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Various Minor Fixes from WizDen / merges up to 20th march #24
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Various Minor Fixes from WizDen / merges up to 20th march #24
DangerRevolution
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* Fix tranq rounds injecting when reflected * Cleanup using directives * Remove FixtureId from component
Co-authored-by: deltanedas <@deltanedas:kde.org>
pro Co-authored-by: deltanedas <@deltanedas:kde.org>
…26161) Don't do Trim 2 times
added target!=user check
* created and added CarpetSBlue tag * reverting unnecessary de-indentation * Update carpets.yml
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Mar 20, 2024
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[Port] Various minor Wizden fixes & optimisations
Various Minor Fixes from WizDen
Mar 20, 2024
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Mar 20, 2024
* Round start Ion storms * five * Update Resources/Prototypes/GameRules/events.yml --------- Co-authored-by: Plykiya <[email protected]> Co-authored-by: metalgearsloth <[email protected]>
* Fixes target hand check when no hands were needed. * Adds missing CanStripX checks. * Whitespace. * Fixed bad math causing instant strips.
Fix anomaly decay logs (#26122)
Fix anomaly decay logs (#26122)
* inital * Update animals.yml
…ps (#26193) Co-authored-by: Jeff <[email protected]>
* rework * update logic
* Kill the static InRangeUnOccluded * Adjusted 4 more EntitySystems that were missed.
Use Log with generated sawmill name rather than explicitly named one for all non rule-based Content EntitySystems.
The math for our pressure damage (barotrauma) system is directly taken from TG. The constants are the same and the math is almost the same. However there are two errors. 1. Pressure damage started being applied within the WARNING bounds, rather than the HAZARD bounds. This means you started taking low pressure damage at 50 kPa instead of the intended 20 kPa, and also the HUD icon didn't show "danger" like it should even if you were already taking damage. 2. The calculations for high pressure damage were wrong. These are supposed to be linearly scaled, but the function was wrong so the scaling didn't actually work properly (especially when considering the fixed bounds above). This appears to be the case because the function was taken from an incorrect comment in the original source, rather than the real math. Both of these issues are now fixed to match the TG behavior. Note that this somewhat nerfs pressure damage in non-extreme circumstances. e.g. a room at 40 kPa now gives NO pressure damage, whereas previously it would do full space damage. The description of the pressure alerts is wrong for "low" severity, but I can't be arsed to fix that right now. Alerts don't have a way to change the description depending on severity...
If a room's pressure drops it can become unbreathable long before people start taking pressure damage, and so also long before the air alarm starts reporting a danger state. I've increased the values so that the air alarm should show danger if the pressure becomes so low as to be unbreathable.
RSI Diff Bot; head commit 818e8d1 merging into f82ad18 Resources/Textures/Fluids/puddle.rsi
Resources/Textures/Interface/Misc/health_icons.rsi
Resources/Textures/Objects/Fun/spraycans.rsi
|
Removes else that accidentally enables refunds
* Fix build - Fixes a couple paint things that were broken. * wat
* throw miss * event * whoops Co-authored-by: metalgearsloth <[email protected]> * fix popup duplication * Separate cancellable event * no popup, no problem * remove leftover stuff --------- Co-authored-by: metalgearsloth <[email protected]>
Update animals.yml
* ok * Update welders.yml
Wire layouts manually navigate the inheritance hierarchy, but the data fields on the prototypes were also automatically inherited already. This meant that inheriting a wire layout prototype and changing nothing would cause the wires to be duplicated unless they were manually modified on top. Fix is easy: just disable inheritance on the data fields. Also, integration test for it.
* add per-department wire layouts * fix science/research inconsistency * fix wireLayout inheritance * science is no longer security * Security doors back to normal wire count * implement proper wire inheritance * revert WiresSystem.cs fix
* Pizza is not a fruit * Also the slice * Let the lizards still eat pizza
DangerRevolution
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Various Minor Fixes from WizDen
Various Minor Fixes from WizDen / merges up to 20th march
Mar 21, 2024
Engine is fucked somehow, I thought I updated it but not really sure ig |
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Gonna set this to draft because I've fucked around and found out, hopefully someone somewhere fixes this into working. I am kinda out of my depth. I should be doing work anyways. |
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Fix missing Psionic FTL
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Description
Look through the commits, the names are self-explanatory and shouldn't be controversial hence they're in one lump PR.
Skipped
March 16th - end of March 20th
skipped engine update
skipped detective stamp
skipped explosion-proof backpack in the uplink
skipped less fish in maints
skipped store refunds
skipped anomaly decay logs
skipped new wooden furniture
skipped syndicate monkey TC lowering --> I want to fuck with TC costs personally
skipped loneops TC 40-->60
skipped loneops minplayers --> 20
skipped Code cleanup: Dirty(Comp) (#26238)