* More Tajaran Markings (#1834)
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# Description
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Description.
Adds separate eye colors to Tajaran and makes most of the markings from
"Fashion Update: Earrings & Makeup" available to Tajarans
---
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You probably won't have to complete everything before merging but it's
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---
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<details><summary><h1>Media</h1></summary>
<p>


</p>
</details>
---
# Changelog
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🆑 Tonk
- add: Tajarans now have separate eye, wrist, tattoo, and makeup
markings
---------
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
(cherry picked from commit e45008ddf8a529c2126907ecac8ffff2a74058de)
* Automatic Changelog Update (#1834)
(cherry picked from commit 0091c1ebdc4bc768c0906049fa9d417d962d1839)
* Cybernetics Trait Changes (#1828)
# Description
Changes/buffs to Cybernetic Traits.
Some lesser used traits get some love, while some other stuff gets some
logical re-balancing.
Feel free to point out if some shitcode is broken or need explaining.
---
# TODO
- [ ] I got ideas cooking that I don't know how to code
---
# Changelog
🆑
tweak: Striking Calluses no longer require you to be one of 3 jobs and
Human. Also increased the +1 damage to +2.
tweak: Bionic Spinarette SHOULD no longer have a hunger penalty and
costs less.
tweak: Platelet Factories heal rate buffed from 0.07 to 0.35, airloss
from 0.7 to 0.25 and healing cap increased from 200 to 400.
tweak: Decreased the cost of Thermal Vision to be in line with Night
Vision.
tweak: IPC Platelet Factories healing cap increased from 200 to 250
tweak: Cyber-Eyes Omnihud now pickable by Command too.
fix: Fixed name and description of Cyber-Eyes Modules for Night Vision
and Thermal Vision.
remove: Mind over Machine from Cyber-Eyes Modules.
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **New Features**
- "Striking Calluses" now delivers increased unarmed strike damage,
enhancing combat performance.
- **Documentation**
- Trait names and descriptions have been updated for greater clarity and
consistency, including changes to "Cyber-Eyes" terminology.
- **Chores**
- Redundant trait options were removed from the selection pool to
streamline gameplay.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
---------
Signed-off-by: Raikyr0 <Kurohana@hotmail.com.au>
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
(cherry picked from commit a480c6605ebdfdd32d87a9001f2aef8303433a8d)
* Automatic Changelog Update (#1828)
(cherry picked from commit 365dd4353a06854120e0a38ff05f193bad48bbc7)
* Shadowkin Age Fixes & Plus Plushies (#1684)
# Description
Shadowkin middle-aged increased to 80, old age lowered to 175, max age
lowered to 250. Shadowkin can now collect their goofy little plushie
from a variety of sources
---
# TODO
- [x] Adjust Shadowkin age brackets
- [x] Add Shadowkin plushie to crates and stuff
---
# Changelog
🆑 ShirouAjisai
- add: Added Shadowkin plushie to crates and stuff
- tweak: Tweaked Shadowkin age brackets
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **New Features**
- Introduced a new "shadowkin plushie" loadout item, enhancing
customization options.
- Expanded the collectible pool by adding a new plushie available in
multiple game areas, including reward systems and random spawners.
- Enhanced the variety of items available for the `PresentRandom` entity
with the addition of the "shadowkin plushie."
- **Adjustments**
- Refined life-stage parameters for the Shadowkin species, adjusting age
thresholds to better define maturity.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
---------
Signed-off-by: SixplyDev <einlichen@gmail.com>
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: ShirouAjisai <zaneromeave319@gmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
(cherry picked from commit fb3d00036f6a21d7fa3c4b41341cd61b1e41e0d0)
* Automatic Changelog Update (#1684)
(cherry picked from commit caf8572352d38f51b15d21f0e1f92434f869dd14)
* Trait Add Tag (#1846)
# Description
Added TraitAddTag Function, which for example can be used to add
Spidercraft to the Spinerette trait.
# Changelog
🆑
- add: TraitAddTag Function
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **New Features**
- Entities now receive automatic tag assignments at spawn, enhancing the
system's trait interaction and overall categorization capabilities.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
---------
Signed-off-by: Raikyr0 <Kurohana@hotmail.com.au>
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
(cherry picked from commit b1acdc4017dc1181b7f557351e82ef1df93635c2)
* Automatic Changelog Update (#1846)
(cherry picked from commit 9622d443d5308eda14231c3b3bb3130884465272)
* Arachne SpiderCrafting (#1847)
# Description
Added SpiderCraft Tag to Arachne
# Changelog
🆑
- add: Added SpiderCraft to Arachne
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **New Features**
- Introduced a new "SpiderCraft" classification for the Urist McArachne
entity, expanding its behavior and interactions related to
spider-specific mechanisms.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
---------
Signed-off-by: Raikyr0 <Kurohana@hotmail.com.au>
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
(cherry picked from commit ff4146f879d397993eee22a2a4807e986e404641)
* Automatic Changelog Update (#1847)
(cherry picked from commit 91d40483c2c49f86d7b2609a5ac9cd7b30d16c00)
* Add Centcom Disabler (#1845)
<!--
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# Description
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it self recharges a bit. It's also green. It's also a steal target,
because it's green.
I noticed the Nanotrasen Representative has a disabler in his locker by
default, but does not get to pick one in a loadout. I figured I'd remedy
this, by giving him a shiny green Disabler that slightly recharges on
its own.
It deals the same stamina damage as the normal Disabler. The only
differences are:
- Green
- Steal Target
- Slightly higher rate of fire
- Slightly recharges itself (half as slow as the antique pistol)
- Admits Centcom doesn't trust you with lethals in its description
---
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<details><summary><h1>Media</h1></summary>
<p>


https://github.com/user-attachments/assets/f7eaff3d-b8b9-4954-9688-fb9ef0d04588

</p>
</details>
---
# Changelog
<!--
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🆑
- add: Added CentCom disabler as loadout option for the Nanotrasen
Representative.
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **New Features**
- Expanded loadout options for the Nanotrasen Representative role with a
dedicated weapon configuration.
- Introduced the "CentCom disabler," a new self-defense weapon option
with advanced features.
- Updated localization entries to reflect the new representative weapon
grouping.
- Added a new steal target group for the Nanotrasen representative's
weapon.
- Enhanced visual assets with updated animations and states for the new
weapon.
- Introduced new objectives related to the Nanotrasen Representative
role, enhancing gameplay experiences.
- Added the "Nanotrasen Representative" job title to localization.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
(cherry picked from commit 143d24951a200ab94f3e4e88d3a3a90eeb8856ca)
* Automatic Changelog Update (#1845)
(cherry picked from commit 7ca0757334ee9a1d87c9cbf1f9cc02a860ecc136)
* Plant Analyzer Port (#1849)
<!--
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# Description
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Ported directly from
https://github.com/Goob-Station/Goob-Station/pull/1685
I tweaked the sprite, and changed its usage of a Papersystem. I can't
speak for the code quality, since I didn't write it, but I'm willing to
fix things so long as I have the capability to do so.
---
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<details><summary><h1>Media</h1></summary>
<p>



https://github.com/user-attachments/assets/0189567a-57ca-4e9d-ba0d-74e622e1d30dhttps://github.com/user-attachments/assets/25ea6100-1458-4804-98e4-5f70b6bfcd45
</p>
</details>
---
# Changelog
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🆑
- add: Port Plant Analyzer from botanySupremacist, who took it from
ian321
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **New Features**
- Introduced a comprehensive plant analyzer interface that displays
detailed plant health, tray data, and environmental conditions.
- Added an in-game report printing feature for easy access to analysis
results.
- **Enhancements**
- Refined yield calculations and plant metabolism behaviors.
- Integrated the analyzer item into crafting recipes, vending machines,
and locker inventories.
- Expanded localization for clearer, user-friendly plant analysis
information.
- Added new localization strings for printer status feedback.
- Introduced new classes and messages for improved data handling and
user interaction within the plant analyzer system.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
---------
Signed-off-by: Timfa <timfalken@hotmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
(cherry picked from commit 47a55408ad92af463159dea3325edd0c9c9611ce)
* Automatic Changelog Update (#1849)
(cherry picked from commit 4da1efdfd293d5df1c8bd889c621eea94ed5fed8)
* Mind Role Entities (#31318)
* Mind Role Entities wip
* headrev count fix
* silicon stuff, cleanup
* exclusive antag config, cleanup
* jobroleadd overwerite
* logging stuff
* MindHasRole cleanup, admin log stuff
* last second cleanup
* ocd
* minor cleanup
* remove createdTime datafield
* now actually using the event replacement I made for role time tracking
* weh
(cherry picked from commit 24fae223e698b09cf9928c4a0f2f1dc774f266ab)
* Fix error
(cherry picked from commit d33bf89a62ae2f5d51f3af01b4ae2ef54341b5c5)
* Update SharedContentIoC.cs
(cherry picked from commit a50fed2fee56b57d0507a58ebf7bc13de82ad9d2)
* dragon antag refactor (#28217)
* remove dragon system usage of GenericAntag
* add AntagRandomSpawn for making antags spawn at a random tile
* add AntagSpawner to make an antag spawner just spawn an entity
* add antag prototype for dragon since it never had one
* make dragon spawner a GhostRoleAntagSpawner, remove GenericAntag
* make dragon rule use AntagSelection and stuff
* remove dragon GenericAntag rule
* add back to spawn menu
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
(cherry picked from commit c0a56377bc5b9563de973d04f92d7d6923ca9145)
* Cultist Mind Roles
(cherry picked from commit 585e26103a67cc2bd185faaa468ddc5840a8e9c3)
* Update midround.yml
(cherry picked from commit b78d24ce6bb7f8cb4a85a89f6f974fbce1d83055)
* Update ghost_roles.yml
(cherry picked from commit 22df7509b5c5113afc8f1ba168223b0756de5d47)
* Solarian Alliance Content (#1851)
# Description
This PR acts as a proper introduction to players for the Sol Aliance
faction, a major antagonist group from my old home server's lore. To do
so, I've ported a large number of assets from Aurora.3 to this repo, as
well as created a new Midround Antagonist called "Deserters", which
shows off this group to players.
<details><summary><h1>Media</h1></summary>
<p>



</p>
</details>
# Changelog
🆑
- add: A new Midround Antagonist has been added to the game. The
"Solarian Deserters" are a group of highly trained soldiers who haven't
been paid for far too long, whom have come to the station to loot it for
everything valuable.
- add: Lore guidebook entry for the Solarian Alliance, a majorly
antagonistic faction.
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **New Features**
- Introduced the "Solarian Navy Deserter" role with detailed
localization, objectives, and traits.
- Launched a dynamic shuttle event featuring interactive elements like
secure doors, turret defenses, and specialized equipment.
- Expanded gameplay with new storage options, tactical helmets,
uniforms, identification cards, and door access tailored for the Sol
Alliance.
- Added a new NPC faction and game events enhancing combat and role-play
dynamics.
- Introduced various clothing items and uniforms associated with the Sol
Alliance, including tactical gear and dress uniforms.
- Added new metadata and structured entries for various clothing and
equipment assets.
- **Documentation**
- Enriched lore and guidebook entries with expanded nation details,
emphasizing the Solarian Alliance.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
---------
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
(cherry picked from commit 6d919038f3845bb4008a17e1d068196779162f4a)
* Automatic Changelog Update (#1851)
(cherry picked from commit ffaf99ca4b01e63f6bb98731e630f066fad25909)
* Supermatter Atmos Mapping Assets (#1859)
# Description
This adds "High Flow" variants of all existing atmos devices, which are
useful for supermatter engines. I also added the ability for
FixAtmosMarkers to optionally accept a gas mixture directly, as opposed
to the stupid hardcoded gas mixes that they were limited to using
previously.
# Changelog
🆑
- add: Added high pressure variants of atmos devices intended for
supermatter engines.
- add: Added engineering locked high security doors, also for use in
supermatter engines.
- add: Fix Atmos markers can now accept a gas mixture directly for
modifying their tile.
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **New Features**
- Enhanced atmospheric commands now dynamically use specific gas
mixtures for more flexible performance.
- Introduced a new supermatter coolant entity, offering an alternative
liquid nitrogen-like option.
- Added several high-pressure and high-flow gas components, including
pumps, filters, mixers, vents, and injectors.
- Updated map elements by refining door access prototypes and labels for
improved in-game clarity.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
(cherry picked from commit b9c3c8b366c15b5f09cfd641c90b09254f06de94)
* Automatic Changelog Update (#1859)
(cherry picked from commit 468a263863f17772e6233032e5099d6c83764616)
* Rerotate Arena (#1853)
<!--
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# Description
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Rerotates Arena. Adds an AI satellite, and maps a few station maps,
cameras, and psionic registry computers.
Adds myself as the maintainer for it. Do note that I am still learning
how to map. Please state any changes that is wished to be seen before it
is ready to merge.
It is 3AM, I need sleep.
---
# TODO
<!--
A list of everything you have to do before this PR is "complete"
You probably won't have to complete everything before merging but it's
good to leave future references
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- [x] Space cleanup
- [x] Psionic Registry Computers
- [x] AI Satellite & Related Stuff
---
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<details><summary><h1>Media</h1></summary>
<p>

</p>
</details>
---
# Changelog
<!--
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🆑
- add: Arena is back
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **New Features**
- The Arena map is now reactivated with updated configurations and
active maintenance.
- Enhanced gameplay details and role assignments have been enabled for a
more engaging experience.
- The configuration for the Arena map has been fully activated,
including various roles and attributes.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
(cherry picked from commit 534a058eb489ceb4abaadac7e4943ed2baaa8c67)
* Automatic Changelog Update (#1853)
(cherry picked from commit 3b30c0a1fe8dc5e10c3cb0536e26d101893663a2)
* Port Grab Intent From Goob (#1856)
# Description
After months, Grab intent is finally ported to EE, as a result of a 4
hour Adderall induced code binge.
## This PR is more shit than code.
Required for CQC, an attempt to port that will come later.
@Erisfiregamer1 requires this for
[Changelings](https://github.com/Simple-Station/Einstein-Engines/pull/1855).
Thanks to Gus for the Goobstation pr, and to Spatison for the original
port on WWDP
Tests on my local repo worked.
# TODO
* [ ] Await review
* [ ] pain
# Media

# Changelog
🆑 Eagle
* add: Ported Grab Intent from Goobstation
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **New Features**
- Enhanced pulling and grabbing interactions now feature multiple stages
that impact how actions and collisions feel.
- Virtual item handling during throws and drops has been refined for
more dynamic in-game outcomes.
- Alert visuals have been updated to provide nuanced feedback depending
on the intensity of pulls and grabs.
- Player movement and breathing mechanics have been fine-tuned for more
realistic behavior.
- New localization strings deliver clearer, context-sensitive
notifications for grab-related actions.
- Introduced a new component and system for managing entities thrown
while grabbed, including damage handling and visual effects.
- New event classes enhance interaction handling for virtual items
during grabbing actions.
- **Bug Fixes**
- Improved logic for stopping pull actions to ignore grab states when
necessary.
- **Chores**
- Added metadata for new textures related to alerts in the user
interface.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
---------
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
(cherry picked from commit 18722e86f3190632026127af111dcc0d10d4af49)
* Automatic Changelog Update (#1856)
(cherry picked from commit 309ab74013fed2be64d9fb0457631210d860644b)
* Port Role Types (#1860)
Ports https://github.com/space-wizards/space-station-14/pull/33420
This is the last requirement before we can start mass-porting new
antags.
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **New Features**
- Enhanced role displays in player and character interfaces with a new
"Role Type" column.
- Updated admin overlay options, including a classic antagonist label.
- Expanded ghost role behaviors for various entities, offering more
dynamic gameplay.
- New localization entries for role types and UI settings for sounds and
layout customization.
- Added new mind roles and role types, improving role management and
gameplay interactions.
- Introduced new events for player spawning processes to enhance
gameplay scenarios.
- **Refactor**
- Streamlined role management and update processes for improved
reliability and performance.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
---------
Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
Co-authored-by: DrSmugleaf <drsmugleaf@gmail.com>
(cherry picked from commit e10c51cdb39845ed1f2bb9b08f0b226cefbd402e)
* Rock And Stone
<!--
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# Description
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Ports Lavaland and required systems from Goobstation.
---
# TODO
<!--
A list of everything you have to do before this PR is "complete"
You probably won't have to complete everything before merging but it's
good to leave future references
-->
- [X] Port over _Lavaland
- [x] Port over required codepatches
- [-] Test locally (Should be fine)
- [X] Pass tests
---
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<details><summary><h1>Media</h1></summary>
<p>

</p>
</details>
---
# Changelog
<!--
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🆑
- add: Lavaland has been ported!
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **New Features**
- Introduced a dynamic mining voucher interface allowing players to
redeem various mining kits.
- Enhanced shuttle docking systems with an updated console interface for
smoother FTL transitions.
- Added immersive boss music management for enhanced in-game boss
encounters.
- Expanded Lavaland gameplay with new procedural map generation, weather
events, and storm scheduling.
- Integrated new interactive commands and UI improvements for advanced
weapon upgrades, Hierophant boss actions, and research features.
- Added new components and systems for managing various gameplay
elements, including damage squares, tendrils, and block charges.
- Implemented new localization entries for improved player experience
across various game features.
- Introduced new components for managing mining vendors and vouchers,
enhancing the interaction with mining kits.
- Added a new system for managing the deployment of shelter capsules in
the Lavaland environment.
- **Tests**
- Added integration tests to validate Lavaland planet generation and map
initialization.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
---------
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
(cherry picked from commit f2f5d4610db795a124b37780230eec5d5ca0264a)
* Automatic Changelog Update (#1844)
(cherry picked from commit 990878b9ed60b4e22388038b63714ec2dc693bbf)
* fixs
* fix
* fuck
---------
Co-authored-by: Tonk-GCR <190437025+Tonk-GCR@users.noreply.github.com>
Co-authored-by: SimpleStation Changelogs <SimpleStation14@users.noreply.github.com>
Co-authored-by: Raikyr0 <kurohana@hotmail.com.au>
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* attempt at moving MainViewport to UIWidget
* oldchat (prototype)
* separate oldchat and default ss14 HUD into their own files
* restores original default game screen logic and adds that logic into separated chat game screen
* hand reloading, several tweaks to port oldchat to main ss14 branch
oldchat is currently not selectable
* screen type cvar, gameplay state screen reloading/loading
* reload screen on ui layout cvar change
* fixes up basic reloading (HUD switching is still very bad)
* some UI widget reloading for main UI screen switching
* alert sync on screen change
* inventory reload
* hotbar margin fix
* chat bubbles above viewport
* whoops
* fixes ordering of speech bubble root
* should fix the chat focus issue (at least in-game, not lobby yet)
* should fix up the lobby/game chat focus
* fixes chat for lobby, turns lobby into a UI state
* viewport UI controller
* viewport ratio selection
* whoops
* adds the /tg/ widescreen ratio
* removes warning from inventory UI controller, adds background to separated chat game screen's chat portion
* menu button reload
* unload menu buttons only from gameplay state shutdown
* bugfix
* character button fix
* adds config options for viewport width/UI layout
* variable naming changes, get or null instead of get to avoid exceptions
* moves entity system get into controller