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Catch-Up Cherry Pick 1 #540
Catch-Up Cherry Pick 1 #540
Commits on Jul 12, 2024
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Fix GhostRoleComponent performing randomization on ComponentInit (#26…
…466) * Fix ghostrole ComponentInit * A * a
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Removed Box of Hugs and Donk Pockets from Bounties (#26481)
As far as I know, the Box of Hugs only spawns on the clown and is used in the construction of a honkbot such that if the clown decided earlier to craft a honkbot or if the low price of some 3000 spesos is insufficient this bounty is impossible. Similarly, Donk Pockets are not a renewable resource and it has happened that a station has eaten too many for the bounty to be completed only to get it in rotation and esssentially lose a bounty slot forever. I would like it if each bounty was at least theoretically possible on any station it's likely to occur in, and there are too many where there aren't enough of these obtainable to complete the bounty, which is no fun.
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Artifact node IDs are now only 3 digits long (#26482)
* 2-digit nodes * 3-digits instead * Fix exclusive bounds
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Add stacktrace to action error logs (#26486)
Add trace to action error logs
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Late Join Menu Properly Retains Position On New Player Joins (#26483)
* When another player late joins it will correctly update the UI locally * Resolve passengers not displaying the correct message in late join * Improve final boolean comparison of button disabled state to be a bit neater
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Remove atmos method events (#26402)
* Remove HasAtmosphereMethodEvent * Remove GetTileMixturesMethodEvent * Remove GetTileMixtureMethodEvent * Remove GetAdjacentTilesMethodEvent * Add TileMixtureEnumerator * Remove GetAdjacentTileMixturesMethodEvent * Remove IsTileSpaceMethodEvent * Remove HotspotExposeMethodEvent * Remove pipe net method events * Remove device method events * Use Entity<T> * Misc fixes * A * Theres probably a few more of these * Fix other resolve errors
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Misc ItemToggleSystem changes (#26489)
* Minor ItemToggleSystem tweaks * Update visuals on startup * Remove SetIgnited * Misc toggle fixes * Update ItemToggleHotComponent.cs
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Allow cargo bounties to be sold off-station (#26469)
* Ported over code for delta-v to fix bounties * Added requested changes * Removed the station arg from "IsBountyComplete". It is unneeded and all calls just use a null value for it anyways
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Remove broadcast cooldown (#26492)
* Removed inconsistent broadcast cooldown whenever the "Announce" button is pressed on the communications terminal. * Revert "Removed inconsistent broadcast cooldown whenever the "Announce" button is pressed on the communications terminal." This reverts commit c730d6499b6908f6ae7c52e21d5338fa3b7eb80e. * Reapply "Removed inconsistent broadcast cooldown whenever the "Announce" button is pressed on the communications terminal." This reverts commit 3c2d66af865a11ca55eb0e98db58a955c0d70c00. * -Removed cooldown entirely
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Add DoorBumpOpener to space dragon (#26490)
Add DoorBumpOpener to space dragon.yml
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Use nav beacon locations for announcements (#26437)
* use nav beacon locations for announcements * :thumbs_up:
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Arcade machine improvements (#24200)
* Give 'em something to talk about * Wire panel visuals * Wire graphics tweak * More ads and thanks * More ads for a noisy arcade * New screen for space villain machines * Implement EmitSoundIntervalComponent and a bunch of arcade noises * Require power for sounds * Allow earlier startup intervals * Orange glow * Audio attributions * Include the PR link * Replace EmitSoundInterval with expanded SpamEmitSound * Remove pacman-themed arcade sounds * Documentation good. * Updated methods to use Entity<T> * Refactored SpamEmitSound to get rid of accumulator and chance. * Fixed prewarm logic * Moved stuff to Shared * Fix outdated YAML * Better prediction, auto pause handling * Make enable/disable reset the timer instead of trying to save it.
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biggest gridinv update OF ALL TIME (#25834)
* add SaveItemLocation keybind * make item direction public to avoid having to change between Angle for no reason * add item location saving * show * Added a better save keybind, made it draw saved positions, and trying to save in a position it has already been saved in removes that position. * w * code style * Make taken spots appear blue * style * ! --------- Co-authored-by: deltanedas <@deltanedas:kde.org> Co-authored-by: notquitehadouken <[email protected]> Co-authored-by: I.K <[email protected]>
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dynamic alert sprites (#25452)
* dynamic alert sprite * fix fat cooldowns
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voicemask can select speech verb (#25768)
* add Name field to SpeechVerbPrototype * extra locale for voice mask ui * SpeechVerb ui and handling * raaaaaaaaa * reeeeeeeeal Co-authored-by: Tayrtahn <[email protected]> * fix sort * did you hear john syndicate died of ligma * Update Content.Client/VoiceMask/VoiceMaskNameChangeWindow.xaml --------- Co-authored-by: deltanedas <@deltanedas:kde.org> Co-authored-by: Tayrtahn <[email protected]> Co-authored-by: metalgearsloth <[email protected]>
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Separate "thank you" messages from general ads (#25867)
* Separated "thank you" messages from general ads * Moved MessagePackPrototype to shared, cleaned up AdvertiseComponent, and actually killed AdvertisementsPackPrototype. +More suggests changes. * Rename PackPrototypeID to Pack in both components.
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* Fix master * this * messages * Fix missing verb name parrot * Fix messagePack for blockgame and spacevillain --------- Co-authored-by: ShadowCommander <[email protected]>
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Fix Incorrect stealth messages appearing on readmin. (#26511)
Fix major skill issue/Incorrect stealth messages appearing on readmin.
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Go back to constant electrocution damage based on voltage (#26455)
Makes electrocution damage based on the voltage of the wire and bring down the damage to a sane level. It's no longer primarily based on the power being received. LV Cable -> 10 damage MV Cable -> 20 damage HV Cable -> 30 damage Having a primarily power-based damage system causes there to be massive fluctuations in damage based on things outside of a regular player's control, like the station power output. This removes a lot of player agency and turns grilles into a risky gamble where they can either do no damage or instantly fry the player due to simply being hooked up to the engine. While this may be a more accurate simulation in some regards, the reality of the gameplay is that it's often just frustrating, resulting in constant death traps as players brushing against electrified grilles and punching wires take absurd amounts of damage. By making them flat rates, it's possible to actually balance the damage output.
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* UpdateUshankaPrototype * UpdateUshankaPrototype
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[BugFix] Persist Job Restrictions When New User Late Joins (#26498)
* make sure to keep late join button disabled if requirements not met * more succinct representation of condition
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Send what seleted for secret to admin chat (#26500)
* Send what seleted for secret to admin chat * add line * Add localization support
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Chemically-created Crystal Shards (#26269)
Added chemical reaction for making crystal shards
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Add auto modes to reagent grinder (#26290)
* Add auto-mode to reagent grinder * Remove redundant stuff with DataField * Use margin instead of dummy control * Resolve grinder component
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Change Polymorph Actions to use Polymorph Proto Id (#26419)
* polymorph changes Adds poly proto ids to polymorph action event and checks for proto id when performing * nullable proto id * Replaces instances of Polymorph prototype with a proto id and tryindex * birdup --------- Co-authored-by: metalgearsloth <[email protected]>
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Increases minimum player requirement for nuclear operatives. (#26474)
As the title says.
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Add prediction to Spill Container verb, add dummy TrySpill methods to…
… shared (#25813) * Moved abstract spill methods to shared; added prediction to spill container verb. * Rerun tests * Requested changes * Note Client behavior in Spill method docs
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combine same-tile explosions in the same tick (#25664)
* combine same-tile explosions in the same tick * ! --------- Co-authored-by: deltanedas <@deltanedas:kde.org>
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Fix empty atmos deserialization (#26540)
Fix atmos deserialization
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Increase Ion Storm Weights (#26539)
This increases the probability for the following effects caused by Ion Storms: Chance to affect a Station Borg: 50% -> 80% Chance to replace a Law: 10% -> 20% Chance to remove a Law: 10% -> 20% Chance to shuffle Laws: 10% -> 20%
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Refactor FTL time tracking code to fix a UI bug (#26538)
The FTL UI on the shuttle console would reset the FTL progress bar every time you open it. This is because the server only sends "time until completion", not a start/end time. The FTL code now uses a separate start/end time so the exact same progress bar can be preserved. For convenience, I made a StartEndTime record struct that stores the actual tuple. This is now used by the code and has some helpers.
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Revert "Fix scram implant's teleportation out of containers" (#25030)
* Revert "Fix scram implant's teleportation out of containers (#24827)" This reverts commit d4434db. * Remove EntityQuery<T> pass-ins
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Split GasTileOverlaySystem update over two ticks (#26542)
Split GasTileOverlaySystem update over ticks
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Industrial Reagent Grinder (#25020)
* all work done * adress whitespace * millions must factorio * conflict fix * i forgot
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* Update base_clothingouter.yml * Update coats.yml * Change Flipped to Opened * labcoat * coat * Update meta.json * Update meta.json * Update meta.json * Update meta.json * Update meta.json * Update meta.json * Update meta.json * cmo * gene * rd * robo * sci * viro * Locale zip-unzip * Missing meta * Fix wrong sprites
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Fix itemslots swapping (#25634)
Fix itemslots prediction
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Stop items that are being pulled from spinning (#26504)
* Fixed pulled items spinning when moved * edited out others issues * more reverts * requested fix * Removed "Optional:"
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Hyposprays Draw from Jugs (#25544)
* Hyposprays Draw from Jugs * Fix last onlyMobs usage in yml * Some Suggested Changes * Remove unnecessary datafield name declarations * Remove unnecessary dirtying of component * Same line parentheses * Added client-side HypospraySystem * Cache UI values and only updates if values change * empty line * Update label * Label change * Reimplement ReactionMixerSystem * Remove DataField from Hypospray Toggle Mode * Change ToggleMode from enum to Bool OnlyAffectsMobs * Add DataField required back since it's required for replays...? * update EligibleEntity and uses of it * Add user argument back * Adds newline Co-authored-by: metalgearsloth <[email protected]> * Guard for dirty entity * Adds summary tag --------- Co-authored-by: Plykiya <[email protected]> Co-authored-by: metalgearsloth <[email protected]>
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Rebalance amatoxin so it is a slower killer (#25830)
* Balancing? Balancing!!! * Additional changes
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Atmos device performance improvements (#26493)
* Atmos device performance improvements * AtmosDirection perf improvements * Fix errors * Add GasTileOverlayComponent arguments * Make excite no longer invalidate a tile
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Adjust syndicate hardbomb damage (#26548)
hardbomb tweaks
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up stimulants (no sleep) (#25886)
* up stimulants (no sleep) * Update SharedSleepingSystem.cs
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Fix GasMixers/Filters not working (#26568)
* Fix GasMixers/Filters not working * OKAY GAS FILTERS TOO --------- Co-authored-by: Plykiya <[email protected]>
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Give stores the ability to check for owner only (#26573)
adds a check if the store belongs to the user
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Fix round start crash (causing instant restart) (#26579)
* Fix round start crash * Make `TryCreateObjective` more error tolerant
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Make timer ignore client predict setting (#26554)
* Make timer ignore client predict setting * making tests run --------- Co-authored-by: wrexbe <[email protected]>
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Make advertise system survive no map inits (#26553)
* Make advertise system survive no map inits * Add comment to try prevent future bugs
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* removes scaf armor * replace maint loot spawner spot with basic helmet
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Make aghost command work on other players using optional argument (#2…
…6546) * Translations * Make aghost command work on other players using optional argument * Reviews
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Add new component to Make sound on interact (#26523)
* Adds new Component: EmitSoundOnInteractUsing * Missed an import * File-scoping * Replace ID check with Prototype check * Moved component and system to shared. Set prediction to true. * Removed impoper imports and changed namespace of component to reflect changed folder. * Following function naming theme * All this code is basically deltanedas's, but it was a learning experience for me * Update Content.Shared/Sound/Components/EmitSoundOnInteractUsingComponent.cs * Update Content.Shared/Sound/Components/EmitSoundOnInteractUsingComponent.cs --------- Co-authored-by: metalgearsloth <[email protected]>
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Increase syndi duffelbag storage (#26565)
* Increase syndi duffelbag storage * weh
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Adds construction/decon graphs for plastic flaps (#26341)
* Adds construction/decon graphs for plastic flaps * Dang arbitrage * undo conflict --------- Co-authored-by: Velcroboy <[email protected]>
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Toilet Upgrade (needs review) (#22133)
* Toilet Draft * fixes * toilets now have secret stash to place items in cistern. * fixes * plungers now unblock toilets. * fix sprite * new sprites and fix * fixes * improve seat sprites. * fix * removed visualisersystem changed to genericvisualizers * flush sound for toilets and copyright for toilet sprites. * fix atrributions * fixes * fix datafield flushtime * sprite improvements * fixes * multiple changes * fix * fix * fixes remove vv * moved stash related functions to secret stash system from toilet. * fix * fix * changes for recent review. * fix * fix
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Uplink store interface searchable with a searchbar. (#24287)
* Can now search the uplink store interface with a searchbar. * Search text updates no longer send server messages. Persists listings locally. * Formatting fixes and tidying. * Added helper method to get localised name and description (or otherwise, entity name and description) of store listing items. * Update Content.Client/Store/Ui/StoreMenu.xaml * Review change; moved localisation helper functions to their own class. * Prevent thread-unsafe behaviour as-per review. * Remove dummy boxcontainer --------- Co-authored-by: metalgearsloth <[email protected]> Co-authored-by: metalgearsloth <[email protected]>
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* Initial radial menu prototyping for the RCD * Radial UI buttons can send messages to the server * Beginning to update RCDSystem * RCD building system in progress * Further updates * Added extra effects, RCDSystem now reads RCD prototype data * Replacing tiles is instant, multiple constructions are allowed, deconstruction is broken * Added extra functionality to RadialContainers plus documentation * Fixed localization of RCD UI strings * Menu opens near cursor, added basic RCD * Avoiding merge conflict * Implemented atomized construction / deconstruction rules * Increased RCD ammo base charges * Moved input context definition to content * Removed obsoleted code * Updates to system * Switch machine and computer frames for electrical cabling * Added construction ghosts * Fixed issue with keybind detection code * Fixed RCD construction ghost mispredications * Code clean up * Updated deconstruction effects * RCDs effects don't rotate * Code clean up * Balancing for ammo counts * Code clean up * Added missing localized strings * More clean up * Made directional window handling more robust * Added documentation to radial menus and made them no longer dependent on Content * Made radial containers more robust * Further robustness to the radial menu * The RCD submenu buttons are only shown when the destination layer has at least one children * Expanded upon deconstructing plus construction balance * Fixed line endings * Updated list of RCD deconstructable entities. Now needs a component to deconstruct instead of a tag * Bug fixes * Revert unnecessary change * Updated RCD strings * Fixed bug * More fixes * Deconstructed tiles/subflooring convert to lattice instead * Fixed failed tests (Linux doesn't like invalid spritespecifer paths) * Fixing merge conflict * Updated airlock assembly * Fixing merge conflict * Fixing merge conflict * More fixing... * Removed erroneous project file change * Fixed string handling issue * Trying to fix merge conflict * Still fixing merge conflicts * Balancing * Hidden RCD construction ghosts when in 'build' mode * Fixing merge conflict * Implemented requested changes (Part 1) * Added more requested changes * Fix for failed test. Removed sussy null suppression * Made requested changes - custom construction ghost system was replaced * Fixing merge conflict * Fixed merge conflict * Fixed bug in RCD construction ghost validation * Fixing merge conflict * Merge conflict fixed * Made required update * Removed lingering RCD deconstruct tag * Fixing merge conflict * Merge conflict fixed * Made requested changes * Bug fixes and balancing * Made string names more consistent * Can no longer stack catwalks
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* created the AccentComponent and the AccentSystem * word replacement schtuhff * made it a trait fr ongg!!1 * Update Content.Server/Speech/EntitySystems/SouthernAccentSystem.cs --------- Co-authored-by: metalgearsloth <[email protected]>
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Prevent storing liquids in equipped buckets (#24412)
* Block access to solutions in equipped spillables. * Stop Drink verb appearing if the solution can't be accessed.
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Fix 'Hypopen shouldn't display solution examine text' (#26453)
* stealthy hypo * ExaminableSolution hand check when in covert implement. ExaminableSolution now has 'hidden' datafield to enable chemical inspection only in hand. * cleaning code * more cleaning * Hidden datafield renamed to HeldOnly * review --------- Co-authored-by: metalgearsloth <[email protected]>
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Fix: Prevent single-use hyposprays from getting the toggle draw verb …
…(#26595) Prevent single-use hyposprays from getting the toggle draw verb Co-authored-by: Plykiya <[email protected]>
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* Began work to unscrew melee noises * finished * cleanup * cleanup * Update Content.Server/Weapons/Melee/MeleeWeaponSystem.cs Co-authored-by: Ed <[email protected]> * _Style * Fix merge --------- Co-authored-by: Ed <[email protected]> Co-authored-by: metalgearsloth <[email protected]>
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Remove physics comp from VendingMachineWallmount (#25632)
* Remove physics comp from VendingMachineWallmount * Fixtures removal --------- Co-authored-by: Jeff <[email protected]> Co-authored-by: metalgearsloth <[email protected]>
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* Add more lily usage (orange hairflower and flowercrown) * comit 2 * ee * more fixes * w * im stupid * bring poppy in authodrobe * weh --------- Co-authored-by: metalgearsloth <[email protected]>
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Injector UI shows TransferAmount change, Spilling liquid changes Inje…
…ctor mode (#26596) * Injector UI shows TransferAmount change, spill changes mode * Update Content.Shared/Fluids/SharedPuddleSystem.Spillable.cs * Update Content.Shared/Fluids/SharedPuddleSystem.Spillable.cs --------- Co-authored-by: Plykiya <[email protected]> Co-authored-by: metalgearsloth <[email protected]>
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disallow unanchoring or opening panels on locked emitters/APEs (#26600)
* disallow unanchoring or opening panels on locked emitters/APEs * no locking open panels * oops * needback feedback * Update Content.Shared/Lock/LockSystem.cs * Update Content.Shared/Lock/LockSystem.cs * Update Content.Shared/Lock/LockSystem.cs * sanity --------- Co-authored-by: metalgearsloth <[email protected]> Co-authored-by: metalgearsloth <[email protected]>
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Fix grave digging sound indefinitely playing if dug by aghost. (#26420)
Admins bypass doafters. As such, the code that runs on doafter completion is ran before the sound is actually created. This then leads to the sound never being stopped, and as such it would infinitely play. This commit gets around the issue by manually stopping the sound should the doafter fail to start. If we could be sure that the doafter would never fail, then we could just move the call to StartDigging above starting the doafter but this is currently not possible. Co-authored-by: metalgearsloth <[email protected]>
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Make the buttons on the map ui not squished (#26604)
Make the map ui work Co-authored-by: wrexbe <[email protected]>
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Combine flower crown and wreath (#26605)
* Combine flower crown and wreath * huh * huuh
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Add AP damage to throwing knives (#26380)
* add * ap * no more stam dmg
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cancelable brig timers (#26557)
brig timers now cancelable. also some screensystem yakshave
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Fix orientation of roller skate sprites (#26627)
Co-authored-by: Eoin Mcloughlin <[email protected]>
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Fix GastTileOverlay sending redundant data (#26623)
Fix GastTileOverlay not updating properly
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Co-authored-by: wrexbe <[email protected]>
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Add briefcase to curadrobe and lawdrobe, and some briefcases cleanup …
…(#26527) * Add briefcase to curadrobe and some briefcases cleanup * also add to lawdrobe
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Fix some text overflow bugs in HUD (#26615)
* Don't clip text in item status * Fix overflow in examine tooltip --------- Co-authored-by: Eoin Mcloughlin <[email protected]>
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Fix radio jammer not blocking suit sensors. (#26632)
As it turns out, they are not in fact on their own netid. They are actually just on wireless. The way I had tested my previous pr led to this mistake being made. I originally had the radio jammer block wireless as well, but decided to take out under the flase assumption that it suit sensors were actually on their own netid and did not require the ability to block all wireless packets at the last moment.
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Replace drill_hit.ogg and drill_use.ogg with better sounds (#26622)
* Replace drill_hit.ogg and drill_use.ogg with better sounds * Fix attribution source for drill_hit.ogg * Update Resources/Audio/Items/attributions.yml Co-authored-by: Kara <[email protected]> * Update Resources/Audio/Items/attributions.yml Co-authored-by: Kara <[email protected]> --------- Co-authored-by: metalgearsloth <[email protected]> Co-authored-by: Kara <[email protected]>
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Gave Blast door access permissions (#26606)
Added access reader to all blast doors. Added pre configured blast doors for engineering and science.
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Gives all wheeled objects low friction (#26601)
* gives all wheeled objects friction * adjustments to sum stuff
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Combine solution injection systems; Fix embeddable injectors (#26268)
* Combine injection systems * Update Content.Server/Chemistry/EntitySystems/SolutionInjectOnEventSystem.cs --------- Co-authored-by: metalgearsloth <[email protected]>
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Change assault borg modules texture (#26502)
* Update borg_modules.yml * Fix borg_modules.yml? * Uh --------- Co-authored-by: metalgearsloth <[email protected]>
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Add Cyborg Emote Sounds (#26594)
* Hal 9000's first emote * Add Chime emote & Change variation to 0.05 * Modify Buzz emote * Add Buzz-two emote * modified Horn * add ping emote * add slowclap emote * Convert slowclap.ogg to mono, reflect change in attribution.yml * fix capitalization for all chatMessages && change all catagory to category * remove all traces of slowclap.ogg * forgor one file smh * collating copywrite * spelling mistakes will be the death of me * more spelling mistakes * change yml string to list
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Coordinates Disks & Shuttle FTL Travel (#23240)
* Adds the CentComm Disk and configures it to work with direct-use shuttles * Added functionality for drone shuttles (i.e. cargo shuttle) * Adds support for pods, and a disk console object for disks to be inserted into. Also sprites. * Added the disk to HoP's locker * Removed leftover logs & comments * Fix for integration test * Apply suggestions from code review (formatting & proper DataField) Co-authored-by: 0x6273 <[email protected]> * Fix integration test & changes based on code review * Includes Disk Cases to contain Coordinate Disks, which are now CDs instead of Floppy Disks * Check pods & non-evac shuttles for CentCom travel, even in FTL * Import * Remove CentCom travel restrictions & pod disk consoles * Major changes that changes the coordinates disk system to work with salvage expeditions * Missed CC diskcase removal * Fix build * Review suggestions and changes * Major additional changes after merge * Minor tag miss * Integration test fix * review --------- Co-authored-by: 0x6273 <[email protected]> Co-authored-by: metalgearsloth <[email protected]>
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Add door electronics access configuration menu (#17778)
* Add door electronics configuration menu * Use file-scoped namespaces Signed-off-by: c4llv07e <[email protected]> * Open door electronics configuration menu only with network configurator Signed-off-by: c4llv07e <[email protected]> * Doors will now try to move their AccessReaderComponent to their door electronics when the map is initialized Signed-off-by: c4llv07e <[email protected]> * Make the access list in the id card computer a separate control Signed-off-by: c4llv07e <[email protected]> * Fix merge conflict Signed-off-by: c4llv07e <[email protected]> * Remove DoorElectronics tag Signed-off-by: c4llv07e <[email protected]> * Integrate doors with #17927 Signed-off-by: c4llv07e <[email protected]> * Move door electornics ui stuff to the right place Signed-off-by: c4llv07e <[email protected]> * Some review fixes Signed-off-by: c4llv07e <[email protected]> * More fixes Signed-off-by: c4llv07e <[email protected]> * review fix Signed-off-by: c4llv07e <[email protected]> * move all accesses from airlock prototypes to door electronics Signed-off-by: c4llv07e <[email protected]> * rework door electronics config access list Signed-off-by: c4llv07e <[email protected]> * Remove Linq from the door electronics user interface * [WIP] Add EntityWhitelist to the activatable ui component Signed-off-by: c4llv07e <[email protected]> * Better interaction system Signed-off-by: c4llv07e <[email protected]> * Refactor Signed-off-by: c4llv07e <[email protected]> * Fix some door electronics not working without AccessReaderComponent Signed-off-by: c4llv07e <[email protected]> * Move AccessReaderComponent update code to the AccessReaderSystem Signed-off-by: c4llv07e <[email protected]> * Remove unnecesary newlines in the door access prototypes Signed-off-by: c4llv07e <[email protected]> * Remove unused variables in access level control Signed-off-by: c4llv07e <[email protected]> * Remove unnecessary method from the door electronics configuration menu Signed-off-by: c4llv07e <[email protected]> * [WIP] change access type from string to ProtoId<AccessLevelPrototype> Signed-off-by: c4llv07e <[email protected]> * Remove unused methods Signed-off-by: c4llv07e <[email protected]> * Newline fix Signed-off-by: c4llv07e <[email protected]> * Restored to a functional state Signed-off-by: c4llv07e <[email protected]> * Fix access configurator not working with door electronics AccessReaderComponent Signed-off-by: c4llv07e <[email protected]> * Replace all string access fields with ProtoId Signed-off-by: c4llv07e <[email protected]> * move access level control initialization into Populate method Signed-off-by: c4llv07e <[email protected]> * Review --------- Signed-off-by: c4llv07e <[email protected]> Co-authored-by: metalgearsloth <[email protected]>
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scoopable ash and foam, solution transfer prediction (#25832)
* move SolutionTransfer to shared and predict as much as possible * fully move OpenableSystem to shared now that SolutionTransfer is * fix imports for everything * doc for solution transfer system * trolling * add scoopable system * make ash and foam scoopable * untroll * untroll real * make clickable it work * troll * the scooping room --------- Co-authored-by: deltanedas <@deltanedas:kde.org> Co-authored-by: metalgearsloth <[email protected]>
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Replace the teleportation logic on the SCRAM implant! (#26429)
* Replace the teleportation logic on the SCRAM implant! Now instead of just trying to pick a random tile in range 20 times, the scram teleportation logic now: - Gets a list of grids in range - Until a suitable tile is picked it picks a random grid - From that grid it picks a random tile. - If the tile is suitable, then it is set as the target and the user will be teleported there. - Grids and tiles are randomly picked as outlined above until a valid tile is found, or all valid grids and tiles are exhausted. - Should no suitable tile be found then they get teleported to the same position they are at. Effectively not teleporting them. * Actually make the defaults sane which I forgor in the last commit * Extract tile section to its own function. Bias selection for current grid. Use proper coords for box. * Address reviews as much as possible * Address reviews
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Refactored AdvertiseComponent (#26598)
* Made it better * ok * alright --------- Co-authored-by: wrexbe <[email protected]>
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Bartender "Essentials" (#25367)
* drinks round 1 saving my progress before my hard drive explodes * test 2 please work * name fixes whoops * Update drinks.yml * various fixes am dumb * add sol dry to vends more fixes and changes, yippee! * more fixes & ingame testing shrimple tests * last fixes should be ready for pr now * Update soda.yml sate thirst
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* ERT Chaplain * Make BibleUser * It was not intended * reword my poor words * 1984 a comment that I decided was unnecessary. * Update Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml --------- Co-authored-by: metalgearsloth <[email protected]>
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Changes in chemicals page in guidebook (#25831)
* Added pages to chemical categories The chemical categories have their own page now. Added the "Chemical Tabs" in /ServerInfo/Guidebook. Moved the Chemicals code from shiftsandjobs.yml to its own .yml file which is "chemicals.yml". * Update guides.ftl * Update chemicals.yml Changed the guide entry's ID for the medical tab from Medicine to Medicinal. Hope this works... * Update Resources/ServerInfo/Guidebook/Chemical Tabs/Biological.xml Co-authored-by: exincore <[email protected]> * Update Resources/ServerInfo/Guidebook/Chemical Tabs/Foods.xml Co-authored-by: exincore <[email protected]> * Update Resources/ServerInfo/Guidebook/Chemical Tabs/Elements.xml Co-authored-by: exincore <[email protected]> * Update Resources/ServerInfo/Guidebook/Chemical Tabs/Narcotics.xml Co-authored-by: exincore <[email protected]> * Update Resources/ServerInfo/Guidebook/Chemical Tabs/Toxins.xml Co-authored-by: exincore <[email protected]> * Fixed a few errors and stuff! A few typos have been fixed thanks to exincore. Added dedicated .xml files to be used for the dedicated category pages (Medicinal and Botanical pages). Made it so it doesn't use any duplicated IDs anymore. If there's more problems, please do tell so I can fix it! * Update settings.json * Fix? --------- Co-authored-by: exincore <[email protected]>
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* Added new anomaly particle * Add basic anomaly behaviour * +2 parametres * add functional to new particle * add components to behaviours * big content * add shuffle, moved thing to server * clean up * fixes * random pick redo * bonjour behavioUr * fix AJCM * fix * add some new behaviours * power modifier behaviour * rmeove timer * new event for update ui fix * refactor! * fixes * enum * Fix mapinit * Minor touches --------- Co-authored-by: metalgearsloth <[email protected]>
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Fix clipping/overlap in lathe machine UIs (#26646)
* Add scrollbars to lathe material list when necessary * Fix bug where shrinking window would cause elements to overlap --------- Co-authored-by: Eoin Mcloughlin <[email protected]>
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Added chat window transparency slider to options (#24990)
* Adds a new slider to the misc tab in options that lets the player set chat window transparency * Tweaked variable names * Fixed order to match UI * Renamed set chat window transparency function * Changed and refactored to opacity instead of transparency * Remove unnecessary int to float conversions Slider used to be 0-100 while the CCVar was 0.0-1.0f. This is confusing and was only used for rounding to 2 decimal points. * Round the value to two decimal points * Remove rounding for now * Rename * Unhardcode chat color by moving to stylesheet * Fix indent * Make opacity slider only change opacity --------- Co-authored-by: Your Name <[email protected]> Co-authored-by: ShadowCommander <[email protected]>
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* setup text data * roundstart reshuffling keywords with gibberish words * saved data categorized * add book with hints * start redrawing books * +4 book design * +books +random visual upgrade * finish first file * finish lore file * finish with books.rsi now authorbooks.rsi... * aurora! and some fix * nuke author books * speelbuke update * finish respriting work * fix scientist guide visual * setup datasets * setup stupid funny random story * restore author books, upgrade hint generation * add variety to story generator * add learning system * minor textgen edit * file restruct, hint count variation * more restruct * more renaming add basis learning system logic. Spears locked for special book for test. * nuke all systems, for splitting PR gods * typo fix * update migration with deleted books * add random story books to maint * Update construction-system.ftl * Update Resources/Prototypes/Datasets/Names/books.yml Co-authored-by: chromiumboy <[email protected]> * Update Resources/Prototypes/Datasets/Names/books.yml Co-authored-by: chromiumboy <[email protected]> * Update Resources/Prototypes/Datasets/Names/books.yml Co-authored-by: chromiumboy <[email protected]> * Update Resources/Prototypes/Datasets/Names/books.yml Co-authored-by: chromiumboy <[email protected]> * Update Resources/Prototypes/Datasets/Names/books.yml Co-authored-by: chromiumboy <[email protected]> * Update Resources/Prototypes/Datasets/Names/books.yml Co-authored-by: chromiumboy <[email protected]> * Update Resources/Prototypes/Datasets/Names/books.yml Co-authored-by: Hrosts <[email protected]> * Update Resources/Prototypes/Datasets/Names/books.yml Co-authored-by: chromiumboy <[email protected]> * Update Resources/Prototypes/Datasets/Names/books.yml Co-authored-by: chromiumboy <[email protected]> * Update Resources/Prototypes/Datasets/Names/books.yml Co-authored-by: chromiumboy <[email protected]> * Update Resources/Prototypes/Datasets/Names/books.yml Co-authored-by: chromiumboy <[email protected]> * Update Resources/Prototypes/Datasets/Names/books.yml Co-authored-by: chromiumboy <[email protected]> * typo fix * interchangeably * final * Update Resources/Prototypes/Datasets/Names/books.yml Co-authored-by: Hrosts <[email protected]> * "." * Update Content.Server/Paper/PaperRandomStorySystem.cs Co-authored-by: Hrosts <[email protected]> * Ubazer fix * inadequate * localized * Update meta.json * fuck merge conflicts * fix jani book --------- Co-authored-by: chromiumboy <[email protected]> Co-authored-by: Hrosts <[email protected]>
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Make cyborgs hands explosion proof. (#26515)
* Make the advanced treatment modules beakers explosion-proof. * undo changes * Epic rename fail * Explosion recursion data field * Logic for data field
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Validate wire layout prototypes and remove invalid WiresComponents (#…
…26682) Validate wire layout prototypes; delete invalid wirescomponents.
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Increase time inbetween anomaly pulses (#26677)
nerf anomaly pulse delays
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Fix for items dropped being rotated to world north (#26662)
* Fix rotation of dropped items * combined world position rotation function for dumpable * scuffed implementation? * less scuffed? * even less scuffed... I guess * capital D --------- Co-authored-by: Plykiya <[email protected]>
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fix double interaction popup (#26684)
change popentity to popupclient
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disable foam scooping (#26686)
Co-authored-by: deltanedas <@deltanedas:kde.org>
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Little disk printer sprite tweaks (#26711)
* Little disk printer sprite tweaks * ill change this aswell
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New lobby art: TerminalStation (#26505)
woop woop
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Unidentified corpses respect gender pronouns (#26715)
fix: LGBT erasure /j
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Things that can't go in disposals now don't "Miss" (#26716)
* Moved is canInsert check to before miss check * Update Content.Server/Disposal/Unit/EntitySystems/DisposalUnitSystem.cs --------- Co-authored-by: metalgearsloth <[email protected]>
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Clean up YAML issues in animals.yml (#26696)
* Cleaned up YAML issues in animals.yml * Cleaned up TimedSpawnerComponent
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fix health analyzer crash (#26700)
Co-authored-by: deltanedas <@deltanedas:kde.org>
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Make the station start with random broken wiring (#26695)
Random wire cutting on round start
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Mail Unit Fix (whitelist) (#26688)
Fix Mail Unit
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OOC Patron Color Toggle (#26653)
* Adds the option for you to toggle your OOC Patron color visibility to yourself and others. * Makes the button magically disappear if you arent a patron
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Fix random clothing slots being able to hide character's nose and hai…
…r (#26708) Fix bug and formatting
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Make Zombie, Initial Infected fix (#26665)
Make zombie fix
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Suit Sensors No Longer Use a Hardcoded 'Total Health' (#26658)
* Suit sensors now know the 'total health' of an entity * Missed the constructor 😔
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Robotists technology icon fix (#26723)
fix Co-authored-by: GeneralGaws <[email protected]>
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Make ducks more viable as an alternative to chickens. (#26729)
Quick tweak to make ducks on par with chickens at cargo
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Make the nutribrick one bite smaller (#26719)
Update snacks.yml
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Task/fix nightvision huds (#26726)
* StatusIcon: add field to set if icon should be rendered with shading * set/unset shader based on icon field * set new field to true for hud icons * re-shade health bars
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Rework Identifier Overrides to prevent showing Law Priority (#26680)
Does-The-Fix Co-authored-by: Mephisto72 <[email protected]>
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Make practice projectiles consistent in damage (#26731)
* Make practice weapon damage consistent to 1 * Add book reference to description
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Damage popup type can now be changed with a left click if allowed via…
… component boolean. (#26734) * Update DamagePopupSystem.cs * Update DamagePopupSystem.cs * Add ability to allow or deny type change via component bool
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CCVars.cs: Minor inconsistency fixes. (#26744)
Update CCVars.cs * Fixes one file format inconsistency. * Adds missing </summary> closing tag.
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Make baseball bat crafting require a slicing tool (#26742)
Make baseball bat crafting harder
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make fulton recipe faster and require cloth (#26747)
Co-authored-by: deltanedas <@deltanedas:kde.org>
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Let Mindshields be effected by statusIcon shading (#26754)
Phone Webedit Ops Original PR author forgot about mindshields for making status icons shaded. This can be done with other antag icons as well, I remember people mentioning revs being able to see each other in the dark was lame.
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Dionae now bleed sap, and this can be used to make syrup. (#25748)
* SapAndSyrup * centrifug * morewatervapor * whyisitnotpushing * nymphs * lessrealmorefun
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- If the client tries to call ShowAlert while applying gamestates (e.g. initialising an entity) then this will cause problems. I need to double-check the initial PR before I'd be comfortable with this being merged.
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Fire sprite change for mice (#26758)
* Add new fire sprite for mice that fits them better * Add the sprite change to rats as well * Moffroach and hamsters now also have more fitting fire sprites * made the meta.json easier to read
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Change speed threshold for barefeet walking on glass shards and D4 (#…
…26763) Allow walking over glass shards and D4 Co-authored-by: Plykiya <[email protected]>
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temporarily remove broken anom behavior (#26775)
Removed `Moving` anom behavior
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Fix Water cooler visuals (#26784)
Fix watercooler visuals
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Show missing materials in lathes tooltip (#26795)
* Lathes: Show missing materials amount in tooltip * Use AppendLine and remove the last newline at the end
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Various fixes
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Fix lathe materials list bug (#26826)
Fix lathe material list bug
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* Fix body bag id * migration
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Make clothing cheaper and split clothing restock (#26805)
* Make clothing cheaper * bueah * proper price *
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Fix tray scanner not updating it's range. (#26789)
Fix tray scanner not updating it's range on change. Add range value to the tray scanner state.to synchronize it between client and server.
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predict humanoid identity examine (#26769)
* predict humanoid identity examine * actually server doesnt need proto anymore --------- Co-authored-by: deltanedas <@deltanedas:kde.org>
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Spears equippable to suit storage (#26724)
* meat and potatoes hahaha * DAMAGE yes * come on * Check again * Guhhhhh guh
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Ion Storm Laws Review (#26703)
* Ion Storm Laws Review Have reviewed the Ion Storm law dictionary and tidied it up. Specifically I've tried to keep the same number of entries in each section, or slightly increased them, where I've removed or altered a string. Of note, specific colours and "rainbow" have been removed from adjectives and replaced with words like "Cheese-Eating", as colours are kinda boring themselves and they've been a cause of a few accidentally-racist laws. * Resolve some feedback. * Remove the pull request joke, noooooo * Re-add big bite burgers as they are actually a thing * Append some more suggestions
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add ratvar to ion storm laws (#26833)
Praise Ratvar
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Server-only component YAML cleanup (#26836)
* First pass cleaning up server-only YAML errors. * Second pass
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Gauze Markings 3 - Revenge of the Wrap (#25481)
* Insectoid Gauze, Added racial marks to variants * removed excess r from gauze_moth_lowerleg_r * Update gauze.ftl * moved all markings to Overlay Category * fixed localization error * a
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dirty after calling SetAccesses (#26849)
Co-authored-by: deltanedas <@deltanedas:kde.org>
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Add new "grant_connect_bypass" admin command (#26771)
This command allows you to grant a player temporary privilege to join regardless of player cap, whitelist, etc. It does not bypass bans. The API for this is IConnectionManager.AddTemporaryConnectBypass(). I shuffled around the logic inside ConnectionManager. Bans are now checked before panic bunker.
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Improve access overlay (#26667)
* Improve access overlay * review changes --------- Co-authored-by: wrexbe <[email protected]>
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* add button to menu * networking and component work * try to add access stuff * main functionality done * add access lock? I think? * remove extra line * fix access system * move SkipTime to StationCargoBountyDatabaseComponent * Disable/Enable skip button based on cooldown * remove debugging * add access denied sound * remove DataField tags * dynamic timer
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Flippolighter has realy loud sound, no UseDelay and server errors
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* Revert "Revert "Game server api (#23129)"" * Review pt.1 * Reviews pt.2 * Reviews pt. 3 * Reviews pt. 4
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Revert "Game server api" (#26871)
Revert "Game server api (#24015)" This reverts commit 297853929b7b3859760dcdda95e21888672ce8e1.
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Give botanists droppers (#26839)
Start botanists with droppers so that they can better dose robust harvest or mutagen.
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Clipping a harvestable plant yields undamaged seeds (#25541)
Clipping a plant in any condition currently causes it and its clippings to be damaged. Make clipping harvestable (already eligible for seed extractor) plants yield seeds at full health.
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fix lots of door access (#26858)
* dirty after calling SetAccesses * fix door access * D * pro ops * nukeop --------- Co-authored-by: deltanedas <@deltanedas:kde.org>
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Update ashtray to allow all cigarettes / cigars (#26864)
* Update ashtray to allow all cigarettes / cigars This also includes joints (as they are technically cigarettes) * ?
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Fix door electronics configurator usage (#26888)
* allow usage of network configurator for door electronics * add checks for "allowed" items
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It's possible to trigger this by stacking it weirdly with the spawn panel. Just make it bail instead.
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Bug fix for deconstructing tiles and lattice with RCDs (#26863)
* Fixed mixed deconstruction times for tiles and lattice * Lattice and power cables can be deconstructed instantly
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Cryogenic storage tweaks (#26813)
* make cryo remove crewmember's station record when going to cryo * Revert "make cryo remove crewmember's station record when going to cryo" This reverts commit 9ac9707289b5e553e3015c8c3ef88a78439977c6. * make cryo remove crewmember from station records when the mind is removed from the body * add stationwide announcement for people cryoing (remember to change pr title and desc) * minor changes * announcement actually shows job now * requested changes * get outta here derivative
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Fix potted plant popup/sfx spam (#26901)
Fixed potted plant hide popup/sfx spam.
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Allow advertisement timers to prewarm (#26900)
Allow advertisement timers to prewarm.
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* Change basefoodshaker to parent from basefoodcondiment instead * Make them still refillable
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Update .editorconfig to correspond Code Conventions (#26824)
Update editorconfig to Code Style End of line is: CRLF (suggestion) Namespace declarations are: file scoped (suggestion). Instead of block scoped
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Remove reagent slimes from ghost role pool (#26840)
reagentslimeghostrole
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NoticeBoard is craftable now (#26847)
* NoticeBoard is craftable now * Fix notice board to proper name capitalization * Fix notice board proper name in description * Update Resources/Prototypes/Recipes/Construction/furniture.yml --------- Co-authored-by: metalgearsloth <[email protected]>
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Add drink container suffixes (#26835)
Co-authored-by: Velcroboy <[email protected]>
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uplink and store freshening (#26444)
* uplink and store freshening * more * im gonna POOOOOOGGGGGGG * we love it
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Sterile swab dispenser instead of box (#24986)
* sterile swab dispenser * trust --------- Co-authored-by: deltanedas <@deltanedas:kde.org>
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* Done * Adds new * empty * attributions * empty * strobe admin deleted
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Health analyzer UI unit correction (#26903)
Correct Kelvin displayed on health analyzer UI, use T0C constant.
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Uncooked animal proteins is safe for animal stomachs only (#26906)
Uncooked animal proteins is safe for animal stomachs
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Fixes polymorph cooldowns (#26914)
fixes polymorph cooldowns
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Fix pulling a new entity when already pulling an entity (#26499)
Fix pulling when already pulling The TryStopPull were failing due to wrong arguments provided. Replacing the virtual item in hand with a different pull was failing due to the hand not being cleared. Fix stop pulling checks that had the wrong variables provided. VirtualItems are already queue deleted at the end of HandleEntityRemoved.
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Fix for the salvage ice labs map. (#26928)
* done * more work
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Fix cryostorage identifying unknown characters as captain (#26927)
Fixed cryostorage getting captain's record for unknown jobs. Also localized Unknown job string.
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Fixed Honkbot/jonkbot honking like crazy, gave honkbot/jonkbot standa…
…rd idle ai. (#26939) * Fixed Honkbot/jonkbot honking like crazy, gave honkbot/jonkbot standard idle ai. * Update Resources/Prototypes/Entities/Mobs/NPCs/silicon.yml --------- Co-authored-by: Tayrtahn <[email protected]>
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Bug fix: Force cancellation of RCD constructions if the construction …
…type is changed (#26935) Force cancellation of RCD constructions if the construction type is changed
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Fix standart -> standard and dressfilled test fail (#26942)
Fix standart -> standard
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Add Ability to stop sound when MobState is Dead (#26905)
* Add stopsWhenEntityDead to sound components * Convert component * Review * Fix dupe sub --------- Co-authored-by: metalgearsloth <[email protected]>
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You can now see paper on crates (with color!) (#26834)
* Implement changes on not-cooked branch * Made it work * Fix update appearance calls * Fix extra indents, clean-up code, fix tests hopefully * Fix hammy cagecrate * Fix messing up the yml, add artifact crate specific labels back in * Visual Studio hates yml, sad * Seperate the colors for cargonia * sorry json * make label move with artifact door * Apply suggestion changes Co-authored-by: Nemanja <[email protected]> * Fix remaining crate offsets, add a few for livestock and graves (why are you labeling graves) and coffin label sprites (why are you labeling coffins??) --------- Co-authored-by: Nemanja <[email protected]>
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Make UtensilSystem and SharpSystem not run AfterInteract if it has al…
…ready been handled (#25826) * Make UtensilSystem and SharpSystem not run AfterInteract if it has already been handled * merge conflicts --------- Co-authored-by: metalgearsloth <[email protected]> Co-authored-by: metalgearsloth <[email protected]>
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Add two-message overload to PopupPredicted (#26907)
Added two-message overload to PopupPredicted
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* hee hee he ha ha * added gold varients, forgive me for my spritework * maints loot, copying from past PRs * Trying to fix RSI * speedran these sprites in break time, pictures will be later * Fixed/Tweaked glows * consensus * gregregation * dam copiryte * oops i forgot to delete 2 fields hope this works
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Fix database round start date issues (#26838)
How can ONE DATABASE COLUMN have so many cursed issues I don't know, but it certainly pissed off the devil in its previous life. The start_date column on round entities in the database was added by space-wizards/space-station-14#21153. For some reason, this PR gave the column a nonsensical default value instead of making it nullable. This default value causes the code from #25280 to break. It actually trips an assert though that's not what the original issue report ran into. This didn't get noticed on wizden servers because we at some point backfilled the start_date column based on the stored admin logs. So I change the database model to make this column nullable, updated the C# code to match, and made the existing migration set the invalid values to be NULL instead. Cool. Wait how's SQLite handle in this scenario anyways? Well actually turns out the column was *completely broken* in the first place! The code for inserting into the round table was copy pasted between SQLite and PostgreSQL, with the only difference being that the SQLite key manually assigned the primary key instead of letting SQLite AUTOINCREMENT it. And then the code to give a start_date value was only added to the PostgreSQL version (which is actually in the base class already). So for SQLite that column's been filled up with the same invalid default the whole time. Why was the code manually assigning a PK? I checked the SQLite docs for AUTOINCREMENT[1], and the behavior seems appropriate. I removed the SQLite-specific code path and it just seems to work regardless. The migration just sets the old values to NULL too. BUT WAIT, THERE'S MORE! Turns out just doing the migration on SQLite is a pain in the ass! EF Core has to create a new table to apply the nullability change, because SQLite doesn't support proper ALTER COLUMN. This causes the generated SQL commands to be weird and the UPDATE for the migration goes BEFORE the nullability change... I ended up having to make TWO migrations for SQLite. Yay. Fixes #26800 [1]: https://www.sqlite.org/autoinc.html
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Fix options menu crashing in replays (#26911)
Not having the nullable set properly is annoying but fixing that would probably be a significant amount of work.
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Greyscale color clothing (#26943)
* greyscales color gloves, color jumpsuits, and shoes * remove popbob * fix test fails
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WT550 Buffs + Burst Mode for WT550 & C-20R (#26886)
* Slightly increased WT550 Firerate, drastically reduced recoil, and given it the option to fire in 5 round bursts. * Given the C-20 a 5 round burst aswell
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Add character sheets to board game crate (#26926)
add character sheets to board game crate
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Game server admin API (#26880)
* Reapply "Game server api" (#26871) This reverts commit 3aee19792391cbfb06edb65d6f16f77da0f36f13. * Rewrite 75% of the code it's good now
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Wield recoil components (#26915)
* WieldRecoilComponents * WieldRecoilComponents * Update Content.Shared/Weapons/Ranged/Components/GunWieldBonusComponent.cs Co-authored-by: Whisper <[email protected]> * Update Content.Shared/Weapons/Ranged/Components/GunWieldBonusComponent.cs --------- Co-authored-by: Whisper <[email protected]> Co-authored-by: metalgearsloth <[email protected]>
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Clown shoes make you waddle, as God intended (#26338)
* Clown shoes make you waddle, as God intended * OOPS * Toned down, client system name fix * Tidy namespacing for @deltanedas * Refactor to handle prediction better, etc. * Resolve PR comments.
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Use round time instead of server time for criminal history (#26949)
make criminal records computer use round time for history instead of the server time
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Rotate and Offset station CCVar nuke (#26175)
* no content * add noRot to Europa * bruh. and this * yay * fix
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Fixed cybersun pen attacking noise (#26951)
* Uupdated the cyberpen * Updated noise * Removed flashlight
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Make lockers can be deconstructed only when unlocked now (#26961)
* Fix lockers are not deconstrucable now Lockers are was deconstructable event when they closed and you didn't have access to them. In short - get stuff by 5 seconds, 5 sec it's time to screw down any locker, except LockerBaseSecure one * Revert un-destructable lockers fix Make lockers destructable again * Fix lockers that deconstructable only when unlocked now
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nerf incendiary grenade (#26959)
Co-authored-by: deltanedas <@deltanedas:kde.org>
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meatWall incorrect node fixed (#26966)
changed node in construction meatWall
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SS14-26950 Fix Waddling During Improper States (#26965)
* SS14-26950 Fix Waddling During Improper States Fix some states when a clown can waddle when no clown should be able to waddle, no-matter their clowning powers. 1. You cannot waddle whilst weightless 2. You cannot waddle whilst stunned 3. You cannot waddle whilst slowed down due to stam damage 4. You cannot waddle whilst you're knocked down 5. You cannot waddle whilst you're buckled 6. You cannot waddle whilst crit 7. You cannot waddle whilst dead There's some argument for being able to waddle whilst on the floor and doing some bizarre floor-humping exercise but I'm not coding an animation layer system just to handle clowns doing the worm. * Use a nicer "can move" check
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Mobs burn to ashes on excessive heat damage (#26971)
* mobs burn to ashes on excessive heat damage * remove comment, remove random lines I didn't mean to add * combine code into behavior * clean unused * fix namespace * drop next to * fix spawn entities behavior spawning entities outside container
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Fix dragon slowdown on damage (#26975)
Fix dragon slow on damage
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Fix some airlocks with multiple access types (#26980)
Co-authored-by: Velcroboy <[email protected]>
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Fix some TryGetMind overrides relying on player data (#26992)
* Fix some TryGetMind overrides relying on player data * A * Rider has bamboozled me * Update `data.Mind` before attaching to entity.
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Add QM maintenance airlock (#26982)
Co-authored-by: Velcroboy <[email protected]>
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* Loadouts redux * Loadout window mockup * More workout * rent * validation * Developments * bcs * More cleanup * Rebuild working * Fix model and loading * obsession * efcore * We got a stew goin * Cleanup * Optional + SeniorEngineering fix * Fixes * Update science.yml * add add * Automatic naming * Update nukeops * Coming together * Right now * stargate * rejig the UI * weh * Loadouts tweaks * Merge conflicts + ordering fix * yerba mate * chocolat * More updates * Add multi-selection support * test h * fikss * a * add tech assistant and hazard suit * huh * Latest changes * add medical loadouts * and science * finish security loadouts * cargo * service done * added wildcards * add command * Move restrictions * Finalising * Fix existing work * Localise next batch * clothing fix * Fix storage names * review * the scooping room * Test fixes * Xamlify * Xamlify this too * Update Resources/Prototypes/Loadouts/Jobs/Medical/paramedic.yml Co-authored-by: Mr. 27 <[email protected]> * Update Resources/Prototypes/Loadouts/loadout_groups.yml Co-authored-by: Mr. 27 <[email protected]> * Update Resources/Prototypes/Loadouts/Jobs/Civilian/clown.yml Co-authored-by: Mr. 27 <[email protected]> * Update Resources/Prototypes/Loadouts/Jobs/Civilian/clown.yml Co-authored-by: Mr. 27 <[email protected]> * Update Resources/Prototypes/Loadouts/loadout_groups.yml Co-authored-by: Mr. 27 <[email protected]> * Update Resources/Prototypes/Loadouts/Jobs/Security/detective.yml Co-authored-by: Mr. 27 <[email protected]> * Update Resources/Prototypes/Loadouts/loadout_groups.yml Co-authored-by: Mr. 27 <[email protected]> * ben * Margins ---------
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Commits on Jul 18, 2024
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Merge branch 'master' of https://github.com/Simple-Station/Einstein-E…
…ngines into wizden-mass-pick-1
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Re-add IAdminRemarksCommon to DB model for SS14.Admin (#27028)
This was removed in #25280 as the relevant DB entities didn't go outside the DB layer anymore. SS14.Admin however still uses them directly (as it only supports Postgres), so the interface is still useful there.
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Revert "Add changelog for loadouts (#27020)"
This reverts commit 49b9bbd.
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Commits on Jul 19, 2024
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Commits on Jul 20, 2024
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Update coats.yml Update books.yml Hack solution for missing sprite Fix more missing items Cherrypick a force merge Fix brig access Revert "Cherrypick a force merge" This reverts commit f2c9c57. GUH Fix more errors Update lighthouse.yml Update lighthouse.yml Fix tests Test Moment fix character editor remove hyperlink books
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Merge branch 'master' into wizden-mass-pick-1
Signed-off-by: DEATHB4DEFEAT <[email protected]>
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