dc64a19475fb7e087ee91c1952ea2b64aee55ae7
25 Commits
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34d4c529fa |
[Upstream] Upstream (#109)
* 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 |
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26d8084d52 |
Fix stun baton EMP state (#24706)
* Fix stun baton EMP state * trydeactivate |
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0ae3858b69 |
Examine prediction (#23565)
* Initial prediction * new group handling * groups for all examines that use multiple rn * compile * why was it doing this?? * handle newlines with sorting properly |
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2166958bd0 |
AutoCompState + ItemToggle fixes (#23422)
* AutoCompState + ItemToggle fixes Fix a lot of the comp states that are never actually networked and also cleaned up ItemToggle events a bunch. ItemToggle will still need some future work for lights and sounds. * Also catch these |
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d23c8d5c19 | Revert 'Revert 'Solution Entities'' (#23168) | ||
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938d6d9945 |
Revert "Solution Entities" (#23160)
Revert "Solution Entities (#21916)"
This reverts commit
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d75e743dd7 |
Solution Entities (#21916)
* Creates Content.Shared.Chemistry.Solutions Copies Solution class to new namespace Obsoletes old Solution class * Switches over to the Solutions.Solution Solution * Creates Content.Shared.Chemistry.Containers Copies relevant components/systems to the new namespace Obsoletes old versions * Switches over to the Containers.XYZ namespace * Creates SolutionSystem and obsoletes old SolutionContainerSystem methods * Start using SolutionSystem for Solution manipulation * EnumerateSolutions * Move TryGetMixableSolution * Move EnsureSolution to Server * Create Solution Entities * Stop using obsolete solution system methods * Fix prototype component tests * Add using ..Audio.Systems; back * Wrap solution container slots in ContainerSlots * Actually add the slot to the solution container map * Dirty SolutionContainerComponent when ensuring solutions * Revert namespace changes * Remerge SolutionSystem and SolutionContainerSystem * SolutionContainerManagerComponent refactor * Avoid wrapping necessary code in DebugTools.Assert as it is removed when compiling for release * Readd examine reagent sorting * Fix errors * Poke tests * Fix solution names not being applied * Fix WoolyComponent including statement * Fix merge skew * Fix compile errors * Make reactions use solntities * Reindent solution class namespace * Field attribute changes * AutoGenerateComponentState for SolutionContainerComponent * SolutionContainerComponent -> ContainedSolutionComponent * ref ReactionAttemptEvent * Denetwork preinit solutions * Misc 1 * Nullable TryGetSolution out vars * Cache associated solutions * Fix merge skew * Use explicit regions in SharedSolutionContainerSystem.Capabilities * Add debug assert * Use explicit regions in SharedSolutionContainerSystem.Relay + ref SolutionContainerChangedEvent * ContainedSolutionComponent.Name -> ContainedSolutionComponent.ContainerName * SolutionComponent doc comments * Implicit DataField names and property purge * ReagentEffect DataField names * Local variables for readability * Sort using statements + Entity<T> event handlers * Fix compile erros * Fix compile errors --------- Co-authored-by: ElectroJr <leonsfriedrich@gmail.com> |
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a3fbab84e6 |
ItemToggle system expansion (#22369)
* Fixed EnergySword and variants having incorrect sound on attacking when in their Off state. * Removed the unused ItemToggle from the serverside and created a new shared ItemToggleComponent and System, now used for the e-blade family of items. Also added e-blade hum and swing sounds. Thanks Sloth for the initial code! * Changing Stunbaton system to include the itemToggle system. * Adapted changes that have come up in the meantime. * Changed damagespecifier to be serializable and autoNetworked in melee weapon components. Fixes a bug that makes it so client-side, damage values are not updated on toggle. * Made the ItemToggleSystem have both a shared and a server component. Ported the Stun Baton and Stun Prod to the new toggleable system. Added a failure to activate noise component. * Ported the welders to the new item toggle system. Set it so deactivated damage and item size default to the item's regular options. * Removed unnecessary usings. * Small modification to the stun prod. * Made the integration test use the new method to turn the welders on. * Fixed a few testing issues, applied a few changes requested by Delta. * Updated Stunbaton code for consistentcy when it comes to calling the itemToggle component. * Removed a redundant return; as per Delta. Made examining the stun baton for charge rely on the battery component instead. * Removed the welder visualizer system, now using the generic one. Removed some unused usings. Removed the welder visuals and layers. Ported lighters to the new system. Added zippi (sic) lighters. * Renamed variables used to make them less generic. * Simplified the light update code. * Fixed the unit test to use the itemToggle system for welders now. * Made the name shorter. I can't tell if the welding damage when interacted with actually does anything though. I can't figure out how to trigger it. * Fixed some YML issues. * Added a client side item toggle system just to make the shared code run on local UID's too. * Fixed some more Yaml. * Made the Zippi lighter have its own parent item, so it doesnt' conflict with the random pattern on the regular lighter. * Made the zippi lighter its own in-hand sprites. * Added a summary for the activated property in itemtoggle component. * Fixed a typo in the itemToggle Component. * Fixed a typo. * Added to the remarks for the ItemToggleComponent. * Fixed up the lighter yaml to make it use a generic term instead of a toggle layer enum for the random skin. * Fixed a bug I introduced accidentally with the humming sound. * Removed 2 unnecessary events from the ItemToggleSystem and component. * Fixed a bug by only making the server run the item activation code, since the client cannot predict whether or not the activation will be cancelled. * Cleaned up some names and functions getting called. * Renamed a couple of variables and removed the explicit datafields from the component. Removed "activated: false" from yml since they're already deactivated by default. * Added an IsActivated function, used it in the welder and stun baton systems code. Refactored welder code to remove the WelderToggle event, now using the ItemToggleActivatedEvent instead for eye protection check. * Fixed a typo. Added some comments. * Split the ItemToggle into smaller components. Changed the items that used the toggle system to work with the smaller components. Made the mirror shield reflect energy shots with a 95% chance. * Fixed the namespaces for the server components and whatnot. * Fixed a doubled deactivation sound from using activated wieldable items (like the double Esword). Fixed wrong yml with the e-dagger. Fixed the disarm malus code. * Added the zippo lighter to the detective's trench coat. * Removed the default hit sound for the double e-sword since it was unnecessary. * Changed e-sword damage numbers to be in line with the changes made by Emisse. * Made no damage sounds be autoNetworked, so it changes can be changed on activation/deactivation of items. Made Welders and Eswords sound like themselves but quieter if they hit for 0 damage, instead of taps. You can choose what sound to play when a weapon does 0 damage when activated now. Fixed a bug with swing sounds. * Typo. * Fixed a bug where the welder would blind you if you used it while it was off. * Created a single abstract method called when an item has completed its toggle. * Update Content.Server/Eye/Blinding/EyeProtection/EyeProtectionSystem.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Fixed a comment. * Made most component variables readOnly for ItemToggle. There is no need to be able to change them from within the variable viewer. * Removed trailing white spaces. * Made the Use a field instead of a property in the itemToggleActivation/Deactivation attempt events. * Small fixes. * Removed ForceToggle, just use the toggle method instead. * Fixed a bug with item sharpness staying even after getting deactivated, if the item gained sharpness that way (esword). * Used ProtoId in the welder component. * Made damage NetSerializable as well. * Added networking and data fields to a couple of components. * Made component variables autonetworked. Added some comments. * Moved the events that modify item components on toggle to events, handled (where possible) in the systems linked to said components. * Made all the component variables readWrite again. * Added the component get to the WelderStatus. * Added a predictable bool to the item toggle component. * Replaced the Activated/Deactivated events with ToggleDone, with an Activated argument. Used that to simplify some systems. * Added a reflect update raise event. * Removed the Zippo changes. To add in a later PR. * Removed the zippo from meta.json too. * Small fix. * Another small fix. * Fixed the wieldable system thing in ItemToggle. --------- Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> |
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269c93245d |
Unrevert audio (#21330)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> |
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5b8f3c48c4 | Revert "Update submodule to 175.0.0 (#21318)" (#21319) | ||
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9b1b3e03ed | Content audio (#20862) | ||
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77964d4a6b |
Kill SharedEntityExtensions and all popup extensions (#20909)
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> |
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0775ab6a14 | Moves SolutionContainerManagerComponent to Shared. (#20944) | ||
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375f487d94 | Fix stun baton throwing and visual effect (#18777) | ||
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9d844520be |
Implement RiggableSystem, stunbatons injectable (#17288)
Co-authored-by: keronshb <54602815+keronshb@users.noreply.github.com> |
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dd044f4a91 |
Make melee damage not go through MeleeHitEvent.cs (#16881)
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> |
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5a5a3afbb1 | Remove some obsolete AppearanceComponent method usages (#13726) | ||
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fb3f6fa80f |
Predicted stamina (#12413)
* Predicted stamina Needed to do some semblence of predicted melee. * Okay now done. * Pause support * Comment |
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e3579c99f5 |
combined MeleeHitEvent and ItemMeleeDamageEvent (#11628)
Co-authored-by: CommieFlowers <rasmus.cedergren@hotmail.com> |
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f51248ecaa |
Melee refactor (#10897)
Co-authored-by: metalgearsloth <metalgearsloth@gmail.com> |
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4b23521af5 |
Melee special examine (#11168)
Co-authored-by: CommieFlowers <rasmus.cedergren@hotmail.com> |
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258ec0cac1 | Clothing/item ECS & cleanup (#9706) | ||
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16a08a60d0 | Magboot & Stun visualizers (#9961) | ||
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d5628fd004 | Fix stunbaton stun sounds (#9511) | ||
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40eecdd78a | Stamina damage (#9230) |