* Make APC UI work correctly with multiple users
* Check access only on client, when constructing UI
* Do TODO (Thanks, Robust 236.1)
---------
Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es>
(cherry picked from commit 70b7747fddd58d556c1408464dcf969cdeb4a71a)
* Grabbing Fixes / Table Slam (#1889)
# Description
Ports several fixes + Tabling from
[/Goob-Station#1922](https://github.com/Goob-Station/Goob-Station/pull/1922)
Tabling is pretty much 1:1 with how it is from SS13
## This shit is so code
Required before I can port [Martial
Arts](https://github.com/Goob-Station/Goob-Station/pull/1868)
# TODO
* [ ] Await merge
* [ ] Gaming
# Media

# Changelog
🆑 Eagle
* add: Table slamming. Harm a table when you have someone harm choked,
see what happens.
* tweak: Grab throw damage to other entities is now based on the thrown
entities kinetic energy. No more mouse wrecking balls.
* tweak: You can now escape from a soft grab by just walking away.
* tweak: You can no longer grab someone else while your being grabbed.
* tweak: Mass now effects grab release attempts.
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **New Features**
- Introduced a table slam mechanic that brings dynamic combat
interactions. Characters and objects can now be “tabled” with associated
damage, stamina effects, and paralysis chance.
- Added new interactive states for pullable entities, enriching
environmental and combat engagements.
- **Gameplay Improvements**
- Refined pulling and throwing mechanics to enhance collision handling
and damage calculations, resulting in more impactful throw actions and
balanced kinetic responses.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
(cherry picked from commit 71147f8295c5c817b56d52c5d2a38acced2f14b9)
* Automatic Changelog Update (#1889)
(cherry picked from commit 434ce42a8a0739ff0873c4c02bfe83ed39c857e9)
* Fix UI Crap (#1888)
I have no idea if this fixes the issues, and I have not checked if it
does. But this is the only thing we're missing that wasn't related to
other unrelated stuff.
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **Bug Fixes**
- Improved the initialization process for several in-game user
interfaces, ensuring that all essential functionalities load
consistently when accessed.
- **New Features**
- Enhanced the voice mask configuration panel to automatically present
available speech verb options, streamlining the setup process for users.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
---------
Co-authored-by: Milon <milonpl.git@proton.me>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
(cherry picked from commit e2fbebba312a01d9fb92eaac64190df503607f6b)
* Shuttle Spawner Airlocks (#1890)
# Description
This PR adds a variety of "Shuttle Spawning Airlocks" for certain ships
in this game that mappers might wish to use. The most important of which
are airlocks that cause a Cargo Shuttle and a Pathfinder to spawn
already docked to the station. The fact that nobody did this before was
fucking astounding to me.
# Changelog
🆑
- add: Added a variety of "Shuttle Spawning Airlocks" for mappers to
use, which can make it so that shuttles like the Cargo Shuttle,
Pathfinder, etc. Spawn already docked to the station.
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **New Features**
- Introduced a refined docking and spawning system for shuttle
operations, incorporating multiple shuttle types including cargo, dart,
infiltrator, pathfinder, and SANDropship.
- Added dedicated deployment entities to manage shuttle instantiation
effectively.
- Rolled out a new tagging framework to enhance the categorization and
identification of dockable vehicles.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
(cherry picked from commit 2f9239f6b0918fbdca1f0c48a06c3b3b76a11ab8)
* Automatic Changelog Update (#1890)
(cherry picked from commit 39eb098ebe3fcf7f283f46fadfc76545c20e667c)
* Update Credits (#1854)
This is an automated Pull Request. This PR updates the GitHub
contributors in the credits section.
Co-authored-by: SimpleStation Changelogs <SimpleStation14@users.noreply.github.com>
(cherry picked from commit ad2ebc04093388d29db758fd7e632744e4d728d8)
* Remove Outdated Description From Flash, Add One to the New Disabler A… (#1887)
<!--
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the order/format should be kept the same
Remove these comments before submitting
-->
# Description
<!--
Explain this PR in as much detail as applicable
Some example prompts to consider:
How might this affect the game? The codebase?
What might be some alternatives to this?
How/Who does this benefit/hurt [the game/codebase]?
-->
Accidentally left an old ExtendDescription on a flash which is no longer
accurate, and added extra descriptions to the rev manifesto and civilian
disabler while I was at it.
---
# Changelog
<!--
You can add an author after the `🆑` to change the name that appears
in the changelog (ex: `🆑 Death`)
Leaving it blank will default to your GitHub display name
This includes all available types for the changelog
-->
🆑
- add: Added extra descriptions to the revolutionary manifesto and the
civilian disabler
- fix: Fixed extenddescription on flash
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **New Features**
- Introduced extended, context-sensitive in-game descriptions for the
revolutionary manifesto, offering nuanced details about its use across
various roles.
- Added enhanced descriptive information for the civilian disabler
weapon, clarifying its legal ownership and accessory considerations.
- **Chores**
- Streamlined the flash item display by removing redundant extended
descriptions to improve clarity.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
---------
Signed-off-by: Timfa <timfalken@hotmail.com>
(cherry picked from commit 3e3bee060cb7eee98ae3fde7c4f7b819f16bf840)
* Automatic Changelog Update (#1887)
(cherry picked from commit 4af6dc83bd2ebded1421dadea70b6a9586776fda)
* NewMats Lathe Recipe Changes (#1873)
# Description
<!--
Explain this PR in as much detail as applicable
Some example prompts to consider:
How might this affect the game? The codebase?
What might be some alternatives to this?
How/Who does this benefit/hurt [the game/codebase]?
-->
Removes wait times from Copper, Lead, and Aluminum and reduces the wait
time for Tungsten to 0.13 (4 seconds over 30 ingots, too rare for it to
have no completiontime but too much completiontime for just one ingot).
It seems pretty ridiculous to make the former 3 recipes have a wait time
of TWO SECONDS PER INDIVIDUAL INGOT (which presents a lot of problems in
practice for salvagers) in comparison to the standard ore recipes which
have 0 wait times at all.
if the wait times are intentional then I would like you to consider
reducing them to something similar to what I did with the Tungsten- with
X seconds over 30 (or any other standard amount) ingots
---
# Changelog
🆑
- tweak: the Ore Processors now process Lead, Copper, and Aluminum
instantly, and is much faster at processing Tungsten
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **Chores**
- Adjusted lathe production times for several recipes, resulting in more
accurate processing durations.
- The tungsten-based recipe now completes significantly faster (0.13
seconds versus 4 seconds).
- Three metal-based recipes have been updated to finish in shorter
durations (0.01 to 0.016 seconds).
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
(cherry picked from commit d295e2535f9aa21497460279d0bfe108920c445b)
* Automatic Changelog Update (#1873)
(cherry picked from commit 8deed0c3c9d16ff0cdb956fc0ee457a5bf14f5ed)
* Revert "[Add] High-Risk Loadout Item For Warden: Power Gloves (#252)"
This reverts commit 1f936feaa8.
* Grab Intent Part 2: Martial Arts (#1891)
# Description
Finally, after 9 years in development, CQC is here.
Traitors can buy a CQC manual in the uplink, giving them access to
unarmed combos, and instant hardgrabs.
Traitors can also buy a Sleeping Carp Scroll, giving them 3 different
unarmed combos, and the ability to deflect all incoming projectiles, at
the cost of no longer being able to use ranged weapons.
The Chef can use Close-Quarters-Cooking while in the kitchen. Tiders
beware.
Security officers also have access to a Corporate Judo Belt as an
alternative to the stun baton.
The Warden starts with Krav Maga gloves in his locker, with 3 different
attacks.
## This code is, not shit perhaps?
Ports martial arts from
[/Goob-Station#1868](https://github.com/Goob-Station/Goob-Station/pull/1868)
All seems pretty well written, shouldn't be hard to add new ones in the
future.
There also exists a version of the CQC manual for the BSO. Might add to
the BSO locker if requested.
# TODO
* [x] Await reviews
* [x] Pain
# Media
Judo
https://github.com/user-attachments/assets/b0aa4d24-f5cd-478e-8358-a095d46a4572
CQC
https://youtu.be/c0EJfbwqil8
Sleeping Carp
https://github.com/user-attachments/assets/a16ec334-9f9a-4820-b4f1-32a0cc598c67https://github.com/user-attachments/assets/3e2bfc95-7c92-46f6-9b7c-b1e6596540c7
# Changelog
🆑 Eagle
* add: Added Corporate Judo, CQC, Sleeping Carp, and Krav Maga martial
arts with unique abilities.
* add: The Chef has been given Close Quarters Cooking in the Kitchen and
Bar. Tiders beware.
---------
Signed-off-by: Eagle-0 <114363363+Eagle-0@users.noreply.github.com>
(cherry picked from commit 68872f85c8b2227e871667caed2289042edd0d7b)
* Automatic Changelog Update (#1891)
(cherry picked from commit 9e3ad56873aedb7a7d0fff6037f9aaf0026897c0)
* Bug Fix: Fix Roboticist Airlock Sprite Error (#1899)
<!--
This is a semi-strict format, you can add/remove sections as needed but
the order/format should be kept the same
Remove these comments before submitting
-->
# Description
Description.
A fix for [this
issue](https://github.com/Simple-Station/Einstein-Engines/issues/1872)
Fixed bug of the painted roboticist airlock displaying the windowed
counterpart instead of the standard one.
# 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
-->
- [ ] Task
- [x] Completed Task
---
<!--
This is default collapsed, readers click to expand it and see all your
media
The PR media section can get very large at times, so this is a good way
to keep it clean
The title is written using HTML tags
The title must be within the <summary> tags or you won't see it
-->
<details><summary><h1>Media</h1></summary>
https://github.com/user-attachments/assets/fbe4c85f-c876-4e29-9c8d-cf95314e737f
</details>
---
# Changelog
<!--
You can add an author after the `🆑` to change the name that appears
in the changelog (ex: `🆑 Death`)
Leaving it blank will default to your GitHub display name
This includes all available types for the changelog
-->
🆑
- fix: Fixed bug of the painted roboticist airlock displaying the
windowed counterpart instead of the standard one.
(cherry picked from commit a3b823b0059a67767f0adf27ec65151d2f73a1fd)
* Automatic Changelog Update (#1899)
(cherry picked from commit ca839d18fbcdb85d4d1e60f2acad68fda02e1634)
* Fixes SM Being Started on Round Start (#1901)
# Description
To stop the SM from getting activated without something being thrown
into the SM or by having emitters hit the SM.
---
# TODO
- [x] Fix the SM by starting on its own.
---
# Changelog
🆑
- fix: SM no longer starts on round start.
- fix: SM will no longer delam from spacing unless it's activated.
---------
Co-authored-by: Nathaniel Adams <60526456+Nathaniel-Adams@users.noreply.github.com>
(cherry picked from commit 234ac6119f999ff2bfaabee6b93b5fa75c61c0fa)
* Automatic Changelog Update (#1901)
(cherry picked from commit 3a0c67ba9c6aa8341e9bfd529bb58818164e20c8)
* Tc rebalance
---------
Co-authored-by: Eagle-0 <114363363+Eagle-0@users.noreply.github.com>
Co-authored-by: SimpleStation Changelogs <SimpleStation14@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: Timfa <timfalken@hotmail.com>
Co-authored-by: RadsammyT <32146976+RadsammyT@users.noreply.github.com>
Co-authored-by: Paulo Artur Pinheiro Viana Villaça <112904295+AlgumCorrupto@users.noreply.github.com>
Co-authored-by: Solaris <60526456+SolarisBirb@users.noreply.github.com>
* added signal control to portable generators
* added documentation
* Discard changes to Content.Server/Radio/EntitySystems/HeadsetSystem.cs
* added DeviceNetworkComponent and WirelessNetworkConnectionComponent to generator prototype
* made GeneratorSignalControlComponent nicer
* implemented auto-revving
* added back necessary dependency
* can't send do-after event manually
* repeat now works with auto revving
* fixed
* removed vv
* stopping generating when it is revving now makes it stop revving
* Update Content.Shared/Power/Generator/ActiveGeneratorRevvingComponent.cs
Co-authored-by: Kara <lunarautomaton6@gmail.com>
* used resolve instead of TryComp
---------
Co-authored-by: Julian Giebel <juliangiebel@live.de>
Co-authored-by: Kara <lunarautomaton6@gmail.com>
(cherry picked from commit 5d2ddc0d8b313d80fbcecd6719c5048ec2aea3e7)
* PACMAN generators show network load/supply.
This gives more feedback to players that their PACMAN is properly connected and what the network status is (i.e. you don't have enough generators).
* Buff JRPACMAN to 8 kW.
Shifted all power values up by +3 kW.
They're frequently too weak to power even single rooms so they deserve a buff.
* Change unit format helpers number format.
Always displays one digit of precision. This avoids jumping around when a value is changing live.
(cherry picked from commit f855cb2b0065083447128778c31c2a93bcd70a6a)
* label scaling wip
* beacon toggle, cleanup
* weh
* caw
* Smooth scaling, almost-selectable font size, Magnification count, zoom scale accuracy change, opacity
* never asked for individual font sizes
* zoom
* format
* Fixes CrewMonitor and PowerMonitor using the default tile color as text background instead of their custom tile colors
* font customisation, needs UI elements
* Station map rightclick now works
* UI scale will keep the local systems in line
* adjusting font size to UI scale
* typo
* fix RT version
* putting cache back in its place
* toggle labels moved to Examine
(cherry picked from commit 40db236b822c82cf97649f25d8cebfb455f82ff2)
* Prototyping whole station wire map
* More prototyping
* Added icons for the different power distributors and toggleable cable displays
* Power cable layouts are now only sent to the client when the power monitor is open
* UI prototyping
* Power monitors can now see the sprites of distant entities, long entity names are truncated
* Updated how network devices are added to the player's PVS
* More feature prototypes
* Added source / load symbols
* Final prototype! Time to actually code it properly...
* Start of code clean up
* Continuing code clean up
* Fixed UI appearance
* Code clean up complete
* Removed unnecessary changes
* Updated how power values are calculated, added UI warnings for power sinks and power net checks
* Updated how power values are calculated again, added support for portable generators
* Removed unnecessary files
* Map beacons start toggled off, console map now works outside the station, fixed substation icon
* Made some of Sloth's requested changes. Power distributors don't blink anymore, unless selected
* Moved a number of static variables in PowerMonitoringHelper to sensible places in the main files. Added a NavMapTrackableComponent so that you can specify how individual entities appear on the navmap
* Updated the colors/positions of HV cables and SMESes to improve contrast
* Fixed SMES color in map legend
* Partially fixed auto-scrolling on device selection, made sublists alphabetical
* Changed how auto-scroll is handled
* Changed the font color of the console warning messages
* Reduced the font size of beacon labels
* Added the station name to the console
* Organized references
* Removed unwanted changes to RobustToolbox
* Fix merge conflict
* Fix merge conflict, maybe
* Fix merge conflict
* Updated outdated reference
* Fixed portable_generator.yml
* Implemented a number of requested changes, move bit masks to a shared component
* Navigate listings via the navmap
* First attempt at improving efficiency
* Second attempt at optimization, entity grouping added for solar panels
* Finished solar panel entity joining
* Finished major revisions, code clean up needed
* Finializing optimizations
* Made requested changes
* Bug fix, removed obsolete code
* Bug fixes
* Bug fixes
* STarted revisions
* Further revisions
* More revision
* Finalizing revisions. Need to make RT PR
* Code tidying
* More code tidying
* Trying to avoid merge conflicts
* Trying to avoid merge conflicts
* Removed use of PVS
* Improving efficiency
* Addressed a bunch of outstanding issues
* Clear old data on console refresh
* UI adjustments
* Made node comparison more robust. More devices can be combined into one entry
* Added missing component 'dirty'
(cherry picked from commit 1de682e23fd3cb832fa3328a7e6c4bd4b1a858f7)
* Basic TEG start.
Connects via node group.
* Basic TEG test map
* Sensor monitoring basics, TEG circulator flow
* Basic power generation (it doesn't work)
* More sensor monitoring work
* Battery (SMES) monitoring system.
* Sensor monitoring fixes
Make it work properly when mapped.
* Test map improvements
* Revise TEG power output mechanism.
Now uses a fixed supplier with a custom ramping system.
* TEG test map fixes
* Make air alarms and pumps open UI on activate.
* Clean up thermo machines power switch.
Removed separate Enabled bool from the component that always matched the power receiver's state.
This enables adding a PowerSwitch component to give us alt click/verb menu.
* TEG but now fancy
* Make sensor monitoring console obviously WiP to mappers.
* Vending machine sound, because of course.
* Terrible, terrible graph background color
* Examine improvements for the TEG.
* Account for electrical power when equalizing gas mixtures.
* Get rid of the TegCirculatorArrow logic.
Use TimedDespawn instead. The "no show in right-click menuu" goes into a new general-purpose component.
Thanks Julian.
* Put big notice of "not ready, here's why" on the sensor monitoring console.
* TryGetComponent -> TryComp
* Lol there's a HideContextMenu tag
* Test fixes
* Guidebook for TEG
Fixed rotation on GuideEntityEmbed not working correctly.
Added Margin property to GuideEntityEmbed
* Make TEG power bar default to invisible.
So it doesn't appear in the guidebook and spawn menu.