* Remove obsolete code from Food, Drink and Respirator systems
* remove obsolete comment
(cherry picked from commit af752586018fa7323caa6e2047dcc8f6dbaa6d48)
* Update vomit organ smite to not use Component.owner
* is this what you want...?
* am I winning, dad?
* update the comment
* we love entity<t>
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Co-authored-by: plykiya <plykiya@protonmail.com>
(cherry picked from commit 2a7883b92e59f3a5464db8602ab589e3ab346097)
* Added the ability for blood to track DNA using ReagentData; Forensic Scanner now accounts for solution DNA, non-DNA holders have "Unknown DNA"
* Removes touch DNA for puddles, adds DNA to vomit
* DNA now leaves traces in containers and those marked without don't show DNA on scan (except for puddles), gibbed parts have DNA
* Fix stupid metamorphic glass bug grrr
* Removed SpillableComponent since DnaSubstanceTraceComponent is used instead
* Removes data field from maps, adds DNA tracking for some missed items
* Give default value, fix missing values.
* Fixes recipe bug
* Review changes
* Make the Data list into a nullable type
* Revert map changes
* Move gibbed unknown DNA to forensicssystem
(cherry picked from commit 07174d0aaf2832bc6ecc3a6baba21bc0aa5e0556)
* Add BreakOnDropItem, update do afters, remove unnecessary declarations
* bola
* Changed my mind about the nuke
* gennies too
* Make the comments more clear.
* Sorry for the trailing commas
* Revert "Sorry for the trailing commas"
This reverts commit e60fd9a30977393df3344948e6d5c0ce035723cd.
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Co-authored-by: plykiya <plykiya@protonmail.com>
(cherry picked from commit 190ceda02eab7b3eee7d34542c35e5a3f4a8b487)
This PR fixes some of the underlying code for melee damage modifiers on
the component that were previously not properly used. So now admins can
properly edit the multiplier for melee weapon damage.
No CL this isn't player facing.
* PROJECT 0 WARNINGS: Resolve `'EntitySystem.Get<T>()' is obsolete` in content
* pass entman
* dog ass test
* webeditor
(cherry picked from commit 993eef1e7c22b2b79e528967ef5bb669f50236b1)
* Spawn dummy entities on client for vending machine UI
* Asked sloth, and we kinda need this pr
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Co-authored-by: Vasilis <vasilis@pikachu.systems>
(cherry picked from commit ac1bdd2c840a126b9f5114440b6b26c08c7ea0c4)
* Make APC UI work correctly with multiple users
* Check access only on client, when constructing UI
* Do TODO (Thanks, Robust 236.1)
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Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es>
(cherry picked from commit 70b7747fddd58d556c1408464dcf969cdeb4a71a)
* Implement Equals for ApcBoundInterfaceState
Saves a lot on bandwidth. Also made it round to the nearest 5.
* Also this
(cherry picked from commit ce0a175c731bf205f59cb93dcb3a2268c4cedb24)
# Description
This PR adds shader support to markings, which can define specific
layers that have a shader, and which shader is desired. I wanted to have
glowing eyes like my character in Aurora does, but was frustrated that I
couldn't. So here's that tiny feature now.
<details><summary><h1>Media</h1></summary>
<p>

</p>
</details>
# Changelog
🆑
- add: Markings can now use shaders. Including things like glowing light
effects. You can now also have glowing cybernetic eyes. IPC head screens
now glow.
This fixes an issue whereby turrets were not capable of hitting players
who lay down on the floor. Now turrets have a 50% chance to hit them
anways, meaning that laying down offers some, but not perfect protection
from turrets.
<details><summary><h1>Media</h1></summary>
<p>
https://github.com/user-attachments/assets/599583be-d298-452c-8b1b-f32d8d545131
</p>
</details>
🆑
- fix: Turrets and NPCs can now hit players who are laying down on the
floor. They (by default) have a 50% chance to miss players who are
laying down, meaning it still offers some protection, but not perfect
protection from turrets.
# Description
This PR fixes a bug whereby the Holopads weren't respecting languages,
and actually basically every machine in the entire game wasn't. There's
an in-general broader issue that I would reaaaaaally like if UI elements
in general could be differentiated by language, but that's a lot harder
to do than this fix. This was shockingly easy to fix actually.
# Changelog
🆑
- fix: Holopads now correctly respect the speaker's language, and
transmit said language to the receiver. They are no longer Universal
translators. Have fun yelling at people over the holopad in whatever
obscure language your character knows.
- fix: Nearly every machine that can speak, now correctly respects that
languages exist. For example, mice can now no longer understand what
vending machines are saying.
This PR significantly reworks some parts of the mood system, namely by
completely restoring and reworking the saturation scale shader so that
its not completely terrible. Additionally, I've added numerous new
instances and locations where Moodlets can be found in the game,
particularly when it comes to food and drugs, as well as a new Mood
interaction with the Deep Fryer. Chef gameplay is significantly expanded
via the introduction of flavor related moodlets, as well as the almighty
deep fryer giving a unique, moderately strong, and long lasting moodlet
to anyone who eats whatever you deep fry.
Go ahead, give someone a deep fried stick of salted butter coated in
chocolate. You'll make their day.
The big differences with the Saturation Scale are that its now variable,
with smooth transitions, with the scale scaling with your character's
mood. The more depressed you are, the more desaturated the world
becomes. Whereas if you have entirely too many positive mood bonuses,
the world becomes incredibly vibrant.
<details><summary><h1>Media</h1></summary>
<p>
Shoukou's Bar as seen by someone with the Sanguine trait(and no other
moodlets)

Max mood

Saturnine trait:

Minimum mood(dead)

Smooth transitions for shader tone.
https://github.com/user-attachments/assets/3ab55da1-eca6-4cc5-9489-f4ad13ed0f27
</p>
</details>
🆑
- add: Re-enabled the "Mood shader" after significantly reworking it.
Mood visual effects now scale with your character's mood, instead of
only ever being near-greyscale. Being high life now makes the world more
colorful and saturated.
- add: A huge variety of medicines, drugs, and even food items(based on
flavor!) now have mood effects. Reaching for the packet of salt now
actually makes food provide a better mood buff.
- add: Being Tear-gassed causes a massive mood penalty.
- add: Deep frying food provides a strong mood bonus.
- add: Added new Manic, Mercurial, and Dead Emotions traits.
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
* the definition of insanity
* the definition of insanity
* the definition of insanity
* we have hullrot at home
* maybe the real hullrot was the friends we made along the way
* john hullrot
* i am going to hullroooooot
* it's hullrotver
* we're so hullback
* we're rotting the hull with this one
* hullmerge
* the hullrot is leaking
* never gonna rot you up
* hullfresh
* john starsector
* god i wish we had grid collision damage
* you can tell I am very tired because I stopped forcing a hullrot joke into every commit message
* hr
* this is a surprise sprite that will help us later
* motherfucker
* i have nothing good to say
* still nothing
* brb
* random letter random letter random letter dash random number random number random number
* ass
* blast
* ffs
* fcuk
* RE: ffs
* RE: RE: ffs
* гнида жестяная
* continue
* i hate tests
* i love tests
* slide to the right
* i hate tests again
* what the fuck
* ты шиз?
* ??
* bbgun