friedrich <60421075+leonsfriedrich@users.noreply.github.com>
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
* Bring refactor-damageablecomponent branch up-to-date with master (#4510)
* Revert "#3935 implemented suggestions from PR"
This reverts commit a9b1c7b96333ca570067d6a9df1954481005892a.
* #4219 revert of single sound removal in EmitSoundSystem
* #4219 single sounds in EmitSoundSystem should work now
* #4219 some small project tweaks
* #4219 upgraded EmitSoundSystem to use SoundSpecifier
* replacing sound (collection) names with SoundSpecifier - part 1
* #4219 pr tweaks
* #4219 pr tweak
(cherry picked from commit 00b80cb1df2434259ab5df45188e176be57603af)
* emitsoundsystem tweak
* first windoor commit
* finished yaml
* windoors work #Dab
* sound + locked prototypes
* Inserted SoundSpecifier where appropiate
* added comment
* removed TryGetSound + made some SoundSpecifier datafields required
* changed some prototypes' sound paths
* test fixes
* Made plasma grindable (#4334)
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
Co-authored-by: Swept <sweptwastaken@protonmail.com>
* Automatic changelog update
* Fixes invalid yaml line (#4408)
* Fix potential timer exception
* SetTile during extensions test (#4409)
Mainly so it can actually account for accurate grid bounds when doing the test
Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
* Update submodule
* GasFilter appearance, EnabledAtmosDeviceVisualizer improvements.
* Add Enabled property to SubFloorHideComponent, make it networked. (#4404)
* Refactor IDoorCheck into entity events (#4366)
* IDoorCheck refactored to events
# Conflicts:
# Content.Server/Atmos/TileAtmosphere.cs
# Content.Server/Doors/Components/AirlockComponent.cs
# Content.Server/Doors/Components/FirelockComponent.cs
# Content.Server/Doors/Components/ServerDoorComponent.cs
# Content.Server/Doors/IDoorCheck.cs
* namespaces
* Fix mapinit bug with refreshautoclose
* ok i guess these just didnt feel like staging today
* Automatic changelog update
* AtmosDevices can optionally process in space. (#4405)
Refactors some misc atmos things, too.
* Fix gravity generator yeeting
* Enables nullables for atmos internals
* Meth (#4186)
* adds an overdose metabolism with sensible default settings
* adds the compoenents for the run fast part of meth
* not sure what I changed here but I trust my past self to not fuck up for once
* adds basic meth recipe
* correctly names comething
* I really should've checked my spelling before making this pr
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* adds suggestion from the maintaner, who managed to get to this pr suprisingly fast
* Revert "adds suggestion from the maintaner, who managed to get to this pr suprisingly fast"
This reverts commit 9b0f07402e35ed5890b3af805691b690671b950c.
* tweak
* tweak
* git's gitting on my nerves
* some small tweaks
* don't need these anymore
* makes some stuff required
* changes the meth recipe to arbitary bullshit to get the yaml thingy to leave me alone goddamnit
* extremely minor change
* removes overdose, because however it's gonna be done, it's definitely not my way
* i should really double check every key I press
* hm
* sigh, I should be more thorough with looking at error messages.
* beenus
* gay sex is gay
* this one goes out to bingo
* reviews
* not sure why status lifetime description wasn't being commited
* Update MovespeedModifierMetabolism.cs
Co-authored-by: mirrorcult <notzombiedude@gmail.com>
* adds VV to component variables
* rebalances meth, and makes the completely unrealistic recipe properly work now
* meth effects should go away now or something do you think I test these changes before pushing??
* ah yes, orginization
* adds proper recipe and prequisite chemicals
* fixes linter hopefully
* Update chemicals.yml
* a
* starts working on prediction
* thing
* predmiction??
* changes thing
* does it properly
* uses timespan instead of timer
* uses dif timers and adds a system
* updates robust and tweaks a small thing
* Fixes
* "Fix" prediction
* starts changing the timer to timespans to avoid icky on timer end
* okay fixes the check thing but now meth is broken and I don't know why
* fixes predicition (partially)
* Delete ContentNetIDs.cs
whoops
* some changes advised by sloth
* certified scalycode fix right here
* moves resettimer to the metabolism to make it less oop stinky
* moves resettimer to the metabolism to make it less oop stinky
* gamin
* when the is
* updates mth colour to be accurate because I forgot
* abc hard ok
* everything should be up to date now
* makes MovespeedModifierMetabolism ECS and cleans up some other stuff
* does a fixy wixy
* fix thing
* Revert "Merge branch 'master' of https://github.com/space-wizards/space-station-14 into meth"
This reverts commit 62886561098be02f9adb6352f4e858a8269d5bd5, reversing
changes made to ca34fffb5b7a40f19aec7b9e4bc37bdeab914bc1.
* Revert "Revert "Merge branch 'master' of https://github.com/space-wizards/space-station-14 into meth""
This reverts commit 4f550da19656abfd0be05f818fc6b7100252d5b8.
* fix hopefully
* updates metabolism to works with mirror's fancy new system
* updates yaml + tweaks
* bruh
* yaml moment
* :yaml moment
* Revert " :yaml moment"
This reverts commit 8cb51573c64db76d989de22acdbb9c50b2c6d052.
* 99th commit yay, also I need to not do this
* removes something that I don't need
* makes system work with this and gets rid of unnesescary check
* make the update only work on active components
* oops
* Cleanup
* alphabetise this shit
* Touchup
* Woops stupid alloc by me
* Nerf nyoom for now
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: mirrorcult <notzombiedude@gmail.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Automatic changelog update
* Random offset for DefaultGrid every round (#4411)
* Random offset for DefaultGrid every round
This is useful to make coders aware of entitycoordinates and mapcoordinates being different and to help spot problems early. It also puts the onus of fixing positioning bugs back onto the original coder rather than someone else if they happen to spot it.
* Fix clickable test
* Fix entitysystemextensions
* Automatic changelog update
* Document a few atmos classes.
* Update submodule
We do a little bit of debugging
* Make pulling feel less crap (#4414)
Something something pulling refactor someday
* Automatic changelog update
* Comment joint prediction
* Add CVar for random grid offset, disable it by default.
* Fixes not taking pressure damage in space.
Fixes#4415
* Automatic changelog update
* Adds an alternate jumpsuit for botany (#4419)
* Adds an alternate botanists jumpsuit
* Updated license information
* Automatic changelog update
* Added two new small areas to maintenence (#4359)
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
* Automatic changelog update
* Updated meta.json to standard
* Update meta.json to standard
* a
* Revert "Update meta.json to standard"
This reverts commit 4c6702f17b.
* Revert "Updated meta.json to standard"
This reverts commit 8ea7a3ad1f.
* fix rsi
* proper sprites + visualizes nicely
* Removes broken new-line markers from a few desc.
* Fixes a localization error with solution container descriptions
* construction
* reviews + test
* remove SetLayerVisibility, doesnt work for some reason
* swept moment
* leftover
* Automatic changelog update
* Fix can't return to body bug (#4424)
* Automatic changelog update
* Update submodule
* Fix gas tile overlays on shuttles
* Offset station on roundstart again
* Fix PlaceableSurface incorrect coordinate usage.
It set world position to entity coordinate positions...
* Automatic changelog update
* Fix pickup animation incorrect coordinate usage.
Animation finalPosition was world position, while initialPosition was local position.
* Automatic changelog update
* Pointing coordinate fixes.
* Automatic changelog update
* Further pickup animation improvements.
* Adds Science Windoors (#4433)
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
* Gave CMO a Hardsuit (#4434)
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
* Automatic changelog update
* Fixed station engineer table spawn (#4436)
* Maps in windoors (#4432)
* Automatic changelog update
* Losing a head doesn't mean you lose your eyes #3956#4061 (#4225)
Co-authored-by: Michael Will <will_m@outlook.de>
* Automatic changelog update
* Adds windoors for security and the brig. (#4441)
* Automatic changelog update
* Remaps Chemistry and Security, and some Mapping Fixes (#4442)
* Automatic changelog update
* Made the cloning pod and medical scanner constructible (#4439)
* Made the cloning machine pod constructable
* Added everything like I did but with the Medical Scanner
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
* Automatic changelog update
* Fix fixed-point format specifier in PowerCellComponent
* Update submodule
* Actually update submodule
The last one was a test to check if you were paying attention.
* Update maps for grid collisions (#4450)
* Update submodule
* Fixes the windoor in science. (#4444)
* Automatic changelog update
* Remove IActionBlocker.CanMove (#4449)
* Remove IActionBlocker.CanMove
Ported the remainders over to using MovementAttemptEvent which should also help make mob movement a bit faster.
* Make that check faster
* Added restrictions for what can be inserted into most belts (#4367)
* Belts now restrict what can be inserted into them
* Bandolier now only holds shotgun shells
* Tiny typo
* Another tiny typo
* Automatic changelog update
* Fix indentation
* Fix stuff
* Fix gas canister
* Organize gas canister prototype
* Fix audio occlusion
This was previously being done on every SoundComponent.
* Call SoundSystem instead
* Parents crowbar-red and merges RSIs
* Deletes old crowbar_red.rsi
* Abstracts BasePlushie and ReagentContainerBase
* Adds missing suffixes to debug items and tags them all
* Crematorium now makes a noise on start and during cremation (#4459)
* Automatic changelog update
* Refactor disposals to ECS (#4418)
* ECS up disposals
Also significantly reduced its CPU usage.
* Make update significantly less S L O W
* Start units pressurised
* Client-side flush lerping
* Fix powered not toggling UI
* Fix flush button
* InteractUsing
* Minor optimisations
* Fix collisions
* Make visual state ECS
* Almost done with shared
* Most stuff moved
* Optimise item sleeping
* Automatic changelog update
* Fix door sound dampening (#4453)
* Completely fix NPC pathfinding
Through rigorous investigation and hard work.
* Implement Entity List Display and rework StorageComponent window (#4140)
* Create EntityListDisplay
* Rework ClientStorage window
* Add styling
* Remove unnecessary colors
* Rename list
* Make scrollbar push content
* Change children update a bit
* Add old index
* Localize ClientStorageComponent
* Add size return
* Remove spaces
* Fix usings
* Fix tool sounds.
Fixes#4465
* Automatic changelog update
* Fix missing sounds (#4466)
* Fix missing sounds
* Make SoundHitSpecies fallback to SoundHit
* Fix crayon YAML
* Update PlaySoundBehavior YAML
* Fix required
* Update README.md
* Fix taser physics (#4470)
* Increase MoverController performance (#4448)
Should be a decent amount; rest will come from removing IActionBlocker.
* Remove throwing fixture error
* Update submodule
* Fix sound crash when making foam (#4476)
* Automatic changelog update
* Centers some sprites
* Fix showatmos
* Fix tests.
Flashlight RSI state names had been changed, and some places weren't updated properly
* Remove pillcomponent (#4469)
* Remove PillComponent
* Make food without any solution left delete and create trash
* Replace PillComponent references with a Pill tag
* Clean up
* Add swallow message to food
* Change to eatMessage override
* Change FoodComponent transferAmount to nullable
* Change properties to private
* ItemCabinetVisualizer uses layers (#4445)
* ItemCabinetVisualizer uses layers
* Reviews applied
* Fixes the fireaxe cabinet as well
* I'm dumb
* Fixes bedsheets being unpickupable (#4479)
* Automatic changelog update
* Adds inhands for crayons and the crayon box (#4481)
* Automatic changelog update
* Fixes cigarette animations and matches now have lit/unlit inhand sprites (#4480)
* Automatic changelog update
* Adds plant clippers and changes hydro tool sprites to be more consistent (#4482)
* Adds plant clippers
* Updates sycthe, hoe and spade sprites
* Adds inhands for radio/walkietalkie (#4483)
* Adds inhands for radio/walkietalkie and separates layers
* License thingy
* Fixes test
* Can now equip fireaxe, claymore, spear and baseball back on your back (#4484)
* Can equip spears and claymores on your back now
* Adds fireaxe and baseball bat back equip
* Automatic changelog update
* Makes Match[sticks/box] ECS, Makes Matchsticks ignite plasma
* am big dumdum pls no shed
* Owner Transform to Owner in SoundSystem calls (#4460)
* Owner Transform to Owner
* Owner Transform to Owner minor fixes
* Improve hand pickup code
This way I can break EntityCoordinates' API without breaking content.
BWAHAHAHAHAH!
* Update submodule
* Version v0.5.11 does not exist
* Update submodule
We don't talk about v0.5.12 either.
* Update submodule
For the last time
* Adds duck-related content and a seclite (#4489)
* Added rubber ducky
* Adds ducky slippers
* Adds seclite
* Update Resources/Textures/Objects/Tools/seclite.rsi/meta.json
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Update Resources/Textures/Objects/Fun/ducky.rsi/meta.json
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* The duck slippers now quack as you walk
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Automatic changelog update
* Adds the ability to assign equip sounds in ClothingComponent (#4485)
* Initial
* Works (Kinda)
* Polish
* Reviews
* Removes vending inventory desc and adds missing vending machine descriptions (#4493)
* Removes inventory descriptions
* Adds missing vending machine descriptions using inventory descriptions
* Woops missed a file
* Automatic changelog update
* Adds a ton more inhands (#4488)
* Removed useless loc and added inhands for some lamps
* Adds a ton of inhands to the game
* Actually adds the pill inhand
* Update Resources/Textures/Objects/Misc/utensils.rsi/meta.json
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Update Resources/Textures/Objects/Tools/rcd.rsi/meta.json
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Added open/close/stacklayers for Matchbox and inhands (#4496)
* Added open/close/stacklayers for Matchbox
* Added inhands for matchbox
* What am I a clown not gonna leave no indent spaces
* Adds sound to fire extinguisher safety (#4494)
* Automatic changelog update
* Adds a 6pack of Cola (#4499)
* Adds a 6pack of Cola
* Revert "Adds a 6pack of Cola"
This reverts commit 99f024b94ab3c684ce62e28018bd0fe2f26a2e09.
* Revert "Revert "Adds a 6pack of Cola""
This reverts commit 9e3d31e41c8ea61a962ad7d4d3c0ea7124e82653.
* Automatic changelog update
* Fix H-pulling? (#4425)
In retrospect the answer is easy, but man this took a while.
* Automatic changelog update
* Makes DiceComponent ECS
* Makes PlaceableSurface ECS
* Added classic announcement sound to announcements (#4504)
* Automatic changelog update
* Refactors throw events, makes cream pies ECS (#4500)
* Automatic changelog update
* Port the tumbler from Box2D (#4486)
* Subscribe TransformComponent events by-ref (#4478)
* Add Alt-click functionality (#4497)
* Fix ItemSlot Bug
* Add Alt-use Key
* Fix TransferAmount window bug
* Alt-click functionality
* Added AltInteract verbs
* Add new verbs
* verb icons
* Changed Comments
* Change Comments
* Fix disposal verbs
* Changed Get...() to Get...OrNull()
* Changed alt-interact combat behaviour
* Update verb icons
* Inventory interact event
* Add Alt+E secondary binding
* Add alt-z keybinding
* Rename AltUse -> AltActivateItemInWorld
* Automatic changelog update
* Fixes chocolate/energy bar (#4503)
* Fix merge issues
Co-authored-by: Galactic Chimp <GalacticChimpanzee@gmail.com>
Co-authored-by: Kara Dinyes <lunarautomaton6@gmail.com>
Co-authored-by: SethLafuente <84478872+SethLafuente@users.noreply.github.com>
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
Co-authored-by: Swept <sweptwastaken@protonmail.com>
Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com>
Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Vera Aguilera Puerto <gradientvera@outlook.com>
Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
Co-authored-by: ScalyChimp <72841710+scaly-chimp@users.noreply.github.com>
Co-authored-by: mirrorcult <notzombiedude@gmail.com>
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
Co-authored-by: Jaskanbe <86671825+Jaskanbe@users.noreply.github.com>
Co-authored-by: scrato <Mickaello2003@gmx.de>
Co-authored-by: Michael Will <will_m@outlook.de>
Co-authored-by: TimrodDX <timrod@gmail.com>
Co-authored-by: Leon Friedrich <60421075+leonsfriedrich@users.noreply.github.com>
Co-authored-by: Ygg01 <y.laughing.man.y@gmail.com>
Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
Co-authored-by: ColdAutumnRain <73938872+ColdAutumnRain@users.noreply.github.com>
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
Co-authored-by: Galactic Chimp <GalacticChimpanzee@gmail.com>
Co-authored-by: Kara Dinyes <lunarautomaton6@gmail.com>
Co-authored-by: Leon Friedrich <leonsfriedrich@gmail.com>
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
Co-authored-by: SethLafuente <84478872+SethLafuente@users.noreply.github.com>
Co-authored-by: SETh lafuente <cetaciocascarudo@gmail.com>
Co-authored-by: Swept <sweptwastaken@protonmail.com>
Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com>
Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Vera Aguilera Puerto <gradientvera@outlook.com>
Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
Co-authored-by: ScalyChimp <72841710+scaly-chimp@users.noreply.github.com>
Co-authored-by: mirrorcult <notzombiedude@gmail.com>
Co-authored-by: Jaskanbe <86671825+Jaskanbe@users.noreply.github.com>
Co-authored-by: scrato <Mickaello2003@gmx.de>
Co-authored-by: Michael Will <will_m@outlook.de>
Co-authored-by: TimrodDX <timrod@gmail.com>
Co-authored-by: Leon Friedrich <60421075+leonsfriedrich@users.noreply.github.com>
Co-authored-by: Ygg01 <y.laughing.man.y@gmail.com>
Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
Co-authored-by: ColdAutumnRain <73938872+ColdAutumnRain@users.noreply.github.com>
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
Co-authored-by: 20kdc <asdd2808@gmail.com>
Co-authored-by: Alex Evgrashin <aevgrashin@yandex.ru>